Virtual object skill equipment method and device, terminal and storage medium

By introducing a defeat count control in the virtual game and giving special skills to the second virtual object, the problem of skill acquisition in the existing technology is solved, and a richer in-site motivation and skill equipment methods are achieved.

CN120094209APending Publication Date: 2025-06-06TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202510361530.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-03-31
Publication Date
2025-06-06

AI Technical Summary

Technical Problem

In the prior art, the method of players obtaining skills during virtual battles has nothing to do with a single battle and cannot effectively motivate players' fighting enthusiasm.

Method used

By introducing a defeat count control in the virtual game, the number of the first virtual object and the second virtual object defeat the third virtual object is feedback in real time. When the number of defeats reaches the threshold and the second virtual object is in an independent form, the second virtual object is given special skills.

Benefits of technology

Real-time feedback based on game results in virtual games is achieved, providing richer in-site incentive mechanisms and skills and equipment methods, and improving players' enthusiasm for combat.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a skill equipment method and device for a virtual object, a terminal and a storage medium, and relates to the field of human-computer interaction. The method comprises the following steps: displaying a first virtual object and a corruption counting control, the corruption counting control being used for displaying the corruption number of the first virtual object and a second virtual object, the second virtual object being a subordinate object of the first virtual object, the object form of the second virtual object including an attachment form and an independent form, the attached form refers to a form attached to the first virtual object, and the independent form refers to a form independent of the first virtual object; under the condition that the third virtual object is corrupted by the first virtual object or the second virtual object, the corruption number displayed by the corruption counting control is updated; and in response to the fact that the updated corruption number reaches a number threshold value and the second virtual object is in an independent form, enabling the second virtual object to have the first skill within a preset duration. According to the scheme of the embodiment of the invention, the special skills can be fed back to the virtual object based on the game situation in the virtual game.
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Description

[0001] This application is a divisional application of the invention patent with application number 202310379534.9, application date March 31, 2023, and invention name “Virtual object skill equipment method, device, terminal and storage medium”. Technical Field

[0002] The embodiments of the present application relate to the field of human-computer interaction, and in particular to a method, device, terminal and storage medium for equipping a virtual object with skills. Background Art

[0003] In the process of virtual battle, giving virtual objects rich and diverse skills is an important means to enrich the player's gaming experience and improve the playability of the game. In related technologies, players can usually obtain certain skills through methods including game stores, game tasks, character upgrades, etc., so as to use them in the game process.

[0004] The skill acquisition methods provided in the related art are often irrelevant to a single virtual battle and cannot motivate players' enthusiasm for the battle. Summary of the invention

[0005] The embodiment of the present application provides a method, device, terminal and storage medium for equipping a virtual object with skills, which can provide feedback of special skills to the virtual object based on the game situation in a virtual game. The technical solution is as follows:

[0006] On the one hand, an embodiment of the present application provides a method for equipping a skill of a virtual object, the method comprising:

[0007] displaying a first virtual object and a defeat count control, wherein the defeat count control is used to display the defeat counts of the first virtual object and the second virtual object, wherein the object forms supported by the second virtual object include an attached form and an independent form, wherein the attached form refers to a form attached to the first virtual object, and the independent form refers to a form independent of the first virtual object;

[0008] When the first virtual object or the second virtual object defeats the third virtual object, updating the defeat number displayed by the defeat count control;

[0009] In response to the updated number of defeats reaching a quantity threshold and the second virtual object being in the independent form, the second virtual object is enabled to possess the first skill within a preset time period; wherein, when the number of defeats reaches the quantity threshold, if the second virtual object is in the attached form, the second virtual object does not possess the first skill.

[0010] On the other hand, an embodiment of the present application provides a device for using a skill of a virtual object, the device comprising:

[0011] A display module, configured to display a first virtual object and a defeat count control, wherein the defeat count control is configured to display the defeat numbers of the first virtual object and a second virtual object, wherein the second virtual object is a subordinate object of the first virtual object, and the object form of the second virtual object includes an attached form and an independent form, wherein the attached form refers to a form attached to the first virtual object, and the independent form refers to a form independent of the first virtual object;

[0012] an updating module, configured to update the defeat number displayed by the defeat count control when the first virtual object or the second virtual object defeats the third virtual object;

[0013] A skill equipment module, for responding to the updated number of defeats reaching a number threshold and the second virtual object being in the independent form, enabling the second virtual object to possess the first skill within a preset time period; wherein, when the number of defeats reaches the number threshold, if the second virtual object is in the attached form, the second virtual object does not possess the first skill.

[0014] On the other hand, an embodiment of the present application provides a terminal, which includes a processor and a memory, wherein the memory stores at least one program, and the at least one program is loaded and executed by the processor to implement the skill equipment method for a virtual object as described in the above aspects.

[0015] On the other hand, an embodiment of the present application provides a computer-readable storage medium, in which at least one program is stored, and the at least one program is loaded and executed by a processor to implement the skill equipment method of a virtual object as described in the above aspects.

[0016] On the other hand, an embodiment of the present application provides a computer program product, which includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. A processor of a terminal reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the terminal executes the skill equipment method of a virtual object described in the above aspect.

[0017] In the embodiment of the present application, the number of defeats of the first virtual object and the second virtual object against the third virtual object is displayed through a defeat count control, and when the number of defeats reaches a threshold value, the second virtual object is equipped with a first skill. The first skill refers to a special skill that the second virtual object additionally possesses by defeating a certain number of third virtual objects. In the embodiment of the present application, a defeat count control is used in a virtual game to characterize the game results of the first virtual object and the second virtual object controlled by the first virtual object in the virtual game, and then when the game results reach a threshold value, the second virtual object is "rewarded" by equipping it with additional special skills. By providing real-time feedback on the in-game performance during the virtual game, a richer in-game incentive mechanism and skill equipment method are provided. BRIEF DESCRIPTION OF THE DRAWINGS

[0018] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.

[0019] Figure 1 A schematic diagram showing an implementation environment provided by an exemplary embodiment of the present application is shown;

[0020] Figure 2 A flowchart showing a method for equipping a virtual object with skills provided by an exemplary embodiment of the present application is shown;

[0021] Figure 3 A schematic diagram showing an attachment form provided by an exemplary embodiment of the present application is shown;

[0022] Figure 4 A schematic diagram showing an independent form provided by an exemplary embodiment of the present application is shown;

[0023] Figure 5 A schematic diagram of a beat count control provided by an exemplary embodiment of the present application is shown;

[0024] Figure 6 A schematic diagram showing a defeat quantity update process provided by an exemplary embodiment of the present application is shown;

[0025] Figure 7 A schematic diagram of controlling a virtual object equipment skill provided by an exemplary embodiment of the present application is shown;

[0026] Figure 8 A schematic diagram of morphology conversion provided by an exemplary embodiment of the present application is shown;

[0027] Fig. 9A schematic diagram of resetting a beat count control provided by an exemplary embodiment of the present application is shown;

[0028] Fig.10 A schematic diagram of a first selection control provided by an exemplary embodiment of the present application is shown;

[0029] Fig.11 A schematic diagram showing a switching object form provided by an exemplary embodiment of the present application is shown;

[0030] Fig.12 A schematic diagram of maintaining the shape of an object provided by an exemplary embodiment of the present application is shown;

[0031] Fig.13 A schematic diagram of a connection effect provided by an exemplary embodiment of the present application is shown;

[0032] Fig.14 A schematic diagram showing a skill granting scope provided by an exemplary embodiment of the present application is shown;

[0033] Fig.15 A schematic diagram of a second selection control provided by an exemplary embodiment of the present application is shown;

[0034] Fig.16 A schematic diagram of equipment skills provided by an exemplary embodiment of the present application is shown;

[0035] Fig.17 A schematic diagram showing an upgraded skill provided by an exemplary embodiment of the present application is shown;

[0036] Fig.18 A flowchart showing a method for equipping a virtual object with skills provided by another exemplary embodiment of the present application is shown;

[0037] Fig.19 A structural block diagram of a device for using a skill of a virtual object provided by an exemplary embodiment of the present application is shown;

[0038] Fig. 20 A structural block diagram of a terminal provided by an exemplary embodiment of the present application is shown. DETAILED DESCRIPTION

[0039] In order to make the objectives, technical solutions and advantages of the present application clearer, the implementation methods of the present application will be further described in detail below with reference to the accompanying drawings.

[0040] For ease of understanding, the nouns involved in the embodiments of the present application are explained below.

[0041] Virtual object: In an application, it refers to an interactive object in a virtual environment. Virtual objects can be virtual characters, virtual animals, cartoon characters, etc. Different virtual objects have different character attributes. For example, in a multiplayer game, character attributes may include virtual object movement speed, virtual object attack power (the amount of damage that an attack can cause to the attacking object), and virtual object vitality.

[0042] Optionally, the virtual object may be a developer character controlled by operations on the client, or an artificial intelligence (AI) set in a virtual scene through training, or a non-developer character (NPC) set in a virtual scene. Optionally, the virtual object may be a virtual person competing in a virtual scene. Optionally, the number of virtual objects participating in the interaction in the virtual scene may be pre-set or dynamically determined according to the number of clients joining the interaction.

[0043] Virtual game: refers to a game game in which at least two virtual objects fight against each other in a virtual environment. Optionally, the virtual game is a single-game game in which at least two virtual objects fight against each other. Optionally, the virtual game can be a virtual game in a single-player matching mode (i.e., the virtual objects in the virtual game are all single-player games), a virtual game in a two-player matching mode (i.e., the virtual objects in the virtual game can be a team of two or a single-player game), or a virtual game in a multi-player matching mode (i.e., a virtual game can be a team of up to four or five virtual objects), wherein when the matching mode is a two-player matching mode or a four-player matching mode, the first virtual object can be matched with a second virtual object with which it has a friend relationship, or can be matched with a third virtual object with which it does not have a friend relationship.

[0044] PVP (Player VS Player): refers to the battle between players in MOBA and other competitive games, or the battle between players and players of opposing camps or factions. In a virtual game, the virtual objects participating in the battle are virtual objects actually controlled by the players. Optionally, in a PVP game, in order to ensure the gaming experience, some virtual objects participating in the game can also be actually controlled by the server to simulate the players participating in the game.

[0045] PVE (Player VS Environment): refers to the battle between players and computers in games such as MOBA (Multiplayer Online Battle Arena), which can also be called PVC (Player VS Computer). It usually includes fighting system monsters and dungeons. In a virtual game, the virtual object controlled by the player fights against the virtual object controlled by the terminal or the server.

[0046] Please refer to Figure 1 , which shows a schematic diagram of an implementation environment provided by an exemplary embodiment of the present application. The implementation environment includes: a terminal 110 and a server 120. The terminal 110 and the server 120 perform data communication via a communication network. Optionally, the communication network can be a wired network or a wireless network, and the communication network can be at least one of a local area network, a metropolitan area network, and a wide area network.

[0047] The terminal 110 is installed and runs an application that supports a virtual environment. The application can be any one of a virtual reality application, an SLG (Simulation Game, strategy game) game, a three-dimensional map program, and a MOBA game. The developer uses the terminal 110 to control the virtual object in the virtual environment to perform operations, which include but are not limited to: obtaining income, upgrading, fighting, switching equipment, and building at least one, and the developer uses the terminal to perform operations in the application. Schematically, the virtual object is a virtual character, such as a simulated character object or an anime character object, or the virtual object is a virtual prop. The terminal 110 can refer to one of multiple terminals, and this embodiment only uses the terminal 110 as an example. The device types of the terminal 110 include: at least one of a smart phone, a PC (Personal Computer, personal computer) terminal, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop portable computer, and a desktop computer. The following embodiments are illustrated by taking the terminal as a PC terminal.

[0048] In an embodiment of the present application, the terminal 110 can obtain the number of first virtual objects and second virtual objects defeating the third virtual object counted in the server 120 through a communication network. The terminal 110 displays a defeat count control based on the obtained defeat number. Accordingly, the terminal 110 determines whether the current defeat number reaches a quantity threshold based on the defeat number obtained from the server 120. In response to the defeat number reaching the quantity threshold, the object form of the current second virtual object is determined, and when the current second virtual object is in an independent form, the first skill is assigned to the second virtual object. Using the first skill in a virtual game can bring a certain gain to the second virtual object.

[0049] The server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Schematically, the server 120 includes a processor and a memory, and is used to provide background services for applications that support a three-dimensional virtual environment. Optionally, the server 120 undertakes the main computing work, and the terminal 110 undertakes the secondary computing work; or, the server 120 undertakes the secondary computing work, and the terminal 110 undertakes the main computing work; or, the server 120 and the terminal 110 use a distributed computing architecture for collaborative computing.

[0050] Those skilled in the art will appreciate that the number of the above terminals may be more or less. For example, the above terminal may be only one, or the above terminals may be dozens or hundreds, or more. The embodiment of the present application does not limit the number of terminals and device types.

[0051] Please refer to Figure 2 , which shows a flowchart of a method for equipping a virtual object with skills provided by an exemplary embodiment of the present application, combined with Figure 2 The skill equipment method of the virtual object provided in the embodiment of the present application is described with the above implementation environment. In this embodiment, the method is applied to a terminal for description. The method includes:

[0052] Step 201 : Display a first virtual object and a defeat count control, where the defeat count control is used to display the defeat counts of the first virtual object and the second virtual object.

[0053] Among them, the first virtual object is a player virtual object directly controlled by the player, and the second virtual object is a non-player virtual object (Non-Player Character, NPC) belonging to the application environment. In an embodiment of the present application, the second virtual object is a subordinate object of the first virtual object, that is, the second virtual object refers to a non-player virtual object controlled by the first virtual object. In the virtual game, the second virtual object and the first virtual object participate in the game. Optionally, the virtual game includes non-player virtual objects that are not controlled by any player virtual object. After defeating such non-player virtual objects, the first virtual object can convert the corresponding non-player virtual object into a second virtual object controlled by the first virtual object by using a control chip on the above-mentioned non-player virtual object.

[0054] During the virtual game, the object form of the second virtual object includes an attached form and an independent form. The attached form refers to the form attached to the first virtual object. Figure 3 As shown in FIG. 1 , when the second virtual object 301 is in an attached state, the second virtual object 301 cannot be separated from the first virtual object 302 and move in the virtual environment. Schematically, the second virtual object is displayed in the form of a character identifier near the first virtual object. The independent state refers to a state independent of the first virtual object. Figure 4 As shown, when the second virtual object 401 is in an independent state, the second virtual object 401 can move in the virtual environment independently of the first virtual object 402. Furthermore, the second virtual object in an independent state can assist the first virtual object in participating in the game by using skills and the like.

[0055] Optionally, the second virtual object has different types, and different second virtual object types correspond to different object attributes of the second virtual object. Among them, the object attributes include movement speed, object skills, defense capabilities, etc. Schematically, based on the difference in object skills, the second virtual object can be divided into a long-range attack virtual object and an offensive virtual object; according to the defense capabilities of the second virtual object, the second virtual object can include a defensive virtual object. It should be noted that the above classification basis and specific types for classifying the second virtual object are for illustrative purposes only, and this application does not limit this.

[0056] Optionally, when the first virtual object obtains the second virtual object by using the control chip on the defeated non-player virtual object, the control chips may be of different types, and by using different types of control chips, the non-player virtual object may be converted into different types of second virtual objects. For example, when the smasher control chip is used on the defeated non-player virtual object, the non-player virtual object using the control chip is correspondingly converted into the smasher second virtual object. When participating in the game under the control of the first virtual object, it has the object attributes corresponding to the smasher second virtual object.

[0057] In a possible implementation, when the first virtual object is equipped with a counting skill chip, the first virtual object and a defeat count control are displayed. The counting skill chip can be obtained in the game. Indicatively, the counting skill chip is provided in the in-game store, and the player obtains the counting skill chip in the in-game store by exchanging or other methods. During the game, when the first virtual object is equipped with a counting skill, a defeat count control corresponding to the counting skill chip is displayed.

[0058] like Figure 5 As shown, the number of defeats displayed in the defeat count control 501 may be the sum of the number of defeats of the first virtual object and the number of defeats of the second virtual object. When the second virtual object is in an attached form, the second virtual object cannot attack alone, and the number of defeats displayed in the defeat count control is the number of defeats of the first virtual object.

[0059] Optionally, the beat count control may be displayed near the first virtual object and displayed following the first virtual object. The beat count control may also be displayed in the control display area, separate from the first virtual object.

[0060] Step 202: When the first virtual object or the second virtual object defeats the third virtual object, update the defeat number displayed by the defeat count control.

[0061] The third virtual object may be a player virtual object controlled by the player other than the first virtual object, or a non-player virtual object other than the second virtual object that is not controlled by the first virtual object. During the virtual game, the first virtual object and the second virtual object controlled by it are in a hostile relationship with the third virtual object.

[0062] In a possible implementation, based on the number of defeats displayed in the defeat count control, it indicates the sum of the first virtual object defeating the third virtual object and the second virtual object defeating the third virtual object, and then, Figure 6As shown, when the first virtual object 601 defeats the third virtual object 602 , the defeat amount 603 is updated, and when the second virtual object 604 defeats the third virtual object 602 , the defeat amount 603 is updated accordingly.

[0063] Optionally, there is a corresponding relationship between the number of defeats displayed in the defeat count control and a specific second virtual object. That is, only when the first virtual object defeats the third virtual object, and the second virtual object corresponding to the defeat count control defeats the third virtual object, the number of defeats displayed by the count control is updated. Among them, the second virtual object corresponding to the defeat count control can be a unique and specific second virtual object, and the number of defeats is updated only when the unique second virtual object defeats the third virtual object. The second virtual object corresponding to the defeat count control can also be a second virtual object of the same specific type, and the number of defeats is updated when the second virtual object of the specific type defeats the third virtual object.

[0064] Optionally, when the first virtual object defeats the third virtual object, the number of defeats displayed by the defeat count control is updated based on the first value; when the second virtual object defeats the third virtual object, the number of defeats displayed by the defeat count control is updated based on the second value. Wherein, the first value is different from the second value. Schematically, when the first virtual object defeats the third virtual object, 1 is added to the original number of defeats when updating the number of defeats, that is, the first value is 1; when the first virtual object defeats the third virtual object, 0.5 is added to the original number of defeats when updating the number of defeats, that is, the first value is 0.5. This application does not limit the size relationship between the first value and the second value. Wherein, the second value can be determined based on the difficulty of obtaining the second virtual object, and the difficulty of obtaining the second virtual character is positively correlated with the second value. The second value can also be determined based on the number of second virtual objects currently participating in the battle. The above-mentioned method for determining the second value is only an example, and this application does not limit this.

[0065] Step 203, in response to the updated number of defeats reaching the number threshold and the second virtual object being in an independent form, enabling the second virtual object to possess the first skill within a preset time period.

[0066] Among them, when the number of defeats reaches the number threshold, if the second virtual object is in an attached form, the second virtual object does not have the first skill. And when the number of defeats does not reach the number threshold, the second virtual object does not have the first skill. That is, the first skill is a special skill that the second virtual object can additionally obtain by defeating a certain number of third virtual objects when the first virtual object is equipped with a counting skill chip.

[0067] In a possible implementation, before a player enters a virtual game, a candidate skill list is first displayed for the player to select a target skill that the player wishes to use in the virtual game. Based on the player's selection operation of the target game skill in the candidate game skill list, when entering the virtual game, the target game skill is equipped to the first virtual object controlled by the player. The target game skill may also include a game skill whose subject is a second virtual object, and when the first virtual object controls the second virtual object, the corresponding target game skill is equipped to the second virtual object.

[0068] Different from the above-mentioned target game skills, the first skill can be regarded as an additional skill in the game, which is a "reward" obtained by the first virtual object and the second virtual object after defeating a certain number of third virtual objects in the game. Optionally, compared with the target game skills selected by the player before entering the virtual game, the skill strength of the first skill can be stronger than the target game skills, or similar to the skills with higher skill strength among the target game skills.

[0069] Optionally, the first skill may be a passive skill, such as a speed gain skill, a defense gain skill, etc. The first skill may also be an active skill, such as launching a thunder ball, etc.

[0070] like Figure 7 As shown, after defeating the third virtual object 701, the defeat quantity 702 is updated, and when the updated defeat quantity 702 reaches the quantity threshold, the second virtual object 703 is enabled to have the first skill.

[0071] Optionally, the counting skill chips have different types. Corresponding to the different types of counting skill chips equipped, the first skills that the second virtual object can obtain by defeating the third virtual object are different. That is, the first skills corresponding to different types of counting skill chips are different. Optionally, various types of second skills are limited to the corresponding types of second virtual objects. Furthermore, only when the object type of the second virtual object matches the target object type corresponding to the counting skill chip, the second virtual object is endowed with the first skill based on the number of defeats reaching the quantity threshold.

[0072] Illustratively, the first virtual object obtains a violent counting skill chip in the in-game store, and the first skill corresponding to the violent counting skill chip can make the second virtual object enter a violent state and increase the attack speed of the second virtual object. Among them, the first skill corresponding to the violent counting skill chip only supports the use of the second virtual object of the melee type. If the first virtual object is equipped with the violent counting skill chip in the virtual game, when the second virtual object currently controlled by the first virtual object is a melee type virtual object, based on the number of defeats displayed in the defeat count control reaching the quantity threshold, the second virtual object can be given the above-mentioned first skill. However, when the second virtual object currently controlled by the first virtual object does not belong to the melee type virtual object, it is impossible to enable the second virtual object to have the above-mentioned first skill based on the number of defeats reaching the quantity threshold.

[0073] Optionally, there is no corresponding relationship between the counting skill chip and the type of the first skill. When the number of defeats displayed by the defeat count control reaches a number threshold, the first skill can be determined from the skills that the second virtual object can use based on the object type of the second virtual object currently controlled by the first virtual object. Then, the second virtual object is enabled to possess the first skill.

[0074] In summary, in the embodiment of the present application, the number of defeats of the first virtual object and the second virtual object against the third virtual object is displayed through the defeat count control, and when the number of defeats reaches a threshold value, the second virtual object is equipped with the first skill. The first skill refers to a special skill that the second virtual object additionally possesses by defeating a certain number of third virtual objects. In the embodiment of the present application, the defeat count control is used in the virtual game to characterize the game results of the first virtual object and the second virtual object controlled by the first virtual object in the virtual game, and then when the game results reach the threshold value, the second virtual object is "rewarded" by equipping it with additional special skills. By providing real-time feedback on the in-game performance during the virtual game, a richer in-game incentive mechanism and skill equipment method are provided.

[0075] In the embodiment of the present application, the second virtual object supports display in two different object forms: an independent form and an attached form. When the second virtual object is in an independent form, the second virtual object is displayed in the virtual environment independently of the first virtual object. In the above case, the second virtual object can be controlled to move freely within a certain range in the virtual environment, and can be controlled to participate in the battle by using skills.

[0076] In a possible implementation, the first virtual object is equipped with a counting skill chip, and can update the defeat count displayed by the defeat count control corresponding to the counting skill chip by defeating the third virtual object. Then, when the updated defeat count reaches a threshold value and the second virtual object is in an independent form, the second virtual object is enabled to have the first skill.

[0077] The first skill refers to a skill that the second virtual object can use when the second virtual object is in an independent state. For example, if the first skill is a berserk skill, when the second virtual object is in an independent state, based on the number of defeats reaching a threshold, the second virtual object is enabled to possess the first skill, that is, the second virtual object is controlled to enter a berserk state.

[0078] Wherein, based on the number of defeats reaching the number threshold, when the second virtual object is in the attached form, the second virtual object does not have the first skill. At this time, the player can make the second virtual object have the first skill by converting the object form of the second virtual object.

[0079] In a possible implementation, in response to the updated number of defeats reaching a number threshold, and the second virtual object is converted from an attached form to an independent form based on a form conversion instruction, the second virtual object possesses the first skill within a preset time period.

[0080] That is, the player can release the second virtual object into the virtual environment by sending a form conversion instruction. Furthermore, when the second virtual object is released into the virtual environment, the number of defeats has reached the number threshold, and the released second virtual object accordingly possesses the first skill.

[0081] Indicatively, Figure 8 As shown, when the second virtual object is in the attached form 801, the number of defeats reaches the number threshold. Since the object form of the second virtual object does not meet the conditions for acquiring the first skill, the second virtual object does not have the first skill because the number of defeats reaches the number threshold. Then, the first virtual object sends a form conversion instruction, and based on the form conversion instruction, the second virtual object is converted from the attached form 801 to the independent form 802. Furthermore, based on the number of defeats reaching the number threshold, the second virtual object displayed in the virtual environment in an independent form has the first skill.

[0082] Optionally, when the updated defeat count reaches a threshold value and the second virtual object is in an independent state, the defeat count control stops being displayed.

[0083] When the second virtual object is in an independent state, the second virtual object is displayed in the virtual environment independently of the first virtual object. Accordingly, the second virtual object can be controlled to use its own object skill to attack the third virtual object. When the updated defeat count reaches the threshold, the second virtual object in an independent state can be equipped with the first skill to participate in the virtual game. At this time, since the first skill is an additional special skill, Figure 7 As shown, within the preset time period when the second virtual object 703 possesses the first skill, the accumulation of the number of defeats is stopped, that is, the display of the defeat count control 702 is stopped.

[0084] The first skill may be a permanent skill or a temporary skill. In the case where the first skill is a temporary skill, the first skill has a preset duration. During the preset duration, the defeat count control stops being displayed, that is, the third virtual object defeated by the first virtual object and the second virtual object during the preset duration is not counted, and the update of the defeat count in the defeat count control (not displayed) is not triggered.

[0085] Illustratively, the preset time duration is 10 seconds, and in response to the number of defeats reaching a threshold, the second virtual object is enabled to possess the first skill within the next 10 seconds.

[0086] Optionally, when a preset time is reached, a reset beat count control is displayed, wherein the number of beats displayed by the reset beat count control is reset.

[0087] like Fig. 9 As shown, when the preset time is reached, the second virtual object 901 no longer has the first skill. Accordingly, the defeat count control 902 is redisplayed. The defeat number 903 displayed in the defeat count control 902 is reset to 0.

[0088] Accordingly, when the second virtual object is in an attached state, the second virtual object is not displayed in the virtual environment. Schematically, the second virtual object in an attached state is displayed near the arm of the first virtual object in the form of a virtual object identifier. In the above case, the second virtual object cannot be controlled to move freely in the virtual environment, and the second virtual object cannot be controlled to use offensive skills to participate in the game.

[0089] In an embodiment of the present application, the object skills of the second virtual object include not only offensive skills (which can only be used in an independent form), but also defensive skills. Defensive skills are used to offset or weaken the damage of the offensive skills of the third virtual object to the second virtual object itself or the first virtual object. Among them, when the second virtual object is in an attached form, the second virtual object can still be controlled to use passive skills such as defensive skills. Moreover, when the second virtual object is in an attached form, the second virtual object and the first virtual object can be regarded as a whole, and the object skills of the second virtual object can also generate passive gains for the first virtual object. For example, by controlling the second virtual object to use its object skills, the movement speed of the first virtual object to which the second virtual object is attached is increased.

[0090] In another possible implementation, in response to the updated number of defeats reaching a number threshold and the second virtual object being in an attached form, the second virtual object is equipped with a third skill.

[0091] Among them, the third skill is different from the first skill. And, when the number of defeats reaches the quantity threshold, if the second virtual object is in an independent form, the second virtual object does not have the third skill. Corresponding to the object form of the second virtual object, the first skill refers to the object skill equipped when the second virtual object is in an independent form; the third skill refers to the object skill equipped when the second virtual character is in an attached form. That is, in an embodiment of the present application, when the number of defeats reaches the quantity threshold and the second virtual object is in an attached form, although the second virtual object does not have the first skill, this does not mean that the second virtual object does not have the additional skills brought by the counting skill. When the second virtual object is in an attached form, based on the number of defeats reaching the quantity threshold, the second virtual object can be equipped with a third skill different from the first skill.

[0092] Because the second virtual object is in an attached form when using the third skill, the second virtual object is not displayed independently in the virtual environment, and the second virtual object can only use passive skills such as defensive skills, that is, the third skill can be a passive skill.

[0093] Optionally, since the second virtual object in the attached form and the first virtual object can be regarded as a whole, when the second virtual object is controlled to use the defensive third skill, a skill effect of reducing damage to the first virtual object can be produced.

[0094] When the second virtual object is in an attached state, the second virtual object can also use a skill gain to directly act on an object skill of the first virtual object to which the second virtual object is attached. Illustratively, the third skill can be a speed gain skill. When the second virtual object is controlled to use the third skill, the movement speed of the first virtual object to which the second virtual object is attached is increased.

[0095] Optionally, different types of counting skill chips correspond to different first skills and third skills.

[0096] Optionally, the same counting skill chip may have corresponding first and third skills at the same time. Further, when the first virtual object is equipped with the counting skill chip, based on the number of defeats displayed by the defeat count control reaching the number threshold, the object form of the current second virtual object is first determined, and then based on the object form, it is determined that the second virtual object can be equipped with the first skill or use the third skill.

[0097] Optionally, the same counting skill chip may also have only one of the first skill or the third skill. Illustratively, the counting skill chip corresponds only to the first skill, and when the first virtual object is equipped with the counting skill chip, based on the number of defeats reaching the number threshold, the object form of the current second virtual object is first determined, and when the second virtual object is in an independent form, the second virtual object is controlled to use the first skill; and when the second virtual object is in an attached form, the first virtual object can control the second virtual object to convert from an attached form to an independent form, and then when the second virtual object is in an independent form, the second virtual object is controlled to use the first skill.

[0098] In the embodiment of the present application, when the first virtual object is equipped with a counting skill chip, the second virtual object can obtain the special skill corresponding to the counting skill chip by controlling the first virtual object and the second virtual object to defeat the third virtual object to reach the counting threshold. Different special skills correspond to different second virtual object forms. That is, for a certain special skill, the second virtual object can use the special skill only when the second virtual object is in the object form indicated by the special skill.

[0099] Illustratively, the special skill corresponding to the counting skill chip equipped by the first virtual object is a violent skill, and the violent skill is an offensive skill, and thus the special skill can only be used when the second virtual object is in an independent form. That is, when the number of defeats displayed by the defeat count control reaches the number threshold, if the second virtual object is currently in an independent form, then the second virtual object can be directly controlled to use the violent skill, but if the second virtual object is currently in an attached form, then the second virtual object cannot be directly controlled to use the special skill.

[0100] In a possible implementation, in response to the updated number of defeats reaching a number threshold, a first selection control is displayed, wherein the first selection control is used to select a target skill of the second virtual object.

[0101] In the embodiment of the present application, the counting skill chip can correspond to at least one first skill and at least one third skill. Furthermore, the counting skill chip can correspond to at least one third skill while corresponding to at least one first skill. Fig.10 As shown, based on the defeat number displayed by the defeat count control 1001 reaching the number threshold, the first selection control 1002 is displayed. The target object form corresponding to the first skill is an independent form, and the target object form corresponding to the third skill is an attached form.

[0102] In a possible implementation, based on the number of defeats reaching a threshold, the first skill and the third skill corresponding to the counting skill chip currently equipped by the first virtual object are determined. Then, the first selection control is displayed based on the first skill and the third skill corresponding to the counting skill chip. For example, Fig.10 As shown, a candidate skill list is displayed in the first selection control 1002, and the candidate skill list includes a first skill and a third skill that can be selected. In response to a selection operation in the first selection control 1002, a target skill 1003 is determined.

[0103] Optionally, in the case where the counting skill chip corresponds to only one of the first skill or the third skill, based on the number of defeats reaching the number threshold, the object form of the current second virtual object is first determined, and whether to display the first selection control is determined based on the object form. Schematically, in the case where the counting skill chip corresponds to only two first skills, based on the number of defeats reaching the number threshold, the object form of the current second virtual object is first determined, and the first selection control is displayed when the second virtual object is in an independent form, and the first selection control is not displayed when the second virtual object is in an attached form.

[0104] Optionally, a candidate skill list is displayed in the first selection control, and the candidate skill list includes the first skill or the third skill that can be selected for use. Wherein, when the counting skill chip corresponds to at least one first skill and at least one third skill at the same time, the object form of the current second virtual object can be first determined, and the first skill or the third skill can be displayed in the first selection control accordingly based on the object form.

[0105] In a possible implementation, all available object skills corresponding to the counting skill chip are displayed in the first selection control, that is, the object skills displayed in the first selection control are irrelevant to the object form of the current second virtual object. Further, in response to the selection operation on the first selection control, the object form of the second virtual object is controlled based on the target skill indicated by the selection operation.

[0106] Based on the fact that the target object form corresponding to the first skill is an independent form, and the target object form corresponding to the third skill is an attached form, the first skill can only be used when the second virtual object is in an independent form, and the corresponding third skill can only be used when the second virtual object is in an attached form.

[0107] After selecting the target skill through the selection operation, the target object form corresponding to the target skill is determined based on the skill type (first skill or third skill) to which the target skill belongs. Wherein, when the target skill is the first skill, the corresponding target object form is an independent form; when the target skill is the third skill, the corresponding target object form is an attached form.

[0108] The situations in which the object form of the second virtual object is controlled based on the target skill indicated by the selection operation may include the following:

[0109] 1. When the target object form corresponding to the target skill is inconsistent with the current object form of the second virtual object, the second virtual object is controlled to switch from the current object form to the target object form.

[0110] When the player determines the target skill (first skill or third skill) to be used by selection and cannot be used while the second virtual object maintains the current object form, the object form of the second virtual object can be switched according to the target object form indicated by the target skill, that is, the second virtual object is controlled to switch from the current object form to the target object form, and then the second virtual object is controlled to use the target skill in the target object form.

[0111] Indicatively, Fig.11As shown, when the number of defeats 1101 reaches the number threshold, the object form of the current second virtual object is the attached form 1102. The first selection control 1103 is displayed, based on the counting skill chip equipped by the current first virtual object 1104 corresponding to the two first skills "violent skill" and "thunder ball skill", and the counting skill chip also corresponds to the two third skills "defense skill" and "speed-up skill", and the above four candidate skills are correspondingly displayed in the first selection control 1103 for selection. In the case where the first skill "violent skill" is selected as the target skill 1105 through the selection operation, based on the target skill 1105 belonging to the first skill, the target object form is further determined to be an independent form. Since the target object form (independent form) is inconsistent with the current object form (attached form), the second virtual object is controlled to switch from the attached form 1102 to the independent form 1106.

[0112] 2. When the target object shape corresponding to the target skill is consistent with the current object shape of the second virtual object, the current object shape of the second virtual object is maintained.

[0113] Indicatively, Fig.12 As shown, when the number of defeats 1201 reaches the number threshold, the object form of the current second virtual object is an independent form 1202. The first selection control 1203 is displayed, based on the counting skill chip equipped by the current first virtual object 1204 corresponding to the two first skills "violent skill" and "thunder ball skill", and the counting skill chip also corresponds to the two third skills "defense skill" and "speed-up skill", and the above four object skills are correspondingly displayed in the first selection control 1203 for selection. In the case where the first skill "violent skill" is selected as the target skill 1205 through the selection operation, based on the target skill 1205 belonging to the first skill, the target object form is further determined to be an independent form. Since the target object form (independent form) is consistent with the current object form (independent form), it is only necessary to keep the second virtual object in the independent form 1202 to directly control the second virtual object to use the target skill 1205.

[0114] In the embodiment of the present application, the counting skill chip itself, as a skill equipped and used by the first virtual object, can have different skill levels. Counting skill chips of different levels can correspond to different special skill equipment methods. Accordingly, by equipping counting skill chips of different levels, the first virtual object or the second virtual object can obtain different gains in the virtual game.

[0115] In a possible implementation, by equipping a lower-level counting skill chip, a second virtual object in an independent state can be equipped with a first skill by defeating a certain number of third virtual objects in a game. After the counting skill chip is upgraded, or when a higher-level counting skill chip is equipped, the first virtual object can also acquire additional skills by defeating third virtual objects in a game to obtain a concentrated gain in the game.

[0116] Optionally, when the first virtual object is equipped with a higher-level counting skill chip, based on the number of defeats reaching a quantity threshold, the second virtual object is first enabled to possess the first skill within a preset time period, and then the second virtual object is controlled to perform a skill-granting action, so that the first virtual object possesses the second skill within the preset time period.

[0117] The skill-granting action may be a casting action, a shouting action, a tool-waving action, etc., which is not limited in this application. Optionally, the action object of the skill-granting action is the first virtual object, that is, after having the first skill, the second virtual object can be controlled to perform the skill-granting action in the direction of the first virtual object.

[0118] The second skill is an in-game skill that enables the first virtual object to gain benefits. The second skill can be a passive skill, for example, within a preset time when the second skill is possessed, the first virtual object will not consume bullets when using other shooting skills to attack. The second skill can also be an active skill, for example, when the second skill is possessed, the first virtual object can launch additional attack skills.

[0119] Optionally, the first skill and the second skill may be the same or different. The first skill and the second skill may be in a binding relationship. In one possible example, the first skill is to increase the melee damage and movement speed of the first virtual object, and the second skill is to stimulate the second virtual object to enter a violent state and increase the attack speed of the second virtual object. In another possible example, the first skill is to control the first virtual object to not consume bullets when using a shooting skill to attack, and the second skill is to control the second virtual object to launch a slowly moving thunder ball, which continuously shocks the surrounding third virtual objects during movement.

[0120] In the embodiment of the present application, the second skill additionally acquired by the first virtual object can be regarded as "granted" by the second virtual object that has acquired the special skill (first skill) by defeating the third virtual object. In a possible implementation, the ability of the second virtual object to "grant" the second skill to the first virtual object is subject to distance restrictions.

[0121] When the distance between the first virtual object and the second virtual object is less than the distance threshold, a connection effect is displayed between the first virtual object and the second virtual object. The first virtual object has the second skill when the connection effect exists. The connection effect is used to indicate that the first virtual object is passing through the second virtual object having the first skill and is equipped with the second skill.

[0122] Correspondingly, when the distance between the first virtual object and the second virtual object is greater than the distance threshold, the connection effect between the first virtual object and the second virtual object stops being displayed. In addition, the first virtual object does not have the second skill when there is no connection effect. In other words, the first virtual object can only "receive" the second skill "given" by the second virtual object within a certain range of the second virtual object's location, and the condition for the first virtual object to have the second skill is to maintain a relatively close distance with the second virtual object.

[0123] Optionally, when the distance between the first virtual object and the second virtual object is close to the distance threshold, a distance reminder is provided by switching the special effect display attribute of the connection special effect. For example, when the distance between the first virtual object and the second virtual object is close, the connection special effect is displayed as a white dotted line connecting the first virtual object and the second virtual object; as the first virtual object and the second virtual object move, when the difference between the distance between the two and the distance threshold is less than 0.5m, the special effect display attribute is switched to display a yellow solid line between the first virtual object and the second virtual object to remind that the distance is about to exceed the distance threshold.

[0124] Indicatively, Fig.13 As shown, when the second virtual object 1301 has the first skill, the second virtual object 1301 roars in the direction of the first virtual object 1302 (skill granting action) to enable the first virtual object 1302 to have the second skill. Then, a connection effect 1303 is displayed between the first virtual object 1302 and the second virtual object 1301. Accordingly, with the relative movement between the first virtual object 1302 and the second virtual object 1301, when the distance between the first virtual object 1302 and the second virtual object 1301 is greater than the distance threshold, the connection effect 1303 is stopped from being displayed, and the first virtual object 1302 no longer has the second skill.

[0125] Optionally, in response to the second virtual object being converted from an independent form to an attached form, or in response to a virtual object switching instruction, displaying the connection effect between the first virtual object and the second virtual object is stopped.

[0126] The virtual object switching instruction is used to instruct the switching of a different second virtual object. After switching the object form or switching the second virtual object, the connection effect between the first virtual object and the second virtual object stops being displayed, which means that the first virtual object no longer has the second skill.

[0127] Since the second skill is a special skill "granted" by the second virtual object to the first virtual object, in addition to the distance, another condition for the first virtual object to possess the second skill is that the second virtual object that meets the first condition is participating in the game. Since the second virtual object in the attached form cannot participate in the game, when the object form of the second virtual object is converted from an independent form to an attached form, the second virtual object cannot continue to "grant" the second skill to the first virtual object, and the first virtual object no longer possesses the second skill.

[0128] The reason for the second virtual object to change its form may include a player sending a form change instruction to control the second virtual object to change its form. It may also include the second virtual object being in a dying state due to low health in a virtual game, and the second virtual object passively switches from an independent form to an attached form to restore health in the attached form.

[0129] Correspondingly, in the case where the first virtual object has multiple subordinate second virtual objects, the first virtual object can control the second virtual object displayed in the virtual environment through a virtual object switching instruction. In the case where the second virtual object with the first skill that was originally participating in the game is switched to another second virtual object, since the original second virtual object no longer continues to participate in the game, it is impossible to continue to "endow" the first virtual object with the second skill. Furthermore, issuing a virtual object switching instruction will also cause the first virtual object to lose the second skill. Optionally, in the case where the second virtual object is frozen, the virtual object switching instruction issued by the first virtual object cannot cause the second virtual object to be switched.

[0130] Optionally, the skill granting action corresponds to a skill granting range, and when there is a fourth virtual object within the skill granting range, the fourth virtual object is enabled to have the second skill, and the fourth virtual object and the first virtual object belong to the same camp.

[0131] The skill granting range may be a sector range in the direction of executing the skill granting action, or a circular range with a certain radius, which is not limited in this application. The fourth virtual object refers to a player virtual object that belongs to the same camp as the first virtual object.

[0132] Indicatively, Fig.14As shown, when the second virtual object 1401 has the first skill, the second virtual object 1401 performs a skill granting action on the first virtual object 1402, so that the first virtual object 1402 has the second skill. The skill granting action corresponds to a skill granting range 1403 that is presented as a fan. Since the fourth virtual object 1404 is within the skill granting range and the fourth virtual object 1404 and the first virtual object 1402 belong to the same camp, the skill granting action also enables the fourth virtual object 1404 to have the second skill.

[0133] Optionally, when the second virtual object acquires the first skill, if the second virtual object performs a skill granting action at this time, and the first virtual object is not within the skill granting range corresponding to the skill granting action due to its long distance, the second virtual object can be controlled to move toward the first virtual object. Then, after ensuring that the first virtual object is within the skill granting range, the second virtual object is controlled to perform a skill granting action toward the first virtual object, so that the first virtual object has the second skill, and the fourth virtual object within the skill granting range has the second skill.

[0134] Optionally, when there is a fifth virtual object within the skill granting range, the fifth virtual object is enabled to have the first skill. The fifth virtual object is a subordinate object of the fourth virtual object, and the fourth virtual object and the first virtual object belong to the same camp.

[0135] In the embodiment of the present application, the accumulation of the number of defeats can not only give special skills (first skill and second skill) to the second virtual object and the first virtual object, but also further control the upgrade of special skills. Among them, the special skills corresponding to the counting skill chip can have different levels. Among them, "different levels" can refer to the same skill, such as the violent skill in the offensive skill, which can be divided into levels based on the different attack capabilities, corresponding to the first level violent, second level violent, third level violent...; "different levels" can also refer to different skills with different skill effects, which have different levels based on the different skill effects. For example, the attack effect (such as damage value) generated by the aggressive violent skill is stronger than the attack effect generated by the offensive heavy punch skill, then it is determined that the level corresponding to the heavy punch skill is lower than the violent skill. In the embodiment of the present application, the current first level violent can be upgraded to the second level violent, or the current heavy punch skill can be upgraded to the violent skill through skill upgrade.

[0136] In a possible implementation, in response to the updated number of defeats reaching the first number threshold, a second selection control is displayed, wherein the second selection control is used to select an equipment skill or an upgrade skill.

[0137] The first quantity threshold refers to the quantity threshold corresponding to the defeat quantity displayed in the current defeat count control.

[0138] In an embodiment of the present application, the player can use the second selection control to choose to directly use the special skill (first skill or third skill) corresponding to the current number threshold when the number of defeats reaches the current number threshold, or to upgrade the special skill by continuing to accumulate the number of defeats, and then use a special skill with stronger skill strength when the number of defeats reaches a higher number threshold.

[0139] In a possible implementation, Fig.15 As shown, in response to the updated number of defeats reaching the first number threshold, a second selection control 1503 including an equipment skill control 1501 and an upgrade skill control 1502 is displayed.

[0140] Further, in response to a first selection operation on the second selection control, the second virtual object is controlled to have a first skill, wherein the first selection operation is used to indicate the equipment skill.

[0141] like Fig.16 As shown, the first selection operation refers to performing a selection operation on the equipment skill control 1602 in the second selection control 1601. Then, based on the number of defeats reaching the first number threshold, the second virtual object 1603 is equipped with the first skill.

[0142] Accordingly, in response to a second selection operation on the second selection control, the defeat count control is updated, and the second selection operation is used to indicate upgrading the skill. The upper limit of the count of the defeat count control before the update is the first quantity threshold, and the upper limit of the count of the defeat count control after the update is the second quantity threshold, and the second quantity threshold is greater than the first quantity threshold.

[0143] like Fig.17 As shown, the second selection operation refers to performing a selection operation on the upgrade skill control 1702 in the second selection control 1701. In the embodiment of the present application, the method for upgrading the skill is to continue to accumulate the number of the first virtual object and the second virtual object defeating the third virtual object, and upgrade the skill when the accumulated number of defeats reaches the second number threshold. Then, after selecting the upgrade skill in the second selection control 1702, first update the first defeat count control 1703 to the second defeat count control 1704. Increase the number threshold corresponding to the number of defeats displayed by the defeat count control so as to continue to accumulate the number of defeats of the third virtual object.

[0144] Accordingly, when the upper limit of the count corresponding to the defeat count control is updated to the second threshold value, and the first virtual object or the second virtual object defeats the third virtual object, the defeat count displayed by the defeat count control is updated. Furthermore, when the updated defeat count reaches the second threshold value, the second selection control is displayed.

[0145] When the updated number of defeats reaches a second threshold, the skill is upgraded. And, based on the number of defeats reaching the threshold, both the first virtual object and the second virtual object have upgraded special skills.

[0146] When the number of defeats reaches the second threshold again, the player is also faced with the choice of directly using the special skill or continuing to upgrade the skill. Accordingly, when the number of defeats reaches the second threshold, the second selection control for selecting the equipment skill or upgrading the skill is displayed again.

[0147] In response to the first selection operation on the second selection control, the second virtual object is equipped with a fourth skill, and the skill effect of the fourth skill is stronger than the skill effect of the first skill.

[0148] That is, before the beat count control is updated, the second virtual object can acquire the first skill (or the third skill) by defeating the third virtual object to reach the first count threshold; after the beat control is updated, the second virtual object can acquire the fourth skill by defeating the third virtual object to reach the second count threshold, and the fourth skill has a stronger skill effect than the first skill.

[0149] Correspondingly, in response to the second selection operation on the second selection control, the defeat count control is updated again, and the second quantity threshold corresponding to the defeat count control is updated to the third quantity threshold. The count upper limit corresponding to the third quantity threshold is greater than the count upper limit corresponding to the second quantity threshold. That is, based on the preset number of upgrades, the second selection control can be displayed multiple times within the game based on the number of defeats reaching the current count threshold, so as to select to use the current skill or continue to upgrade the skill. The preset number of upgrades is not limited to twice.

[0150] In the case where the counting skill chip corresponds to at least one first skill and / or at least one third skill, the player can also choose to directly equip the skill or upgrade the skill. After selecting the equippable skill, the player can select the target skill that he or she currently wants to use based on the multiple equippable skills.

[0151] like Fig.18 As shown, the method for displaying the first selection control and the method for displaying the second selection control may include the following steps:

[0152] Step 1801, when the updated number of defeats reaches a first threshold, a second selection control is displayed, and the second selection control is used to select equipment skills or upgrade skills.

[0153] In a possible implementation, the second selection control includes an equipment skill control for selecting an equipment skill, and also includes an upgrade skill control for selecting an upgrade skill.

[0154] When the player performs a selection operation on the equipment skill control, steps 1802 and 1803 are executed; when the player performs a selection operation on the upgrade skill control, steps 1804, 1805, 1806, 1807, and 1808 are executed.

[0155] Step 1802: In response to a first selection operation on a second selection control, display a first selection control, where the first selection control is used to select a target skill of a second virtual object.

[0156] Step 1803, in response to the selection operation on the first selection control, the second virtual object is equipped with a fourth skill, and the skill effect of the fourth skill is stronger than the skill effect of the first skill.

[0157] Since the target object form corresponding to the first skill is an independent form and the target object form corresponding to the third skill is an attached form, in response to the selection operation of the first selection control, the object form of the second virtual object is first controlled based on the target skill indicated by the selection operation.

[0158] Wherein, when the target object form corresponding to the target skill is inconsistent with the current object form of the second virtual object, the second virtual object is controlled to switch from the current object form to the target object form. Correspondingly, when the target object form corresponding to the target skill is consistent with the current object form of the second virtual object, the current object form of the second virtual object is maintained.

[0159] Furthermore, when the second virtual object is in the target object form corresponding to the target skill, the second virtual object is equipped with the target skill.

[0160] Step 1804, in response to a second selection operation on a second selection control, updating a defeat count control, the second selection operation being used to indicate upgrading a skill.

[0161] The upper limit of the count of the defeat count control before the update is a first quantity threshold, and the upper limit of the count of the defeat count control after the update is a second quantity threshold, and the second quantity threshold is greater than the first quantity threshold.

[0162] Step 1805: When the first virtual object or the second virtual object defeats the third virtual object, update the defeat number displayed by the defeat count control.

[0163] Step 1806: When the updated number of defeats reaches a second number threshold, display a second selection control.

[0164] This step is the same as step 1801 and will not be repeated here.

[0165] Step 1807: In response to the first selection operation on the second selection control, display the first selection control.

[0166] The first selection control is used to select a target skill of the second virtual object. When the skill upgrade is completed, the candidate skills displayed in the first selection control have stronger skill effects than the candidate skills before the upgrade.

[0167] Illustratively, when the number of defeats reaches the first quantity threshold, the second selection control is displayed. At this time, the candidate skills corresponding to the equipment skill control in the second selection control include "level one frenzy". Further, in response to performing the second selection operation in the second selection control, that is, choosing to continue to accumulate the number of defeats to upgrade the skill, the defeat count control is updated. The quantity threshold corresponding to the number of defeats displayed in the updated defeat count control is updated to the second quantity threshold. When the number of defeats reaches the second quantity threshold, the first selection control is displayed again. At this time, the candidate skills corresponding to the equipment skill control in the second selection control include "level two frenzy", where "level two frenzy" is obtained by upgrading the "level one frenzy". Moreover, compared with "level one frenzy", the "level two frenzy" obtained after upgrading has a stronger skill effect.

[0168] Step 1808, in response to the selection operation on the first selection control, the second virtual object is equipped with a fourth skill, and the skill effect of the fourth skill is stronger than the skill effect of the first skill.

[0169] This step is the same as step 1803 and will not be repeated here.

[0170] In a virtual game, a first virtual object can control multiple second virtual objects. Accordingly, the first virtual object can use multiple counting skill chips. There can be a corresponding relationship between the counting skill chips and the second virtual objects, that is, different counting skill chips are equivalent to counting the number of different second virtual objects defeating the third virtual object. Furthermore, based on the number of the first virtual object and some of the second virtual objects defeating the first virtual object reaching the corresponding number threshold, only some of the second virtual objects that meet the above conditions are equipped with the first skill (or the third skill).

[0171] The defeat count control is used to display the number of third virtual objects defeated by the first virtual object and the second virtual object. Wherein, in the current virtual game, the first virtual object controls at least two second virtual objects, and the at least two second virtual objects have corresponding counting skill chips, at least two defeat count controls corresponding to the second virtual objects can be displayed. That is, when the first virtual object has at least two second virtual objects, different second virtual objects correspond to different defeat count controls.

[0172] In a possible implementation, when the first virtual object defeats the third virtual object, the defeat numbers displayed by at least two defeat count controls are updated.

[0173] Different defeat count controls correspond to different second virtual objects, and thus the number of times the first virtual object defeats the third virtual object can be accumulated in the defeat count controls corresponding to the second virtual objects.

[0174] Illustratively, in a virtual game, a first virtual object controls two second virtual objects, and the corresponding first virtual object is equipped with two counting skill chips, wherein there is a one-to-one correspondence between the two counting skill chips and the two second virtual objects. Furthermore, the defeat count controls corresponding to the two counting skill chips are used to display the number of defeats of the first virtual object and the corresponding second virtual object to the third virtual object, respectively. When the first virtual object defeats the third virtual object, the defeat numbers in the two defeat count controls are updated.

[0175] Optionally, when the first virtual object is equipped with at least two counting skill chips and displays at least two defeat count controls accordingly, the number thresholds corresponding to the number of defeats displayed in different defeat count controls may be the same or different. For example, the first virtual object controls a close attack type second virtual object and a long attack type second virtual object at the same time. The first defeat count control corresponding to the close attack type second virtual object is used to display the number of the first virtual object and the close attack type second virtual object defeating the third virtual object; and the second defeat count control corresponding to the long attack type second virtual object is used to display the number of the first virtual object and the long attack type second virtual object defeating the third virtual object. Among them, the number threshold corresponding to the first defeat count control is 15, and the number threshold corresponding to the second defeat count control is 10.

[0176] Optionally, when the first virtual object defeats the third virtual object, the defeat numbers displayed by some of the at least two defeat count controls are updated.

[0177] Optionally, when the defeat numbers displayed by the plurality of defeat count controls are updated based on the first virtual object defeating the third virtual object, the updated values ​​in the respective defeat count controls may be calculated according to a predetermined ratio.

[0178] Accordingly, when the target second virtual object defeats the third virtual object among the at least two second virtual objects, the defeat number displayed by the defeat count control corresponding to the target second virtual object is updated.

[0179] The target second virtual object refers to the second virtual object corresponding to the target defeat count control. When the target second virtual object defeats the third virtual object, only the defeat number displayed by the target defeat count control corresponding to the target second virtual object is updated.

[0180] Illustratively, the first virtual object controls a close attack type second virtual object and a long attack type second virtual object at the same time. Accordingly, two defeat count controls are displayed. The close attack type second virtual object corresponds to the first defeat count control, and the long attack type second virtual object corresponds to the second defeat count control. When the close attack type second virtual object defeats the third virtual object, only the defeat number displayed by the first defeat count control is updated, and the defeat number displayed by the second defeat count control does not need to be updated.

[0181] Furthermore, when the number of defeats corresponding to the updated target second virtual object reaches a number threshold, the target second virtual object is equipped with the first skill.

[0182] In the case where there are at least two defeat count controls, when the defeat number displayed by the defeat count control reaches a threshold, only the second virtual object corresponding to the defeat count control is triggered to equip the first skill (or the third skill).

[0183] Please refer to Fig.19 , which shows a structural block diagram of a skill equipment device for a virtual object provided by an exemplary embodiment of the present application, the device comprising:

[0184] Display module 1901, used for displaying a first virtual object and a defeat count control, wherein the defeat count control is used for displaying the defeat numbers of the first virtual object and the second virtual object, wherein the second virtual object is a subordinate object of the first virtual object, and the object form of the second virtual object includes an attached form and an independent form, wherein the attached form refers to a form attached to the first virtual object, and the independent form refers to a form independent of the first virtual object;

[0185] An updating module 1902, configured to update the defeat number displayed by the defeat count control when the first virtual object or the second virtual object defeats the third virtual object;

[0186] The skill equipment module 1903 is used to respond to the updated number of defeats reaching a number threshold and the second virtual object is in the independent form, so that the second virtual object has the first skill within a preset time period; wherein, when the number of defeats reaches the number threshold, if the second virtual object is in the attached form, the second virtual object does not have the first skill.

[0187] Optionally, when the second virtual object is currently in the attached state, the skill equipment module 1903 is further configured to:

[0188] In response to the updated number of defeats reaching a number threshold, and the second virtual object is converted from the attached form to the independent form based on a form conversion instruction, the second virtual object is enabled to possess the first skill within the preset time period.

[0189] Optionally, the device further includes a control module for controlling the second virtual object to perform a skill imparting action so that the first virtual object possesses the second skill within the preset time period.

[0190] Optionally, the display module 1901 is further used for:

[0191] When the distance between the first virtual object and the second virtual object is less than a distance threshold, displaying a connection effect between the first virtual object and the second virtual object; wherein the first virtual object has the second skill when the connection effect exists;

[0192] or,

[0193] When the distance between the first virtual object and the second virtual object is greater than a distance threshold, stop displaying a connection effect between the first virtual object and the second virtual object; wherein, the first virtual object does not have the second skill in the absence of the connection effect.

[0194] Optionally, the display module 1901 is further used for:

[0195] In response to the second virtual object being converted from the independent form to the attached form, or in response to a virtual object switching instruction, stopping displaying the connection effect between the first virtual object and the second virtual object, wherein the virtual object switching instruction is used to instruct switching to a different second virtual object.

[0196] Optionally, when the skill granting action corresponds to a skill granting range, the skill equipment module 1903 is further used to:

[0197] When there is a fourth virtual object within the skill imparting range, the fourth virtual object is enabled to have the second skill, and the fourth virtual object and the first virtual object belong to the same camp.

[0198] Optionally, after updating the defeat number displayed by the defeat count control, the skill equipment module 1903 is further configured to:

[0199] In response to the updated number of defeats reaching a quantity threshold and the second virtual object being in the attached form, the second virtual object is enabled to have a third skill, and the third skill is different from the first skill; wherein, when the number of defeats reaches the quantity threshold, if the second virtual object is in the independent form, the second virtual object does not have the third skill.

[0200] Optionally, the skill equipment module 1903 is further used to:

[0201] In response to the updated number of defeats reaching a number threshold, displaying a first selection control for selecting a target skill of the second virtual object;

[0202] In response to a selection operation on the first selection control, the object form of the second virtual object is controlled based on the target skill indicated by the selection operation.

[0203] Optionally, the skill equipment module 1903 is further used to:

[0204] When the target object form corresponding to the target skill is inconsistent with the current object form of the second virtual object, controlling the second virtual object to switch from the current object form to the target object form; or,

[0205] When the target object shape corresponding to the target skill is consistent with the current object shape of the second virtual object, maintaining the current object shape of the second virtual object;

[0206] Among them, the target object form corresponding to the first skill is the independent form, and the target object form corresponding to the third skill is the attached form.

[0207] Optionally, the skill equipment module 1903 is further used to:

[0208] In response to the updated number of defeats reaching a first number threshold, displaying a second selection control for selecting an equipment skill or an upgrade skill;

[0209] In response to a first selection operation on the second selection control, the second virtual object is equipped with the first skill, and the first selection operation is used to indicate the equipment skill.

[0210] Optionally, the skill equipment module 1903 is further used to:

[0211] In response to a second selection operation on the second selection control, updating the defeat count control, the second selection operation being used to indicate upgrading a skill, wherein the upper limit of the defeat count control before the update is the first quantity threshold, and the upper limit of the defeat count control after the update is the second quantity threshold, and the second quantity threshold is greater than the first quantity threshold;

[0212] When the first virtual object or the second virtual object defeats the third virtual object, updating the defeat number displayed by the defeat count control;

[0213] When the updated number of defeats reaches the second number threshold, displaying the second selection control;

[0214] In response to the first selection operation on the second selection control, the second virtual object is equipped with a fourth skill, and the skill effect of the fourth skill is stronger than the skill effect of the first skill.

[0215] Optionally, the display module 1901 is further used for:

[0216] The first virtual object and the defeat count widget are displayed when equipped with a counting skill chip, the counting skill chip being obtained within the game.

[0217] Optionally, the display module 1901 is further used for:

[0218] Within the preset time period, stop displaying the beat count control;

[0219] The device further comprises a resetting module, configured to display the reset beat count control when the preset time duration is reached, wherein the beat number displayed by the reset beat count control is reset.

[0220] Optionally, when the first virtual object has at least two of the second virtual objects, different second virtual objects correspond to different defeat count controls;

[0221] The updating module 1902 is further used for:

[0222] When the first virtual object defeats the third virtual object, updating the defeat numbers displayed by at least two of the defeat count controls; or,

[0223] When a target second virtual object defeats the third virtual object among at least two of the second virtual objects, updating the defeat number displayed by the defeat count control corresponding to the target second virtual object;

[0224] In response to the defeat quantity corresponding to the updated target second virtual object reaching a quantity threshold and the target second virtual object being in the independent form, the second virtual object is enabled to have the first skill.

[0225] Optionally, the updating module 1902 is further used to:

[0226] When the first virtual object defeats the third virtual object, updating the defeat number displayed by the defeat count control based on a first value;

[0227] When the second virtual object defeats the third virtual object, the defeat number displayed by the defeat count control is updated based on a second value, wherein the first value is different from the second value.

[0228] Optionally, the display module 1901 is further used for:

[0229] When the updated defeat count reaches a threshold value and the second virtual object is in the independent form, stop displaying the defeat count control;

[0230] When the updated defeat count reaches a count threshold and the second virtual object is in the attached form, the defeat count control is kept displayed.

[0231] In summary, in the embodiment of the present application, the number of defeats of the first virtual object and the second virtual object against the third virtual object is displayed through the defeat count control, and when the number of defeats reaches a threshold value, the second virtual object is equipped with a second skill. The first skill refers to a special skill that the second virtual object additionally possesses by defeating a certain number of third virtual objects. In the embodiment of the present application, the defeat count control is used in the virtual game to characterize the game results of the first virtual object and the second virtual object controlled by the first virtual object in the virtual game, and then when the game results reach a threshold value, the second virtual object is "rewarded" by equipping it with additional special skills. By providing real-time feedback on the in-game performance during the virtual game, a richer in-game incentive mechanism and skill equipment method are provided.

[0232] Please refer to Fig. 20 , which shows a structural block diagram of a terminal 2000 provided by an exemplary embodiment of the present application.

[0233] The terminal 2000 includes a central processing unit (CPU) 2001, a system memory 2004 including a random access memory 2002 and a read-only memory 2003, and a system bus 2005 connecting the system memory 2004 and the central processing unit 2001. The terminal 2000 may also include a basic input / output system (I / O system) 2006 for facilitating information transmission between various components in the computer, and a large-capacity storage device 2007 for storing an operating system 2013, application programs 2014, and other program modules 2015.

[0234] In some embodiments, the basic input / output system 2006 may include a display 2008 for displaying information and an input device 2009 such as a mouse and a keyboard for developers to input information. The display 2008 and the input device 2009 are connected to the central processing unit 2001 via an input / output controller 2010 connected to the system bus 2005. The basic input / output system 2006 may also include an input / output controller 2010 for receiving and processing inputs from a plurality of other devices such as a keyboard, a mouse, or an electronic stylus. Similarly, the input / output controller 2010 also provides output to a display screen, a printer, or other types of output devices.

[0235] The mass storage device 2007 is connected to the central processing unit 2001 via a mass storage controller (not shown) connected to the system bus 2005. The mass storage device 2007 and its associated computer readable medium provide non-volatile storage for the terminal 2000. That is, the mass storage device 2007 may include a computer readable medium (not shown) such as a hard disk or drive.

[0236] Without loss of generality, the computer readable medium may include computer storage media and communication media. Computer storage media include volatile and non-volatile, removable and non-removable media implemented by any method or technology for storing information such as computer readable instructions, data structures, program modules or other data. Computer storage media include random access memory (RAM), read-only memory (ROM), flash memory or other solid-state storage technology, compact disc read-only memory (CD-ROM), digital versatile disc (DVD) or other optical storage, cassette, magnetic tape, disk storage or other magnetic storage devices. Of course, those skilled in the art will know that the computer storage medium is not limited to the above-mentioned ones. The above-mentioned system memory 2004 and mass storage device 2007 can be collectively referred to as memory.

[0237] The memory stores one or more programs, and the one or more programs are configured to be executed by one or more central processing units 2001. The one or more programs contain instructions for implementing the above-mentioned method. The central processing unit 2001 executes the one or more programs to implement the SDK (Software Development Kit) testing method provided in the above-mentioned method embodiments.

[0238] According to various embodiments of the present application, the terminal 2000 can also be connected to a remote computer on the network through a network such as the Internet. That is, the terminal 2000 can be connected to the network 2012 through the network interface unit 2011 connected to the system bus 2005, or the network interface unit 2011 can be used to connect to other types of networks or remote computer systems (not shown).

[0239] The memory also includes one or more programs, which are stored in the memory and include steps executed by the terminal in the method provided in the embodiment of the present application.

[0240] An embodiment of the present application also provides a computer-readable storage medium, which stores at least one program, and the at least one program is used to be executed by a processor to implement the skill equipment method for a virtual object as described in the above embodiment.

[0241] The embodiment of the present application provides a computer program product or a computer program, which includes a computer instruction stored in a computer-readable storage medium. The processor of the terminal reads the computer instruction from the computer-readable storage medium, and the processor executes the computer instruction, so that the terminal executes the skill equipment method of the virtual object provided in the above embodiment.

[0242] Those skilled in the art should be aware that in one or more of the above examples, the functions described in the embodiments of the present application can be implemented with hardware, software, firmware, or any combination thereof. When implemented using software, these functions can be stored in a computer-readable medium or transmitted as one or more instructions or codes on a computer-readable medium. Computer-readable media include computer storage media and communication media, wherein the communication media include any media that facilitates the transmission of a computer program from one place to another. The storage medium can be any available medium that a general or special-purpose computer can access.

[0243] The above description is only an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.

Claims

1. A method for equipping a virtual object with skills, It is characterized in that The method comprises: displaying a first virtual object and a defeat count control, wherein the defeat count control is used to display the defeat numbers of the first virtual object and the second virtual object, wherein the second virtual object is a subordinate object of the first virtual object, and the object form of the second virtual object includes an attached form and an independent form, wherein the attached form refers to a form attached to the first virtual object, and the independent form refers to a form independent of the first virtual object; When the first virtual object or the second virtual object defeats the third virtual object, updating the defeat number displayed by the defeat count control; In response to the updated defeat quantity reaching a quantity threshold and the second virtual object being in the attached form, the second virtual object is equipped with a third skill.

2. The method according to claim 1, It is characterized in that After updating the number of defeats displayed by the defeat count control, the method further includes: In response to the updated number of defeats reaching the number threshold and the second virtual object being in the independent form, the second virtual object is enabled to have a first skill within a preset time period, and the first skill is different from the third skill.

3. The method according to claim 2, It is characterized in that The second virtual object is currently in the attached state; In response to the updated number of defeats reaching the number threshold, and the second virtual object being in the independent state, enabling the second virtual object to possess the first skill within a preset time, comprises: In response to the updated number of defeats reaching the number threshold, and the second virtual object is converted from the attached form to the independent form based on a form conversion instruction, the second virtual object is enabled to possess the first skill within the preset time period.

4. The method according to claim 2, It is characterized in that After enabling the second virtual object to possess the first skill within a preset time period, the method further includes: The second virtual object is controlled to perform a skill imparting action so that the first virtual object possesses the second skill within the preset time period.

5. The method according to claim 4, It is characterized in that After enabling the first virtual object to acquire the second skill within the preset time period, the method further includes: When the distance between the first virtual object and the second virtual object is less than a distance threshold, displaying a connection effect between the first virtual object and the second virtual object; wherein the first virtual object has the second skill when the connection effect exists; or, When the distance between the first virtual object and the second virtual object is greater than the distance threshold, stop displaying the connection effect between the first virtual object and the second virtual object; wherein, the first virtual object does not have the second skill when the connection effect does not exist.

6. The method according to claim 5, It is characterized in that The method further comprises: In response to the second virtual object being converted from the independent form to the attached form, or in response to a virtual object switching instruction, stopping displaying the connection effect between the first virtual object and the second virtual object, wherein the virtual object switching instruction is used to instruct switching to a different second virtual object.

7. The method according to claim 4, It is characterized in that The skill granting action corresponds to a skill granting range; After controlling the second virtual object to perform the skill imparting action, the method further includes: When there is a fourth virtual object within the skill imparting range, the fourth virtual object is enabled to have the second skill, and the fourth virtual object and the first virtual object belong to the same camp.

8. The method according to claim 2, It is characterized in that The method further comprises: In response to the updated number of defeats reaching the number threshold, displaying a first selection control, the first selection control being used to select a target skill for the second virtual object; In response to a selection operation on the first selection control, the object form of the second virtual object is controlled based on the target skill indicated by the selection operation.

9. The method according to claim 8, It is characterized in that The controlling the object form of the second virtual object based on the target skill indicated by the selection operation includes: When the target object form corresponding to the target skill is inconsistent with the current object form of the second virtual object, controlling the second virtual object to switch from the current object form to the target object form; or, When the target object form corresponding to the target skill is consistent with the current object form of the second virtual object, maintaining the current object form of the second virtual object; Among them, the target object form corresponding to the first skill is the independent form, and the target object form corresponding to the third skill is the attached form.

10. The method according to claim 2, It is characterized in that In response to the updated number of defeats reaching the number threshold and the second virtual object being in the independent state, enabling the second virtual object to possess the first skill within a preset time period, comprises: In response to the updated number of defeats reaching a first number threshold, displaying a second selection control for selecting an equipment skill or an upgrade skill; In response to a first selection operation on the second selection control, the second virtual object is equipped with the first skill, and the first selection operation is used to indicate the equipment skill.

11. The method according to claim 10, It is characterized in that The method further comprises: In response to a second selection operation on the second selection control, updating the defeat count control, the second selection operation being used to indicate the upgraded skill, wherein the upper limit of the defeat count control before the update is the first quantity threshold, and the upper limit of the defeat count control after the update is the second quantity threshold, and the second quantity threshold is greater than the first quantity threshold; When the first virtual object or the second virtual object defeats the third virtual object, updating the defeat number displayed by the defeat count control; When the updated number of defeats reaches the second number threshold, displaying the second selection control; In response to the first selection operation on the second selection control, the second virtual object is equipped with a fourth skill, and the skill effect of the fourth skill is stronger than the skill effect of the first skill.

12. The method according to claim 2, It is characterized in that In the case where the first virtual object has at least two of the second virtual objects, different second virtual objects correspond to different defeat count controls; When the first virtual object or the second virtual object defeats the third virtual object, updating the defeat number displayed by the defeat count control includes: When the first virtual object defeats the third virtual object, updating the defeat numbers displayed by at least two of the defeat count controls; or, When a target second virtual object defeats the third virtual object among at least two of the second virtual objects, updating the defeat number displayed by the defeat count control corresponding to the target second virtual object; In response to the updated number of defeats reaching the number threshold and the second virtual object being in the independent state, enabling the second virtual object to possess the first skill within a preset time period, comprises: In response to the defeat quantity corresponding to the updated target second virtual object reaching the quantity threshold and the target second virtual object being in the independent form, the second virtual object is enabled to have the first skill.

13. The method according to claim 1, It is characterized in that The displaying of the first virtual object and the beat count control comprises: The first virtual object and the defeat count widget are displayed when equipped with a counting skill chip, the counting skill chip being obtained within the game.

14. The method according to claim 1, It is characterized in that The method further comprises: within a preset time period, ceasing to display the beat count control; When the preset time period is reached, the reset beat count control is displayed, wherein the beat number displayed by the reset beat count control is reset.

15. The method according to claim 1, It is characterized in that When the first virtual object or the second virtual object defeats the third virtual object, updating the defeat number displayed by the defeat count control includes: When the first virtual object defeats the third virtual object, updating the defeat number displayed by the defeat count control based on a first value; When the second virtual object defeats the third virtual object, the defeat number displayed by the defeat count control is updated based on a second value, wherein the first value is different from the second value.

16. The method according to claim 1, It is characterized in that The method further comprises: When the updated defeat count reaches the threshold value and the second virtual object is in the independent form, stop displaying the defeat count control; When the updated defeat count reaches the count threshold and the second virtual object is in the attached form, the defeat count control is kept displayed.

17. A device for equipping a virtual object with skills, It is characterized in that The device comprises: A display module, configured to display a first virtual object and a defeat count control, wherein the defeat count control is configured to display the defeat numbers of the first virtual object and a second virtual object, wherein the second virtual object is a subordinate object of the first virtual object, and the object form of the second virtual object includes an attached form and an independent form, wherein the attached form refers to a form attached to the first virtual object, and the independent form refers to a form independent of the first virtual object; an updating module, configured to update the defeat number displayed by the defeat count control when the first virtual object or the second virtual object defeats the third virtual object; A skill equipment module is used to enable the second virtual object to have a third skill in response to the updated number of defeats reaching a number threshold and the second virtual object being in the attached form.

18. A terminal, It is characterized in that The terminal includes a processor and a memory, wherein at least one program is stored in the memory, and the at least one program is loaded and executed by the processor to implement the skill equipment method for a virtual object as described in any one of claims 1 to 16.

19. A computer-readable storage medium, It is characterized in that The computer-readable storage medium stores at least one program, and the at least one program is loaded and executed by the processor to implement the skill equipment method for a virtual object as described in any one of claims 1 to 16.

20. A computer program product, It is characterized in that The computer program product includes computer instructions, which are stored in a computer-readable storage medium; the processor of the terminal reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the terminal executes the skill equipment method for the virtual object as described in any one of claims 1 to 16.

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