Virtual object control method and device, computer equipment and storage medium

By defeating virtual objects and interacting with virtual resources, obtaining skills of different identity types is solved, and the game's control flexibility and player experience is improved.

CN120324903APending Publication Date: 2025-07-18TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202410069424.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-01-17
Publication Date
2025-07-18

AI Technical Summary

Technical Problem

In existing electronic games, the skills of virtual objects are limited to their identity type, resulting in poor player experience and insufficient control flexibility.

Method used

Allow virtual objects to acquire their skills by defeating virtual objects of different identity types, displaying virtual resources and interacting to obtain corresponding skills.

Benefits of technology

It improves the flexibility of virtual object control, enhances the player's gaming experience, and breaks the limitation that virtual objects of each identity type can only use their own skills.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a virtual object control method and device, computer equipment and a storage medium, and belongs to the technical field of computers. The method comprises the steps that a first virtual object and a second virtual object are displayed, the first virtual object belongs to a first identity type and has a first skill corresponding to the first identity type, and the second virtual object belongs to a second identity type and has a second skill corresponding to the second identity type; under the condition that the first virtual object breaks down the second virtual object, virtual resources falling from the second virtual object are displayed; and in response to an interaction operation of the first virtual object on the virtual resource, displaying a second skill corresponding to the second identity type obtained by the first virtual object. The limitation that the virtual objects of each identity type can only use respective skills is broken through, the flexibility of controlling the virtual objects is improved, and the game experience of players is enhanced.
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Description

Technical Field

[0001] Embodiments of the present application relate to the field of computer technology, and particularly to a method, apparatus, computer device, and storage medium for controlling virtual objects. Background Art

[0002] In video games, players can control virtual objects to attack other virtual objects in order to defeat them. Among them, different types of virtual objects have different skills, and each type of virtual object only uses its own skills in the game, so the limitations are relatively large, resulting in a poor player experience. Summary of the Invention

[0003] Embodiments of the present application provide a method, apparatus, computer device, and storage medium for controlling virtual objects, which can improve the flexibility of controlling virtual objects and enhance the player's gaming experience. The technical solutions are as follows:

[0004] On the one hand, a method for controlling virtual objects is provided. The method includes:

[0005] Display a first virtual object and a second virtual object. The first virtual object belongs to a first identity type and has a first skill corresponding to the first identity type. The second virtual object belongs to a second identity type and has a second skill corresponding to the second identity type;

[0006] When the first virtual object defeats the second virtual object, display the virtual resources dropped by the second virtual object;

[0007] In response to an interaction operation of the first virtual object on the virtual resources, display that the first virtual object obtains the second skill corresponding to the second identity type.

[0008] On the other hand, a device for controlling virtual objects is provided. The device includes:

[0009] A display module for displaying a first virtual object and a second virtual object. The first virtual object belongs to a first identity type and has a first skill corresponding to the first identity type. The second virtual object belongs to a second identity type and has a second skill corresponding to the second identity type;

[0010] The display module is further configured to display the virtual resources dropped by the second virtual object when the first virtual object defeats the second virtual object;

[0011] The display module is further configured to, in response to an interaction operation of the first virtual object on the virtual resource, display that the first virtual object has obtained the second skill corresponding to the second identity type.

[0012] Optionally, the device further includes:

[0013] A skill release module, configured to, in response to a release operation on the second skill, control the first virtual object to release the second skill.

[0014] Optionally, the first virtual object holds a first virtual item corresponding to the first identity type, the second virtual object holds a second virtual item corresponding to the second identity type, the second skill corresponds to a target action identifier, the target action identifier indicates a first action in an action module corresponding to the first identity type, the target action identifier also indicates a second action in an action module corresponding to the second identity type, and when the second virtual object releases the second skill, it holds the second virtual item and makes the second action;

[0015] The skill release module is configured to:

[0016] In response to a release operation on the second skill, control the first virtual object to release the second skill, and hold the first virtual item and make the first action.

[0017] Optionally, the second skill further corresponds to a skill special effect, and when the second virtual object releases the second skill, the skill special effect is displayed;

[0018] The skill release module is configured to:

[0019] In response to a release operation on the second skill, control the first virtual object to release the second skill, and display the skill special effect.

[0020] Optionally, the damage caused by the virtual object of the first identity type belongs to a first damage type, the damage caused by the virtual object of the second identity type belongs to a second damage type, and the virtual object hit after the second virtual object releases the second skill is subject to the second damage type; the device further includes:

[0021] A damage control module, configured to, when the second skill released by the first virtual object hits a third virtual object, control the third virtual object to be subject to the first damage type.

[0022] Optionally, the display module is further configured to:

[0023] Display the skill bar of the first virtual object, where the skill bar is used to display the skill icons of the skills that the first virtual object has, and the skill bar includes the skill icon of the first skill;

[0024] In response to an interaction operation of the first virtual object on the virtual resource, add the skill icon of the second skill to the skill bar.

[0025] Optionally, the skill bar includes a first skill bar and a second skill bar. The first skill bar is used to display the skill icons of the skills corresponding to the first identity type that the first virtual object has, and the second skill bar is used to display the skill icons of the skills corresponding to other identity types that the first virtual object has. The other identity types refer to identity types other than the first identity type; The display module is used for:

[0026] Display the skill icon of the first skill in the first skill bar;

[0027] In response to an interaction operation of the first virtual object on the virtual element, add the skill icon of the second skill to the second skill bar.

[0028] Optionally, the display module is used for:

[0029] In the case where the first virtual object defeats the second virtual object, display the virtual resource and display the second identity type at the location where the virtual resource is located.

[0030] Optionally, the second virtual object has multiple second skills corresponding to the second identity type; The display module is used for:

[0031] In response to an interaction operation of the first virtual object on the virtual resource, display a skill selection list, where the skill selection list includes the multiple second skills. In response to a selection operation on any one of the second skills, display that the first virtual object obtains the selected second skill; Or,

[0032] In response to an interaction operation of the first virtual object on the virtual resource, randomly determine one of the multiple second skills, and display that the first virtual object obtains the randomly determined second skill; Or,

[0033] In response to an interaction operation of the first virtual object on the virtual resource, display that the first virtual object obtains the multiple second skills.

[0034] Optionally, the display module is used for:

[0035] In response to an interaction operation of the first virtual object on the virtual resource, display the second skill obtained by the first virtual object and the virtual items dropped when the second virtual object is defeated, where the virtual items are picked up by the second virtual object in the virtual scene.

[0036] Optionally, the display module is configured to:

[0037] In response to the first virtual object touching the virtual resource, display the second skill obtained by the first virtual object; or,

[0038] When the distance between the first virtual object and the virtual resource is less than a distance threshold, in response to a trigger operation on the interaction option for the virtual resource, display the second skill obtained by the first virtual object.

[0039] Optionally, the apparatus further includes:

[0040] The display module is configured to, when the first virtual object is defeated, display the virtual resources dropped by the first virtual object;

[0041] The state switching module is configured to switch the first virtual object to a dead state;

[0042] The resurrection module is configured to control the resurrection of the first virtual object when the first virtual object meets the resurrection conditions;

[0043] The display module is further configured to, in response to an interaction operation of the first virtual object on the virtual resources dropped by the first virtual object, display the virtual items dropped when the first virtual object is defeated, where the virtual items are picked up by the first virtual object in the virtual scene.

[0044] On the other hand, a computer device is provided, which includes a processor and a memory. At least one computer program is stored in the memory, and the at least one computer program is loaded and executed by the processor to implement the operations performed by the virtual object control method as described in the above aspect.

[0045] On the other hand, a computer-readable storage medium is provided. At least one computer program is stored in the computer-readable storage medium, and the at least one computer program is loaded and executed by a processor to implement the operations performed by the virtual object control method as described in the above aspect.

[0046] On the other hand, a computer program product is provided, which includes a computer program. The computer program is loaded and executed by a processor to implement the operations performed by the virtual object control method as described in the above aspect.

[0047] In the solution provided by the embodiments of the present application, virtual objects of different identity types have different skills. The first virtual object of the first identity type has the first skill corresponding to the first identity type, and the second virtual object of the second identity type has the second skill corresponding to the second identity type. If the first virtual object defeats the second virtual object, the virtual resources dropped by the second virtual object are displayed. When the first virtual object interacts with the virtual resources, it is shown that the first virtual object obtains the second skill corresponding to the second identity type. That is, a virtual object of a certain identity type can obtain the skills of virtual objects of other identity types by defeating virtual objects of other identity types, breaking the limitation that virtual objects of each identity type can only use their own skills, which is beneficial to improving the flexibility of controlling virtual objects and thus enhancing the player's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0048] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the drawings required for the description of the embodiments. Obviously, the following drawings are only some embodiments of the embodiments of the present application. For those of ordinary skill in the art, without creative efforts, other drawings can also be obtained based on these drawings.

[0049] Figure 1 is a schematic diagram of a game match provided by the embodiments of the present application;

[0050] Figure 2 is a schematic diagram of a game mode provided by the embodiments of the present application;

[0051] Figure 3 is a schematic diagram of a virtual scene map provided by the embodiments of the present application;

[0052] Figure 4 is a schematic diagram of the implementation environment of a virtual object control method provided by the embodiments of the present application;

[0053] Figure 5 is a flowchart of a virtual object control method provided by the embodiments of the present application;

[0054] Figure 6 is a flowchart of another virtual object control method provided by the embodiments of the present application;

[0055] Figure 7 is a schematic diagram of a virtual scene interface provided by the embodiments of the present application;

[0056] Figure 8 is a schematic diagram of a skill acquisition method provided by the embodiments of the present application;

[0057] Figure 9 It is a schematic diagram of a skill adaptation method provided by an embodiment of the present application;

[0058] Figure 10 It is a flowchart of another virtual object control method provided by an embodiment of the present application;

[0059] Figure 11 It is a schematic diagram of another virtual scene interface provided by an embodiment of the present application;

[0060] Figure 12 It is a flowchart of another virtual object control method provided by an embodiment of the present application;

[0061] Figure 13 It is a schematic structural diagram of a virtual object control device provided by an embodiment of the present application;

[0062] Figure 14 It is a schematic structural diagram of another virtual object control device provided by an embodiment of the present application;

[0063] Figure 15 It is a schematic structural diagram of a terminal provided by an embodiment of the present application;

[0064] Figure 16 It is a schematic structural diagram of a server provided by an embodiment of the present application. Detailed implementation manners

[0065] To make the objectives, technical solutions, and advantages of the embodiments of the present application clearer, the following will further describe the embodiments of the present application in detail with reference to the accompanying drawings.

[0066] It can be understood that the terms "first", "second", etc. used in the present application may be used herein to describe various concepts, but unless otherwise specified, these concepts are not limited by these terms. These terms are only used to distinguish one concept from another. For example, without departing from the scope of the present application, the first virtual object may be referred to as the second virtual object, and similarly, the second virtual object may be referred to as the first virtual object.

[0067] Among them, at least one means one or more than one. For example, at least one skill may be one skill, two skills, three skills, etc., any integer greater than or equal to one. A plurality means two or more than two. For example, a plurality of skills may be two skills, three skills, etc., any integer greater than or equal to two. Each refers to each one in at least one. For example, each skill refers to each skill in a plurality of skills. If there are 3 skills in a plurality of skills, then each skill refers to each of the 3 skills.

[0068] It should be noted that the information involved in this application (including but not limited to user device information, user personal information, etc.), data (including but not limited to data for analysis, stored data, displayed data, etc.), and signals (including but not limited to signals transmitted between user terminals and other devices, etc.) are all fully authorized by users or relevant parties, and the collection, use, and processing of relevant data need to comply with relevant laws, regulations, and standards of relevant countries and regions.

[0069] For the convenience of understanding, the nouns involved in the embodiments of this application are described below.

[0070] Virtual scene: It is a virtual scene displayed (or provided) when an application runs on a terminal. The virtual scene can be a simulation environment of the real world, a semi-simulation and semi-fictional environment, or a purely fictional environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5D virtual scene, or a three-dimensional virtual scene. The embodiments of this application do not limit the dimension of the virtual scene. For example, the virtual scene can include the sky, land, ocean, etc. The land can include environmental elements such as deserts and cities. Users can control virtual objects to move in the virtual scene. Optionally, the virtual scene can also be used for virtual scene confrontation between at least two virtual objects. In this virtual scene, there are virtual items available for at least two virtual objects to use. For example, the virtual items include virtual props required for combat, virtual drugs required for treatment, virtual props required for upgrading, virtual gold coins required for trading, etc.

[0071] Virtual object: It refers to an active object in a virtual scene. The active object can be a virtual character, a virtual animal, a virtual elf, an anime character, etc. The virtual object can be a virtual image in the virtual scene used to represent the user. There can be multiple virtual objects in the virtual scene. Each virtual object has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene. Optionally, when the virtual scene is a three-dimensional virtual scene, optionally, the virtual object can be a three-dimensional solid model. The three-dimensional solid model can be a three-dimensional character constructed based on three-dimensional human skeleton technology. The same virtual object can display different external images by wearing different skins. In some embodiments, the virtual object can also be implemented using a 2.5D or 2D model. The embodiments of this application do not limit this.

[0072] Optionally, the virtual object can be a player character controlled through operations on the client, or an artificial intelligence (AI) in a virtual scenario battle set through training, or a non-player character (NPC) set in a virtual scenario interaction. Optionally, the virtual object can be a virtual character competing in a virtual scenario. Optionally, the number of virtual objects participating in the interaction in the virtual scenario can be preset or dynamically determined according to the number of clients joining the interaction.

[0073] Skill: It refers to the interaction skills that can be released by virtual objects in a virtual scenario. Usually, different identity types of virtual objects are bound with different exclusive skills. Users can choose which exclusive skills to equip in this game round, and there is an upper limit on the number of exclusive skills that can be equipped in the game round. The skill types of skills can include attack skills, defense skills, healing skills, auxiliary skills, harvesting skills, etc. Usually, after a virtual object releases a skill, the skill has a skill CD (CoolDown), and the user cannot release the skill again during the skill CD. It is not until the skill CD ends that the skill will return to the releasable state again. Different skills may have the same or different skill CD lengths, and not every skill has a skill CD. Skills without a skill CD can be regarded as having a skill CD of 0.

[0074] MMORPG game: It refers to a Massive Multiplayer Online Role-Playing Game, which is a multiplayer game conducted on the Internet and can be designed to simulate virtual worlds such as ancient worlds or modern strange worlds. Players can choose virtual objects in the virtual world to experience specified adventure tasks. Players can control the virtual objects to freely roam in the virtual world. In addition, players can also role-play by choosing virtual objects of different identity types, explore new places, solve puzzles, establish new groups or participate in stories in the virtual world. Moreover, through game matching, multiple players can participate in the same game round in this virtual world. In the game round, different players can control virtual objects to attack each other and compete for virtual items in the virtual world.

[0075] Optionally, a non-zero-sum game evacuation gameplay mode is provided in the MMORPG game. Among them, the game evacuation gameplay belongs to the Escape from Tarkov game. Players are randomly matched with each other. The virtual objects selected by the matched players are born on a map. The goal of the game is to control the virtual object to evacuate from this map. If defeated by other virtual objects, the virtual items obtained on this map will be dropped. Non-zero-sum means that multiple players can achieve a win-win situation in the game, rather than one player winning and the other player necessarily losing. For example, in the game, more than one player can successfully evacuate from the map, rather than just one player, so as to achieve a win-win situation.

[0076] The following is a detailed introduction to a MMORPG game.

[0077] In the MMORPG game, players can participate in the game by solo matching or team matching. In the case of team matching, each team has a maximum of 3 virtual objects, and each virtual object has its own identity type. The identity types of the virtual objects in the same team can be repeated. Exemplarily, the identity types of the virtual objects can be:

[0078] Warrior: Has more health, higher defense, higher attack power, short attack distance, and relatively flexible movement. Can resist the damage from the opponent to a certain extent or cause physical damage to the opponent.

[0079] Mage: Has extremely low health, extremely low defense, very high attack power and magic damage, long attack distance, inflexible movement, and is easily defeated. Therefore, usually attacks the opponent under the protection of a warrior.

[0080] Pharmacist: Positioned as a support role, whose main responsibility is to provide treatment and buffs for teammates to ensure the continuous combat effectiveness of the team. Not good at frontal combat, but through various skills and means, can make teammates become stronger.

[0081] Magic Bow: Has very high physical damage, suitable for continuous output and long-range attacks.

[0082] Assassin: Has relatively low health, relatively low defense, high attack power, short attack distance, and very flexible movement. Usually has many displacement skills.

[0083] Figure 1 It is a schematic diagram of a game match provided by an embodiment of the present application. As Figure 1 shown, a match option 101 is displayed on the game match interface. Players start the game match by triggering the match option 101 or the button corresponding to the match option 101.

[0084] Figure 2It is a schematic diagram of a game mode provided by an embodiment of the present application. As Figure 2 shown, in an MMORPG game, after the game match is successful, a character creation interface 201 is displayed. In the character creation interface 201, a virtual object participating in the game is created, that is, which identity type of virtual object is selected to participate in the game. After the virtual object is created, a lobby interface 202 is displayed. The lobby interface 202 displays multiple virtual objects in the successfully matched team. Players can select skills carried by the virtual objects on this lobby interface. After the game starts, a virtual scene interface 203 is displayed. The virtual scene interface 203 includes a first-layer virtual scene, that is, after the game starts, the virtual objects all enter the first-layer virtual scene. The task in the first-layer virtual scene is to explore the entrance to the second-layer virtual scene. After finding the entrance to the second-layer virtual scene, enter the second-layer virtual scene, and a virtual scene interface 204 is displayed. The virtual scene interface 204 includes the second-layer virtual scene. The task in the second-layer virtual scene is to explore the entrance to the third-layer virtual scene. After finding the entrance to the third-layer virtual scene, enter the third-layer virtual scene, and a virtual scene interface 205 is displayed. The virtual scene interface 205 includes the third-layer virtual scene. The task in the third-layer virtual scene is to explore the entrance to the fourth-layer virtual scene. After finding the entrance to the fourth-layer virtual scene, enter the fourth-layer virtual scene, and a virtual scene interface 206 is displayed. The virtual scene interface 206 includes the fourth-layer virtual scene. The fourth-layer virtual scene is the last layer of the virtual scene. The last layer of the virtual scene includes a guarding boss. The guarding boss guards a earth spirit bead. The task in the fourth-layer virtual scene is to defeat the guarding boss, obtain the earth spirit bead, and find the final exit to evacuate. In addition, each layer of the virtual scene also includes monsters and treasures. The virtual object can avoid monster attacks and search for treasures in the virtual scene.

[0085] Figure 3 It is a schematic diagram of a virtual scene map provided by an embodiment of the present application. After the game starts, the virtual object controlled by the player enters the first-layer virtual scene and randomly appears at a spawn point on the first-layer virtual scene map. The purpose of the first-layer virtual scene is to find the entrance to the second-layer virtual scene. In addition to the monsters in the first-layer virtual scene, there will also be threats from other players. Players can attack each other to snatch virtual items. As Figure 3 shown, the virtual scene map also has a poison circle mechanism. After the game duration reaches a preset duration, the poison starts to shrink, compressing the player's survival space. Players need to move towards the circular safe area. The entrance to the second-layer virtual scene and the evacuation point will be randomly refreshed within the safe area. The evacuation point is the location to leave the entire virtual scene. It can be understood that after evacuating at the evacuation point, it means exiting the current virtual scene.

[0086] The virtual object control method provided by the embodiments of this application can be applied in any scenario, for example, in the above MMORPG game.

[0087] Virtual objects in a virtual scene have their respective identity types, and different identity types correspond to different skills. Moreover, different virtual objects can attack each other. Taking virtual object A and virtual object B as an example, since the identity types of virtual object A and virtual object B are different, the skills they possess are also different. After virtual object A defeats virtual object B, the primordial spirit (virtual resource) dropped by virtual object B is displayed. By interacting with this primordial spirit, virtual object A can obtain the skills that virtual object B had in this game. For example, if a warrior hopes to obtain the flash skill of a mage, then in the solution provided by the embodiments of this application, by killing a mage so that its virtual resource drops, and then the warrior interacts with this virtual resource to obtain the flash skill of the mage.

[0088] Among them, the skills corresponding to the identity type are the inherent skills of the virtual object. The embodiments of this application enable the virtual object to not only use the inherent skills corresponding to its own identity type, but also obtain the inherent skills of virtual objects of other identity types. Compared with the related art where only virtual items dropped by the opponent can be picked up after defeating a virtual object, the solution of the embodiments of this application can learn the characteristics of virtual objects of other identity types, enhancing the playability.

[0089] It should be noted that the virtual object control method provided by the embodiments of this application can be applied not only in the above MMORPG game, but also in other types of games such as MOBA (Multiplayer Online Battle Arena), First-Person Shooting game (FPS), Third-Person Shooting game, virtual reality game, or multiplayer survival game with equipment.

[0090] Next, the implementation environment of the technical solution provided by the embodiments of this application will be introduced.

[0091] Figure 4 is a schematic diagram of the implementation environment of a virtual object control method provided by the embodiments of this application. Refer to Figure 1 , this implementation environment may include a terminal 401 and a server 402. The terminal 401 is connected to the server 402 through a wireless network or a wired network.

[0092] Among them, the server 402 provides a virtual scene for the terminal 401. Through the virtual scene provided by the server 402, the terminal 401 can display a virtual scene interface, and can display virtual objects, virtual items, etc. in the virtual scene interface. Moreover, the terminal 401 can control the virtual scene based on the virtual scene interface. The server 402 is used to perform background processing according to the control of the virtual scene by the terminal 401 and provide background support for the terminal 401.

[0093] In a possible implementation manner, the terminal 401 installs a game client, which is a client provided by the server 402, or a client provided by the operating system of the terminal 401, or a client provided by a third party. The terminal 401 and the server 402 interact through the game client. Among them, the game client can be any one of an MMORPG game, a MOBA game, a first-person shooting game, a third-person shooting game, a virtual reality application, a three-dimensional map program, or a multiplayer survival game with equipment. The terminal 401 can control virtual objects. The player uses the terminal 401 to operate the virtual objects located in the virtual scene for activities, and the activities include but are not limited to at least one of adjusting body posture, crawling, walking, running, jumping, picking up, shooting, attacking, throwing, and releasing skills.

[0094] In a possible implementation manner, the terminal 401 is a smart phone, a tablet computer, a notebook computer, a desktop computer, a smart speaker, a smart TV, a smart watch, a VR (Virtual Reality) device, an AR (Augmented Reality) device, etc., but is not limited thereto. In a possible implementation manner, the server 402 is an independent physical server, or the server 402 is a server cluster or a distributed system composed of multiple physical servers, or the server 402 is a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms. In a possible implementation manner, the number of the terminal 401 and the server 402 can be multiple.

[0095] After introducing the implementation environment of the embodiments of the present application, the virtual object control method provided by the embodiments of the present application will be described below. It should be noted that in the following description of the technical solution provided by the present application, the terminal is taken as an example of the execution subject. In other possible implementation manners, the technical solution provided by the present application can also be jointly executed by the terminal and the server. The embodiments of the present application do not limit the type of the execution subject.

[0096] Figure 5 It is a flowchart of a virtual object control method provided by an embodiment of the present application. Referring to Figure 5 , taking the execution entity as the terminal as an example, the method includes the following steps.

[0097] 501. The terminal displays a first virtual object and a second virtual object. The first virtual object belongs to a first identity type and has a first skill corresponding to the first identity type. The second virtual object belongs to a second identity type and has a second skill corresponding to the second identity type.

[0098] The virtual scene includes a first virtual object and a second virtual object, and the terminal displays the first virtual object and the second virtual object. Among them, each virtual object in the virtual scene has its own identity type, and the identity type of the virtual object can also be understood as the role played by the virtual object in the virtual scene. Different identity types correspond to different skills. Therefore, virtual objects of different identity types have the skills corresponding to their respective identity types. It should be noted that the skills corresponding to the respective identity types of the virtual object are the inherent skills of the virtual object. After selecting a virtual object of a certain identity type to participate in the game, the virtual object carries the skills corresponding to that identity type. That is to say, the skills corresponding to the identity type are not the skills that the virtual object can obtain by performing specific tasks in the virtual scene, but the skills carried by the identity type to which the virtual object belongs itself.

[0099] For example, in an MMORPG game, the identity types of virtual objects include warriors, mages, phantom bows, assassins, and pharmacists, etc. Among them, the skills corresponding to warriors include Sky Collapse Strike, Air Lift Slash, Seven Spin Slash, etc.; the skills corresponding to mages include Ice Extreme Technique, Wind Binding Technique, Chain Lightning, Thunderbolt Technique, etc.; the skills corresponding to phantom bows include Explosive Arrow, Multiple Arrow, Beast Cage, Lingbo Swift Shadow, etc.; the skills corresponding to assassins include Hundred Ghost Teeth, Ghost Hide, Ghost Cry, Ghost Shave; the skills corresponding to pharmacists include Azure Dragon Chaos, Wither Curse, Spirit Curse, Scapegoat Curse, etc. Among them, different skills have different effects. For example, some skills can add buffs to the virtual object itself, some skills can cause damage to the hit virtual object, and the damage effects caused by different skills are also different.

[0100] In the embodiment of the present application, the identity types of the first virtual object and the second virtual object are different. The first virtual object belongs to a first identity type, and the first identity type corresponds to a first skill. Then the first virtual object has the first skill, and the first skill is the inherent skill of the first virtual object. The second virtual object belongs to a second identity type, and the second identity type corresponds to a second skill. Then the second virtual object has the second skill, and the second skill is the inherent skill of the second virtual object.

[0101] Among them, the first virtual object and the second virtual object can belong to the same camp or different camps, and the first virtual object and the second virtual object can be virtual objects controlled by user operations or virtual objects not controlled by user operations. For example, both the first virtual object and the second virtual object are virtual objects controlled by user operations. The first virtual object is a virtual object controlled by the local side, that is, the main control virtual object, and the second virtual object is a virtual object controlled by other terminals.

[0102] 502. When the first virtual object defeats the second virtual object, the terminal displays the virtual resources dropped by the second virtual object.

[0103] When the first virtual object and the second virtual object play a game match in the virtual scene, they can attack each other. If the first virtual object defeats the second virtual object, the virtual resources dropped by the second virtual object are displayed. For example, the virtual resources dropped by the second virtual object are displayed at the position where the second virtual object is defeated.

[0104] Among them, the first virtual object defeating the second virtual object means that the health value (or blood volume) of the second virtual object is reduced to zero by attacking the second virtual object. Optionally, when the second virtual object is defeated by the first virtual object, the second virtual object is in a dead state. Optionally, when the second virtual object is in a dead state, it can be resurrected under the condition of meeting the resurrection conditions.

[0105] 503. In response to the interaction operation of the first virtual object on the virtual resources, the terminal displays the second skill corresponding to the second identity type obtained by the first virtual object.

[0106] After the terminal displays the virtual resources dropped by the second virtual object, if the first virtual object performs an interaction operation on the virtual resources, the terminal displays the second skill corresponding to the second identity type obtained by the first virtual object. Although the second skill is an inherent skill of the second virtual object belonging to the second identity type and the first virtual object of the first identity type does not have this second skill itself, in the embodiments of the present application, after the first virtual object of the first identity type defeats the second virtual object, by interacting with the virtual resources dropped when the second virtual object is defeated, it can obtain the second skill corresponding to the second identity type, so that the first virtual object of the first identity type can also use the second skill corresponding to the second identity type, breaking the limitation that virtual objects can only use the inherent skills corresponding to their respective identity types.

[0107] In the method provided by the embodiment of the present application, virtual objects of different identity types have different skills. The first virtual object of the first identity type has the first skill corresponding to the first identity type, and the second virtual object of the second identity type has the second skill corresponding to the second identity type. If the first virtual object defeats the second virtual object, the virtual resources dropped by the second virtual object are displayed. When the first virtual object interacts with the virtual resources, it is shown that the first virtual object obtains the second skill corresponding to the second identity type. That is to say, a virtual object of a certain identity type can obtain the skills of virtual objects of other identity types by defeating virtual objects of other identity types, breaking the limitation that virtual objects of each identity type can only use their respective skills, which is beneficial to improving the flexibility of controlling virtual objects and thus enhancing the player's gaming experience.

[0108] The above Figure 5 embodiment is a brief introduction to the virtual object control method provided by the embodiment of the present application. Below, some examples will be combined to more clearly illustrate the virtual object control method provided by the embodiment of the present application. Figure 6 is a flowchart of another virtual object control method provided by the embodiment of the present application. Refer to Figure 6 and, taking the execution entity as the terminal as an example, the method includes the following steps.

[0109] 601. The terminal displays a first virtual object and a second virtual object. The first virtual object belongs to the first identity type and has the first skill corresponding to the first identity type. The second virtual object belongs to the second identity type and has the second skill corresponding to the second identity type.

[0110] In a possible implementation manner, the terminal displays a virtual scene interface for displaying a virtual scene. The virtual scene includes the first virtual object and the second virtual object, so the first virtual object and the second virtual object are displayed in the virtual scene interface.

[0111] Optionally, the first virtual object is the virtual object controlled by the local end, that is, the virtual object controlled by the account currently logged in to the terminal. The virtual scene interface is used to display the virtual scene within the viewing range of the first virtual object. The virtual scene may also include rivers, grasslands, land, buildings, etc. The virtual scene interface may include a mini-map, other action buttons, a virtual joystick area, and other control buttons. The virtual joystick area is used to control the virtual object to walk, run, and adjust the viewing direction of the virtual object in the virtual scene. The multiple action buttons are used to control the virtual object to perform corresponding actions in the virtual scene. The mini-map shows the position of the virtual object in the virtual scene, so that the player can control the virtual object through the virtual scene interface.

[0112] 602. When the first virtual object defeats the second virtual object, the terminal displays the virtual resources dropped by the second virtual object.

[0113] When the first virtual object and the second virtual object play a game in the virtual scene, they can attack each other. If the first virtual object defeats the second virtual object, the virtual resources dropped by the second virtual object are displayed.

[0114] In a possible implementation, the virtual resources dropped by the second virtual object are associated with the second identity type to which the second virtual object belongs. Optionally, the virtual resources are generated based on the second identity type. It can be understood that different identity types correspond to different virtual resources, that is, the virtual resources dropped when virtual objects of different identity types are defeated are different. For example, the forms of the virtual resources corresponding to different identity types are different, or the types of the virtual resources corresponding to different identity types are different, etc.

[0115] In a possible implementation, the virtual resources dropped by the second virtual object can be in any form. Optionally, the virtual resources are virtual images that can represent the second identity type to which the second virtual object belongs, and the virtual images corresponding to different identity types are different. For example, in an MMORPG game, the current virtual scene is an ancient myth world, and the virtual objects in the virtual scene have their respective identity types, and the images of virtual objects of different identity types are different. For example, the warrior has a larger body size, and the pharmacist has a smaller body size, etc. In addition, the virtual objects in the virtual scene also have yuanshen. Yuanshen is a virtual substance that exists independently above the physical body in the mythological field. The yuanshen of a virtual object is the same as the image of the virtual object, but the transparency of the yuanshen of the virtual object is greater than that of the virtual object itself. Then the virtual resources dropped when the second virtual object is defeated can be the yuanshen of the second virtual object. For another example, the virtual resources can also be the virtual pets of the second virtual object, etc.

[0116] In a possible implementation, when the first virtual object defeats the second virtual object, the terminal displays the virtual resources dropped by the second virtual object and displays the second identity type at the position where the virtual resources are located. Optionally, the terminal displays the second identity type above, below, to the left, or to the right of the virtual resources. For example, if the second identity type to which the second virtual object belongs is a magic bow, "magic bow" is displayed above the virtual resources dropped by the second virtual object.

[0117] Figure 7 It is a schematic diagram of a virtual scene interface provided by an embodiment of the present application. Taking an MMORPG game as an example, the identity type to which the second virtual object belongs is a magic bow, and the virtual resources dropped when the second virtual object is defeated are the yuanshen of the second virtual object. Then, as Figure 7The virtual scene interface shown, which displays the first virtual object 701 and the yuan spirit 702 dropped by the second virtual object. Above the yuan spirit 702 of the second virtual object, "Magic Bow Yuan Spirit" is displayed. When the player sees "Magic Bow Yuan Spirit" displayed above the yuan spirit 702 of the second virtual object, they can know that they can obtain the skills corresponding to the magic bow by interacting with this yuan spirit 702.

[0118] In the embodiment of the present application, while displaying the virtual resources dropped when the second virtual object is defeated, the second identity type to which the second virtual object belongs is also correspondingly displayed. Other players can know that they can obtain the skills corresponding to this second identity type by interacting with this virtual resource based on the displayed second identity type, so as to judge whether they need the skills corresponding to this second identity type according to the actual situation, so as to interact with this virtual resource when they need the skills corresponding to the second identity type, and not interact with this virtual resource when they do not need the skills corresponding to the second identity type, which is beneficial to assisting players in making game decisions and improving the convenience of the game session.

[0119] In a possible implementation manner, each identity type in the virtual scene can correspond to multiple different skills. In a game session, each virtual object has one or more of all the skills corresponding to its own identity type. Which skills corresponding to its own identity type each virtual object carries can be selected by the player themselves or randomly assigned by the server. For example, a certain identity type corresponds to 5 skills, and the virtual object of this identity type can carry at most 3 of the skills corresponding to this identity type in each game session. Then the player needs to select by themselves which 3 skills to carry or the server randomly assigns 3 skills. Therefore, the skills of virtual objects of the same identity type in different game sessions can be the same or different.

[0120] In this implementation manner, after the first virtual object defeats the second virtual object, it can only obtain the skills carried by the second virtual object in this game session, and cannot obtain the skills not carried by the second virtual object in this game session. Therefore, the virtual resources dropped when the second virtual object is defeated are associated with the skill information of the second virtual object. This skill information is used to indicate the skills carried by the second virtual object in this game session. Then, after the first virtual object performs an interaction operation on this virtual resource later, it can only obtain the skills indicated by the skill information associated with this virtual resource. Optionally, the virtual resources dropped when the second virtual object is defeated are simultaneously associated with the identity type information and skill information of the second virtual object. Based on the identity type information, the second identity type to which the second virtual object belongs can be displayed at the position where this virtual resource is located. Based on the skill information, the skills carried by the second virtual object in this game session can be given to the first virtual object.

[0121] 603. The terminal responds to the interaction operation of the first virtual object on the virtual resource and displays that the first virtual object obtains the second skill corresponding to the second identity type.

[0122] After the terminal displays the virtual resource dropped by the second virtual object, if the first virtual object performs an interaction operation on the virtual resource, the terminal displays that the first virtual object obtains the second skill corresponding to the second identity type.

[0123] In a possible implementation manner, as described in step 602 above, there are multiple skills corresponding to the second identity type, and the second skill of the second virtual object is one or more of all the skills corresponding to the second identity type. The virtual resource dropped when the second virtual object is defeated is associated with the skill information of the second virtual object, and the skill information is used to indicate the second skill carried by the second virtual object in this game. Then, the terminal responds to the interaction operation of the first virtual object on the virtual resource and displays that the first virtual object obtains the second skill indicated by the skill information.

[0124] In the embodiments of the present application, by associating the virtual resource dropped when the second virtual object is defeated with the second skill of the second virtual object, the first virtual object can only obtain the second skill corresponding to the second identity type carried by the second virtual object in this game after defeating the second virtual object, and cannot obtain the second skill corresponding to the second identity type not carried by the second virtual object in this game. Thus, it mimics that the first virtual object "steals" the skills currently possessed by the second virtual object, making the way for virtual objects to learn skills across identity types not abrupt, and the interaction method between virtual objects more vivid and vivid, improving the interest and authenticity.

[0125] In a possible implementation manner, the second virtual object has multiple second skills corresponding to the second identity type. Then, the process by which the terminal responds to the interaction operation of the first virtual object on the virtual resource and displays that the first virtual object obtains the second skill corresponding to the second identity type includes any one of the following three acquisition methods.

[0126] The first acquisition method: The terminal responds to the interaction operation of the first virtual object on the virtual resource and displays a skill selection list. The skill selection list includes multiple second skills. In response to the selection operation of any second skill, the terminal displays that the first virtual object obtains the selected second skill.

[0127] That is, in the case where the second virtual object has multiple second skills corresponding to the second identity type, the player controlling the first virtual object can independently select which second skill to obtain, which is convenient for the player to make a decision according to their own needs and improves the flexibility of obtaining skills.

[0128] The second acquisition method: the terminal randomly determines a second skill from a plurality of second skills in response to the interactive operation of the first virtual object on the virtual resource, and displays that the first virtual object has acquired the randomly determined second skill.

[0129] That is, when the second virtual object has multiple second skills corresponding to the second identity type, one of the multiple second skills is randomly assigned to the first virtual object, which improves the diversity and randomness of the first virtual object's acquisition of skills, and is conducive to prompting players to make flexible decisions based on the currently assigned second skills, thereby increasing the fun of the game.

[0130] The third acquisition method: the terminal responds to the interactive operation of the first virtual object on the virtual resource and displays that the first virtual object has acquired multiple second skills.

[0131] That is, when the second virtual object has multiple second skills corresponding to the second identity type, the first virtual object can obtain all the second skills currently possessed by the second virtual object, thereby increasing the benefits of defeating the virtual object, which is conducive to promoting active interaction between players in controlling virtual objects, thereby improving the efficiency of human-computer interaction.

[0132] Figure 8 is a schematic diagram of a skill acquisition method provided in an embodiment of the present application, such as Figure 8 As shown, the identity type of the first virtual object is a warrior, and the identity type of the second virtual object is a mage. The skills corresponding to the mage include skill A, skill B, skill C, skill D, etc. The second virtual object carries skills A, skill B, and skill C to participate in the game. The first virtual object is the attacker, and the second virtual object is the defeated party. After the second virtual object is defeated, the mage's soul is dropped. The first virtual object interacts with the mage's soul to obtain at least one of the mage's corresponding skills A, skill B, or skill C. For example, one of the three skills can be obtained randomly, or one of the three skills can be selected by the first virtual object, or all three skills can be obtained at the same time.

[0133] In a possible implementation, the terminal responds to the interactive operation of the first virtual object on the virtual resource and displays that the first virtual object acquires the second skill corresponding to the second identity type, including any one of the following three interactive modes.

[0134] The first interaction mode: in response to the first virtual object touching the virtual resource, the terminal displays that the first virtual object acquires the second skill.

[0135] That is to say, the interaction operation of the first virtual object on the virtual resource is that the first virtual object touches the virtual resource. The player controls the first virtual object to move towards the virtual resource. When the first virtual object comes into contact with the virtual resource, it means that the first virtual object touches the virtual resource.

[0136] The second interaction method: When the distance between the first virtual object and the virtual resource is less than the distance threshold, the terminal, in response to the trigger operation of the interaction option for the virtual resource, displays that the first virtual object obtains the second skill.

[0137] That is to say, the interaction operation of the first virtual object on the virtual resource is the trigger operation of the interaction option for the virtual resource. The player controls the first virtual object to move towards the virtual resource. When the distance between the first virtual object and the virtual resource is less than the distance threshold, if the player performs the trigger operation of the interaction option, the first virtual object can obtain the second skill of the second virtual object.

[0138] Optionally, the interaction option for the virtual resource is a triggerable interaction control displayed on the terminal. The player controls the first virtual object to move towards the virtual resource. When the distance between the first virtual object and the virtual resource is less than the distance threshold, the terminal displays the interaction control beside the virtual resource.

[0139] Optionally, the interaction option for the virtual resource is a real physical button, such as a button on the keyboard or a button on the gamepad, etc. The player controls the first virtual object to move towards the virtual resource. When the distance between the first virtual object and the virtual resource is less than the distance threshold, an interaction prompt message is displayed. The interaction prompt message includes the button identifier of the interaction button. Through this button identifier, the player can determine which button to trigger to interact with the virtual resource.

[0140] In a possible implementation manner, the terminal, in response to the interaction operation of the first virtual object on the virtual resource, plays an interaction animation. After the interaction animation is played, it displays that the first virtual object obtains the second skill corresponding to the second identity type.

[0141] Wherein, the interaction animation refers to the animation of the first virtual object interacting with the virtual resource. For example, the virtual resource is the yuan spirit dropped when the second virtual object is defeated, and the interaction animation is the animation of the yuan spirit being absorbed by the first virtual object.

[0142] In the embodiments of the present application, by displaying the interaction animation, on the one hand, it can enrich the game screen, and on the other hand, it can remind the player that the interaction is successful, which is beneficial to improving the player's game experience.

[0143] In a possible implementation manner, after the first virtual object defeats the second virtual object, in addition to obtaining the second skill of the second virtual object, it can also obtain the virtual items dropped by the second virtual object. Then, in response to the interaction operation of the first virtual object on the virtual resources, the process of the terminal displaying that the first virtual object obtains the second skill corresponding to the second identity type includes: in response to the interaction operation of the first virtual object on the virtual resources, displaying that the first virtual object obtains the second skill and the virtual items dropped when the second virtual object is defeated.

[0144] Among them, the virtual items dropped when the second virtual object is defeated are picked up by the second virtual object in the virtual scene. For example, the virtual items include virtual knives, virtual medicines, virtual props for upgrading, etc. The difference between the virtual items of the second virtual object and the second skill of the second virtual object is that the second skill is an inherent virtual resource of the second virtual object and does not require a specific operation to obtain, while the virtual items are not the inherent virtual resources of the second virtual object and require a specific operation to obtain later. It can be understood that the second skill is a characteristic of the second virtual object itself, while the virtual items are "external things" of the second virtual object.

[0145] For example, in an MMORPG game, the current virtual scene is an ancient myth world. After the second virtual object of the second identity type is defeated, the yuan spirit corresponding to the second identity type will be dropped. This yuan spirit not only carries the second skill of the second virtual object, but also carries the virtual items carried by the second virtual object. After the second virtual object is defeated, the virtual items it currently carries will be dropped. When the first virtual object interacts with the yuan spirit dropped by the second virtual object, the first virtual object can not only obtain the second skill carried by the yuan spirit, but also obtain the virtual items carried by the yuan spirit.

[0146] In the embodiments of the present application, after the first virtual object defeats the second virtual object, in addition to obtaining the second skill of the second virtual object, it can also obtain the virtual items dropped by the second virtual object, thereby improving the benefits brought by defeating the virtual object, facilitating the promotion of active interaction between players controlling virtual objects, and further improving the efficiency of human-computer interaction.

[0147] 604. The terminal controls the first virtual object to release the second skill in response to the release operation of the second skill.

[0148] After the first virtual object obtains the second skill of the second virtual object, it can control the first virtual object to release the second skill. Among them, the second skill can be an attack skill, a healing skill, a buff skill, etc., and the embodiments of the present application do not limit this.

[0149] In a possible implementation, different identity types correspond to different virtual items. For example, the virtual item corresponding to a warrior is a virtual greatsword, and the virtual item corresponding to a mage is a virtual staff. Different identity types also correspond to different action modules. For example, the actions in the action module corresponding to a warrior include sword swinging, and the actions in the action module corresponding to a mage include spellcasting and the like. In the embodiments of the present application, a first virtual object holds a first virtual item corresponding to a first identity type, a second virtual object holds a second virtual item corresponding to a second identity type, and a second skill corresponds to a target action identifier, and the action indicated by the target action identifier is the action required to be performed when releasing the second skill. Among them, the target action identifier indicates a first action in the action module corresponding to the first identity type, and the target action identifier also indicates a second action in the action module corresponding to the second identity type. Then, when the second virtual object releases the second skill, it holds the second virtual item and makes the second action.

[0150] Then, the process of the terminal controlling the first virtual object to release the second skill in response to the release operation of the second skill includes: in response to the release operation of the second skill, controlling the first virtual object to release the second skill, and holding the first virtual item and making the first action.

[0151] Since the identity types of the first virtual object and the second virtual object are different, the virtual items held by the first virtual object and the second virtual object and the actions they can perform are also different. The second skill is an inherent skill of the second virtual object, and when releasing the second skill, it will hold the second virtual item and make the second action. However, the first virtual object does not have the second virtual item and cannot make the second action. Then, after the first virtual object obtains the second skill of the second virtual object, when releasing the second skill, it needs to adapt to the virtual item and action of the first virtual object. Therefore, different from the second virtual object, the first virtual object will hold the first virtual item and make the first action when releasing the second skill.

[0152] For example, the first virtual object is a warrior, the virtual item of the first virtual object is a virtual greatsword, the second virtual object is a mage, and the virtual item of the second virtual object is a virtual staff. The second skill of the second virtual object is to release a fireball, and the target action identifier of this second skill indicates a sword-swinging action in the action module of the warrior and a spellcasting action in the action module of the mage. Then, the process of the second virtual object releasing the second skill is to hold the virtual staff and make the spellcasting action to release the fireball, and the process of the first virtual object releasing the second skill is to hold the virtual greatsword and make the sword-swinging action to release the fireball.

[0153] In the embodiments of the present application, the virtual items and actions corresponding to the first identity type and the second identity type are different. When the second virtual object releases the second skill, it holds the second virtual item and makes the second action, while when the first virtual object releases the second skill, it holds the first virtual item and makes the first action, so that the process of the first virtual object releasing the second skill can adapt to the virtual item and action corresponding to the first identity type, thereby enabling the virtual object to successfully use the skills corresponding to other identity types and ensuring the feasibility of the solution of obtaining skills across identity types.

[0154] In a possible implementation, the second skill also corresponds to a skill special effect, and the skill special effect is displayed when the second virtual object releases the second skill. Then, the process of the terminal controlling the first virtual object to release the second skill in response to the release operation of the second skill includes: in response to the release operation of the second skill, controlling the first virtual object to release the second skill and displaying the skill special effect.

[0155] For example, the first virtual object is a warrior, the second virtual object is a mage, the second skill of the second virtual object is to release a fireball, and the skill special effect of this second skill is a flickering firelight. Then, when the second virtual object releases this second skill, its body will flicker with firelight, and when the first virtual object releases this second skill, its body will also flicker with firelight.

[0156] It should be noted that the above two implementation manners can be combined with each other. Then, when the second virtual object releases the second skill, it will hold the second virtual item, make the second action and display the skill special effect, and when the first virtual object releases the second skill, it will hold the first virtual item, make the first action and display the skill special effect.

[0157] Figure 9 is a schematic diagram of a skill adaptation method provided by the embodiments of the present application. As Figure 9 shown, the first virtual object is a warrior, the second virtual object is a mage, the second skill of the second virtual object is Skill A, and the first virtual object can obtain Skill A after defeating the second virtual object. Among them, the skill effects generated when the warrior releases Skill A are the same as those generated when the mage releases Skill A. When the mage releases Skill A, it holds a staff, and when the warrior releases Skill A, it holds a greatsword. When the mage releases Skill A, it makes Mage Action B, and when the warrior releases Skill A, it makes Warrior Action B, that is, the action identifiers are the same, but the action performances are different. The skill special effects displayed when the warrior releases Skill A are the same as those displayed when the mage releases Skill A.

[0158] In a possible implementation, each skill in the virtual scene corresponds to a configuration file of each identity type. When a virtual object of a certain identity type releases a certain skill, the skill release process is implemented through the configuration file of this identity type corresponding to the skill. For example, the virtual scene includes five identity types from identity type 1 to identity type 5. Among them, identity type 1 corresponds to skill A, and this skill A is an inherent skill of this identity type. And skill A corresponds to configuration files of identity types 1 to 5 respectively, that is, skill A corresponds to 5 configuration files. In the embodiment of the present application, the first virtual object belongs to the first identity type, the second virtual object belongs to the second identity type, the second virtual object has a second skill corresponding to the second identity type, and this second skill corresponds to configuration files of each identity type. This second skill is an inherent skill of the second virtual object. When the first virtual object defeats the second virtual object, it can also obtain this second skill.

[0159] Among them, the implementation process of the second virtual object releasing the second skill is as follows: in response to the release operation of the second virtual object on the second skill, among the multiple configuration files corresponding to the second skill, obtain the configuration file corresponding to the second identity type, and based on the configuration file corresponding to the second identity type, control the first virtual object to release the second skill. And the implementation process of the first virtual object releasing the second skill is as follows: in response to the release operation of the first virtual object on the second skill, among the multiple configuration files corresponding to the second skill, obtain the configuration file corresponding to the first identity type, and based on the configuration file corresponding to the first identity type, control the first virtual object to release the second skill.

[0160] Optionally, the configuration file corresponding to the skill specifies a prop identifier, a target action identifier, a special effect identifier, etc. For example, in the configuration file of the second skill, in the configuration file corresponding to the first identity type, the prop identifier indicates the first virtual prop corresponding to the first identity type, the target action identifier indicates the first action in the action module corresponding to the first identity type, and the special effect identifier indicates the skill special effect of the second skill. In the configuration file corresponding to the second identity type, the prop identifier indicates the second virtual prop corresponding to the second identity type, the target action identifier indicates the second action in the action module corresponding to the second identity type, and the special effect identifier indicates the skill special effect of the second skill.

[0161] 605. When the second skill released by the first virtual object hits the third virtual object, the terminal controls the third virtual object to receive damage of the first damage type; among them, the damage caused by the virtual object of the first identity type belongs to the first damage type, the damage caused by the virtual object of the second identity type belongs to the second damage type, and the virtual object hit after the second virtual object releases the second skill receives damage of the second damage type.

[0162] Since the identity types of the first virtual object and the second virtual object are different, the damage types caused by the first virtual object and the second virtual object are also different. The damage caused by the virtual object of the first identity type belongs to the first damage type, and the damage caused by the virtual object of the second identity type belongs to the second damage type. The second skill is an inherent skill of the second virtual object, and when the second skill is released, it will cause damage of the second damage type. However, the first virtual object cannot cause damage of the second damage type. Therefore, after the first virtual object obtains the second skill of the second virtual object, when releasing the second skill, it needs to adapt to the damage type that the first virtual object can cause. Therefore, different from the second virtual object, the first virtual object will cause damage of the first damage type when releasing the second skill.

[0163] For example, the first virtual object is a warrior, the first damage type is physical damage, the second virtual object is a mage, and the second damage type is magic damage. Then, after the second virtual object releases the second skill, it will cause magic damage, and after the first virtual object releases the second skill, it will cause physical damage.

[0164] In the embodiment of the present application, the damage types corresponding to the first identity type and the second identity type are different. The second virtual object causes damage of the second damage type when releasing the second skill, while the first virtual object causes damage of the first damage type when releasing the second skill, so that the process of the first virtual object releasing the second skill can adapt to the damage type corresponding to the first identity type, thereby enabling the virtual object to successfully use the skills corresponding to other identity types and ensuring the feasibility of the solution of obtaining skills across identity types.

[0165] In the method provided by the embodiment of the present application, virtual objects of different identity types have different skills. The first virtual object of the first identity type has the first skill corresponding to the first identity type, and the second virtual object of the second identity type has the second skill corresponding to the second identity type. If the first virtual object defeats the second virtual object, the virtual resources dropped by the second virtual object will be displayed. When the first virtual object interacts with the virtual resources, it will be displayed that the first virtual object obtains the second skill corresponding to the second identity type. That is, a virtual object of a certain identity type can obtain the skills of a virtual object of another identity type by defeating the virtual object of another identity type, breaking the limitation that each virtual object of each identity type can only use its own skills, which is beneficial to improving the flexibility of controlling virtual objects and thus enhancing the player's gaming experience.

[0166] Moreover, in a game session, a virtual object of each identity type can not only use the fixed skills of that identity type, but also obtain the skills corresponding to other identity types by defeating virtual objects. When using the skills of other identity types, the virtual items, actions, and damage types of the virtual object can be adapted to the identity type of the current virtual object, greatly enhancing the playability of the game session.

[0167] In some embodiments, after the first virtual object defeats the second virtual object and the virtual resources dropped by the second virtual object are displayed, the first virtual object may not interact with the virtual resources, but instead give the virtual resources to other virtual objects. In response to the giving operation of the first virtual object on the virtual resources, the terminal displays an object list, which includes the object identifiers of at least one friendly virtual object. A friendly virtual object refers to a virtual object that belongs to the same team as the first virtual object. In response to a selection operation on any object identifier in the object list, the terminal displays that the virtual object indicated by the selected object identifier obtains the second skill corresponding to the second identity type.

[0168] Alternatively, after the virtual resources dropped by the second virtual object are displayed, the first virtual object may not interact with the virtual resources and does not need to perform the giving operation on the virtual resources. Instead, the friendly virtual object performs the interaction operation on the virtual resources. After the friendly virtual object performs the interaction operation on the virtual resources, the friendly virtual object obtains the second skill corresponding to the second identity type.

[0169] In the embodiments of the present application, after the first virtual object defeats the second virtual object, the virtual resources dropped by the second virtual object can be transferred to other virtual objects in the same team. For example, when the first virtual object is strong enough, by transferring the dropped virtual resources to other virtual objects, the overall ability of the entire team can be improved. For another example, when the second skill corresponding to the second identity type is not suitable for the first virtual object, the dropped virtual resources can be transferred to other virtual objects suitable for the second skill. Therefore, players can formulate different game strategies according to different situations in the game session, which is beneficial to ensuring the flexibility of the game session.

[0170] In some embodiments, when the first virtual object obtains the second skill, the server sends the skill acquisition message to each terminal participating in the current game session, and each terminal displays the skill acquisition message. The skill acquisition message is used to indicate that the first virtual object has obtained the second skill. That is, after a certain virtual object obtains the skills of other virtual objects, a global prompt can be made in the game session to remind other players what skills the virtual object has, so that other players can adjust their game strategies in a timely manner in response to this situation, ensuring the fairness of the game session and being beneficial to improving the game experience of players.

[0171] In some embodiments, after the first virtual object obtains the second skill, the terminal displays that the second skill obtained by the first virtual object is taken back in response to the number of times the first virtual object releases the second skill reaching a preset number of times. That is to say, the number of times of using the skills of other virtual objects obtained by a certain virtual object is restricted. The maximum number of times a virtual object can use a skill is the preset number of times. When the number of times reaches the preset number of times, the skill cannot be used anymore.

[0172] Alternatively, after the first virtual object obtains the second skill, the terminal displays that the second skill obtained by the first virtual object is taken back in response to the duration of the first virtual object obtaining the second skill reaching a preset duration. That is to say, the duration of owning the skills of other virtual objects obtained by a certain virtual object is restricted. The maximum duration for a virtual object to own a skill is the preset duration. When the duration reaches the preset duration, the skill cannot be used anymore.

[0173] In the embodiments of the present application, restricting the number of times or the duration of owning the second skill of the second virtual object obtained by the first virtual object enables the first virtual object not to use the second skill without limit, avoiding the combat power of some virtual objects from continuously being too high. Therefore, on the basis of enriching the gameplay of the game, the combat power of each virtual object in the game can be effectively balanced, which is beneficial to ensuring the game experience of players.

[0174] In some embodiments, when the number of skills of other virtual objects obtained by the first virtual object in the current game round has not reached the preset number, the terminal displays that the first virtual object obtains the second skill in response to the interaction operation of the first virtual object on the virtual resources dropped by the second virtual object. When the number of skills of other virtual objects obtained by the first virtual object in the current game round has reached the preset number, the terminal displays a skill acquisition failure message in response to the interaction operation of the first virtual object on the virtual resources dropped by the second virtual object. That is to say, the number of skills of other virtual objects that a virtual object can obtain in the same game round is restricted. The maximum number of skills of other virtual objects that the same virtual object can obtain is the preset number. If the preset number is reached, no more skills of other virtual objects can be obtained. Optionally, the preset number can be 1 or 2, etc.

[0175] In the embodiments of the present application, restricting the number of skills of other virtual objects obtained by the first virtual object can avoid the problem that the combat power of each virtual object in the game is seriously unbalanced due to a certain virtual object having too many skills at the same time, thus ensuring the game experience of players.

[0176] In some embodiments, when the first virtual object has obtained the third skill, in response to an interaction operation of the first virtual object on the virtual resources dropped by the second virtual object, the terminal displays replacing the third skill obtained by the first virtual object with the second skill corresponding to the second identity type. The third skill is obtained when the first virtual object interacts with the virtual resources dropped when the third virtual object is defeated. The third virtual object belongs to the third identity type, the third virtual object has the third skill corresponding to the third identity type, and the third identity type is different from the first identity type to which the first virtual object belongs.

[0177] In the embodiments of the present application, when the first virtual object has obtained the third skill of another virtual object, if a new second skill is to be obtained currently, the obtained third skill is replaced with the newly obtained second skill currently, so as to ensure that the first virtual object can only obtain one skill of another virtual object at the same time. The player can decide whether to pick up the new skill to replace the previously picked up skill according to the actual situation, which can not only effectively balance the combat power of each virtual object in the game session, but also help stimulate the player to flexibly formulate the game strategy, improving the autonomy of the player in the game session.

[0178] In some embodiments, the terminal displays a skill bar of the first virtual object. The skill bar is used to display the skill icons of the skills possessed by the first virtual object, and the skill bar includes the skill icon of the first skill. Then the process of the terminal displaying that the first virtual object obtains the second skill corresponding to the second identity type in response to the interaction operation of the first virtual object on the virtual resources includes: in response to the interaction operation of the first virtual object on the virtual resources, adding the skill icon of the second skill to the skill bar.

[0179] The skill icon can be a skill name or a skill pattern, etc. If a certain skill icon is displayed in the skill bar of the first virtual object, it means that the first virtual object has the skill indicated by the skill icon. Therefore, when the first virtual object interacts with the virtual resources, the skill icon of the second skill is added to the skill bar to indicate that the first virtual object has obtained the second skill.

[0180] In a possible implementation manner, the skill bar includes a first skill bar and a second skill bar. The first skill bar is used to display the skill icons of the skills corresponding to the first identity type possessed by the first virtual object, and the second skill bar is used to display the skill icons of the skills corresponding to other identity types possessed by the second virtual object. The other identity types refer to the identity types other than the first identity type. The detailed process of the virtual object control method can be seen in the following Figure 10 illustrated embodiments. Figure 10 is a flowchart of another virtual object control method provided by the embodiments of the present application. The embodiments of the present application are executed by the terminal. SeeFigure 10 , the method includes:

[0181] 1001. The terminal displays a first virtual object and a second virtual object, and displays a skill icon of a first skill in a first skill bar. The first virtual object belongs to a first identity type and has a first skill corresponding to the first identity type. The second virtual object belongs to a second identity type and has a second skill corresponding to the second identity type.

[0182] Among them, the first skill bar is used to display the skill icons of the skills corresponding to the first identity type that the first virtual object has. That is to say, this first skill bar is used to display the inherent skills of the first virtual object. The first skill corresponding to the first identity type is the inherent skill of the first virtual object. Therefore, the skill icon of this first skill is included in the first skill bar.

[0183] Figure 11 It is a schematic diagram of another virtual scene interface provided by an embodiment of the present application. As Figure 11 shown, a first skill bar 1101 is displayed in this virtual scene interface. This first skill bar includes the skill icons of the inherent skills of the first virtual object, that is, the skill icons of the skills corresponding to the first identity type to which the first virtual object belongs.

[0184] 1002. When the first virtual object defeats the second virtual object, the terminal displays the virtual resources dropped by the second virtual object.

[0185] The process of displaying the virtual resources dropped by the second virtual object in step 1002 is the same as the process of displaying the virtual resources dropped by the second virtual object in step 602 above, and will not be elaborated here.

[0186] 1003. In response to an interaction operation of the first virtual object on the virtual resources, the terminal adds a skill icon of a second skill to a second skill bar.

[0187] Among them, the second skill bar is used to display the skill icons of the skills corresponding to other identity types that the first virtual object has. Other identity types refer to identity types other than the first identity type. This second skill is the skill corresponding to the second identity type, rather than the inherent skill of the first virtual object itself. Therefore, the skill icon of the second skill is added to the second skill bar to indicate that the first virtual object has obtained this second skill.

[0188] As Figure 11 shown, a second skill bar 1102 is displayed in this virtual scene interface. This second skill bar includes the skill icons of the second skills obtained by the first virtual object.

[0189] The method provided by the embodiment of the present application displays the skill icons corresponding to the first identity type of the first virtual object in the first skill bar, and displays the skill icons corresponding to other identity types obtained by the first virtual object in the second skill bar, so as to distinguish the inherent skills of the first virtual object from the skills obtained in the game.

[0190] In some embodiments, the virtual object in the virtual scene can be resurrected after being defeated. Taking the first virtual object being defeated and then resurrected as an example, the detailed process can be seen in the following Figure 12 illustrated embodiment. Figure 12 is a flowchart of another virtual object control method provided by the embodiment of the present application. The embodiment of the present application is executed by the terminal. See Figure 12 , this method includes:

[0191] 1201. The terminal displays a first virtual object. The first virtual object belongs to the first identity type and has a first skill corresponding to the first identity type.

[0192] The process of this step 1201 is the same as that of the above step 601, and will not be elaborated here.

[0193] 1202. When the first virtual object is defeated, the terminal displays the virtual resources dropped by the first virtual object and switches the first virtual object to the dead state.

[0194] When the first virtual object is defeated, the virtual resources dropped by the first virtual object are displayed at the position where the first virtual object is defeated, and the first virtual object is switched to the dead state. Among them, the first virtual object in the dead state will drop the virtual items it carries, and the dropped virtual items are carried in the virtual resources. In addition, the virtual resources dropped by the first virtual object also carry the skills corresponding to the first identity type that the first virtual object has. After subsequent other virtual objects interact with the virtual resources dropped by the first virtual object, they can obtain the skills or virtual items carried by the virtual resources. The virtual resources dropped by the first virtual object are the same as the virtual resources dropped by the second virtual object in the above embodiment, and will not be elaborated here too much.

[0195] In a possible implementation manner, the first virtual object in the dead state cannot perform operations in the virtual scene. Or, the first virtual object in the dead state can move in the virtual scene, but cannot interact with other virtual objects and virtual items in the virtual scene, etc.

[0196] 1203. When the first virtual object meets the resurrection condition, the terminal controls the first virtual object to be resurrected.

[0197] When the first virtual object in a dead state meets the resurrection condition, the first virtual object will be resurrected again, that is, it will exit the dead state and can then continue to participate in the game in the virtual scene.

[0198] In a possible implementation, the first virtual object in a dead state can only move in the virtual scene and cannot interact with virtual objects and virtual items in the virtual scene. The virtual scene includes a resurrection point, and the resurrection condition is that the first virtual object moves to the resurrection point. Therefore, when the first virtual object in a dead state moves to the resurrection point, control the first virtual object to be resurrected. Optionally, when the first virtual object moves to the resurrection point, when a resurrection operation for the first virtual object is detected, control the first virtual object to be resurrected.

[0199] In a possible implementation, the virtual scene includes a resurrection point, and the first virtual object in a dead state will be automatically teleported to the resurrection point, and cannot perform a movement operation, and cannot interact with virtual objects and virtual items in the virtual scene.

[0200] The resurrection condition is that the duration of the first virtual object in a dead state reaches a preset duration. Therefore, when the duration of the first virtual object in a dead state reaches the preset duration, control the first virtual object to be resurrected at the resurrection point.

[0201] 1204. In response to an interaction operation of the first virtual object on the virtual resources dropped by the first virtual object, the terminal displays the virtual items obtained by the first virtual object when the first virtual object is defeated, and the virtual items are picked up by the first virtual object in the virtual scene.

[0202] In the embodiments of the present application, if the virtual resources dropped when the first virtual object is defeated are not interacted with by any virtual object, that is, not picked up by any virtual object, the virtual resources will always be displayed in the virtual scene. After the first virtual object is resurrected, the player can control the first virtual object to interact with the virtual resources, so as to re-obtain the virtual items dropped when the first virtual object is defeated.

[0203] It should be noted that the virtual resources dropped by the first virtual object also carry the first skill of the first virtual object. However, since the first skill is an inherent skill of the first virtual object, the first virtual object still has the first skill even after being defeated. Therefore, after the first virtual object interacts with the virtual resources dropped by the first virtual object, it only needs to re-obtain the virtual items dropped when the first virtual object is defeated, and there is no need to re-obtain the first skill of the first virtual object.

[0204] In the method provided by the embodiment of the present application, after the virtual object is defeated, the virtual resources of the virtual object are displayed. After the virtual object resurrects, by interacting with the virtual resources, the virtual items dropped when defeated can be retrieved again, improving the fault tolerance and playability in the game session.

[0205] It should be noted that the embodiment of the present application only takes the interaction between the first virtual object and the virtual resources dropped by the first virtual object as an example for illustration. In another embodiment, if the second virtual object of the second identity type interacts with the virtual resources dropped by the first virtual object, the second virtual object can not only obtain the virtual items dropped by the first virtual object, but also obtain the first skill of the first virtual object.

[0206] Figure 13 It is a schematic structural diagram of a virtual object control device provided by the embodiment of the present application. Refer to Figure 13 , the device includes:

[0207] A display module 1301, configured to display a first virtual object and a second virtual object. The first virtual object belongs to the first identity type, and the first virtual object has a first skill corresponding to the first identity type. The second virtual object belongs to the second identity type, and the second virtual object has a second skill corresponding to the second identity type;

[0208] The display module 1301 is further configured to display the virtual resources dropped by the second virtual object when the first virtual object defeats the second virtual object;

[0209] The display module 1301 is further configured to display that the first virtual object obtains the second skill corresponding to the second identity type in response to the interaction operation of the first virtual object on the virtual resources.

[0210] In the virtual object control device provided by the embodiment of the present application, virtual objects of different identity types have different skills. The first virtual object of the first identity type has a first skill corresponding to the first identity type, and the second virtual object of the second identity type has a second skill corresponding to the second identity type. If the first virtual object defeats the second virtual object, the virtual resources dropped by the second virtual object are displayed. When the first virtual object interacts with the virtual resources, it is displayed that the first virtual object obtains the second skill corresponding to the second identity type. That is, a virtual object of a certain identity type can obtain the skills of virtual objects of other identity types by defeating virtual objects of other identity types, breaking the limitation that virtual objects of each identity type can only use their respective skills, which is beneficial to improving the flexibility of controlling virtual objects, and thus enhancing the player's game experience.

[0211] Optionally, refer to Figure 14 , the device further includes:

[0212] The skill release module 1302 is configured to control the first virtual object to release the second skill in response to a release operation of the second skill.

[0213] Optionally, referring to Figure 14 , the first virtual object holds a first virtual item corresponding to the first identity type, the second virtual object holds a second virtual item corresponding to the second identity type, the second skill corresponds to a target action identifier, the target action identifier indicates a first action in the action module corresponding to the first identity type, the target action identifier also indicates a second action in the action module corresponding to the second identity type, and when the second virtual object releases the second skill, it holds the second virtual item and makes the second action;

[0214] The skill release module 1302 is configured to:

[0215] In response to a release operation of the second skill, control the first virtual object to release the second skill and hold the first virtual item to make the first action.

[0216] Optionally, referring to Figure 14 , the second skill also corresponds to a skill special effect, and when the second virtual object releases the second skill, the skill special effect is displayed;

[0217] The skill release module 1302 is configured to:

[0218] In response to a release operation of the second skill, control the first virtual object to release the second skill and display the skill special effect.

[0219] Optionally, referring to Figure 14 , the damage caused by the virtual object of the first identity type belongs to the first damage type, the damage caused by the virtual object of the second identity type belongs to the second damage type, and the virtual object hit after the second virtual object releases the second skill is subject to the damage of the second damage type; the device further includes:

[0220] The damage control module 1303 is configured to control the third virtual object to be subject to the damage of the first damage type when the second skill released by the first virtual object hits the third virtual object.

[0221] Optionally, referring to Figure 14 , the display module 1301 is further configured to:

[0222] Display the skill bar of the first virtual object, where the skill bar is used to display the skill icons of the skills possessed by the first virtual object, and the skill bar includes the skill icon of the first skill;

[0223] In response to an interaction operation of the first virtual object on virtual resources, add the skill icon of the second skill to the skill bar.

[0224] Optionally, refer to Figure 14 , the skill bar includes a first skill bar and a second skill bar. The first skill bar is used to display the skill icons corresponding to the first identity type that the first virtual object has, and the second skill bar is used to display the skill icons corresponding to other identity types that the first virtual object has. Other identity types refer to identity types other than the first identity type; the display module 1301 is configured to:

[0225] Display the skill icon of the first skill in the first skill bar;

[0226] In response to an interaction operation of the first virtual object on the virtual element, add the skill icon of the second skill to the second skill bar.

[0227] Optionally, refer to Figure 14 , the display module 1301 is configured to:

[0228] When the first virtual object defeats the second virtual object, display virtual resources, and display the second identity type at the location where the virtual resources are located.

[0229] Optionally, refer to Figure 14 , the second virtual object has multiple second skills corresponding to the second identity type; the display module 1301 is configured to:

[0230] In response to an interaction operation of the first virtual object on the virtual resources, display a skill selection list. The skill selection list includes multiple second skills. In response to a selection operation on any one of the second skills, display that the first virtual object obtains the selected second skill; or,

[0231] In response to an interaction operation of the first virtual object on the virtual resources, randomly determine one second skill among multiple second skills, and display that the first virtual object obtains the randomly determined second skill; or,

[0232] In response to an interaction operation of the first virtual object on the virtual resources, display that the first virtual object obtains multiple second skills.

[0233] Optionally, refer to Figure 14 , the display module 1301 is configured to:

[0234] In response to an interaction operation of the first virtual object on the virtual resources, display that the first virtual object obtains the second skill and the virtual items dropped when the second virtual object is defeated. The virtual items are picked up by the second virtual object in the virtual scene.

[0235] Optionally, refer to Figure 14 , the display module 1301 is configured to:

[0236] In response to a first virtual object touching a virtual resource, display that the first virtual object obtains a second skill; or,

[0237] When the distance between the first virtual object and the virtual resource is less than a distance threshold, in response to a triggering operation on an interaction option for the virtual resource, display that the first virtual object obtains a second skill.

[0238] Optionally, referring to Figure 14 , the device further includes:

[0239] A display module 1301, configured to display the virtual resources dropped by the first virtual object when the first virtual object is defeated;

[0240] A state switching module 1304, configured to switch the first virtual object to a dead state;

[0241] A resurrection module 1305, configured to control the resurrection of the first virtual object when the first virtual object meets the resurrection conditions;

[0242] The display module 1301 is further configured to, in response to an interaction operation of the first virtual object on the virtual resources dropped by the first virtual object, display the virtual items obtained by the first virtual object when the first virtual object is defeated, where the virtual items are picked up by the first virtual object in the virtual scene.

[0243] It should be noted that: For the virtual object control device provided in the above embodiments, only the above division of each functional module is used for illustration. In actual applications, the above functions can be allocated to different functional modules according to needs, that is, the internal structure of the computer device is divided into different functional modules to complete all or part of the functions described above. In addition, the virtual object control device provided in the above embodiments and the embodiments of the virtual object control method belong to the same concept, and the specific implementation process can be seen in the method embodiments, which will not be elaborated here.

[0244] An embodiment of the present application further provides a computer device, which includes a processor and a memory. At least one computer program is stored in the memory, and the at least one computer program is loaded and executed by the processor to implement the operations performed in the virtual object control method in the above embodiments.

[0245] Optionally, the computer device is provided as a terminal. Figure 15 The structural schematic diagram of a terminal 1500 provided by an exemplary embodiment of the present application is shown. The terminal 1500 includes: a processor 1501 and a memory 1502.

[0246] The processor 1501 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. The processor 1501 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), or PLA (Programmable Logic Array). The processor 1501 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the wake state, also known as the CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1501 may be integrated with a GPU (Graphics Processing Unit), and the GPU is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1501 may further include an AI (Artificial Intelligence) processor, and the AI processor is used to process computational operations related to machine learning.

[0247] The memory 1502 may include one or more computer-readable storage media, and the computer-readable storage media may be non-transitory. The memory 1502 may further include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash storage devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1502 is used to store at least one computer program, and the at least one computer program is used to be possessed by the processor 1501 to implement the virtual object control method provided in the method embodiments of this application.

[0248] In some embodiments, the terminal 1500 may further optionally include: a peripheral device interface 1503 and at least one peripheral device. The processor 1501, the memory 1502, and the peripheral device interface 1503 may be connected by a bus or signal lines. Each peripheral device may be connected to the peripheral device interface 1503 through a bus, signal lines, or a circuit board. Optionally, the peripheral device includes at least one of a radio frequency circuit 1504, a display screen 1505, a camera assembly 1506, an audio circuit 1507, and a power supply 1508.

[0249] The peripheral device interface 1503 can be used to connect at least one I / O (Input / Output) related peripheral device to the processor 1501 and the memory 1502. In some embodiments, the processor 1501, the memory 1502, and the peripheral device interface 1503 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1501, the memory 1502, and the peripheral device interface 1503 can be implemented on a separate chip or circuit board, and this embodiment does not limit this.

[0250] The radio frequency circuit 1504 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1504 communicates with a communication network and other communication devices through electromagnetic signals. The radio frequency circuit 1504 converts an electrical signal into an electromagnetic signal for transmission, or converts the received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1504 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, and so on. The radio frequency circuit 1504 can communicate with other devices through at least one wireless communication protocol. The wireless communication protocol includes but is not limited to: a metropolitan area network, each generation of mobile communication network (2G, 3G, 4G, and 5G), a wireless local area network, and / or a WiFi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 1504 may further include a circuit related to NFC (Near Field Communication), and this application does not limit this.

[0251] The display screen 1505 is used to display the UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 1505 is a touch display screen, the display screen 1505 also has the ability to collect touch signals on or above the surface of the display screen 1505. The touch signals can be input as control signals to the processor 1501 for processing. At this time, the display screen 1505 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one display screen 1505, which is disposed on the front panel of the terminal 1500; in other embodiments, there may be at least two display screens 1505, which are respectively disposed on different surfaces of the terminal 1500 or in a foldable design; in other embodiments, the display screen 1505 may be a flexible display screen, which is disposed on the curved surface or the folding surface of the terminal 1500. Even, the display screen 1505 can also be set to an irregular non-rectangular shape, that is, a special-shaped screen. The display screen 1505 can be prepared using materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).

[0252] The camera module 1506 is used to capture images or videos. Optionally, the camera module 1506 includes a front camera and a rear camera. The front camera is disposed on the front panel of the terminal 1500, and the rear camera is disposed on the back of the terminal 1500. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth camera, a wide-angle camera, and a telephoto camera respectively, so as to implement the function of background blurring by fusing the main camera and the depth camera, panoramic shooting and VR (Virtual Reality) shooting functions or other fused shooting functions by fusing the main camera and the wide-angle camera. In some embodiments, the camera module 1506 may further include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. The dual-color temperature flash refers to the combination of a warm light flash and a cold light flash, which can be used for light compensation under different color temperatures.

[0253] The audio circuit 1507 may include a microphone and a speaker. The microphone is used to collect sound waves of the user and the environment, and convert the sound waves into electrical signals for input to the processor 1501 for processing, or input to the radio frequency circuit 1504 to enable voice communication. For the purpose of stereo collection or noise reduction, there may be multiple microphones, which are respectively arranged at different parts of the terminal 1500. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert the electrical signal from the processor 1501 or the radio frequency circuit 1504 into sound waves. The speaker may be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert the electrical signal into sound waves audible to humans, but also convert the electrical signal into sound waves inaudible to humans for uses such as ranging. In some embodiments, the audio circuit 1507 may further include a headphone jack.

[0254] The power supply 1508 is used to supply power to each component in the terminal 1500. The power supply 1508 may be alternating current, direct current, a primary battery or a rechargeable battery. When the power supply 1508 includes a rechargeable battery, the rechargeable battery may support wired charging or wireless charging. The rechargeable battery may also be used to support fast charging technology.

[0255] In some embodiments, the terminal 1500 further includes one or more sensors 1509. The one or more sensors 1509 include but are not limited to: an acceleration sensor 1510, a gyroscope sensor 1511, a pressure sensor 1512, an optical sensor 1513, and a proximity sensor 1514.

[0256] The acceleration sensor 1510 can detect the magnitude of acceleration on the three coordinate axes of the coordinate system established with the terminal 1500. For example, the acceleration sensor 1510 can be used to detect the components of the gravitational acceleration on the three coordinate axes. The processor 1501 can control the display screen 1505 to display the user interface in a landscape view or a portrait view according to the gravitational acceleration signal collected by the acceleration sensor 1510. The acceleration sensor 1510 can also be used for collecting game or user's motion data.

[0257] The gyroscope sensor 1511 can detect the body direction and rotation angle of the terminal 1500. The gyroscope sensor 1511 can cooperate with the acceleration sensor 1510 to collect the 3D actions of the user on the terminal 1500. According to the data collected by the gyroscope sensor 1511, the processor 1501 can implement the following functions: motion sensing (such as changing the UI according to the user's tilting operation), image stabilization during shooting, game control, and inertial navigation.

[0258] The pressure sensor 1512 can be disposed on the side frame of the terminal 1500 and / or the lower layer of the display screen 1505. When the pressure sensor 1512 is disposed on the side frame of the terminal 1500, it can detect the holding signal of the user on the terminal 1500, and the processor 1501 can identify the left or right hand or perform a quick operation according to the holding signal collected by the pressure sensor 1512. When the pressure sensor 1512 is disposed on the lower layer of the display screen 1505, the processor 1501 can control the operable controls on the UI interface according to the pressure operation of the user on the display screen 1505. The operable controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.

[0259] The optical sensor 1513 is used to collect the ambient light intensity. In one embodiment, the processor 1501 can control the display brightness of the display screen 1505 according to the ambient light intensity collected by the optical sensor 1513. Optionally, when the ambient light intensity is high, the display brightness of the display screen 1505 is increased; when the ambient light intensity is low, the display brightness of the display screen 1505 is decreased. In another embodiment, the processor 1501 can also dynamically adjust the shooting parameters of the camera module 1506 according to the ambient light intensity collected by the optical sensor 1513.

[0260] The proximity sensor 1514, also known as the distance sensor, is disposed on the front panel of the terminal 1500. The proximity sensor 1514 is used to collect the distance between the user and the front of the terminal 1500. In one embodiment, when the proximity sensor 1514 detects that the distance between the user and the front of the terminal 1500 is gradually decreasing, the processor 1501 controls the display screen 1505 to switch from the lit state to the off state; when the proximity sensor 1514 detects that the distance between the user and the front of the terminal 1500 is gradually increasing, the processor 1501 controls the display screen 1505 to switch from the off state to the lit state.

[0261] Those skilled in the art can understand that Figure 15 the structure shown in does not limit the terminal 1500, and it may include more or fewer components than shown in the figure, or combine some components, or adopt a different component layout.

[0262] Optionally, the computer device is provided as a server. Figure 16It is a schematic structural diagram of a server provided by an embodiment of the present application. The server 1600 may vary greatly due to different configurations or performances, and may include one or more Central Processing Units (CPUs) 1601 and one or more memories 1602. Among them, at least one computer program is stored in the memory 1602, and the at least one computer program is loaded and executed by the processor 1601 to implement the methods provided by the above various method embodiments. Of course, the server may also have components such as wired or wireless network interfaces, keyboards, and input / output interfaces for input and output. The server may also include other components for implementing device functions, which will not be elaborated here.

[0263] An embodiment of the present application also provides a computer-readable storage medium, in which at least one computer program is stored, and the at least one computer program is loaded and executed by a processor to implement the operations performed by the virtual object control method in the above embodiment.

[0264] An embodiment of the present application also provides a computer program product, including a computer program, and the computer program is loaded and executed by a processor to implement the operations performed by the virtual object control method in the above embodiment.

[0265] Those of ordinary skill in the art can understand that all or part of the steps of implementing the above embodiments can be completed by hardware, or can be completed by a program instructing relevant hardware. The program can be stored in a computer-readable storage medium, and the above-mentioned storage medium can be a read-only memory, a magnetic disk, an optical disk, etc.

[0266] The above are only optional embodiments of the embodiments of the present application, and are not intended to limit the embodiments of the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principle of the embodiments of the present application shall be included in the protection scope of the present application.

Claims

1. A method for controlling a virtual object, characterized in that, The method includes: Displaying a first virtual object and a second virtual object, where the first virtual object belongs to a first identity type, the first virtual object has a first skill corresponding to the first identity type, the second virtual object belongs to a second identity type, and the second virtual object has a second skill corresponding to the second identity type; When the first virtual object defeats the second virtual object, displaying virtual resources dropped by the second virtual object; In response to an interaction operation of the first virtual object on the virtual resources, displaying that the first virtual object obtains the second skill corresponding to the second identity type.

2. The method according to claim 1, characterized in that, After displaying that the first virtual object obtains the second skill corresponding to the second identity type in response to the interaction operation of the first virtual object on the virtual resources, the method further includes: In response to a release operation of the second skill, controlling the first virtual object to release the second skill.

3. The method according to claim 2, characterized in that, The first virtual object holds a first virtual item corresponding to the first identity type, the second virtual object holds a second virtual item corresponding to the second identity type, the second skill corresponds to a target action identifier, the target action identifier indicates a first action in an action module corresponding to the first identity type, the target action identifier also indicates a second action in an action module corresponding to the second identity type, and when the second virtual object releases the second skill, it holds the second virtual item and makes the second action; The controlling the first virtual object to release the second skill in response to a release operation of the second skill includes: In response to a release operation of the second skill, controlling the first virtual object to release the second skill and hold the first virtual item and make the first action.

4. The method according to claim 2, wherein The second skill further corresponds to a skill special effect, and the skill special effect is displayed when the second virtual object releases the second skill; The controlling the first virtual object to release the second skill in response to a release operation of the second skill includes: In response to a release operation of the second skill, controlling the first virtual object to release the second skill and display the skill special effect.

5. The method according to claim 2, wherein The damage caused by the virtual object of the first identity type belongs to a first damage type, the damage caused by the virtual object of the second identity type belongs to a second damage type, and the virtual object hit after the second virtual object releases the second skill is subject to the second damage type; After controlling the first virtual object to release the second skill in response to a release operation of the second skill, the method further includes: When the second skill released by the first virtual object hits a third virtual object, controlling the third virtual object to be subject to the first damage type.

6. The method according to claim 1, wherein The method further includes: Displaying a skill bar of the first virtual object, where the skill bar is used to display skill icons of the skills that the first virtual object has, and the skill bar includes the skill icon of the first skill. In response to the interaction operation of the first virtual object on the virtual resource, displaying that the first virtual object obtains the second skill corresponding to the second identity type includes: In response to the interaction operation of the first virtual object on the virtual resource, adding a skill icon of the second skill to the skill bar.

7. The method according to claim 6, wherein The skill bar includes a first skill bar and a second skill bar. The first skill bar is used to display the skill icons of the skills corresponding to the first identity type that the first virtual object has, and the second skill bar is used to display the skill icons of the skills corresponding to other identity types that the first virtual object has. The other identity types refer to the identity types other than the first identity type. Displaying the skill bar of the first virtual object includes: Displaying the skill icon of the first skill in the first skill bar. In response to the interaction operation of the first virtual object on the virtual resource, adding a skill icon of the second skill to the skill bar includes: In response to the interaction operation of the first virtual object on the virtual element, adding a skill icon of the second skill to the second skill bar.

8. The method according to claim 1, characterized in that In the case where the first virtual object defeats the second virtual object, displaying the virtual resource dropped by the second virtual object includes: In the case where the first virtual object defeats the second virtual object, displaying the virtual resource and displaying the second identity type at the location where the virtual resource is located.

9. The method according to any one of claims 1-8, characterized in that, The second virtual object has multiple second skills corresponding to the second identity type. In response to the interaction operation of the first virtual object on the virtual resource, displaying that the first virtual object obtains the second skill corresponding to the second identity type includes: In response to the interaction operation of the first virtual object on the virtual resource, displaying a skill selection list that includes the multiple second skills. In response to the selection operation of any one of the second skills, displaying that the first virtual object obtains the selected second skill; or, In response to the interaction operation of the first virtual object on the virtual resource, randomly determining one of the multiple second skills and displaying that the first virtual object obtains the randomly determined second skill; or, In response to the interaction operation of the first virtual object on the virtual resource, displaying that the first virtual object obtains the multiple second skills.

10. The method according to any one of claims 1-8, characterized in that, In response to the interaction operation of the first virtual object on the virtual resource, displaying that the first virtual object obtains the second skill corresponding to the second identity type includes: In response to the interaction operation of the first virtual object on the virtual resource, displaying that the first virtual object obtains the second skill and the virtual item dropped when the second virtual object is defeated. The virtual item is picked up by the second virtual object in the virtual scene.

11. The method according to any one of claims 1-8, characterized in that, In response to the interaction operation of the first virtual object on the virtual resource, displaying that the first virtual object obtains the second skill corresponding to the second identity type includes: In response to the first virtual object touching the virtual resource, display that the first virtual object obtains the second skill; or, When the distance between the first virtual object and the virtual resource is less than a distance threshold, in response to a trigger operation on the interaction option for the virtual resource, display that the first virtual object obtains the second skill.

12. The method according to any one of claims 1-8, characterized in that, The method further includes: When the first virtual object is defeated, display the virtual resources dropped by the first virtual object and switch the first virtual object to a dead state; When the first virtual object meets the resurrection condition, control the first virtual object to resurrect; In response to an interaction operation of the first virtual object on the virtual resources dropped by the first virtual object, display that the first virtual object obtains the virtual item dropped when the first virtual object was defeated, where the virtual item is picked up by the first virtual object in the virtual scene.

13. A virtual object control device, characterized in that, The apparatus includes: A display module for displaying a first virtual object and a second virtual object, where the first virtual object belongs to a first identity type and has a first skill corresponding to the first identity type, the second virtual object belongs to a second identity type, and the second virtual object has a second skill corresponding to the second identity type; The display module is further configured to display the virtual resources dropped by the second virtual object when the first virtual object defeats the second virtual object; The display module is further configured to, in response to an interaction operation of the first virtual object on the virtual resource, display that the first virtual object obtains the second skill corresponding to the second identity type.

14. A computer device, characterized in that, The computer device includes a processor and a memory, and at least one computer program is stored in the memory, and the at least one computer program is loaded and executed by the processor to implement the operations performed by the virtual object control method according to any one of claims 1 to 12.

15. A computer-readable storage medium, characterized in that, At least one computer program is stored in the computer-readable storage medium, and the at least one computer program is loaded and executed by the processor to implement the operations performed by the virtual object control method according to any one of claims 1 to 12.

16. A computer program product, comprising a computer program, characterized in that, The computer program is loaded and executed by the processor to implement the operations performed by the virtual object control method according to any one of claims 1 to 12.