Game control method, game control device, program product, and electronic device

By setting up virtual characters with variable attribute values ​​in the game and using skill controls to place different virtual objects under different attribute value conditions, the problem of skill controls occupying too much interface space is solved, improving the interface display effect and user experience, and increasing the diversity of game content.

CN119971494BActive Publication Date: 2026-07-10NETEASE (HANGZHOU) NETWORK CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2025-03-12
Publication Date
2026-07-10

AI Technical Summary

Technical Problem

The skill controls in the game take up a lot of screen space, affecting the display effect. In addition, the game scene editing mode is monotonous and the editing efficiency is low.

Method used

By setting a first virtual character with variable attribute values ​​in the game scene, controlling the changes in attribute values ​​according to preset rules, and using the same skill control to place different virtual objects under different attribute value conditions, the function of switching skill controls when the attribute value reaches the preset value can be realized.

Benefits of technology

The number of skill controls has been reduced, improving interface utilization and display effects, simplifying user operations, increasing the diversity of character skills and game content, and enhancing the user experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present disclosure provides a game control method, a game control device, a program product and an electronic device, and relates to the technical field of games. A graphical user interface is provided by a terminal device, the graphical user interface displays a first skill control and at least part of a game scene, a first virtual character is arranged 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 the 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, controlling the first virtual character to place a first virtual object in the game scene; and in the case where the first attribute value reaches the first preset value, in response to a second trigger operation on the first skill control, controlling the first virtual character to place a second virtual object in the game scene; and the second virtual object is different from the first virtual object. The present disclosure improves the problem of interface space occupied by the skill control.
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Description

Technical Field

[0001] This disclosure relates to the field of game technology, and in particular to a game control method, game control device, computer program product, and electronic device. Background Technology

[0002] Games typically include skill controls that allow players to manipulate virtual characters to unleash corresponding skills. Generally, each skill has its own dedicated skill control, which results in these controls occupying significant screen space and negatively impacting the overall display. Summary of the Invention

[0003] This disclosure provides a game control method, game control device, computer program product, and electronic device to at least partially improve the problem of skill controls occupying interface space.

[0004] According to a first aspect of this disclosure, a game control method is provided, which provides 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. A first virtual character is set in the game scene, and the first virtual character has a first attribute value. The method includes: controlling the first attribute value to change according to a preset rule; if 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 first trigger operation on the first skill control; if the first attribute value reaches the first preset value, 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; the second virtual object is different from the first virtual object.

[0005] According to a second aspect of this disclosure, a game control device is provided, which provides a graphical user interface via a terminal device. The graphical user interface displays a first skill control and at least a portion of a game scene. A first virtual character is set in the game scene, and the first virtual character has a first attribute value. The device includes: 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, in response to a first trigger operation on the first skill control, control the first virtual character to place a first virtual object in the game scene when the first attribute value does not reach a first preset value; and a second skill control module configured to, in response to a second trigger operation on the first skill control, control the first virtual character to place a second virtual object in the game scene 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 this disclosure, a computer program product is provided, including a computer program that, when executed by a processor, implements the method of the first aspect described above and possible implementations thereof.

[0007] According to a fourth aspect of this 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 perform the method of the first aspect and possible implementations thereof by executing the executable instructions.

[0008] The technical solution disclosed herein has the following beneficial effects:

[0009] The first attribute value of the first virtual character can change according to preset rules. 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 a second virtual object. On the one hand, players can place two types of virtual objects using the same skill control, reducing the number of skill controls, improving the issue of skill controls occupying interface space, and enhancing interface utilization and display effects. On the other hand, the switching between the first and second virtual objects based on the first attribute value simplifies user operation and helps increase the diversity of character skills and game content, thus improving the user experience. Attached Figure Description

[0010] Figure 1 This illustration shows a system architecture diagram of one of the exemplary embodiments.

[0011] Figure 2 A flowchart illustrating a game control method in this exemplary embodiment is shown;

[0012] Figure 3 A schematic diagram of a graphical user interface in this exemplary embodiment is shown;

[0013] Figure 4 A schematic diagram of a first skill control in this exemplary embodiment is shown;

[0014] Figure 5 A schematic diagram illustrating a skill icon switching method in this exemplary embodiment is shown.

[0015] Figure 6 This diagram illustrates a flowchart of controlling a second virtual character in this exemplary embodiment;

[0016] Figure 7 A schematic diagram illustrating another graphical user interface in this exemplary embodiment is shown;

[0017] Figure 8This diagram illustrates a variation of a first skill control in this exemplary embodiment.

[0018] Figure 9 This illustration shows a schematic diagram of casting a third game skill in this exemplary embodiment;

[0019] Figure 10 This diagram illustrates the structure of a game control device according to this exemplary embodiment.

[0020] Figure 11 A schematic diagram of the structure of an electronic device in this exemplary embodiment is shown. Detailed Implementation

[0021] Exemplary embodiments of this disclosure will be described more fully below with reference to the accompanying drawings.

[0022] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Implementations can be carried out in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough description of embodiments of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted when implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.

[0023] The inventors have discovered that in related technologies, the game scene editing mode only supports editing a single game scene, and does not support editing multiple game scenes. This results in a relatively limited variety of edited game scenes and low editing efficiency.

[0024] In view of one or more of the above-mentioned problems, an exemplary embodiment of this disclosure provides a game control method.

[0025] Figure 1A system architecture diagram of the operating environment of this exemplary embodiment is shown. This system architecture may include a terminal device 110 and a server 120. The terminal device 110 may be a mobile phone, tablet computer, personal computer, smart wearable device, game console, or other device with display capabilities, capable of displaying a graphical user interface (GUI). The GUI may include the operating system interface or the application interface. A game program, such as a client program for an online game, is installed on the terminal device 110. When the terminal device 110 runs the game program, game scenes and other content can be displayed in the GUI. The server 120 generally refers to the backend system providing the game service in this exemplary embodiment; it may be a single server or a cluster of multiple servers. A game server program is deployed on the server 120 to perform server-side game data processing. The terminal device 110 and the server 120 can be connected via a wired or wireless communication link for data transmission. The method in this exemplary embodiment can be executed by any one or more of the terminal device 110 and the server 120.

[0026] In one implementation, the above method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the system architecture described above. Various cloud applications can run under the cloud interaction system, such as cloud gaming. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of in-game control and interaction methods are completed on the cloud gaming server (such as the aforementioned server 120). The cloud gaming client (such as the aforementioned terminal device 110) includes receiving and sending data, as well as presenting the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; while the cloud gaming server in the cloud performs information processing. When playing or editing a game, the user operates the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the cloud gaming client via the network, and finally decodes and outputs the game screen through the cloud gaming client.

[0027] In one implementation, the above method can be implemented by the terminal device 110 without deploying the server 120. For example, in a standalone game environment, the standalone game program can be installed through the terminal device 110, and the above method can be executed.

[0028] Figure 2 The schematic flow of a game control method is shown, which may include the following steps S210 to S230:

[0029] Step S210: Control the change of the first attribute value according to preset rules;

[0030] Step S220: If the first attribute value does not reach the first preset value, in response to the first trigger operation of the first skill control, control the first virtual character to place the first virtual object in the game scene;

[0031] In step S230, when the first attribute value reaches the first preset value, in response to the second trigger operation of 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.

[0032] based on Figure 2 The method shown allows the first attribute value of the first virtual character to change according to preset rules. If the first attribute value does not reach a first preset value, the first skill control can be used to control the first virtual character to place a 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 a second virtual object. On one hand, players can place two types of virtual objects using the same skill control, reducing the number of skill controls, improving the issue of skill controls occupying interface space, and enhancing interface utilization and display effects. On the other hand, the switching between the first and second virtual objects based on the first attribute value simplifies user operations and helps increase the diversity of character skills and game content, thus improving the user experience.

[0033] The following is about Figure 2 Each step is explained in detail.

[0034] refer to Figure 2 In step S210, the first attribute value is controlled to change according to a preset rule.

[0035] The graphical user interface (GUI) can be provided by the terminal device. When the game program is running, the GUI can display primary skill controls and at least a portion of the game scene. The game scene can be a game level scene, a game town scene, etc. A primary virtual character is set up within the game scene, configured to be controlled by the terminal device. For example, the primary virtual character can be a virtual character played by a player's game account logged into on the terminal device. The primary virtual character has a primary attribute value, which is variable and can be associated with a primary virtual object and a secondary virtual object that the primary virtual character can place. For example, the primary attribute value can be an energy value, and placing a secondary virtual object requires a certain amount of energy. Furthermore, the primary virtual character can also have other attribute values ​​such as a secondary attribute value (e.g., health value) and a tertiary attribute value (e.g., defense value).

[0036] In one implementation, the first virtual character has at least two game skills, including a first game skill and a second game skill, wherein the first game skill is the skill of placing a first virtual object, and the second game skill is the skill of placing a second virtual object.

[0037] In one implementation, the game scenario can be a game match scenario, where the virtual characters are divided into multiple game factions, and the different game factions are hostile to each other. For example, the first virtual character is in the first game faction, and the virtual characters in the second game faction are enemy characters relative to the first virtual character. The first virtual character can attack the enemy characters and cause damage to them, and can also be attacked by the enemy characters.

[0038] Preset rules can be the rules for changing the first attribute value that are set in advance in the game, and can be set by game developers, users who edit game scenes, or players who create the current game match.

[0039] In one implementation, controlling the change of the first attribute value according to a preset rule can include at least one of the following methods:

[0040] Method 1: Control the first attribute value to change based on the game time in the current game. The current game refers to the game in which the first virtual character is currently playing. The current game has a set game time, for example, 00:00 at the start of the game and then gradually changing. The first attribute value can be set to change in accordance with the game time in the current game; for example, the first attribute value increases by 1 point every second the game time passes.

[0041] Method 2: The first attribute value changes in response to a preset condition triggered by the first virtual character. The preset condition may include an event actively or passively triggered by the first virtual character, or the first virtual character's state conditions. For example, when the first virtual character is in a specific area of ​​the game scene, the first attribute value increases at a certain rate. Or, when the first virtual character is damaged, the first attribute value increases.

[0042] In one implementation, the above-mentioned response to the first virtual character triggering a preset condition to control the change of the first attribute value may include the following steps:

[0043] In response to the first virtual character dealing damage to an enemy character in a second preset state, the first attribute value is increased based on the damage value.

[0044] This disclosure does not specifically limit the second preset state. For example, the second preset state is an active state, where the first virtual character deals 3 points of damage to an active enemy character, increasing the first attribute value by 1 point. Dealing damage to a downed enemy character does not trigger the increase in the first attribute value. Of course, the second preset state can also be other states, or include any state, meaning that when the first virtual character deals damage to an enemy character in any state, the first attribute value increases based on the damage dealt.

[0045] Method 3: Responding to a preset event occurring in the game scene, control the change of the first attribute value. The preset event can be an environmental event in the game scene or an event related to a specific virtual character. This disclosure does not specifically limit the preset event. For example, when weather changes or day / night cycles occur in the game scene, increase the first attribute value of all virtual characters, or set the rate at which the first attribute value of all virtual characters changes over time to be faster. When the safe zone in the game scene moves or shrinks, increase the first attribute value of all virtual characters, or set the rate at which the first attribute value of all virtual characters changes over time to be faster.

[0046] The above provides an illustrative example of how to control changes in the first attribute value. Any one or more methods can be chosen based on specific needs. For instance, methods one and two can be combined to control changes in the first attribute value based on the game time in the current match, such as increasing the first attribute value by 1 point per second, thus achieving a basic change in the first attribute value. Furthermore, when the first virtual character deals damage to an enemy character in a preset state, the first attribute value is increased based on the damage amount; for example, increasing the first attribute value by 1 point for every 3 points of damage dealt to an enemy character who is not downed. This achieves a non-basic change in the first attribute value and encourages players to accelerate the game pace.

[0047] Continue to refer to Figure 2 In step S220, if the first attribute value does not reach the first preset value, 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 the game scene.

[0048] The first preset value is the 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 game developers, users editing game scenes, or players creating the current game match.

[0049] In one implementation, a first preset value corresponds to the character category of the first virtual character. The game can offer multiple preset virtual characters for players to choose from. Each preset virtual character can be a class (such as warrior, mage, or healer) or a specific character. Each preset virtual character represents a character category. Players can choose to play a preset virtual character during a game, thus forming their virtual character in the game. Different character categories can correspond to different first preset values; for example, a warrior's first preset value is 300, and a mage's is 500. Generally, the higher the strength of a second game skill for a certain character category, the larger the corresponding first preset value, indicating a higher barrier to entry for casting that second game skill. The first preset value can be determined based on the first virtual character's character category; for example, if the first virtual character's character category is mage, then the first preset value is 500.

[0050] In one implementation, the first preset value is the maximum value of the first attribute value, that is, the first attribute value will not increase after reaching the first preset value.

[0051] If 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., to cast the first game skill), and cannot be used to place the second virtual object. The first trigger operation is the operation used to trigger the placement of the first virtual object, such as a 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, triggering the first virtual character to place the first virtual object in the game scene.

[0052] In one implementation, 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 it. For example, the first virtual character may place the first virtual object on the ground 3 meters directly in front of it.

[0053] This 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 slings, which can launch virtual characters to high places, or portals, which can teleport virtual characters to a designated location; offensive virtual objects, which can produce effects such as explosions or burning, causing damage to enemy characters; effect virtual objects, which can provide buffs to friendly characters within a certain range, or debuffs to enemy characters within a certain range; and so on.

[0054] Figure 3 The illustration shows a first virtual object 360 placed on a first virtual character 3101. This first virtual object 360 is capable of launching punches, which propel the virtual character.

[0055] Continue to refer to Figure 2 In step S230, when the first attribute value reaches the first preset value, in response to the second trigger operation of 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] Specifically, when the first attribute value reaches a first preset value, the first skill control can be used to place a second virtual object (i.e., cast a second game skill). The second trigger operation is used to trigger the placement of the second virtual object, such as a single click, double click, long press, or drag. 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 implementation, 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 it. 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 it.

[0058] This 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, etc.

[0059] The first virtual object and the second virtual object are different. This disclosure does not limit the specific differences between them. For example, the first virtual object and the second virtual object are of different types, such as the first virtual object being an effect virtual object and the second virtual object being an attack virtual object. In addition, the first virtual object and the second virtual object may have the same appearance or different appearances. For example, 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 implementation, the second virtual object can be an enhanced version of the first virtual object. For example, the parameters of the second virtual object are greater than those of the first virtual object. If both the first and second virtual objects are offensive virtual objects, the attack value or attack coefficient of the second virtual object is greater than that of the first virtual object. Alternatively, if both the first and second virtual objects are springs, the launch height of the second virtual object is greater than that of the first virtual object. Or, the function of the second virtual object includes both the function and additional functions of the first virtual object; that is, the second virtual object adds other functions to the first virtual object. For example, if 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 those of the first virtual object, and its function includes both the function and additional functions of the first virtual object. For example, if the first virtual object has a debuff effect, the second virtual object has a stronger debuff effect and also has a damage effect.

[0061] In one implementation, the first skill control can be set so that it cannot be used to place the first virtual object when the first attribute value reaches a first preset value. For example, the first skill control only supports one operation method (such as clicking). If the first attribute value 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, but does not place the second virtual object. If the first attribute value reaches the first preset value, the player 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 implementation, the first skill control can be configured to place both a first virtual object and a second virtual object when the first attribute value reaches a first preset value. For example, the first skill control supports both single-click and long-press operations. When the first attribute value has not reached the first preset value, clicking the first skill control triggers the first virtual character to place the first virtual object, while long-pressing the first skill control has no effect or is equivalent to single-clicking. When the first attribute value reaches the first preset value, clicking the first skill control triggers the first virtual character to place the first virtual object, and long-pressing the first skill control triggers the first virtual character to place the second virtual object.

[0063] Placing a second virtual object with a first virtual character requires consuming a first attribute value. In one implementation, the game control method may further include the following steps:

[0064] In response to the first virtual character placing a 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 the third preset value.

[0065] For example, the second preset value is 0, and the first attribute value is reset to 0 each time the first virtual character places the second virtual object. Alternatively, the third preset value is 100, and the first attribute value is reduced by 100 each time the first virtual character places the second virtual object.

[0066] The above describes how to control changes in the primary attribute value in the game. Players can switch between using a primary virtual object and a secondary virtual object based on the primary attribute value, increasing the flexibility and versatility of game control.

[0067] In one implementation, the game control method may further include the following steps:

[0068] Display a progress indicator in the graphical user interface; the progress indicator is used to represent the first attribute value.

[0069] The progress indicator visually represents the magnitude of the first attribute value graphically. For example, the progress indicator could be a progress bar, whose total length represents the first preset value, and the current first attribute value could be indicated by color-changing bars, arrows, etc. within the progress bar. This allows players to intuitively see the magnitude of the first attribute value and the difference between the first attribute value and the first preset value.

[0070] In one implementation, the progress indicator is a first graphic set around a first skill control, the size of which is configured to be associated with a first attribute value.

[0071] The progress indicator can be set around the first skill control, which saves interface space and allows players to intuitively associate the progress indicator with the first skill control, reducing the player's understanding cost of the game. This disclosure does not limit the specific shape of the first graphic. For example, the first graphic can have the same edge shape as the first skill control; if the first skill control is circular, the first graphic can be a ring. The size of the first graphic can be positively correlated with the first attribute value, such as the two being directly proportional. For example, as the first attribute value increases, the first graphic gradually extends around the first skill control, changing from an arc shape to a ring. In one implementation, when the first attribute value reaches a first preset value, the first graphic is a shape with its ends connected, such as a complete ring.

[0072] Figure 3 A schematic diagram of a graphical user interface is shown, which displays a first virtual character 3101, a first skill control 320, and a progress indicator 330. Figure 4 for Figure 3 A magnified view of the first skill control (320) in the game. (Reference) Figure 3 or Figure 4As shown, the progress indicator 330 can be a first graphic surrounding the first skill control 320, specifically the colored portion within a ring surrounding the first skill control 320. As the first attribute value increases, the size of the progress indicator 330 gradually increases, creating an effect where the first graphic grows clockwise. When the first attribute value reaches a first preset value, the first graphic fills the entire ring. This allows players to estimate the difference 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, thus reducing the player's understanding of the game.

[0073] In one implementation, 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 effect is displayed on the first graphic; the second display parameter is different from the first display parameter, which is the display parameter of the first graphic when the first attribute value does not reach the first preset value.

[0075] Specifically, if the first attribute value does not reach a first preset value, the first graphic is displayed using a first display parameter; if the first attribute value reaches the first preset value, the first graphic is displayed using a second display parameter. The first and second display parameters can include differences in color, size, shape, etc. For example, the first display parameter may include a first display color, which is yellow, and the second display parameter may include a second display color, which is red. (Reference) Figure 3 As shown, when the first attribute value does not reach the first preset value, the first graphic only fills part of the ring and is displayed in yellow. When the first attribute value reaches the first preset value, the first graphic fills the entire ring and is displayed in red. Based on the difference between the first and second display parameters, players can intuitively see whether the first attribute value has reached the first preset value based on the display of the first graphic, and thus determine whether the first virtual character can place the second virtual object.

[0076] In addition, when the first attribute value reaches the first preset value, the first special effect can be displayed on the first graphic, such as adding overflow dynamic effects or glowing effects to the first graphic. 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 show that the first attribute value has reached the first preset value, so that players know that the first virtual character can currently place the second virtual object.

[0077] In one implementation, the game control method may further include the following steps:

[0078] 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.

[0079] refer to Figure 5 As shown, when the first attribute value does not reach the first preset value, the first skill control displays the first skill icon, indicating that the first skill control is currently used to place the first virtual object. When the first attribute value reaches the first preset value, the first skill control displays the second skill icon, indicating that the first skill control is currently 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 switches to another skill control with the second skill icon.

[0080] By switching skill icons, the current status and function of the first skill control can be displayed more intuitively, making it easier for players to understand and reducing operational errors.

[0081] In one implementation, the game control method may further include the following steps:

[0082] When the first attribute value reaches the first preset value, the second effect of the first skill control is displayed.

[0083] The second effect is used to notify the player that the first attribute value has reached the first preset value. It can be a pre-set animation and may be accompanied by sound effects. For example, when the first attribute value reaches the first preset value, a brief glowing effect is displayed on the first skill control, which may be accompanied by a specific sound effect to notify the player that the first attribute value has reached the first preset value, letting the player know that the second game skill can be used at this time.

[0084] In one implementation, the first special effect can be a continuous effect, such as continuously displaying an overflowing animation on the first graphic. The second special effect can be a transient effect, such as displaying a brief glowing effect on the first skill control.

[0085] In one implementation, 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 interaction with the first virtual object, control the second virtual character to perform a first movement under the ejection action of the first virtual object;

[0087] Step S620: 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 ejection action of the second virtual object;

[0088] In step S630, during the second movement, in response to the jump command of the second virtual character, the second virtual character is controlled to perform a second jump.

[0089] In this context, the second virtual character is any virtual character that can be affected by both the first and second virtual objects. For example, if the first and second virtual objects can only affect friendly characters of the first virtual character, then the second virtual character can be any friendly character (including the first virtual character itself). Alternatively, if the first and second virtual objects can only affect enemy characters of the first virtual character, then the second virtual character can be any enemy character. Or, if the first and second virtual objects can affect both friendly and enemy characters, then 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 this interaction can trigger the first virtual object to exert an effect on the second virtual character. For example, the interaction between the second virtual character and the first virtual object may include, but is not limited to: the second virtual character entering the first virtual object's area of ​​effect; the second virtual character touching the first virtual object; the second virtual character touching the first virtual object in a specific way, such as the second virtual character jumping onto the first virtual object; the second virtual character performing a specific action while within the first virtual object's area of ​​effect or in contact with the first virtual object, such as the second virtual character touching the first virtual object and turning on its switch.

[0091] The first virtual object can launch the second virtual character, propelling it a certain distance in a specific direction. The direction of the launch depends on how the first virtual object is placed. For example, if the first virtual object is placed on flat ground, the second virtual character will be launched upwards; if the first virtual object is placed on a slope, the second virtual character will be launched diagonally upwards. The movement of the second virtual character under the launch of the first virtual object is called the first movement, which can include the launch process of the first virtual object (such as launching the second virtual character upwards into the air) and the subsequent movement process (such as the landing process after the second virtual character is launched into the air).

[0092] The second virtual character can also interact with the second virtual object, and this interaction can trigger the second virtual object to exert an effect on the second virtual character. For example, the interaction between the second virtual character and the second virtual object may include, but is not limited to: the second virtual character entering the second virtual object's area of ​​effect; the second virtual character touching the second virtual object; the second virtual character touching the second virtual object in a specific way, such as the second virtual character jumping onto the second virtual object; the second virtual character performing a specific action while within the second virtual object's area of ​​effect or in contact with the second virtual object, such as the second virtual character touching the second virtual object and turning on its switch.

[0093] The second virtual object can also launch the second virtual character, propelling it a certain distance in a specific direction. The direction of the launch depends on how the second virtual object is placed. For example, if the second virtual object is placed on flat ground, the second virtual character will be launched upwards; if the second virtual object is placed on a slope, the second virtual character will be launched diagonally upwards. The movement of the second virtual character under the launch effect of the second virtual object is called the second movement, which can include the launch process of the second virtual object (such as launching 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 launched into the air, or the process of other movements during the launch and landing).

[0094] As shown above, both the first and second virtual objects can exert a launching effect on the second virtual character. The difference lies in the movement process triggered by the second virtual object: during the second movement, the second virtual character can perform a second jump using the jump command, which refers to a jump performed without landing. However, during the first movement triggered by the first virtual object, the second virtual character cannot perform a second jump. Therefore, compared to the first virtual object, the second virtual object allows the second virtual character to achieve a stronger movement effect. Under the triggering of the second virtual object, the second virtual character can reach higher or farther positions through launching and second jumps. This effectively increases the second virtual character's range of motion, increases the utilization rate of the game scene (for example, certain areas in the game scene that are inaccessible due to the launching effect of the first virtual object or conventional movement methods can be reached through the launching effect of the second virtual object, making these areas practically usable), and enhances 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] This disclosure does not limit the specific implementation of the jump command for the second virtual character; it can be implemented by the player controlling the second virtual character through a specific jump operation.

[0096] In one implementation, during the second movement, controlling the second virtual character to perform a second jump in response to the jump command of the second virtual character may include the following steps:

[0097] During the second movement, in response to the trigger operation of the first jump control, the second virtual character is controlled to perform a second jump; the first jump control is a jump control that is fixedly displayed in the graphical user interface.

[0098] Figure 7 A schematic diagram of the graphical user interface (GUI) for a second virtual character (3102) is shown. This GUI displays the second virtual character 3102 and a fixed first jump control 3801, which can be a jump control that is always displayed during gameplay. Players can use the first jump control 3801 to control the second virtual character 3102 to perform regular jumps. During a second movement, the first jump control 3801 can be used to control the second virtual character 3102 to perform a secondary jump. This operation is very convenient.

[0099] In one implementation, during the second movement, controlling the second virtual character to perform a second jump in response to the jump command of the second virtual character may include the following steps:

[0100] During the second movement, a second jump control is provided for the second virtual character;

[0101] In response to a trigger operation on the second jump control, control the second virtual character to perform a second jump.

[0102] The second jump control is specifically designed for double jumps. (See reference) Figure 7 As shown, during the second movement, a second jump control 3802 can be displayed. For example, from the moment the second virtual character 3102 is launched by the second virtual object until the second virtual character lands, the second jump control 3802 is provided. Players can 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 players and reduce the difficulty of understanding for them.

[0103] In one implementation, the game control method may further include the following steps:

[0104] During the second virtual character's second jump, control the second virtual character to gradually change from an invisible state to a visible state.

[0105] For example, when the second virtual character begins its second jump, its transparency is set to 1, meaning it is completely transparent. During the second jump, its transparency is gradually reduced from 1 to 0, increasing its visibility until it lands with zero transparency, at which point it is fully visible. This provides a degree of protection for the second virtual character during its second jump, preventing enemy characters from easily aiming and attacking it, and further enhancing the diversity of game content and gameplay.

[0106] In one implementation, the game control method may further include the following steps:

[0107] The second virtual character is set to be in the first preset state during the second movement.

[0108] Accordingly, during the second movement, in response to the jump command 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, respond to the second virtual character's jump command. If the second virtual character is in the first preset state, control the second virtual character to perform a second jump.

[0110] The first preset state refers to the state of being launched by the second virtual object. That is, the second virtual character can obtain the first preset state when performing a second movement under the launch of the second virtual object; it cannot obtain the first preset state during the first movement. The program can determine whether the second virtual character can perform a second jump by detecting whether it is in the first preset state. When the second virtual character is in the air, if a jump command is received, it checks whether it is in the first preset state. If so, it controls the second virtual character to perform a second jump; otherwise, it does not perform a second jump, and the program does not respond to the jump command. Thus, based on the difference between the first and second virtual objects, the program distinguishes the launch state of the second virtual character, simplifying the program processing and reducing the computational load.

[0111] In one implementation, the game control method may further include at least one of the following steps:

[0112] In response to the first virtual object's existence time in the game scene reaching a first preset duration, the first virtual object is removed from the game scene;

[0113] In response to the second virtual object's existence time in the game scene reaching a second preset duration, the second virtual object is removed from the game scene.

[0114] The first preset duration is the duration of the first virtual object, and the second preset duration is the duration of the second virtual object. The first preset duration and the second preset duration 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, if the first virtual character has a buff effect that increases the duration of skills, the first preset duration and the second preset duration can be increased.

[0115] The timer starts when the first virtual character places the first virtual object in the game scene. When the timer reaches a first preset duration, the first virtual object is removed from the game scene. Similarly, the timer starts when the first virtual character places the second virtual object in the game scene. When the timer reaches a second preset duration, the second virtual object is removed from the game scene. This prevents the first and second virtual objects from existing in the game scene for too long, and also avoids having too many first and second virtual objects in the game scene (generally, the first and second preset durations are much shorter than the first cooldown time of the first game skill, so usually only one first and one second virtual object can exist in the game scene), thereby reducing the load on terminal devices and servers.

[0116] In one implementation, if the first virtual character has not reached a first preset level, and the first attribute value has not reached a first preset value, the above-mentioned 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] If the first attribute value does not reach the first preset value, in response to the first trigger operation of the first skill control, if the first game skill corresponding to the first virtual object is in a cooldown state, then control the first virtual character to place the first virtual object in the game scene.

[0118] Accordingly, the game control method may also 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 cooldown state, and the cooldown timer for the first game skill is started according to the first cooldown duration. When the timer ends, the first game skill is switched back to a cooldown state.

[0120] The level of the first virtual character can be its in-game level (which is usually only valid within a game match) or the level of the corresponding game account (which is also valid outside of a game match). The first preset level can be set by the game developers, the user editing the game scene, or the player creating the current game match.

[0121] For example, the first preset level is a threshold set for the first virtual character's level in a game, such as level 3. In a game, the first virtual character starts at level 1, and the maximum number of first game skills (i.e., the skill that places the first virtual object) that can be stored is initially 1. The first virtual character gains experience points by attacking enemy characters, picking up game items, and completing game tasks to level up. When the first virtual character reaches level 3, the maximum number of first game skills that can be stored increases to 2. This allows the first virtual character to store up to two first game skills, meaning that two first virtual objects can be placed without waiting for a cooldown. This achieves skill progression for the first virtual character, increasing the diversity of character skills and game content.

[0122] The cooldown mechanism of game skills refers to the fact that after a virtual character uses a game skill, it cannot immediately use the same game skill again; it must wait for a certain cooldown period before it can be used again. In this embodiment, the first game skill can be set to have a cooldown mechanism. The "cooling down" state indicates that the first game skill is in the process of cooling down, and it cannot be used at this time. The "cooled down" state indicates that the cooldown process of the first game skill has been completed, and it can be used at this time.

[0123] The first cooldown duration is the cooldown duration of the first game skill. It can be set by the game developers or adjusted based on the current state of the first virtual character. For example, the game developers set a base cooldown duration for the first game skill. If the first virtual character has states that affect the skill cooldown duration (such as having relevant buffs, equipment, etc.), the base cooldown duration is adjusted according to the relevant parameters to obtain the actual first cooldown duration. If the first virtual character does not have any states that affect the skill cooldown duration, the first cooldown duration is the base cooldown duration.

[0124] The prerequisite for casting the first game skill is that it is in a cooldown state. Specifically, if the first attribute value has not reached the first preset value and the first game skill is in a cooldown state, the first virtual character is controlled to place the first virtual object in response to the first trigger operation on the first skill control. In one embodiment, if the first attribute value has not reached the first preset value and the first game skill is in a cooldown state, the first virtual character will not be controlled to place the first virtual object in response to the first trigger operation on the first skill control. This may be because the first trigger operation does not produce any effect, or triggers a prompt message indicating that the first game skill is in a cooldown state.

[0125] After the first virtual character places the first virtual object, the first game skill is switched to a cooldown state. Specifically, the first game skill can be switched to a cooldown state either after the first virtual character begins placing the first virtual object, or after the first virtual character finishes placing the first virtual object. Then, after a cooldown period of one duration, it switches from a cooldown state to a cooled-down state.

[0126] In one implementation, 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 cooldown state, the first game skill is switched to a cooldown state, and a cooldown timer is set for the first game skill according to a first cooldown duration. When the timer expires, the first game skill is switched back to a cooldown state. 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 cooldown state, the cooldown timer is reset to the first cooldown duration. When the timer expires, the first game skill is switched back to a cooldown state.

[0128] In other words, after the first virtual character uses the second game skill, the cooldown process of the first game skill is reset. This includes one or more of the following scenarios: If the first game skill is already on cooldown, it is switched to a cooldown state, requiring a cooldown period of the first cooldown duration before being switched back to the already cooldown state. If the first game skill is already on cooldown, the cooldown timer is restarted according to the first cooldown duration. For example, if the first cooldown duration is 10 seconds, and the first game skill has already been on cooldown for 5 seconds when the first virtual character uses the second game skill, leaving 5 seconds remaining, the remaining 5 seconds are reset to 10 seconds, and the cooldown timer restarts from the beginning. The first game skill is switched back to the already cooldown state when the timer expires.

[0129] The cooldown reset for the first game skill can be performed either after the first virtual character begins placing the second virtual object, or after the first virtual character finishes placing the second virtual object. By resetting the cooldown of the first game skill, the cooldown processes of the second and first game skills are linked, simplifying the cooldown mechanisms and making them easier for players to understand. Furthermore, it reduces the likelihood of players placing the second and first virtual objects consecutively within a short period, improving game balance and reducing the load on terminal devices and servers.

[0130] In one implementation, during the cooldown period of a first game skill, the cooldown timer information of the first game skill is displayed in the graphical user interface using a first display method. The cooldown timer information of the first game skill may include a first cooldown duration, the duration already cooled down, and the remaining cooldown duration. The first display method may include which information is displayed, its display location, and its display format. For example, the remaining cooldown duration of the first game skill can be displayed in the first skill control in the form of a countdown or clock. This allows players to easily grasp the cooldown timer information of the first game skill and make informed game decisions.

[0131] In one implementation, if the first virtual character reaches a first preset level, and the first attribute value does not reach the first preset value, the above-mentioned response to the first trigger operation of 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] If the first attribute value does not reach the first preset value, in response to the first trigger operation of the first skill control, if the number of the first virtual object stored is not less than 1, then control the first virtual character to place the first virtual object in the game scene.

[0133] Accordingly, the game control method may also 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 the first virtual object is subjected to one or more rounds of cooldown time according to the first cooldown duration. At the end of each round of timeout, the storage quantity of the first virtual object is increased by one.

[0135] Once the first virtual character reaches a first preset level, it can store multiple first game skills, such as changing the maximum number of first game skills that can be stored from 1 to 2. For example, if the current number of stored first game skills is 2, it means that after placing a first virtual object once, the first virtual character can place a second first virtual object without waiting for a cooldown. When the number of stored first game skills reaches the maximum number that can be stored, no cooldown timer is applied to the first game skills, and their storage capacity will not be increased further.

[0136] Having at least one stored first game skill is a prerequisite for casting it. Specifically, if the first attribute value does not reach the first preset value, and the number of stored first game skills is at least one, the first virtual character is controlled to place the first virtual object in response to the first trigger operation on the first skill control. In one embodiment, if the first attribute value does not reach the first preset value, and the number of stored first game skills is zero, the first virtual character will not be controlled to place the first virtual object in response to the first trigger operation on the first skill control. The first trigger operation may not produce any effect, or a prompt message may be displayed indicating that the first game skill is on cooldown.

[0137] After the first virtual character places the first virtual object, the storage quantity of the first game skill is decremented by one. Specifically, the storage quantity of the first game skill can be decremented by one either after the first virtual character begins placing the first virtual object, or after the first virtual character finishes placing the first virtual object. Then, the first game skill is timed for one or more rounds according to the first cooldown duration. At the end of each round, the storage quantity of the first game skill is incremented by one until the maximum storage quantity is reached.

[0138] In one implementation, the game control method may further include the following steps:

[0139] In response to the first virtual character placing a second virtual object in the game scene, if the storage quantity of the first virtual object is not less than 1, then 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 cooldown timing according to the first cooldown duration, 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 a second virtual object in the game scene, if the storage quantity of the first virtual object is 0, then the first virtual object is subjected to one or more rounds of cooldown timing again according to the first cooldown duration, 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 cooldown process of the first game skill is reset. Specifically, this includes one or more of the following situations: If the storage quantity of the first game skill is k before the second virtual object is placed, k is not less than 1, and the cooldown process from k to k+1 (i.e., the first game skill is in the cooldown process from storing k to storing 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. One or more rounds of cooldown timing can be restarted according to the first cooldown duration, i.e., the previous y-second cooldown progress can be abandoned, or the timing can continue from the previous y-second cooldown progress, i.e., the timing continues from y seconds. When the timing reaches the first cooldown duration, the storage quantity is changed from k-1 to k, and then the next round of timing begins. If the storage quantity of the first game skill is 0 before the second virtual object is placed, then in response to the placement of the second virtual object by the first virtual character, the storage quantity of the first game skill is not changed, and the first game skill is restarted for one or more rounds of cooldown time according to the first cooldown duration. At the end of each round of timeout, the storage quantity of the first game skill is incremented by one.

[0141] The cooldown reset for the first game skill can be performed either after the first virtual character begins placing the second virtual object, or after the first virtual character finishes placing the second virtual object. By resetting the cooldown of the first game skill, the cooldown processes of the second and first game skills are linked, simplifying the cooldown mechanisms and making them easier for players to understand. Furthermore, it reduces the likelihood of players placing the second and first virtual objects consecutively within a short period, improving game balance and reducing the load on terminal devices and servers.

[0142] In one implementation, the game control method may further include at least one of the following steps:

[0143] If the number of stored first game skills is 0, during the cooldown timer for the first game skill, the cooldown timer information of the first game skill is displayed in the graphical user interface using the second display method.

[0144] If the number of stored first game skills is not less than 1, during the cooldown timer for the first game skill, the cooldown timer information of the first game skill is displayed in the graphical user interface using a third display method.

[0145] The second and third display methods can be different. For example, the second display method can be a countdown timer displaying numbers, while the third display method can be a clock display. When the number of stored first game skills, k, is 0, it means the first game skill is essentially in a completely cooldown state and is unusable. When the number of stored first game skills, k, is greater than or equal to 1 and less than the maximum storable number, it means the first game skill is essentially in a partially cooldown state; in this case, k first game skills are available, and (kmax-k) first game skills are unusable, where kmax represents the maximum storable number. Using the second and third display methods clearly distinguishes the two cooldown states of the first game skill, making it easier for players to understand.

[0146] In one implementation, a storage identifier for a first game skill can be displayed in a graphical user interface, indicating the number of times the first game skill is stored. Cooldown timing information includes the elapsed cooldown time or the remaining cooldown time. A second graphic can be displayed on the storage identifier, the size of which is configured to be associated with the elapsed cooldown time or the remaining cooldown time. (Reference) Figure 3 or Figure 4 As shown, the graphical user interface displays a storage identifier 350 for the first game skill, which can show the number of first game skills stored numerically. Within the storage identifier 350, a second graphic 3501 can be placed along the edge of the storage identifier 350. For example, the storage identifier 350 could be a rhombus, and the second graphic 3501 could represent the remaining cooldown time of the first game skill. Initially also a rhombus, the second graphic 3501 would gradually shorten as the remaining cooldown time decreases. This allows players to intuitively see the number of first game skills stored and the cooldown timer information, and connect the two. For example, if the storage identifier 350 displays the number 1 and the second graphic 3501 is displayed, players can easily understand that one first game skill is currently stored, and determine how much time is needed to store a second first game skill based on the size of the second graphic 3501.

[0147] In one implementation, the first display method is to display the remaining cooldown time of the first game skill in the form of a numerical countdown in the first skill control. The second display method is to display the remaining cooldown time of the first game skill in the form of a numerical countdown in the first skill control, and also display the remaining cooldown time of the first game skill in the storage identifier of the first game skill in the form of a second graphic. The third display method is to display the remaining cooldown time of the first game skill in the storage identifier of the first game skill in the form of a second graphic.

[0148] Figure 8A schematic diagram illustrating the changes in the first skill control is shown. When the first attribute value has not reached the first preset value, the first skill icon is displayed in the first skill control 320. Assuming the maximum storable quantity of the first game skill is 2, if the current stored quantity is 2, the storage identifier 350 displays the number "2", indicating the first game skill is in a cooldown state. When the first virtual character places the first virtual object once, the number "2" in the storage identifier 350 changes to "1", indicating the first game skill is in a partially cooldown state. According to the third display method, the second graphic 3501 is displayed in the storage identifier 350, representing the remaining cooldown time. When the first virtual character places the first virtual object again, the number "1" in the storage identifier 350 changes to "0", indicating the first game skill is in a fully cooldown state. According to the second display method, the second graphic 3501 is displayed in the storage identifier 350, representing the remaining cooldown time, and the remaining cooldown time is displayed as a countdown number in the first skill control 320.

[0149] In one implementation, in response to a first virtual character placing a first virtual object in the game scene, the first virtual object is set to an invisible state (e.g., an invisible state), or is only visible to specific virtual characters (e.g., friendly characters). Furthermore, in response to a second virtual character in the game scene performing an interaction with the first virtual object, the first virtual object is controlled to change from an invisible state to a visible state. For example, the first virtual object is initially invisible after being placed, and becomes visible after being triggered once by the second virtual character. This enhances the diversity of game content and gameplay.

[0150] In one implementation, the game control method may further include at least one of the following:

[0151] If the first virtual character reaches the second preset level, in response to the first virtual character placing the first virtual object in the game scene, the first virtual object is set to an invisible state;

[0152] In response to the interaction between the second virtual character in the game scene and the first virtual object, the first virtual object is controlled to change from an invisible state to a visible state.

[0153] The second preset level can be a threshold set for the level of the first virtual character in a game, used to upgrade the first game skill and give the first virtual object an invisible special effect. For example, if the second preset level is 5, when the first virtual character reaches level 5, the first virtual object it places will be invisible. Then, if the second virtual character performs an interaction with the first virtual object, that is, the first virtual object is triggered by the second virtual character, the first virtual object will change from an invisible state to a visible state. In this way, by increasing the level of the first virtual character, special effects are added to the first virtual object, increasing the diversity of game content and gameplay.

[0154] In one implementation, in response to a second virtual character in the game scene interacting with a first virtual object, the second virtual character is controlled to become invisible; that is, the second virtual character can enter an invisible state after being launched by the first virtual object and can become visible again upon landing. Alternatively, if the first virtual character reaches a second preset level, in response to a second virtual character in the game scene interacting with a first virtual object, the second virtual character is controlled to become invisible.

[0155] In one implementation, in response to a first virtual character placing a second virtual object in the game scene, the second virtual object is set to an invisible state (e.g., an invisible state), or is only visible to specific virtual characters (e.g., friendly characters). Furthermore, in response to a second virtual character in the game scene performing an interaction with the second virtual object, the second virtual object is controlled to change from an invisible state to a visible state. For example, the second virtual object is initially invisible after being placed, and becomes visible after being triggered once by the second virtual character. This enhances the diversity of game content and gameplay.

[0156] In one implementation, the game control method may further include at least one of the following:

[0157] If the first virtual character reaches the second preset level, in response to the first virtual character placing a second virtual object in the game scene, the second virtual object is set to an invisible state.

[0158] In response to the interaction between the second virtual character and the second virtual object in the game scene, control the second virtual object to change from an invisible state to a visible state.

[0159] The second preset level can be a threshold set for the level of the first virtual character in a game. It's used to upgrade the second game skill, giving the second virtual object an invisible special effect. For example, if the second preset level is 5, when the first virtual character reaches level 5, the second virtual object it places will be invisible. Then, if the second virtual character interacts with the second virtual object—that is, the first virtual object is triggered by the second virtual character—the second virtual object will change from invisible to visible. In this way, by increasing the level of the first virtual character, special effects are added to the second virtual object, enhancing the diversity of game content and gameplay.

[0160] In one implementation, in response to a second virtual character in the game scene interacting with a second virtual object, the second virtual character is controlled to become invisible; that is, the second virtual character can enter an invisible state after being launched by the second virtual object and can become visible again upon landing. Alternatively, if the first virtual character reaches a second preset level, in response to a second virtual character in the game scene interacting with a second virtual object, the second virtual character is controlled to become invisible.

[0161] The above provides an exemplary method for upgrading a first or second game skill based on the level of the first virtual character. The specific upgrade method for each game skill can be set according to specific needs. For example, if the first virtual character reaches a first preset level, the maximum storable quantity of the first game skill increases by one, while the maximum storable quantity of the second game skill remains unchanged at 1. If the first virtual character reaches a second preset level, both the first and second game skills gain an invisible special effect. Specifically, in response to the first virtual character placing a first or second virtual object, the first or second virtual object is set to an invisible state; in response to the second virtual character performing an interaction with the first or second virtual object, the first or second virtual object is controlled to change from an invisible state to a visible state.

[0162] In one implementation, reference Figure 3 As shown, the graphical user interface also displays a second skill control 370. The game control method may also include the following steps:

[0163] In response to a third trigger operation on the second skill control, the first virtual character is controlled to perform a first continuous action, and a healing area is generated based on the position of the first virtual character;

[0164] In response to the first virtual character ceasing to perform the first persistent action, the healing area is removed.

[0165] The third trigger operation can be a single click, double click, long press, drag, or other similar action. For the second skill control 370, the third trigger operation can trigger the first virtual character to cast a third game skill. The third game skill is a continuous healing skill. During its casting, the first virtual character performs a first continuous action, generating a healing area based on the first virtual character's position. The healing area can heal specific virtual characters (such as friendly characters and the first virtual character itself). The first continuous action can be a continuous action of performing a specific posture, indicating that the first virtual character needs to continuously cast the spell to maintain the healing effect. If the first virtual character stops performing the first continuous action, such as performing other actions during the execution of the first continuous action (such as moving, jumping, casting other game skills, etc.), it indicates that the casting of the third game skill has ended, and the healing area is removed.

[0166] Figure 9 This diagram illustrates the first virtual character 3101 casting a third game skill. Originally, the first-person view of the first virtual character 3101 is displayed in the graphical user interface. In response to the first virtual character 3101 starting to cast the third game skill (i.e., beginning the first continuous action), the third-person view of the first virtual character 3101 is displayed in the graphical user interface. The second skill control 370 is switched to a casting state; if the player clicks the second skill control 370 at this time, it will trigger the cessation of casting the third game skill. Figure 9 A circular healing area centered on the first virtual character 3101 is shown. Additionally, a progress bar 390 for the third game skill can be displayed. The entire progress bar represents the total duration of the third game skill (i.e., the maximum duration for which the first virtual character 3101 can continuously cast the spell), with the colored portion on the left indicating the duration already completed and the uncolored portion on the right indicating the remaining duration.

[0167] In one implementation, the game control method may further include the following steps:

[0168] In response to a third virtual character located within the treatment area receiving a treatment instruction, control the third virtual character to perform a second continuous action and treat the third virtual character.

[0169] In response to the third virtual character ceasing to perform the second persistent action, treatment of the third virtual character is stopped.

[0170] In this embodiment, the third virtual character is a virtual character capable of receiving treatment, such as any friendly character. The third virtual character needs to be located within the treatment area and issue a command to accept treatment, triggering the treatment of the third virtual character. Furthermore, the third virtual character needs to perform a second continuous action during the treatment process. The second continuous action can be a continuous action of making a specific gesture, and can be the same as or different from the first continuous action. If the third virtual character stops performing the second continuous action, such as performing other actions during the execution of the second continuous action, then the treatment of the third virtual character is stopped.

[0171] In one implementation, the above-mentioned response to a third virtual character located within the treatment area receiving a treatment instruction, controlling the third virtual character to perform a second continuous action, and treating the third virtual character, includes:

[0172] When the third virtual character is within the treatment area, provide the third virtual character with a control to receive treatment;

[0173] In response to a trigger action on the treatment control, control the third virtual character to perform the second continuous action and treat the third virtual character.

[0174] For example, when the third virtual character enters the treatment area, a "Accept Treatment" control is displayed on its graphical user interface. The player controlling the third virtual character clicks the "Accept Treatment" control, which generates an "Accept Treatment" command, triggering the third virtual character to execute a second continuous action, and the player then treats the third virtual character during the second continuous action.

[0175] In one implementation, the game control method may further include at least one of the following steps:

[0176] During the first virtual character's execution of the first continuous action, add the first buff effect to the first virtual character;

[0177] During the execution of the second persistent action by the third virtual character, a second buff effect is added to the third virtual character.

[0178] The first and second buffs can be the same or different. For example, both the first and second buffs can reduce damage by 50%. The first virtual character gains a 50% reduction during the first continuous action. The third virtual character also gains a 50% reduction during the second continuous action. This enhances the diversity of game content and gameplay.

[0179] Exemplary embodiments of this disclosure also provide a game control device. A graphical user interface (GUI) is provided via a terminal device. The GUI displays first skill controls and at least a portion of a game scene. A first virtual character is set in the game scene, and the first virtual character has a first attribute value. (See reference...) Figure 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 preset rules;

[0181] The first skill control module 1020 is configured to, in response to the first trigger operation of the first skill control, control the first virtual character to place the first virtual object in the game scene when the first attribute value does not reach the first preset value;

[0182] The second skill control module 1030 is configured to, in response to a second trigger operation on the first skill control, control the first virtual character to place a second virtual object in the game scene 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: control the second virtual character to perform a first movement under the ejection action of the first virtual object in response to the second virtual character performing an interaction with the first virtual object; control the second virtual character to perform a second movement under the ejection action of the second virtual object in response to the second virtual character performing an interaction with the second virtual object; and control the second virtual character to perform a second jump in response to a jump command from the second virtual character during the second movement.

[0184] In one embodiment, during the second movement, in response to a jump command from the second virtual character, controlling the second virtual character to perform a second jump includes: during the second movement, in response to a trigger operation on a first jump control, controlling the second virtual character to perform a second jump; the first jump control is a jump control that is fixedly displayed in the graphical user interface.

[0185] In one implementation, during the second movement, in response to a jump command from the second virtual character, controlling the second virtual character to perform a second jump includes: during the second movement, providing a second jump control for the second virtual character; and in response to a trigger operation on the second jump control, controlling the second virtual character to perform a second jump.

[0186] In one embodiment, the game control device 1000 is further configured to control the second virtual character to gradually change from an invisible state to a visible state during the second virtual character's second jump.

[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; and during the second movement, control the second virtual character to perform a second jump in response to the second virtual character's jump command, including: when the second virtual character is in the air, in response to the second virtual character's jump command, 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: removing the first virtual object from the game scene in response to the existence time of the first virtual object in the game scene reaching a first preset duration; and removing the second 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.

[0189] In one implementation, if the first virtual character has not reached a first preset level, and the first attribute value has not reached a first preset value, in response to a first trigger operation on the first skill control, the first virtual character is controlled to place a first virtual object in the game scene. This includes: 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. The game control device 1000 is further 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 cooled-down state, and perform a cooldown timer for the first game skill according to a first cooldown duration, and switch the first game skill to a cooled-down state when the timer 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 cooled-down state, and start a cooldown timer for the first game skill according to a first cooldown duration, and switch the first game skill to a cooled-down state when the timer 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 cooled-down state, restart the cooldown timer for the first game skill according to the first cooldown duration, and switch the first game skill to a cooled-down state when the timer ends.

[0191] In one implementation, 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 the first skill control, the first virtual character is controlled to place a first virtual object in the game scene. This includes: if the storage quantity of the first virtual object is not less than 1, 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. The game control device 1000 is further configured to: in response to the first virtual character placing the first virtual object in the game scene, decrement the storage quantity of the first virtual object by one, and perform one or more rounds of cooldown timing for the first virtual object according to a first cooldown duration, and increment 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 a second virtual object in the game scene, if the storage quantity of the first virtual object is not less than 1, then decrease the storage quantity of the first virtual object by one, and perform one or more rounds of cooling timer for the first virtual object according to a first cooling duration, and increment the storage quantity of the first virtual object by one at the end of each round of timer; and / or in response to the first virtual character placing a second virtual object in the game scene, if the storage quantity of the first virtual object is 0, then perform one or more rounds of cooling timer for the first virtual object again according to the first cooling duration, and increment the storage quantity of the first virtual object by one at the end of each round of timer.

[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 interaction 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 interaction 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 a 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 further configured to: control a first virtual character to perform a first continuous action in response to a third trigger operation on the second skill control, and generate a healing area based on the position of the first virtual character; and remove the healing area in response to the first virtual character ceasing to perform the first continuous action.

[0197] In one embodiment, the game control device 1000 is further configured to: control the third virtual character to perform a second continuous action and treat the third virtual character in response to a third virtual character's instruction to accept treatment within the treatment area; and stop treating the third virtual character in response to the third virtual character ceasing to perform the second continuous action.

[0198] In one implementation, in response to a treatment instruction from a third virtual character located within a treatment area, controlling the third virtual character to perform a second continuous action and treating the third virtual character includes: providing a treatment acceptance control for the third virtual character when the third virtual character is located within the treatment area; and in response to a trigger operation on the treatment acceptance control, controlling the third virtual character to perform the second continuous action and treating the third virtual character.

[0199] In one embodiment, the game control device 1000 is further configured to perform at least one of the following steps: adding a first buff effect to the first virtual character while the first virtual character is performing a first continuous action; and adding a second buff effect to the third virtual character while the third virtual character is performing a second continuous action.

[0200] 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, reset the first attribute value to a second preset value or reduce the first attribute value to a third preset value.

[0201] In one implementation, controlling the change of a first attribute value according to a preset rule includes at least one of the following steps: controlling the change of the first attribute value based on the change of game time in the current game; controlling the change of the first attribute value in response to the first virtual character triggering a preset condition; and controlling the change of the first attribute value in response to a preset event occurring in the game scene.

[0202] In one implementation, in response to a first virtual character triggering a preset condition, controlling a change in a first attribute value includes: in response to the first virtual character causing damage to an enemy character in a second preset state, increasing the first attribute value based on the damage value.

[0203] The specific details of each part of the above-mentioned device have been described in detail in the method section of the implementation plan. For any undisclosed details, please refer to the implementation plan of the method section, and therefore will not be repeated here.

[0204] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.

[0205] Exemplary embodiments of this disclosure also provide a computer program product. The computer program product includes a computer program that, when executed by a processor, implements the methods described above.

[0206] In one implementation, the computer program product can be a tangible product, such as a computer-readable storage medium storing a computer program. The readable storage medium can be based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, and includes, but is not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory, hard disk drive (HDD), solid-state drive (SSD), etc. For example, the computer program product can be a non-volatile storage medium storing a computer program, such as read-only memory, NAND flash memory, etc.

[0207] In one implementation, the computer program product can be an intangible product. For example, the computer program product can be a virtual digital product, such as an executable file or installation package containing a computer program.

[0208] Computer program code can be written in one or more programming languages. Examples of programming languages ​​include C, Java, and C++. Program code can execute entirely on the user's computing device, partially on the user's computing device, or as a standalone software package. It can also execute partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, such as a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via an internet connection provided by a mobile network operator).

[0209] Computer programs can be carried or transmitted via signals such as electricity, magnetism, light, electromagnetic fields, and infrared radiation. Electronic devices can convert signals carrying computer programs into digital signals, thereby running the computer programs. When a computer program runs on an electronic device, its code is used to cause the electronic device to execute (more specifically, to be executed by the processor of the electronic device) the method steps of various embodiments of this disclosure, for example: step S210, controlling a change in a first attribute value according to a preset rule; step S220, if the first attribute value does not reach a first preset value, responding to a first trigger operation on a first skill control, controlling a first virtual character to place a first virtual object in the game scene; step S230, if the first attribute value reaches the first preset value, responding to a second trigger operation on a first skill control, 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 preset rules. 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 types of virtual objects using the same skill control, reducing the number of skill controls, improving the problem of skill controls occupying interface space, and enhancing interface utilization and display effects. On the other hand, the switching between the first and second virtual objects based on the first attribute value simplifies user operations and helps increase the diversity of character skills and game content, thereby improving the user experience.

[0211] Exemplary embodiments of this disclosure also provide an electronic device. The electronic device may include a processor and a memory. The memory stores executable instructions for the processor, such as a computer program. The processor executes the executable instructions to perform the method steps of various exemplary embodiments of this disclosure. Furthermore, the electronic device may also include a display for displaying a graphical user interface.

[0212] The following is for reference. Figure 11 The electronic device is illustrated by way of a general-purpose computing device. It should be understood that... Figure 11 The electronic device 1100 shown is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments disclosed herein.

[0213] like Figure 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] Memory 1120 may include volatile memory, such as RAM 1121 and cache unit 1122, and may also include non-volatile memory, such as ROM 1123. Memory 1120 may also include one or more program modules 1124, such program modules 1124 including, but not limited to: operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program module 1124 may include the modules in the above-described apparatus.

[0215] The processor 1110 may include one or more processing units, such as 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).

[0216] The processor 1110 can be used to execute executable instructions stored in the memory 1120 to perform method steps of various embodiments of the present disclosure, such as: step S210, controlling the first attribute value to change according to a preset rule; step S220, if 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 first trigger operation on the first skill control; step S230, if the first attribute value reaches the first preset value, 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; 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 preset rules. 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 using the same skill control, reducing the number of skill controls, improving the problem of skill controls occupying interface space, and enhancing interface utilization and display effects. On the other hand, the switching between the first and second virtual objects is realized based on the first attribute value, simplifying user operations and increasing the diversity of character skills and game content, thereby improving the user experience.

[0218] Bus 1130 is used to connect different components of electronic device 1100 and may include a data bus, an address bus and a control bus.

[0219] Electronic device 1100 can communicate with one or more external devices 1200 (e.g., keyboard, mouse, external controller, etc.) through I / O interface 1140.

[0220] Electronic device 1100 can communicate with one or more networks via network adapter 1150. For example, network adapter 1150 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. Network adapter 1150 can communicate with other modules of electronic device 1100 via bus 1130.

[0221] Electronic device 1100 can display a graphical user interface, such as a game scene, through display 1160.

[0222] although Figure 11 As not shown in the diagram, other hardware and / or software modules may also be configured 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 solutions disclosed herein can be implemented as methods, apparatus, systems, computer program products, storage media, electronic devices, etc. Those skilled in the art will understand that various aspects of this disclosure can be specifically implemented in the following forms: a completely hardware implementation, a completely software implementation (including firmware, microcode, etc.), or a combination of hardware and software implementations, which may be referred to as "circuit," "module," or "system," respectively.

[0224] It should be understood that this disclosure is not limited to the specific methods, steps, or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. Those skilled in the art will readily conceive of other embodiments based on the specific implementations provided in this disclosure. Therefore, the specific implementations provided in this disclosure are merely exemplary, and the scope and spirit of this disclosure are indicated by the claims, and should cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary technical means in the art not disclosed in this disclosure.

Claims

1. A game control method, characterized in that, A graphical user interface is provided through a terminal device, the graphical user interface displaying first skill controls and at least a portion of a game scene, the game scene containing a first virtual character, the first virtual character having a first attribute value; the method includes: The value of the first attribute is controlled to change according to preset rules; If the first attribute value does not reach the first preset value, 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 the game scene; 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. In response to the second virtual character in the game scene performing an interaction with the first virtual object, the second virtual character is controlled to perform a first movement under the ejection action of the first virtual object; the second virtual character is configured not to perform a second jump during the first movement. In response to the second virtual character performing an interactive behavior with the second virtual object, the second virtual character is controlled to perform a second movement under the ejection action of the second virtual object; During the second movement, in response to the jump command of the second virtual character, the second virtual character is controlled to perform a second jump.

2. The method according to claim 1, characterized in that, When the first attribute value reaches the first preset value, the first skill control is used to place both the first virtual object and the second virtual object.

3. The method according to claim 1, characterized in that, During the second movement, in response to the jump command of the second virtual character, controlling the second virtual character to perform a second jump includes: During the second movement, in response to a trigger operation on the first jump control, the second virtual character is controlled to perform a second jump; the first jump control is a jump control that is fixedly displayed in the graphical user interface.

4. The method according to claim 1, characterized in that, During the second movement, in response to the jump command of the second virtual character, controlling the second virtual character to perform a second jump includes: 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.

5. The method according to claim 1, characterized in that, The method further includes: During the second virtual character's second jump, control the second virtual character to gradually change from an invisible state to a visible state.

6. The method according to claim 1, characterized in that, The method further includes: The second virtual character is set to be in a first preset state during the second movement; During the second movement, in response to the jump command of the second virtual character, controlling the second virtual character to perform a second jump includes: When the second virtual character is in the air, in response to the second virtual character's jump command, if the second virtual character is in the first preset state, then control the second virtual character to perform a second jump.

7. The method according to claim 1, characterized in that, The method further includes at least one of the following steps: In response to the first virtual object's existence time in the game scene reaching a first preset duration, the first virtual object is removed from the game scene; In response to the second virtual object's existence time in the game scene reaching a second preset duration, 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 has not reached the first preset level, the step of controlling the first virtual character to place the first virtual object in the game scene in response to the first trigger operation of the first skill control when the first attribute value has not reached the first preset value includes: If the first attribute value does not reach the first preset value, in response to the first trigger operation of 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. The method further includes: In response to the first virtual character placing the first virtual object in the game scene, the first game skill is switched to a cooldown state, and a cooldown timer is set for the first game skill according to a first cooldown duration. When the timer expires, the first game skill is switched back to the cooled-down state.

9. The method according to claim 8, characterized in that, The method further includes: 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, the first game skill is switched to the cooldown state, and a cooldown timer is set for the first game skill according to a first cooldown duration. Upon the end of the timer, the first game skill is switched back to the cooled-down state; 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 cooldown state, the cooldown timer for the first game skill is restarted according to the first cooldown duration, and the first game skill is switched to the cooled-down state when the timer ends.

10. The method according to claim 1, characterized in that, If the first virtual character reaches a first preset level, the step of controlling 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 the first preset value includes: If the first attribute value does not reach the first preset value, in response to the first trigger operation of the first skill control, if the number of the first virtual objects stored is not less than 1, the first virtual character is controlled to place the first virtual object in the game scene. The method further includes: 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 cooldown time according to the first cooldown duration. At the end of each round of timeout, the storage quantity of the first virtual object is increased by one.

11. The method according to claim 10, characterized in that, The method further includes: 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, then the storage quantity of the first virtual object is decremented by one, and the first virtual object is subjected to one or more rounds of cooldown timing according to a first cooldown duration. At the end of each round of timing, the storage quantity of the first virtual object is incremented by one; 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, then the first virtual object is subjected to one or more rounds of cooldown timing according to the first cooldown duration, and the storage quantity of the first virtual object is incremented by one at the end of each round of timing.

12. The method according to claim 1, characterized in that, The method further includes at least one of the following: If the first virtual character reaches the second preset level, in response to the first virtual character placing the first virtual object in the game scene, the first virtual object is set to an invisible state; In response to the second virtual character in the game scene performing an interaction 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 includes at least one of the following: If the first virtual character reaches the second preset level, 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; In response to the second virtual character in the game scene performing an interaction 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 includes: 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, the first virtual character is controlled to perform a first continuous behavior, and a healing area is generated based on the position of the first virtual character; In response to the first virtual character ceasing to perform the first persistent behavior, the treatment area is removed.

16. The method according to claim 15, characterized in that, The method further includes: In response to a treatment instruction from a third virtual character located within the treatment area, the system controls the third virtual character to perform a second continuous action and treats the third virtual character. In response to the third virtual character ceasing to perform the second continuous action, treatment of the third virtual character is stopped.

17. The method according to claim 16, characterized in that, The step of responding to a treatment instruction from a third virtual character located within the treatment area, controlling the third virtual character to perform a second continuous action, and treating the third virtual character, includes: When the third virtual character is located within the treatment area, a treatment acceptance control is provided for the third virtual character. In response to a trigger operation on the treatment control, the third virtual character is controlled to perform a second continuous action, and treatment is performed on the third virtual character.

18. The method according to claim 16, characterized in that, The method further includes at least one of the following steps: During the process of the first virtual character performing the first continuous behavior, a first buff effect is added to the first virtual character; During the process of the third virtual character performing the second continuous behavior, a second buff effect is added to the third virtual character.

19. The method according to claim 1, characterized in that, The method further includes: 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 includes at least one of the following steps: The value of the first attribute changes according to the change in game time during the current game session. In response to the first virtual character triggering a preset condition, the first attribute value is controlled to change; In response to a preset event occurring in the game scene, the value of the first attribute is controlled to change.

21. The method according to claim 18, characterized in that, The step of controlling the first attribute value to change in response to the first virtual character triggering a preset condition includes: In response to the first virtual character dealing damage to an enemy character in a second preset state, the first attribute value is increased based on the damage value.

22. A game control device, characterized in that, A graphical user interface is provided via a terminal device, the graphical user interface displaying first skill controls and at least a portion of a game scene, the game scene containing a first virtual character, the first virtual character having a first attribute value; the device includes: The attribute value control module is configured to control the first attribute value to change according to preset rules; The first skill control module is configured to, in response to a first trigger operation on the first skill control, control the first virtual character to place a first virtual object in the game scene when the first attribute value does not reach a first preset value. The second skill control module is configured to, in response to a second trigger operation on the first skill control, control the first virtual character to place a second virtual object in the game scene when the first attribute value reaches the first preset value; the second virtual object is different from the first virtual object. The device is also configured to: In response to the second virtual character in the game scene performing an interaction with the first virtual object, the second virtual character is controlled to perform a first movement under the ejection action of the first virtual object; the second virtual character is configured not to perform a second jump during the first movement; in response to the second virtual character performing an interaction with the second virtual object, the second virtual character is controlled to perform a second movement under the ejection action of the second virtual object; during the second movement, in response to the jump command of the second virtual character, the second virtual character is controlled to perform a second jump.

23. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by a processor, it implements the method according to any one of claims 1 to 21.

24. An electronic device, characterized in that, include: processor; Memory for storing the executable instructions of the processor; The processor is configured to execute the method of any one of claims 1 to 21 by executing the executable instructions.