Game control method, game control device, program product, and electronic device
By using attribute values to control virtual characters to place different types of virtual objects in the game, the problem of skill control occupying interface space is solved, and the interface utilization rate and user experience are enhanced.
Patent Information
- Application Number
- CN202510293634.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-03-12
- Publication Date
- 2025-05-13
- Estimated Expiration
- 2045-03-12
AI Technical Summary
In the game, skill controls occupy a lot of interface space, affecting the display effect of the interface.
The terminal device provides a graphical user interface to display the first skill control and some game scenes, and control the virtual character to place different types of virtual objects using the first attribute value. The same skill control is used to place two types of virtual objects.
Reduces the number of skill controls, improves interface utilization and display effects, simplifies user operations, and increases the diversity of character skills and game content.
Smart Images

Figure CN119971494A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technology, and in particular to a game control method, a game control device, a computer program product, and an electronic device. Background Art
[0002] Skill controls are usually set in the game. When the player operates the skill controls, the virtual character in the game can be controlled to cast the corresponding skills. Generally, a corresponding skill control is set for each skill of the virtual character, which causes the skill controls to occupy more interface space and affect the display effect of the interface. Summary of the invention
[0003] The present disclosure provides a game control method, a game control device, a computer program product and an electronic device, so as to at least improve the problem of skill controls occupying interface space to a certain extent.
[0004] According to a first aspect of the present disclosure, a game control method is provided, wherein a graphical user interface is provided through a terminal device, the graphical user interface displays a first skill control and at least a part of a game scene, a first virtual character is provided in the game scene, and the first virtual character has a first attribute value; the method comprises: controlling the first attribute value to change according to a preset rule; in response to a first trigger operation on the first skill control when the first attribute value does not reach a first preset value, controlling the first virtual character to place a first virtual object in the game scene; in response to a second trigger operation on the first skill control when the first attribute value reaches the first preset value, controlling the first virtual character to place a second virtual object in the game scene; the second virtual object is different from the first virtual object.
[0005] According to a second aspect of the present disclosure, a game control device is provided, which provides a graphical user interface through a terminal device, wherein the graphical user interface displays a first skill control and at least part of a game scene, wherein a first virtual character is provided in the game scene, and the first virtual character has a first attribute value; the device comprises: an attribute value control module, configured to control the first attribute value to change according to a preset rule; a first skill control module, configured to control the first virtual character to place a first virtual object in the game scene in response to a first trigger operation on the first skill control when the first attribute value does not reach a first preset value; a second skill control module, configured to control the first virtual character to place a second virtual object in the game scene in response to a second trigger operation on the first skill control when the first attribute value reaches the first preset value; the second virtual object is different from the first virtual object.
[0006] According to a third aspect of the present disclosure, a computer program product is provided, including a computer program, wherein when the computer program is executed by a processor, the method of the first aspect and possible implementations thereof are implemented.
[0007] According to a fourth aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the method of the above-mentioned first aspect and its possible implementation methods by executing the executable instructions.
[0008] The technical solution disclosed in this disclosure has the following beneficial effects:
[0009] The first attribute value of the first virtual character can change according to a preset rule. If the first attribute value does not reach the first preset value, the first skill control can be used to control the first virtual character to place the first virtual object. If the first attribute value reaches the first preset value, the first skill control can be used to control the first virtual character to cast the second virtual object. On the one hand, players can place two virtual objects through the same skill control, which reduces the number of skill controls, improves the problem of skill controls occupying interface space, and improves interface utilization and interface display effects. On the other hand, switching between the first virtual object and the second virtual object is achieved based on the first attribute value, which simplifies user operations, and is conducive to increasing the diversity of character skills and game content, and improving user experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0010] Figure 1 A system architecture diagram in this exemplary embodiment is shown;
[0011] Figure 2 A flowchart showing a game control method in this exemplary embodiment;
[0012] Figure 3 A schematic diagram showing a graphical user interface in this exemplary embodiment;
[0013] Figure 4 A schematic diagram showing a first skill control in this exemplary embodiment;
[0014] Figure 5 A schematic diagram showing a switching skill icon in this exemplary embodiment;
[0015] Figure 6 A flow chart of controlling a second virtual character in this exemplary embodiment is shown;
[0016] Figure 7 A schematic diagram showing another graphical user interface in this exemplary embodiment;
[0017] Figure 8A schematic diagram showing a change of a first skill control in this exemplary embodiment is shown;
[0018] Fig. 9 A schematic diagram showing a method of performing a third game skill in this exemplary embodiment;
[0019] Fig.10 A schematic diagram showing the structure of a game control device in this exemplary embodiment is shown;
[0020] Fig.11 A schematic structural diagram of an electronic device in this exemplary embodiment is shown. DETAILED DESCRIPTION
[0021] Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.
[0022] The accompanying drawings are schematic diagrams of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the accompanying drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software form, or in hardware modules or integrated circuits, or in networks, processors or microcontrollers. The embodiments can be implemented in various forms and should not be construed as being limited to the examples set forth herein. The features, structures or characteristics described in the present disclosure may be combined in one or more embodiments in any suitable manner. In the description below, many specific details are provided to provide a full description of the embodiments of the present disclosure. However, those skilled in the art should appreciate that one or more specific details may be omitted when implementing the technical solution of the present disclosure, or one or more specific details may be replaced by other methods, components, devices, steps, etc.
[0023] The inventors have discovered that in the related art, the game scene editing mode only supports the editing of a single game scene, but does not support the editing mode of multiple game scenes, which results in the edited game scenes being of a relatively single type and the editing efficiency being low.
[0024] In view of one or more of the above problems, exemplary embodiments of the present disclosure provide a game control method.
[0025] Figure 1The system architecture diagram of the operating environment of this exemplary embodiment is shown. The system architecture may include a terminal device 110 and a server 120. Among them, the terminal device 110 may be a mobile phone, a tablet computer, a personal computer, an intelligent wearable device, a game console, etc., which has a display function and can display a graphical user interface. The graphical user interface may include an operating system interface or an application interface, etc. A game program is installed on the terminal device 110, such as a client program of an online game. When the terminal device 110 runs the game program, content such as game scenes can be displayed in the graphical user interface. The server 120 generally refers to a background system that provides game services in this exemplary embodiment, which may be a server or a cluster of multiple servers. A game server program is deployed on the server 120 for executing game data processing on the server side. The terminal device 110 and the server 120 may be connected via a wired or wireless communication link to perform data transmission. The method in this exemplary embodiment may be executed by any one or more of the terminal device 110 and the server 120.
[0026] In one embodiment, the above method can be implemented and executed based on a cloud interactive system. The cloud interactive system can be the above system architecture. Various cloud applications can be run under the cloud interactive system, such as cloud games. Taking cloud games as an example, cloud games refer to a game method based on cloud computing. In the operation mode of cloud games, the operation subject of the game program and the game screen presentation subject are separated, and the storage and operation of the control and interaction methods in the game are completed on the cloud game server (such as the above server 120), and the cloud game client (such as the above terminal device 110) includes the reception and transmission of data and the presentation of the game screen. For example, the cloud game client can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; and the cloud game server in the cloud performs information processing. When playing games or editing games, the user operates the cloud game client to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the cloud game client through the network. Finally, the cloud game client decodes and outputs the game screen.
[0027] In one implementation, the above method can be implemented by the terminal device 110 without deploying the server 120. For example, in a stand-alone game environment, the stand-alone game program can be installed through the terminal device 110 to execute the above method.
[0028] Figure 2 The schematic flow of the game control method is shown, which may include the following steps S210 to S230:
[0029] Step S210, controlling the first attribute value to change according to a preset rule;
[0030] Step S220, when the first attribute value does not reach the first preset value, in response to a first triggering operation on the first skill control, controlling the first virtual character to place a first virtual object in the game scene;
[0031] Step S230, when the first attribute value reaches the first preset value, in response to the second trigger operation on the first skill control, control the first virtual character to place a second virtual object in the game scene; the second virtual object is different from the first virtual object.
[0032] based on Figure 2 In the method shown, the first attribute value of the first virtual character can change according to a preset rule. If the first attribute value does not reach the first preset value, the first skill control can be used to control the first virtual character to place the first virtual object. If the first attribute value reaches the first preset value, the first skill control can be used to control the first virtual character to cast the second virtual object. On the one hand, players can place two virtual objects through the same skill control, which reduces the number of skill controls, improves the problem of skill controls occupying interface space, and improves interface utilization and interface display effects. On the other hand, switching between the first virtual object and the second virtual object is achieved based on the first attribute value, which simplifies user operations, and is conducive to increasing the diversity of character skills and game content, and improving user experience.
[0033] Below Figure 2 Provide detailed instructions for each step.
[0034] refer to Figure 2 In step S210, the first attribute value is controlled to change according to a preset rule.
[0035] Among them, a graphical user interface can be provided by a terminal device. When the game program is running, the graphical user interface can display a first skill control and at least part of the game scene. The game scene can be a game level scene, a game town scene, etc. A first virtual character is provided in the game scene, which is configured to be controlled by the terminal device. For example, the first virtual character can be a virtual character played by a game account logged in by a player on the terminal device. The first virtual character has a first attribute value, the first attribute value is variable, and can be associated with a first virtual object and a second virtual object that can be placed by the first virtual character. For example, the first attribute value can be an energy value, and placing the second virtual object requires a certain energy value. In addition, the first virtual character may also have other attribute values such as a second attribute value (such as a health value) and a third attribute value (such as a defense value).
[0036] In one embodiment, the first virtual character has at least two game skills, including a first game skill and a second game skill, the first game skill is a skill for placing a first virtual object, and the second game skill is a skill for placing a second virtual object.
[0037] In one embodiment, the game scene may be a game scene, and the virtual characters in the scene are divided into multiple game camps, and different game camps are in a hostile relationship with each other. For example, a first virtual character is in a first game camp, and a virtual character in a second game camp is an enemy character relative to the first virtual character. The first virtual character can attack the enemy character and cause damage to it, and can also be attacked by the enemy character.
[0038] The preset rule may be a first attribute value change rule preset in the game, which is set by a game developer, a user who edits a game scene, or a player who creates the current game match.
[0039] In one implementation, controlling the first attribute value to change according to a preset rule may include at least one of the following methods:
[0040] Method 1: Control the first attribute value to change according to the change of the game time in the current game match. The current game match refers to the game match that the first virtual character is currently in. The game time is set in the current game match. For example, when the current game match starts, the game time is 00:00, and then gradually changes. The first attribute value can be set to change with the game time in the current game match, such as the first attribute value increases by 1 point for every 1 second of game time.
[0041] Method 2: In response to the first virtual character triggering a preset condition, controlling the first attribute value to change. The preset condition may include an event actively or passively triggered by the first virtual character, a state condition of the first virtual character, etc. For example, when the first virtual character is in a specific area in the game scene, the first attribute value increases at a certain rate. Alternatively, when the first virtual character is damaged, the first attribute value increases.
[0042] In one embodiment, in response to the first virtual character triggering a preset condition, controlling the first attribute value to change may include the following steps:
[0043] In response to the first virtual character causing damage to the enemy character in the second preset state, the first attribute value is increased according to the damage value.
[0044] The present disclosure does not specifically limit the second preset state. Exemplarily, the second preset state is a non-falling state, and the first attribute value increases by 1 point for every 3 points of damage caused by the first virtual character to the non-falling enemy character. Causing damage to the fallen enemy character does not trigger the increase of the first attribute value. Of course, the second preset state can also be other states, or include any state, that is, when the first virtual character causes damage to the enemy character in any state, the first attribute value is increased according to the damage value.
[0045] Method three, in response to a preset event occurring in the game scene, controlling the first attribute value to change. The preset event may be an environment-related event in the game scene, or an event related to a specific virtual character. The present disclosure does not specifically limit the preset event. For example, when the weather changes or the day and night change in the game scene, the first attribute values of all virtual characters are increased, or the rate at which the first attribute values of all virtual characters change over time is set to be accelerated. When the safety area in the game scene moves or shrinks, the first attribute values of all virtual characters are increased, or the rate at which the first attribute values of all virtual characters change over time is set to be accelerated.
[0046] The above is an exemplary description of the specific method of controlling the change of the first attribute value. Any one or more methods can be selected according to specific needs. For example, the above method one and method two can be combined to control the change of the first attribute value according to the change of the game time in the current game match, such as increasing the first attribute value by 1 point per second, thereby realizing a basic change in the first attribute value. On this basis, when the first virtual character causes damage to the enemy character in a preset state, the first attribute value is increased according to the damage value, such as increasing the first attribute value by 1 point for every 3 points of damage caused to the enemy character that has not fallen to the ground, thereby realizing a non-basic change in the first attribute value and encouraging players to speed up the pace of the game.
[0047] Continue to refer Figure 2 In step S220, when the first attribute value does not reach the first preset value, in response to the first trigger operation on the first skill control, the first virtual character is controlled to place the first virtual object in the game scene.
[0048] The first preset value is a threshold value of the first attribute value corresponding to the second virtual object, that is, the first attribute value required to place the second virtual object. The first preset value can be set by a game developer, a user who edits a game scene, or a player who creates a current game match.
[0049] In one embodiment, the first preset value has a corresponding relationship with the role category of the first virtual character. Among them, a plurality of preset virtual characters that can be selected by players can be set in the game, and each preset virtual character can be a profession (such as a warrior, a mage, a doctor), or a specific character. Each preset virtual character is a role category. Players can choose to play a preset virtual character in the game match, thereby forming a virtual character in the game match. Different role categories can correspond to different first preset values, such as the first preset value corresponding to a warrior is 300, and the first preset value corresponding to a mage is 500. In general, the higher the intensity of the second game skill of a certain role category, the larger the corresponding first preset value, indicating that the threshold for casting the second game skill is higher. The corresponding first preset value can be determined according to the role category of the first virtual character. If the role category of the first virtual character is a mage, the first preset value is determined to be 500.
[0050] In one implementation, the first preset value is the maximum value of the first attribute value, that is, the first attribute value does not increase any more when reaching the first preset value.
[0051] When the first attribute value does not reach the first preset value, the first skill control is used to place the first virtual object (i.e., cast the first game skill) and cannot be used to place the second virtual object. The first trigger operation is used to trigger the operation of placing the first virtual object, such as single-click, double-click, long press, drag, etc. For example, if the first attribute value of the first virtual character does not reach the first preset value, the player clicks the first skill control to trigger the first virtual character to place the first virtual object in the game scene.
[0052] In one embodiment, controlling the first virtual character to place the first virtual object in the game scene may include: controlling the first virtual character to place the first virtual object at a first preset distance directly in front of the first virtual character. For example, the first virtual character may place the first virtual object on the ground 3 meters in front of the first virtual character.
[0053] The present disclosure does not limit the first virtual object. The first virtual object may include one or more of the following types of objects: functional virtual objects, such as springs or spring plates, which can catapult the virtual character to a high place, or portals, which can teleport the virtual character to a specified location; offensive virtual objects, which can produce explosions, combustion, etc., to cause damage to enemy characters; effect virtual objects, which can produce a buff effect on friendly characters within a certain range, or produce a debuff effect on enemy characters within a certain range; and so on.
[0054] Figure 3 A first virtual object 360 placed by a first virtual character 3101 is shown, and the first virtual object 360 can pop out a punch, producing a catapulting effect on the virtual character.
[0055] Continue to refer Figure 2 In step S230, when the first attribute value reaches the first preset value, in response to the second trigger operation on the first skill control, the first virtual character is controlled to place a second virtual object in the game scene; the second virtual object is different from the first virtual object.
[0056] Among them, when the first attribute value reaches the first preset value, the first skill control can be used to place the second virtual object (i.e., cast the second game skill). The second trigger operation is used to trigger the operation of placing the second virtual object, such as single-click, double-click, long press, drag and drop. The operation mode of the second trigger operation can be the same as or different from the first trigger operation. For example, if the first attribute value of the first virtual character reaches the first preset value, the player clicks the first skill control to trigger the first virtual character to place the second virtual object.
[0057] In one embodiment, the above-mentioned controlling the first virtual character to place the second virtual object in the game scene may include: controlling the first virtual character to place the second virtual object at a second preset distance directly in front of the first virtual character. The second preset distance may be the same as or different from the first preset distance. For example, the first virtual character may place the second virtual object on the ground 3 meters directly in front of the first virtual character.
[0058] The present disclosure does not limit the second virtual object. The second virtual object may include one or more of the following types of objects: functional virtual objects, offensive virtual objects, effect virtual objects, and the like.
[0059] The first virtual object and the second virtual object are different. The present disclosure does not limit the specific difference between the two. Exemplarily, the first virtual object and the second virtual object are of different types, such as the first virtual object is an effect virtual object and the second virtual object is an offensive virtual object. In addition, the appearance of the first virtual object and the second virtual object may be the same or different. For example, the size of the second virtual object may be larger than the first virtual object, indicating that the second virtual object has a stronger effect.
[0060] In one embodiment, the second virtual object may be a virtual object obtained by enhancing the first virtual object. For example, the parameters of the second virtual object are greater than the parameters of the first virtual object, such as the first virtual object and the second virtual object are both offensive virtual objects, and the attack value or attack coefficient of the second virtual object is greater than the first virtual object. For example, the first virtual object and the second virtual object are both springs, and the ejection height of the second virtual object is greater than the first virtual object. Alternatively, the effect of the second virtual object includes the effect and additional effect of the first virtual object, that is, the second virtual object adds other effects on the basis of the first virtual object, such as the first virtual object has a debuff effect, the second virtual object has the same debuff effect, and also has a damage effect. Of course, it can be set that: the parameters of the second virtual object are greater than the parameters of the first virtual object, and its effect includes the effect and additional effect of the first virtual object. For example, the first virtual object has a debuff effect, and the second virtual object has a stronger debuff effect and also has a damage effect.
[0061] In one embodiment, it can be set that when the first attribute value reaches the first preset value, the first skill control cannot be used to place the first virtual object. For example, the first skill control only supports one operation mode (such as single click). When the first attribute value does not reach the first preset value, the player single-clicks the first skill control to trigger the first virtual character to place the first virtual object, but does not place the second virtual object. When the first attribute value reaches the first preset value, the player single-clicks the first skill control to trigger the first virtual character to place the second virtual object, but does not place the first virtual object.
[0062] In one embodiment, it can be set that when the first attribute value reaches the first preset value, the first skill control can be used to place both the first virtual object and the second virtual object. For example, the first skill control supports two operation modes: single click and long press. When the first attribute value does not reach the first preset value, the player single-clicks the first skill control to trigger the first virtual character to place the first virtual object, and long presses the first skill control to have no effect or be equivalent to single-clicking the first skill control. When the first attribute value reaches the first preset value, the player single-clicks the first skill control to trigger the first virtual character to place the first virtual object, and long presses the first skill control to trigger the first virtual character to place the second virtual object.
[0063] The first virtual character needs to consume the first attribute value when placing the second virtual object. In one embodiment, the game control method may further include the following steps:
[0064] In response to the first virtual character placing the second virtual object in the game scene, the first attribute value is reset to the second preset value or the first attribute value is reduced by a third preset value.
[0065] For example, the second preset value is 0, and each time the first virtual character places the second virtual object, the first attribute value is reset to 0. Alternatively, the third preset value is 100, and each time the first virtual character places the second virtual object, the first attribute value decreases by 100.
[0066] The above provides a method for controlling the first attribute value to change in the game. The player can switch between the first virtual object and the second virtual object based on the first attribute value, thereby improving the flexibility and diversity of game control.
[0067] In one embodiment, the game control method may further include the following steps:
[0068] A progress indicator is displayed in the graphical user interface, where the progress indicator is used to indicate the first attribute value.
[0069] The progress indicator graphically presents the size of the first attribute value. For example, the progress indicator may be a progress bar, the total length of which represents the first preset value, and the current first attribute value may be indicated by a color-changing bar, an arrow, etc. in the progress bar. This allows players to intuitively see the size of the first attribute value and the gap between the first attribute value and the first preset value.
[0070] In one implementation, the progress indicator is a first graphic disposed around the first skill control, and a size of the first graphic is configured to be associated with the first attribute value.
[0071] Among them, the progress mark can be set around the first skill control, which saves more interface space, and the player can intuitively associate the progress mark with the first skill control, reducing the player's game understanding cost. The present disclosure does not limit the specific shape of the first graphic. For example, the first graphic can be the same as the edge shape of the first skill control, such as the first skill control is circular and the first graphic is a ring. The size of the first graphic can be positively correlated with the first attribute value, such as the two are proportional. For example, as the first attribute value increases, the first graphic gradually extends around the first skill control, changing from an arc at the beginning to a ring. In one embodiment, when the first attribute value reaches a first preset value, the first graphic is a graphic connected end to end, such as a complete ring.
[0072] Figure 3 A schematic diagram of a graphical user interface is shown, in which a first virtual character 3101, a first skill control 320, and a progress indicator 330 are displayed. Figure 4 for Figure 3 An enlarged view of the first skill control 320 in FIG. Figure 3 or Figure 4As shown, the progress indicator 330 can be a first graphic set around the first skill control 320, and specifically can be a discolored portion in a ring around the first skill control 320. As the first attribute value increases, the size of the progress indicator 330 gradually increases, presenting an effect that the first graphic gradually grows in a clockwise direction. When the first attribute value reaches the first preset value, the first graphic fills the entire ring. In this way, the player can estimate the gap between the first attribute value and the first preset value or the ratio of the first attribute value to the first preset value based on the size of the first graphic. Reduce the cost of understanding the game for players.
[0073] In one embodiment, the game control method may further include the following steps:
[0074] When the first attribute value reaches the first preset value, the first graphic is displayed using the second display parameter, and / or the first special effect is displayed on the first graphic; the second display parameter is different from the first display parameter, and the first display parameter is the display parameter of the first graphic when the first attribute value does not reach the first preset value.
[0075] Wherein, when the first attribute value does not reach the first preset value, the first display parameter is used to display the first graphic, and when the first attribute value reaches the first preset value, the second display parameter is used to display the first graphic. The first display parameter and the second display parameter may include differences in color, size, shape, etc. For example, the first display parameter includes a first display color, which is yellow, and the second display parameter includes a second display color, which is red. Figure 3 As shown, when the first attribute value does not reach the first preset value, the first graphic only fills part of the circle and is displayed in yellow. When the first attribute value reaches the first preset value, the first graphic fills the entire circle and is displayed in red. Based on the difference between the first display parameter and the second display parameter, the player can intuitively see whether the first attribute value reaches the first preset value based on the display of the first graphic, and then determine whether the first virtual character can currently place the second virtual object.
[0076] In addition, when the first attribute value reaches the first preset value, the first special effect can also be displayed on the first graphic, such as adding overflow dynamic effects, luminous effects, etc. to the first graphic, and when the first attribute value does not reach the first preset value, the first special effect is not displayed. In this way, the first special effect can also intuitively display the situation that the first attribute value reaches the first preset value, so that the player knows that the first virtual character can currently place the second virtual object.
[0077] In one embodiment, the game control method may further include the following steps:
[0078] In response to the first attribute value reaching a first preset value, a first skill icon corresponding to the first virtual object displayed in the first skill control is switched to a second skill icon corresponding to the second virtual object.
[0079] refer to Figure 5 As shown, when the first attribute value does not reach the first preset value, the first skill icon is displayed in the first skill control, indicating that the current first skill control is used to place the first virtual object. When the first attribute value reaches the first preset value, the second skill icon is displayed in the first skill control, indicating that the current first skill control is used to place the second virtual object. Alternatively, it can be understood that when the first attribute value reaches the first preset value, the first skill control with the first skill icon is switched to another skill control with the second skill icon.
[0080] By switching the skill icons, the current status and function of the first skill control can be displayed more intuitively, which is easier for players to understand and reduces operational errors.
[0081] In one embodiment, the game control method may further include the following steps:
[0082] When the first attribute value reaches a first preset value, the second special effect of the first skill control is displayed.
[0083] The second special effect is used to prompt the player that the first attribute value has reached the first preset value, and may be a pre-set dynamic effect, and may be accompanied by a sound effect, etc. For example, when the first attribute value reaches the first preset value, a short luminous special effect is displayed on the first skill control, and may be accompanied by a specific sound effect, prompting the player that the first attribute value has reached the first preset value, so that the player knows that the second game skill can be cast at this time.
[0084] In one embodiment, the first special effect may be a persistent special effect, such as continuously displaying an overflowing dynamic effect on the first graphic. The second special effect may be a transient special effect, such as displaying a transient luminous special effect on the first skill control.
[0085] In one embodiment, reference Figure 6 As shown, the game control method may further include the following steps S610 to S630:
[0086] Step S610, in response to the second virtual character in the game scene performing an interactive behavior with the first virtual object, controlling the second virtual character to perform a first movement under the ejection effect of the first virtual object;
[0087] Step S620, in response to the second virtual character performing an interactive behavior with the second virtual object, controlling the second virtual character to perform a second movement under the ejection effect of the second virtual object;
[0088] Step S630: During the second movement, in response to the jump instruction of the second virtual character, control the second virtual character to perform a second jump.
[0089] The second virtual character is a virtual character that the first virtual object and the second virtual object can act on. For example, the first virtual object and the second virtual object can only act on the friendly character of the first virtual character, and the second virtual character can be any friendly character (including the first virtual character itself). Alternatively, the first virtual object and the second virtual object can only act on the enemy character of the first virtual character, and the second virtual character can be any enemy character. Alternatively, the first virtual object and the second virtual object can act on both friendly characters and enemy characters, and the second virtual character can be any virtual character (including the first virtual character itself).
[0090] The second virtual character can interact with the first virtual object, and the interaction behavior can trigger the first virtual object to act on the second virtual character. Exemplarily, the interaction behavior between the second virtual character and the first virtual object may include but is not limited to: the second virtual character enters the action range of the first virtual object; the second virtual character contacts the first virtual object; the second virtual character contacts the first virtual object in a specific way, such as the second virtual character jumps onto the first virtual object; the second virtual character performs a specific behavior when in the action range of the first virtual object or contacts the first virtual object, such as the second virtual character contacts the first virtual object and turns on the switch of the first virtual object.
[0091] The first virtual object can produce a catapulting effect on the second virtual character, catapulting the second virtual character a certain distance in a specific direction. The direction of the catapulting is related to the placement of the first virtual object. For example, if the first virtual object is placed on a flat ground, the second virtual character can be catapulted upwards; if the first virtual object is placed on a slope, the second virtual character can be catapulted diagonally upwards. The movement of the second virtual character under the catapulting effect of the first virtual object is called the first movement, which may include the catapulting process of the first virtual object (such as the process of catapulting the second virtual character upwards into the air) and the subsequent movement process (such as the process of the second virtual character falling to the ground after being catapulted into the air).
[0092] The second virtual character may also interact with the second virtual object, and the interaction behavior may trigger the second virtual object to exert an effect on the second virtual character. Exemplarily, the interaction behavior between the second virtual character and the second virtual object may include, but is not limited to: the second virtual character enters the action range of the second virtual object; the second virtual character contacts the second virtual object; the second virtual character contacts the second virtual object in a specific manner, such as the second virtual character jumps onto the second virtual object; the second virtual character performs a specific behavior when in the action range of the second virtual object or contacts the second virtual object, such as the second virtual character contacts the second virtual object and turns on a switch of the second virtual object.
[0093] The second virtual object can also produce a catapulting effect on the second virtual character, catapulting the second virtual character a certain distance in a specific direction. The direction of the catapulting is related to the placement of the second virtual object. For example, if the second virtual object is placed on a flat ground, the second virtual character can be catapulted upwards, and if the second virtual object is placed on a slope, the second virtual character can be catapulted diagonally upwards. The movement of the second virtual character under the catapulting effect of the second virtual object is called the second movement, which may include the catapulting process of the second virtual object (such as the process of catapulting the second virtual character upwards into the air) and the subsequent movement process (such as the process of the second virtual character landing after being catapulted into the air, or the process of performing other movements during the catapulting and landing process).
[0094] As can be seen from the above, both the first virtual object and the second virtual object can exert a catapulting effect on the second virtual character. The difference between the two is that during the second movement process triggered by the second virtual object, the second virtual character can perform a second jump through a jump instruction, and the second jump refers to a jump performed without landing. During the first movement process triggered by the first virtual object, the second virtual character cannot perform a second jump. Therefore, compared with the first virtual object, the second virtual object can enable the second virtual character to achieve a stronger movement effect. Under the triggering of the second virtual object, the second virtual character can reach a higher or farther position through catapulting and secondary jumping. This substantially increases the movable range of the second virtual character, increases the utilization rate of the game scene (for example, some areas in the game scene cannot be reached based on the catapulting effect of the first virtual object or the conventional movement method, but can be reached based on the catapulting effect of the second virtual object, so that these areas are actually utilized), and improves the diversity of character control methods, game content and gameplay (for example, because the second virtual character can reach more areas in the game scene, players can design more game strategies).
[0095] The present disclosure does not limit the specific implementation method of the jump instruction of the second virtual character, and it can be implemented by the player controlling the second virtual character through a specific jump operation.
[0096] In one embodiment, in the process of the second movement, in response to the jump instruction of the second virtual character, controlling the second virtual character to perform a second jump may include the following steps:
[0097] During the second movement, in response to a trigger operation on a first jump control, the second virtual character is controlled to perform a second jump; the first jump control is a jump control fixedly displayed in the graphical user interface.
[0098] Figure 7 A schematic diagram of a graphical user interface of a second virtual character is shown, the graphical user interface displays the second virtual character 3102 and fixedly displays the first jump control 3801, such as a jump control that is always displayed during the game. The player can use the first jump control 3801 to control the second virtual character 3102 to perform a regular jump. During the second movement, the first jump control 3801 can be used to control the second virtual character 3102 to perform a second jump. This operation is very convenient.
[0099] In one embodiment, in the process of the second movement, in response to the jump instruction of the second virtual character, controlling the second virtual character to perform a second jump may include the following steps:
[0100] During the second movement, providing a second jump control for the second virtual character;
[0101] In response to the triggering operation on the second jump control, the second virtual character is controlled to perform a second jump.
[0102] Among them, the second jump control is a control specifically used for secondary jump. Figure 7 As shown, during the second movement, the second jump control 3802 may be displayed, for example, the second jump control 3802 is provided during the entire process from the second virtual character 3102 being ejected by the second virtual object to the second virtual character landing. The player may use the second jump control 3802 to control the second virtual character to perform a second jump. The second jump control 3802 can effectively guide the player and reduce the difficulty of understanding for the player.
[0103] In one embodiment, the game control method may further include the following steps:
[0104] During the second virtual character's second jump, the second virtual character is controlled to gradually change from an invisible state to a visible state.
[0105] For example, when the second virtual character starts the second jump, its transparency is set to 1, that is, a completely transparent state. During the second jump, its transparency is gradually reduced from 1 to 0, making the visibility of the second virtual character higher and higher, until the transparency drops to 0 when landing, at which time it is completely visible. In this way, during the second jump of the second virtual character, it is given a certain protection effect, so that the enemy character cannot easily aim at and attack the second virtual character, and further improves the diversity of game content and gameplay.
[0106] In one embodiment, the game control method may further include the following steps:
[0107] The second virtual character is set to be in a first preset state during the second movement.
[0108] Accordingly, in the process of the second movement, in response to the jump instruction of the second virtual character, controlling the second virtual character to perform a second jump may include the following steps:
[0109] When the second virtual character is in the air, in response to a jump instruction of the second virtual character, if the second virtual character is in a first preset state, the second virtual character is controlled to perform a second jump.
[0110] Among them, the first preset state refers to the state of being ejected by the second virtual object, that is, when the second virtual character performs the second movement under the ejection of the second virtual object, the first preset state can be obtained, and the first preset state cannot be obtained during the first movement. The program can determine whether the second virtual character can perform a second jump by detecting whether the second virtual character is in the first preset state. When the second virtual character is in the air, if a jump instruction of the second virtual character is received, it is detected whether it is in the first preset state. If so, the second virtual character is controlled to perform a second jump. If not, the second jump is not performed, such as not responding to the jump instruction. Therefore, based on the difference between the first virtual object and the second virtual object, the difference in the ejection state of the second virtual character is realized, the program processing process is simplified, and the amount of calculation is reduced.
[0111] In one embodiment, the game control method may further include at least one of the following steps:
[0112] In response to the existence time of the first virtual object in the game scene reaching a first preset time length, removing the first virtual object from the game scene;
[0113] In response to the existence time of the second virtual object in the game scene reaching a second preset time length, the second virtual object is removed from the game scene.
[0114] Among them, the first preset time length is the duration of the first virtual object, and the second preset time length is the duration of the second virtual object. The first preset time length and the second preset time length can be set by game developers, game scene editors, etc., and can be affected by the state of the first virtual character in the game. For example, when the first virtual character has a gain effect that increases the duration of the skill, the first preset time length and the second preset time length can be increased.
[0115] The timing starts when the first virtual character places the first virtual object in the game scene, and when the timing reaches the first preset duration, the first virtual object is removed from the game scene. The timing starts when the first virtual character places the second virtual object in the game scene, and when the timing reaches the second preset duration, the second virtual object is removed from the game scene. This prevents the first virtual object and the second virtual object from existing in the game scene for too long, and prevents the existence of too many first virtual objects and second virtual objects in the game scene (generally, the first preset duration and the second preset duration are much shorter than the first cooldown duration of the first game skill, so there can usually only be one first virtual object and one second virtual object in the game scene), thereby reducing the pressure on the terminal device and the server.
[0116] In one embodiment, if the first virtual character does not reach the first preset level and the first attribute value does not reach the first preset value, in response to the first trigger operation on the first skill control, controlling the first virtual character to place the first virtual object in the game scene may include the following steps:
[0117] When the first attribute value does not reach the first preset value, in response to the first trigger operation on the first skill control, if the first game skill corresponding to the first virtual object is in a cooled down state, the first virtual character is controlled to place the first virtual object in the game scene.
[0118] Accordingly, the game control method may further include the following steps:
[0119] In response to the first virtual character placing the first virtual object in the game scene, the first game skill is switched to a cooling state, and a cooling time is performed on the first game skill according to a first cooling time, and the first game skill is switched to a cooled state when the time ends.
[0120] The level of the first virtual character may be its level in the game match (the level is usually only valid in the game match), or may be the level of the corresponding game account (the level is also valid outside the game match). The first preset level may be set by a game developer, a user who edits a game scene, or a player who creates the current game match.
[0121] For example, the first preset level is a threshold set for the level of the first virtual character in the game match, such as level 3. In the game match, the first virtual character is initially level 1, and the maximum storable number of the first game skill (i.e., the skill for placing the first virtual object) is initially 1. The first virtual character can gain experience points by attacking enemy characters, picking up game props, completing game tasks, etc. to increase its level. When the first virtual character reaches level 3, the maximum storable number of the first game skills increases to 2, so that the first virtual character can store up to two first game skills, which means that two first virtual objects can be placed without waiting for cooling. This achieves the skill growth of the first virtual character and increases the diversity of character skills and game content.
[0122] The cool down mechanism of a game skill means that after a virtual character casts a game skill, it cannot cast the same game skill again immediately, and needs to wait for a certain cool down period before casting it again. In this embodiment, the first game skill can be set to have a cool down mechanism, the cooling down state indicates that the first game skill is in the cooling process, and the first game skill cannot be cast at this time, and the cooled down state indicates that the cooling process of the first game skill has been completed, and the first game skill can be cast at this time.
[0123] The first cooling time is the cooling time of the first game skill, which can be set by the game developer or adjusted according to the current state of the first virtual character. For example, the game developer sets the basic cooling time of the first game skill. If the first virtual character has a state that can affect the cooling time of the skill (such as carrying relevant gain effects, equipment, etc.), the basic cooling time is adjusted according to relevant parameters to obtain the actual first cooling time. If the first virtual character does not have a state that can affect the cooling time of the skill, the first cooling time is the basic cooling time.
[0124] The first game skill being in a cooled state is a prerequisite for being able to cast the first game skill. Specifically, if the first attribute value does not reach the first preset value and the first game skill is in a cooled state, in response to the first trigger operation on the first skill control, the first virtual character is controlled to place the first virtual object. In one embodiment, if the first attribute value does not reach the first preset value and the first game skill is in a cooled state, in response to the first trigger operation on the first skill control, the first virtual character will not be controlled to place the first virtual object, such as the first trigger operation does not produce any effect, or triggers the display of a prompt message, indicating that the first game skill is in a cooled state.
[0125] After the first virtual character places the first virtual object, the first game skill is switched to a cooling state. Specifically, the first game skill can be switched to a cooling state after the first virtual character starts to place the first virtual object, or the first game skill can be switched to a cooling state when the first virtual character finishes placing the first virtual object. Then, after a cooling process of a first cooling time, the first game skill is switched from the cooling state to the cooled state.
[0126] In one embodiment, the game control method may further include the following steps:
[0127] In response to the first virtual character placing a second virtual object in the game scene, if the first game skill is in a cooled down state, the first game skill is switched to a cooling down state, and the cooling down time of the first game skill is performed according to the first cooling down period, and the first game skill is switched to the cooled down state when the time ends; and / or in response to the first virtual character placing a second virtual object in the game scene, if the first game skill is in a cooling down state, the cooling down time of the first game skill is performed again according to the first cooling down period, and the first game skill is switched to the cooled down state when the time ends.
[0128] That is, after the first virtual character casts the second game skill, the cooling process of the first game skill is reset, specifically including one or more of the following situations: If the first game skill is in the cooled down state, the first game skill is switched to the cooling down state, and the first game skill is switched to the cooled down state after the cooling down process of the first cooling down time. If the first game skill is in the cooling down state, the cooling down time of the first game skill is reset according to the first cooling down time. For example, if the first cooling down time is 10 seconds, when the first virtual character casts the second game skill, the first game skill has been cooled down for 5 seconds, and there are 5 seconds left. At this time, the remaining 5 seconds are reset to 10 seconds, and the cooling down time needs to be restarted from the beginning. When the time ends, the first game skill is switched to the cooled down state.
[0129] The above-mentioned cooling process reset for the first game skill can be performed after the first virtual character starts to place the second virtual object, and can also be performed when the first virtual character finishes placing the second virtual object. By resetting the cooling process of the first game skill, the association between the cooling process of the second game skill and the first game skill is achieved, which simplifies the cooling mechanism of the two game skills and is easy for players to understand. It also reduces the situation where players place the second virtual object and the first virtual object continuously in a short period of time, improves the balance of the game, and reduces the pressure on the terminal device and the server.
[0130] In one embodiment, during the cooling time of the first game skill, the cooling time information of the first game skill is displayed in the graphical user interface using the first display mode. The cooling time information of the first game skill may include the first cooling time, the cooling time, the remaining cooling time, etc. The first display mode may include which information is specifically displayed, the display position, and the form in which it is displayed. Exemplarily, the remaining cooling time of the first game skill may be displayed in the form of a countdown or a clock in the first skill control. This makes it easier for players to grasp the cooling time information of the first game skill and make reasonable game decisions.
[0131] In one embodiment, if the first virtual character reaches the first preset level, when the first attribute value does not reach the first preset value, in response to the first trigger operation on the first skill control, controlling the first virtual character to place the first virtual object in the game scene may include the following steps:
[0132] When the first attribute value does not reach the first preset value, in response to the first trigger operation on the first skill control, if the storage quantity of the first virtual object is not less than 1, the first virtual character is controlled to place the first virtual object in the game scene.
[0133] Accordingly, the game control method may further include the following steps:
[0134] In response to the first virtual character placing the first virtual object in the game scene, the storage quantity of the first virtual object is reduced by one, and one or more rounds of cooling timing are performed on the first virtual object according to the first cooling time, and the storage quantity of the first virtual object is increased by one at the end of each round of timing.
[0135] After the first virtual character reaches the first preset level, it can store multiple first game skills, such as the maximum number of first game skills that can be stored changes from 1 to 2. For example, if the current number of first game skills stored is 2, it means that after the first virtual character places a first virtual object once, it can place a second first virtual object without waiting for cooling. When the number of first game skills stored reaches the maximum number of first game skills that can be stored, the cooling timer for the first game skill will not be set, and its storage number will not be increased.
[0136] The storage quantity of the first game skill is not less than 1, which is a prerequisite for casting the first game skill. Specifically, if the first attribute value does not reach the first preset value, and the storage quantity of the first game skill is not less than 1, in response to the first trigger operation of the first skill control, the first virtual character is controlled to place the first virtual object. In one embodiment, if the first attribute value does not reach the first preset value, and the storage quantity of the first game skill is 0, in response to the first trigger operation of the first skill control, the first virtual character will not be controlled to place the first virtual object, such as the first trigger operation does not produce any effect, or triggers the display of a prompt message, indicating that the first game skill is in cooling.
[0137] After the first virtual character places the first virtual object, the storage quantity of the first game skill is reduced by one. Specifically, the storage quantity of the first game skill can be reduced by one after the first virtual character starts to place the first virtual object, or the storage quantity of the first game skill can be reduced by one when the first virtual character finishes placing the first virtual object. Then, one or more rounds of cooling time are performed for the first game skill according to the first cooling time, and the storage quantity of the first game skill is increased by one at the end of each round of timing until the maximum storage quantity is reached.
[0138] In one embodiment, the game control method may further include the following steps:
[0139] In response to the first virtual character placing the second virtual object in the game scene, if the storage quantity of the first virtual object is not less than 1, the storage quantity of the first virtual object is reduced by one, and one or more rounds of cooling time are performed on the first virtual object according to the first cooling time, and the storage quantity of the first virtual object is increased by one at the end of each round of timing; and / or in response to the first virtual character placing the second virtual object in the game scene, if the storage quantity of the first virtual object is 0, one or more rounds of cooling time are performed on the first virtual object again according to the first cooling time, and the storage quantity of the first virtual object is increased by one at the end of each round of timing.
[0140] That is, after the first virtual character casts the second game skill, the cooling process of the first game skill is reset, specifically including one or more of the following situations: if before placing the second virtual object, the storage quantity of the first game skill is k, k is not less than 1, and the cooling process from k to k+1 (that is, the first game skill is in the cooling process from storing k to k+1) has been timed to y seconds, in response to the first virtual character placing the second virtual object, the storage quantity of the first game skill becomes k-1, and one or more rounds of cooling timing can be restarted according to the first cooling duration, that is, the previous y-second cooling progress is abandoned, or the timing can continue from the previous y-second cooling progress, that is, the timing continues from y seconds. When the timing reaches the first cooling duration, the storage quantity is changed from k-1 to k, and then the next round of timing is started. If the storage quantity of the first game skill is 0 before the second virtual object is placed, in response to the first virtual character placing the second virtual object, the storage quantity of the first game skill is not changed, and the first game skill is re-calculated for one or more rounds according to the first cooling time, and the storage quantity of the first game skill is increased by one at the end of each round of timing.
[0141] The above-mentioned cooling process reset for the first game skill can be performed after the first virtual character starts to place the second virtual object, and can also be performed when the first virtual character finishes placing the second virtual object. By resetting the cooling process of the first game skill, the association between the cooling process of the second game skill and the first game skill is achieved, which simplifies the cooling mechanism of the two game skills and is easy for players to understand. It also reduces the situation where players place the second virtual object and the first virtual object continuously in a short period of time, improves the balance of the game, and reduces the pressure on the terminal device and the server.
[0142] In one embodiment, the game control method may further include at least one of the following steps:
[0143] If the storage quantity of the first game skill is 0, in the process of performing a cooldown timing of the first game skill, the cooldown timing information of the first game skill is displayed in the graphical user interface using a second display mode;
[0144] If the storage quantity of the first game skill is not less than 1, during the cooling time of the first game skill, the cooling time information of the first game skill is displayed in the graphical user interface using a third display method.
[0145] Among them, the second display mode and the third display mode may be different. For example, the second display mode is a countdown form that displays numbers. The third display mode is a clock form. The storage quantity k of the first game skill is 0, which means that the first game skill is essentially in a completely cooled state, and the first game skill is completely unavailable at this time. The storage quantity k of the first game skill is greater than or equal to 1, and less than the maximum storable quantity, which means that the first game skill is essentially in a partially cooled state, at which time k first game skills are available, and (kmax-k) first game skills are unavailable, and kmax represents the maximum storable quantity. The second display mode and the third display mode can distinguish and display the two cooling states of the first game skill, which is easy for players to understand.
[0146] In one embodiment, a storage mark of the first game skill may be displayed in a graphical user interface, and the storage mark is used to indicate the storage quantity of the first game skill. The cooldown timing information includes the cooldown time or the remaining cooldown time. A second graphic may be displayed on the storage mark, and the size of the second graphic is configured to be associated with the cooldown time or the remaining cooldown time. Figure 3 or Figure 4 As shown, a storage mark 350 of the first game skill is displayed in the graphical user interface, which can display the storage quantity of the first game skill in digital form. In the storage mark 350, a second graphic 3501 can be set along the edge of the storage mark 350. For example, the storage mark 350 is a diamond, and the second graphic 3501 represents the remaining cooling time of the first game skill. It is also a diamond at the beginning. As the remaining cooling time decreases, the second graphic 3501 gradually shortens. In this way, the player can intuitively see the storage quantity and cooling time information of the first game skill and connect the two. For example, the number 1 is displayed in the storage mark 350, and the second graphic 3501 is displayed. The player can easily understand that there is currently one first game skill stored, and judge how long it will take to store the second first game skill based on the size of the second graphic 3501.
[0147] In one embodiment, the first display mode is: in the first skill control, the remaining cooldown time of the first game skill is displayed in the form of a digital countdown. The second display mode is: in the first skill control, the remaining cooldown time of the first game skill is displayed in the form of a digital countdown, and in the storage mark of the first game skill, the remaining cooldown time of the first game skill is displayed in the form of a second graphic. The third display mode is: in the storage mark of the first game skill, the remaining cooldown time of the first game skill is displayed in the form of a second graphic.
[0148] Figure 8A schematic diagram of the change of the first skill control is shown. Among them, when the first attribute value does not reach the first preset value, the first skill icon is displayed in the first skill control 320. Assuming that the maximum storable number of the first game skill is 2, if the current storage number is 2, the number "2" is displayed in the storage mark 350, and the first game skill is in a cooled state. After the first virtual character places the first virtual object once, the number "2" in the storage mark 350 changes to "1", and the first game skill is in a partially cooled state. According to the third display mode, the second graphic 3501 is displayed in the storage mark 350, indicating the remaining cooling time. When the first virtual character places the first virtual object again, the number "1" in the storage mark 350 changes to "0", and the first game skill is in a completely cooled state. According to the second display mode, the second graphic 3501 is displayed in the storage mark 350, indicating the remaining cooling time, and the remaining cooling time is displayed in the first skill control 320 in a digital countdown form.
[0149] In one embodiment, in response to a first virtual character placing a first virtual object in a game scene, the first virtual object is set to an invisible state (such as a stealth state), or is visible only to a specific virtual character (such as a friendly character). Further, in response to a second virtual character in the game scene performing an interactive behavior with the first virtual object, the first virtual object is controlled to change from an invisible state to a visible state. For example, after the first virtual object is placed, it is initially in an invisible state, and after being triggered once by the second virtual character, it changes from an invisible state to a visible state. This improves the diversity of game content and gameplay.
[0150] In one embodiment, the game control method may further include at least one of the following:
[0151] If the first virtual character reaches a second preset level, in response to the first virtual character placing a first virtual object in the game scene, setting the first virtual object to an invisible state;
[0152] In response to the second virtual character in the game scene performing an interactive behavior with the first virtual object, the first virtual object is controlled to change from an invisible state to a visible state.
[0153] Among them, the second preset level can be a threshold set for the level of the first virtual character in the game match, which is used to upgrade the first game skill so that the first virtual object has an invisible special effect. For example, the second preset level is level 5. When the first virtual character reaches level 5, the first virtual object placed by it is invisible. Then, if the second virtual character performs an interactive behavior with the first virtual object, that is, the first virtual object is triggered by the second virtual character, the first virtual object is controlled to change from an invisible state to a visible state. In this way, by upgrading the level of the first virtual character, a special effect is added to the first virtual object, which improves the diversity of game content and gameplay.
[0154] In one embodiment, in response to the second virtual character in the game scene performing an interactive behavior with the first virtual object, the second virtual character is controlled to change to an invisible state, that is, the second virtual character can enter an invisible state after being ejected by the first virtual object, and can be visible after landing. Alternatively, if the first virtual character reaches a second preset level, in response to the second virtual character in the game scene performing an interactive behavior with the first virtual object, the second virtual character is controlled to change to an invisible state.
[0155] In one embodiment, in response to the first virtual character placing the second virtual object in the game scene, the second virtual object is set to an invisible state (such as a stealth state), or is visible only to a specific virtual character (such as a friendly character). Further, in response to the second virtual character in the game scene performing an interactive behavior with the second virtual object, the second virtual object is controlled to change from an invisible state to a visible state. For example, after the second virtual object is placed, it is initially in an invisible state, and after being triggered once by the second virtual character, it changes from an invisible state to a visible state. This improves the diversity of game content and gameplay.
[0156] In one embodiment, the game control method may further include at least one of the following:
[0157] If the first virtual character reaches a second preset level, in response to the first virtual character placing a second virtual object in the game scene, setting the second virtual object to an invisible state;
[0158] In response to the second virtual character in the game scene performing an interactive behavior with the second virtual object, the second virtual object is controlled to change from an invisible state to a visible state.
[0159] Among them, the second preset level can be a threshold set for the level of the first virtual character in the game match, which is used to upgrade the second game skill so that the second virtual object has an invisible special effect. For example, the second preset level is level 5. When the first virtual character reaches level 5, the second virtual object placed by it is invisible. Then, if the second virtual character performs an interactive behavior with the second virtual object, that is, the first virtual object is triggered by the second virtual character, the second virtual object is controlled to change from an invisible state to a visible state. In this way, by upgrading the level of the first virtual character, a special effect is added to the second virtual object, which improves the diversity of game content and gameplay.
[0160] In one embodiment, in response to the second virtual character in the game scene performing an interactive behavior with the second virtual object, the second virtual character is controlled to change to an invisible state, that is, the second virtual character can enter an invisible state after being ejected by the second virtual object, and can be visible after landing. Alternatively, if the first virtual character reaches a second preset level, in response to the second virtual character in the game scene performing an interactive behavior with the second virtual object, the second virtual character is controlled to change to an invisible state.
[0161] The above provides an exemplary method for improving the first game skill or the second game skill according to the level improvement of the first virtual character. The specific improvement method of each game skill can be set according to specific needs. For example, if the first virtual character reaches the first preset level, the maximum storable number of the first game skill increases by one, and the maximum storable number of the second game skill remains unchanged and is still 1. If the first virtual character reaches the second preset level, both the first game skill and the second game skill add invisible special effects. Specifically, in response to the first virtual character placing the first virtual object or the second virtual object, the first virtual object or the second virtual object is set to an invisible state, and in response to the second virtual character performing an interactive behavior with the first virtual object or the second virtual object, the first virtual object or the second virtual object is controlled to change from an invisible state to a visible state.
[0162] In one embodiment, reference Figure 3 As shown, the graphical user interface also displays a second skill control 370. The game control method may further include the following steps:
[0163] In response to a third trigger operation on the second skill control, controlling the first virtual character to perform a first continuous behavior, and generating a treatment area based on the position of the first virtual character;
[0164] In response to the first virtual character ceasing to perform the first ongoing behavior, removing the treatment area.
[0165] Among them, the third trigger operation can be an operation in the form of single-click, double-click, long press, drag, etc. The third trigger operation for the second skill control 370 can trigger the first virtual character to cast the third game skill. The third game skill is a skill for continuous treatment. During the casting process, the first virtual character performs a first continuous behavior and generates a treatment area based on the position of the first virtual character. The treatment area can treat specific virtual characters (such as friendly characters and the first virtual character itself). The first continuous behavior can be a behavior of continuously making a specific gesture, indicating that the first virtual character needs to continue to cast spells to maintain the treatment effect. If the first virtual character stops executing the first continuous behavior, such as performing other behaviors (such as moving, jumping, casting other game skills, etc.) during the execution of the first continuous behavior, it means that the process of casting the third game skill is over and the treatment area is removed.
[0166] Fig. 9 A schematic diagram of the first virtual character 3101 casting the third game skill is shown. The first perspective image of the first virtual character 3101 is originally displayed in the graphical user interface. In response to the first virtual character 3101 starting to cast the third game skill (i.e., starting to execute the first continuous behavior), the third perspective image of the first virtual character 3101 is displayed in the graphical user interface. The second skill control 370 is switched to the casting state. If the player clicks the second skill control 370 at this time, the third game skill can be stopped. Fig. 9 A circular treatment area centered on the first virtual character 3101 is shown. In addition, a progress bar 390 of the third game skill can also be displayed, the entirety of which indicates the total duration of the third game skill (i.e., the maximum duration that the first virtual character 3101 can continuously cast the skill), the color-changed portion on the left indicates the duration, and the uncolor-changed portion on the right indicates the remaining duration.
[0167] In one embodiment, the game control method may further include the following steps:
[0168] In response to an instruction to accept treatment from a third virtual character located in the treatment area, controlling the third virtual character to perform a second continuous behavior and performing treatment on the third virtual character;
[0169] In response to the third virtual character ceasing to perform the second ongoing behavior, the treatment of the third virtual character is stopped.
[0170] Among them, the third virtual character is a virtual character that can receive treatment, such as any friendly character. In this embodiment, the third virtual character needs to be located in the treatment area and make an instruction to accept treatment, which can trigger the third virtual character to be treated, and the third virtual character needs to perform a second continuous behavior during the treatment. The second continuous behavior can be an action of continuously making a specific gesture, which can be the same as or different from the first continuous behavior. If the third virtual character stops performing the second continuous behavior, such as performing other actions during the execution of the second continuous behavior, the treatment of the third virtual character is stopped.
[0171] In one embodiment, in response to the instruction of accepting treatment from the third virtual character located in the treatment area, controlling the third virtual character to perform the second continuous behavior and treating the third virtual character includes:
[0172] When the third virtual character is within the treatment area, providing a receiving treatment control for the third virtual character;
[0173] In response to the triggering operation on the treatment receiving control, the third virtual character is controlled to perform the second continuous behavior, and the third virtual character is treated.
[0174] For example, when the third virtual character enters the treatment area, a treatment acceptance control is displayed on its graphical user interface. The player controlling the third virtual character clicks the treatment acceptance control to generate a treatment acceptance instruction, triggering the third virtual character to perform the second continuous behavior, and the third virtual character is treated during the second continuous behavior.
[0175] In one embodiment, the game control method may further include at least one of the following steps:
[0176] In the process of the first virtual character performing the first continuous behavior, adding a first gain effect to the first virtual character;
[0177] When the third virtual character performs the second continuous behavior, a second gain effect is added to the third virtual character.
[0178] The first gain effect and the second gain effect may be the same or different. For example, the first gain effect and the second gain effect are both 50% damage reduction. The first virtual character obtains a 50% reduction effect during the execution of the first continuous behavior. The third virtual character also obtains a 50% reduction effect during the execution of the second continuous behavior. This improves the diversity of game content and gameplay.
[0179] The exemplary embodiment of the present disclosure also provides a game control device. A graphical user interface is provided through a terminal device, and the graphical user interface displays a first skill control and at least a part of a game scene. A first virtual character is set in the game scene, and the first virtual character has a first attribute value; Fig.10 As shown, the game control device 1000 includes:
[0180] The attribute value control module 1010 is configured to control the first attribute value to change according to a preset rule;
[0181] The first skill control module 1020 is configured to control the first virtual character to place a first virtual object in the game scene in response to a first trigger operation on the first skill control when the first attribute value does not reach a first preset value;
[0182] The second skill control module 1030 is configured to control the first virtual character to place a second virtual object in the game scene in response to a second trigger operation on the first skill control when the first attribute value reaches a first preset value; the second virtual object is different from the first virtual object.
[0183] In one embodiment, the game control device 1000 is further configured to: in response to the second virtual character in the game scene performing an interactive behavior with the first virtual object, control the second virtual character to perform a first movement under the catapulting effect of the first virtual object; in response to the second virtual character performing an interactive behavior with the second virtual object, control the second virtual character to perform a second movement under the catapulting effect of the second virtual object; during the second movement, in response to a jump instruction of the second virtual character, control the second virtual character to perform a second jump.
[0184] In one embodiment, during the second movement, in response to a jump instruction of the second virtual character, the second virtual character is controlled to perform a second jump, including: during the second movement, in response to a trigger operation on a first jump control, the second virtual character is controlled to perform a second jump; the first jump control is a jump control fixedly displayed in the graphical user interface.
[0185] In one embodiment, during the second movement, in response to a jump instruction of the second virtual character, the second virtual character is controlled to perform a second jump, including: during the second movement, a second jump control is provided for the second virtual character; in response to a trigger operation on the second jump control, the second virtual character is controlled to perform a second jump.
[0186] In one embodiment, the game control device 1000 is further configured to: during the second virtual character's secondary jump, control the second virtual character to gradually change from an invisible state to a visible state.
[0187] In one embodiment, the game control device 1000 is further configured to: set the second virtual character to be in a first preset state during the second movement; during the second movement, in response to a jump instruction of the second virtual character, control the second virtual character to perform a second jump, including: when the second virtual character is in the air, in response to a jump instruction of the second virtual character, if the second virtual character is in the first preset state, control the second virtual character to perform a second jump.
[0188] In one embodiment, the game control device 1000 is further configured to perform at least one of the following steps: in response to the existence time of the first virtual object in the game scene reaching a first preset duration, removing the first virtual object from the game scene; in response to the existence time of the second virtual object in the game scene reaching a second preset duration, removing the second virtual object from the game scene.
[0189] In one embodiment, if the first virtual character has not reached the first preset level and the first attribute value has not reached the first preset value, in response to the first trigger operation on the first skill control, the first virtual character is controlled to place the first virtual object in the game scene, including: when the first attribute value has not reached the first preset value, in response to the first trigger operation on the first skill control, if the first game skill corresponding to the first virtual object is in a cooled state, the first virtual character is controlled to place the first virtual object in the game scene; the game control device 1000 is also configured to: in response to the first virtual character placing the first virtual object in the game scene, switch the first game skill to a cooling state, and perform cooling time for the first game skill according to the first cooling time, and switch the first game skill to a cooled state when the time ends.
[0190] In one embodiment, the game control device 1000 is further configured to: in response to the first virtual character placing a second virtual object in the game scene, if the first game skill is in a cooled down state, switch the first game skill to a cooling down state, and perform a cooling timer for the first game skill according to a first cooling down period, and switch the first game skill to a cooled down state at the end of the timer; and / or in response to the first virtual character placing a second virtual object in the game scene, if the first game skill is in a cooled down state, perform a cooling timer for the first game skill according to the first cooling down period, and switch the first game skill to a cooled down state at the end of the timer.
[0191] In one embodiment, if the first virtual character reaches a first preset level and the first attribute value does not reach the first preset value, in response to a first trigger operation on a first skill control, the first virtual character is controlled to place a first virtual object in the game scene, including: when the first attribute value does not reach the first preset value, in response to the first trigger operation on the first skill control, if the storage quantity of the first virtual object is not less than 1, the first virtual character is controlled to place the first virtual object in the game scene; the game control device 1000 is also configured to: in response to the first virtual character placing the first virtual object in the game scene, reduce the storage quantity of the first virtual object by one, and perform one or more rounds of cooling timing on the first virtual object according to the first cooling time, and increase the storage quantity of the first virtual object by one at the end of each round of timing.
[0192] In one embodiment, the game control device 1000 is further configured to: in response to the first virtual character placing the second virtual object in the game scene, if the storage quantity of the first virtual object is not less than 1, reduce the storage quantity of the first virtual object by one, and perform one or more rounds of cooling timing on the first virtual object according to the first cooling time, and increase the storage quantity of the first virtual object by one at the end of each round of timing; and / or in response to the first virtual character placing the second virtual object in the game scene, if the storage quantity of the first virtual object is 0, perform one or more rounds of cooling timing on the first virtual object again according to the first cooling time, and increase the storage quantity of the first virtual object by one at the end of each round of timing.
[0193] In one embodiment, the game control device 1000 is further configured to perform at least one of the following: if the first virtual character reaches a second preset level, in response to the first virtual character placing a first virtual object in the game scene, setting the first virtual object to an invisible state; in response to the second virtual character in the game scene performing an interactive behavior with the first virtual object, controlling the first virtual object to change from an invisible state to a visible state.
[0194] In one embodiment, the game control device 1000 is further configured to perform at least one of the following: if the first virtual character reaches a second preset level, in response to the first virtual character placing a second virtual object in the game scene, setting the second virtual object to an invisible state; in response to the second virtual character in the game scene performing an interactive behavior with the second virtual object, controlling the second virtual object to change from an invisible state to a visible state.
[0195] In one embodiment, the game control device 1000 is further configured to: in response to the first attribute value reaching a first preset value, switch the first skill icon corresponding to the first virtual object displayed in the first skill control to the second skill icon corresponding to the second virtual object.
[0196] In one embodiment, a second skill control is also displayed in the graphical user interface; the game control device 1000 is also configured to: in response to a third trigger operation on the second skill control, control the first virtual character to perform a first continuous behavior, and generate a treatment area based on the position of the first virtual character; in response to the first virtual character stopping performing the first continuous behavior, remove the treatment area.
[0197] In one embodiment, the game control device 1000 is further configured to: in response to an instruction from a third virtual character located in the treatment area to accept treatment, control the third virtual character to perform a second continuous behavior and treat the third virtual character; in response to the third virtual character stopping performing the second continuous behavior, stop treating the third virtual character.
[0198] In one embodiment, in response to an instruction to accept treatment from a third virtual character located in a treatment area, the third virtual character is controlled to perform a second continuous behavior, and the third virtual character is treated, including: when the third virtual character is located in the treatment area, providing a control for accepting treatment for the third virtual character; in response to a trigger operation for the control for accepting treatment, the third virtual character is controlled to perform the second continuous behavior, and the third virtual character is treated.
[0199] In one embodiment, the game control device 1000 is further configured to perform at least one of the following steps: adding a first gain effect to the first virtual character while the first virtual character is performing a first continuous behavior; adding a second gain effect to the third virtual character while the third virtual character is performing a second continuous behavior.
[0200] In one embodiment, the game control device 1000 is further configured to: in response to the first virtual character placing the second virtual object in the game scene, reset the first attribute value to the second preset value or reduce the first attribute value by a third preset value.
[0201] In one embodiment, controlling the first attribute value to change according to preset rules includes at least one of the following steps: controlling the first attribute value to change according to changes in game time in the current game match; controlling the first attribute value to change in response to the first virtual character triggering a preset condition; controlling the first attribute value to change in response to a preset event occurring in the game scene.
[0202] In one embodiment, in response to the first virtual character triggering a preset condition, controlling the first attribute value to change includes: in response to the first virtual character causing damage to an enemy character in a second preset state, increasing the first attribute value according to the damage value.
[0203] The specific details of each part of the above-mentioned device have been described in detail in the implementation method of the method part. The undisclosed details can be found in the implementation method of the method part, so they will not be repeated here.
[0204] It should be noted that, although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the exemplary embodiments of the present disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be embodied.
[0205] The exemplary embodiments of the present disclosure also provide a computer program product, which includes a computer program, and the computer program implements the above method when executed by a processor.
[0206] In one embodiment, the computer program product may be a tangible product, such as a computer-readable storage medium storing a computer program. The readable storage medium may be based on electrical, magnetic, optical, electromagnetic, infrared, and other signals, including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory (Flash), mechanical hard disk (HDD), solid state drive (SSD), and the like. Exemplarily, the computer program product may be a non-volatile storage medium storing a computer program, such as a read-only memory, a NAND flash memory (Nand Flash), and the like.
[0207] In one embodiment, the computer program product may be an intangible product. For example, the computer program product may be a virtual digital product, such as an executable file or installation package containing a computer program.
[0208] The code of the computer program can be written in one or more programming languages. Programming languages such as C language, Java, C++, etc. The program code can be executed entirely on the user computing device, or partially on the user computing device, or as a separate software package, or partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In the case of a remote computing device, the remote computing device can be connected to the user computing device through any type of network, such as a local area network (LAN), a wide area network (WAN), etc., or can be connected to an external computing device (e.g., an Internet connection provided by an operator).
[0209] Computer programs can be carried or transmitted through electrical, magnetic, optical, electromagnetic, infrared and other signals. Electronic devices can convert signals carrying computer programs into digital signals to run computer programs. When a computer program runs on an electronic device, its code is used to enable the electronic device to execute (more specifically, the processor of the electronic device can execute) the method steps of various embodiments of the present disclosure, for example: step S210, controlling the first attribute value to change according to a preset rule; step S220, in response to a first trigger operation on a first skill control when the first attribute value does not reach a first preset value, controlling the first virtual character to place a first virtual object in the game scene; step S230, in response to a second trigger operation on a first skill control when the first attribute value reaches a first preset value, controlling the first virtual character to place a second virtual object in the game scene; the second virtual object is different from the first virtual object.
[0210] By implementing the above method steps through a computer program, the first attribute value of the first virtual character can change according to a preset rule. If the first attribute value does not reach the first preset value, the first skill control can be used to control the first virtual character to place the first virtual object. If the first attribute value reaches the first preset value, the first skill control can be used to control the first virtual character to cast the second virtual object. On the one hand, players can place two virtual objects through the same skill control, which reduces the number of skill controls, improves the problem of skill controls occupying interface space, and improves interface utilization and interface display effects. On the other hand, switching between the first virtual object and the second virtual object is achieved based on the first attribute value, which simplifies user operations, and is conducive to increasing the diversity of character skills and game content, and improving user experience.
[0211] The exemplary embodiments of the present disclosure also provide an electronic device. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as a computer program. The processor executes the method steps of various exemplary embodiments of the present disclosure by executing the executable instructions. In addition, the electronic device may also include a display for displaying a graphical user interface.
[0212] Reference below Fig.11 , the electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that Fig.11 The electronic device 1100 shown is merely an example and should not limit the functions and scope of use of the embodiments of the present disclosure.
[0213] like Fig.11 As shown, the electronic device 1100 may include: a processor 1110 , a memory 1120 , a bus 1130 , an I / O (input / output) interface 1140 , a network adapter 1150 , and a display 1160 .
[0214] The memory 1120 may include a volatile memory, such as a RAM 1121, a cache unit 1122, and may also include a non-volatile memory, such as a ROM 1123. The memory 1120 may also include one or more program modules 1124, such program modules 1124 include but are not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or a combination thereof may include the implementation of a network environment. For example, the program module 1124 may include each module in the above-mentioned device.
[0215] Processor 1110 may include one or more processing units. For example, processor 1110 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor and / or an NPU (Neural-Network Processing Unit), etc.
[0216] Processor 1110 may be used to execute executable instructions stored in memory 1120 to execute method steps of various embodiments of the present disclosure, for example: step S210, controlling the first attribute value to change according to a preset rule; step S220, controlling the first virtual character to place a first virtual object in the game scene in response to a first trigger operation on a first skill control when the first attribute value does not reach a first preset value; step S230, controlling the first virtual character to place a second virtual object in the game scene in response to a second trigger operation on the first skill control when the first attribute value reaches a first preset value; the second virtual object is different from the first virtual object.
[0217] By executing the above method steps through processor 1110, the first attribute value of the first virtual character can change according to a preset rule. If the first attribute value does not reach the first preset value, the first skill control can be used to control the first virtual character to place the first virtual object. If the first attribute value reaches the first preset value, the first skill control can be used to control the first virtual character to cast the second virtual object. On the one hand, players can place two virtual objects through the same skill control, which reduces the number of skill controls, improves the problem of skill controls occupying interface space, and improves interface utilization and interface display effects. On the other hand, switching between the first virtual object and the second virtual object is achieved based on the first attribute value, which simplifies user operations, and is conducive to increasing the diversity of character skills and game content, and improving user experience.
[0218] The bus 1130 is used to realize the connection between different components of the electronic device 1100, and may include a data bus, an address bus, and a control bus.
[0219] The electronic device 1100 can communicate with one or more external devices 1200 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 1140 .
[0220] The electronic device 1100 can communicate with one or more networks through the network adapter 1150. For example, the network adapter 1150 can provide mobile communication solutions such as 3G / 4G / 5G, or provide wireless communication solutions such as wireless LAN, Bluetooth, near field communication, etc. The network adapter 1150 can communicate with other modules of the electronic device 1100 through the bus 1130.
[0221] The electronic device 1100 may display a graphical user interface, such as a game scene, through the display 1160 .
[0222] although Fig.11 Not shown, other hardware and / or software modules may also be provided in the electronic device 1100, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID (Redundant Arrays of Independent Disks) systems, tape drives, and data backup storage systems.
[0223] As can be seen from the above, the technical solution of the present disclosure can be implemented as a method, an apparatus, a system, a computer program product, a storage medium, an electronic device, etc. Those skilled in the art can understand that various aspects of the present disclosure can be specifically implemented in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software, such as being respectively referred to as a "circuit", "module" or "system".
[0224] It should be understood that the present disclosure is not limited to the specific method steps or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from the scope thereof. Those skilled in the art will easily think of other embodiments based on the specific embodiments provided by the present disclosure. Therefore, the specific embodiments provided by the present disclosure are only exemplary, and the scope and spirit of the present disclosure are indicated by the claims, and any variations, uses or adaptive changes of the present disclosure should be covered, which follow the general principles of the present disclosure and include common knowledge or customary technical means in the technical field that are not disclosed in the present disclosure.
Claims
1. A game control method, characterized in that: Providing a graphical user interface through a terminal device, the graphical user interface displays a first skill control and at least a portion of a game scene, wherein a first virtual character is provided in the game scene, and the first virtual character has a first attribute value; the method comprises: Controlling the change of the first attribute value according to a preset rule; When the first attribute value does not reach a first preset value, in response to a first trigger operation on the first skill control, controlling the first virtual character to place a first virtual object in the game scene; When the first attribute value reaches the first preset value, in response to a second trigger operation on the first skill control, the first virtual character is controlled to place a second virtual object in the game scene; the second virtual object is different from the first virtual object.
2. The method according to claim 1, characterized in that The method further comprises: In response to a second virtual character in the game scene performing an interactive behavior with the first virtual object, controlling the second virtual character to perform a first movement under the ejection effect of the first virtual object; In response to the second virtual character performing an interactive behavior with the second virtual object, controlling the second virtual character to perform a second movement under the ejection effect of the second virtual object; During the second movement, in response to a jump instruction of the second virtual character, the second virtual character is controlled to perform a second jump.
3. The method according to claim 2, characterized in that The method of controlling the second virtual character to perform a second jump in response to a jump instruction of the second virtual character during the second movement includes: During the second movement, in response to a trigger operation on a first jump control, the second virtual character is controlled to perform a second jump; the first jump control is a jump control fixedly displayed in the graphical user interface.
4. The method according to claim 2, characterized in that: The method of controlling the second virtual character to perform a second jump in response to a jump instruction of the second virtual character during the second movement includes: During the second movement, providing a second jump control for the second virtual character; In response to the triggering operation on the second jump control, the second virtual character is controlled to perform a second jump.
5. The method according to claim 2, characterized in that: The method further comprises: During the second virtual character's second jump, the second virtual character is controlled to gradually change from an invisible state to a visible state.
6. The method according to claim 2, characterized in that The method further comprises: Setting the second virtual character to be in a first preset state during the second movement; The method of controlling the second virtual character to perform a second jump in response to a jump instruction of the second virtual character during the second movement includes: When the second virtual character is in the air, in response to a jump instruction of the second virtual character, if the second virtual character is in the first preset state, the second virtual character is controlled to perform a second jump.
7. The method according to claim 1, characterized in that The method further comprises at least one of the following steps: In response to the existence time of the first virtual object in the game scene reaching a first preset time length, removing the first virtual object from the game scene; In response to the existence time of the second virtual object in the game scene reaching a second preset time length, the second virtual object is removed from the game scene.
8. The method according to claim 1, characterized in that If the first virtual character does not reach the first preset level, in response to a first trigger operation on the first skill control, controlling the first virtual character to place a first virtual object in the game scene comprises: In a case where the first attribute value does not reach a first preset value, in response to a first trigger operation on the first skill control, if the first game skill corresponding to the first virtual object is in a cooled down state, controlling the first virtual character to place the first virtual object in the game scene; The method further comprises: In response to the first virtual character placing the first virtual object in the game scene, the first game skill is switched to a cooling state, and a cooling time is performed on the first game skill according to a first cooling time, and the first game skill is switched to the cooled state when the time ends.
9. The method according to claim 8, characterized in that The method further comprises: In response to the first virtual character placing the second virtual object in the game scene, if the first game skill is in the cooled down state, switching the first game skill to the cooling down state, and timing the cooling down of the first game skill according to the first cooling down time, and switching the first game skill to the cooled down state when the timing ends; and / or In response to the first virtual character placing the second virtual object in the game scene, if the first game skill is in the cooling state, the cooling time of the first game skill is reset according to the first cooling time, and the first game skill is switched to the cooled state when the time ends.
10. The method according to claim 1, characterized in that If the first virtual character reaches a first preset level, and if the first attribute value does not reach the first preset value, in response to a first trigger operation on the first skill control, controlling the first virtual character to place a first virtual object in the game scene includes: In a case where the first attribute value does not reach a first preset value, in response to a first trigger operation on the first skill control, if the storage quantity of the first virtual object is not less than 1, controlling the first virtual character to place the first virtual object in the game scene; The method further comprises: In response to the first virtual character placing the first virtual object in the game scene, the storage quantity of the first virtual object is reduced by one, and the first virtual object is subjected to one or more rounds of cooling timing according to a first cooling time, and the storage quantity of the first virtual object is increased by one at the end of each round of timing.
11. The method according to claim 10, characterized in that The method further comprises: In response to the first virtual character placing the second virtual object in the game scene, if the storage quantity of the first virtual object is not less than 1, reducing the storage quantity of the first virtual object by one, and performing one or more rounds of cooling time on the first virtual object according to a first cooling time, and increasing the storage quantity of the first virtual object by one at the end of each round of timing; and / or In response to the first virtual character placing the second virtual object in the game scene, if the storage quantity of the first virtual object is 0, one or more rounds of cooling time are performed on the first virtual object again according to the first cooling time, and the storage quantity of the first virtual object is increased by one at the end of each round of timing.
12. The method according to claim 1, characterized in that The method further comprises at least one of the following: If the first virtual character reaches a second preset level, in response to the first virtual character placing the first virtual object in the game scene, setting the first virtual object to an invisible state; In response to a second virtual character in the game scene performing an interactive behavior with the first virtual object, the first virtual object is controlled to change from an invisible state to a visible state.
13. The method according to claim 1, characterized in that The method further comprises at least one of the following: If the first virtual character reaches a second preset level, in response to the first virtual character placing the second virtual object in the game scene, setting the second virtual object to an invisible state; In response to a second virtual character in the game scene performing an interactive behavior with the second virtual object, the second virtual object is controlled to change from an invisible state to a visible state.
14. The method according to claim 1, characterized in that The method further comprises: In response to the first attribute value reaching the first preset value, the first skill icon corresponding to the first virtual object displayed in the first skill control is switched to the second skill icon corresponding to the second virtual object.
15. The method according to claim 1, characterized in that The graphical user interface also displays a second skill control; the method further includes: In response to a third trigger operation on the second skill control, controlling the first virtual character to perform a first continuous behavior, and generating a treatment area based on the position of the first virtual character; In response to the first virtual character ceasing to perform the first ongoing behavior, removing the treatment area.
16. The method according to claim 15, characterized in that The method further comprises: In response to an instruction to accept treatment from a third virtual character located in the treatment area, controlling the third virtual character to perform a second continuous behavior and performing treatment on the third virtual character; In response to the third virtual character ceasing to perform the second ongoing behavior, the treatment of the third virtual character is stopped.
17. The method according to claim 16, characterized in that In response to the instruction of accepting treatment from the third virtual character located in the treatment area, controlling the third virtual character to perform the second continuous behavior and treating the third virtual character comprises: When the third virtual character is located in the treatment area, providing a treatment receiving control for the third virtual character; In response to a trigger operation on the treatment receiving control, the third virtual character is controlled to perform a second continuous behavior, and treatment is performed on the third virtual character.
18. The method according to claim 16, characterized in that The method further comprises at least one of the following steps: In the process of the first virtual character performing the first continuous behavior, adding a first gain effect to the first virtual character; During the process of the third virtual character performing the second continuous behavior, a second gain effect is added to the third virtual character.
19. The method according to claim 1, characterized in that The method further comprises: In response to the first virtual character placing the second virtual object in the game scene, the first attribute value is reset to a second preset value or the first attribute value is reduced by a third preset value.
20. The method according to claim 1, characterized in that The step of controlling the first attribute value to change according to a preset rule comprises at least one of the following steps: Controlling the change of the first attribute value according to the change of the game time in the current game match; In response to the first virtual character triggering a preset condition, controlling the first attribute value to change; In response to a preset event occurring in the game scene, the first attribute value is controlled to change.
21. The method according to claim 18, characterized in that In response to the first virtual character triggering a preset condition, controlling the first attribute value to change includes: In response to the first virtual character causing damage to the enemy character in the second preset state, the first attribute value is increased according to the damage value.
22. A game control device, characterized in that: Providing a graphical user interface through a terminal device, the graphical user interface displays a first skill control and at least a portion of a game scene, wherein a first virtual character is provided in the game scene, and the first virtual character has a first attribute value; the apparatus comprises: an attribute value control module, configured to control the change of the first attribute value according to a preset rule; A first skill control module is configured to control the first virtual character to place a first virtual object in the game scene in response to a first trigger operation on the first skill control when the first attribute value does not reach a first preset value; The second skill control module is configured to control the first virtual character to place a second virtual object in the game scene in response to a second trigger operation on the first skill control when the first attribute value reaches the first preset value; the second virtual object is different from the first virtual object.
23. A computer program product comprising a computer program, characterized in that When the computer program is executed by a processor, the method according to any one of claims 1 to 21 is implemented.
24. An electronic device, characterized in that: include: processor; A memory, configured to store executable instructions of the processor; The processor is configured to perform the method of any one of claims 1 to 21 by executing the executable instructions.
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