Virtual character control method and device and electronic equipment

By generating respawn items in the game scene, teammates' virtual characters can respawn at designated locations, solving the problem that virtual characters are easily defeated when respawning on the spot, improving the game experience and saving resources.

CN120815328APending Publication Date: 2025-10-21SHANGHAI NETEASE CUICAN NETWORK TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202410446195.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-04-12
Publication Date
2025-10-21

AI Technical Summary

Technical Problem

In fast-paced games, virtual characters are easily defeated again after being resurrected on the spot, which fails to reflect the advantages of the resurrection mode, affects the player's gaming experience, and increases game time and waste of resources.

Method used

Players can generate respawn items in the game scene to respawn their teammates' virtual characters at a designated location. After respawning, the items are removed to prevent the characters from being defeated again after respawning on the same spot.

Benefits of technology

It improves the player's gaming experience, reduces game time, and saves game resources.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a virtual character control method and device and electronic equipment, and the method comprises the steps: controlling a controlled virtual character to play a first game skill in a game scene in response to a skill playing instruction, so as to generate a regeneration prop at a first scene position in the game scene, and configuring a first scene range where the regeneration prop acts; responding to the failure of the first virtual character in the first scene range, and controlling the failed first virtual character to regenerate at the first scene position; and in response to completion of regeneration of the first virtual character at the first scene position, controlling to remove the regeneration prop from the first scene position. In the mode, a player can control the virtual character to generate the regeneration prop at the specified position, so that the virtual character controlled by a teammate can be regenerated at the specified position after being damaged, the problem that the virtual character is easily damaged again after being restored in situ is avoided, the game experience of the player is improved, the game duration is shortened, and game resources are saved.
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Description

Technical Field

[0001] The present disclosure relates to the field of game technology, and in particular to a method, device, and electronic device for controlling a virtual character. Background Art

[0002] In current games, if a player-controlled virtual character is defeated and dies during combat, it typically exits the current battle or spectates. In some game modes, defeated virtual characters can be resurrected. In related technologies, player-controlled virtual characters can be passively resurrected by teammates with resurrection skills, or they can be actively resurrected through their own character skills. However, these resurrection methods typically resurrect the character in the same spot or at the initial position. In fast-paced games, the virtual character can be easily defeated again after resurrecting in the same spot, thus failing to realize the advantages of the resurrection mode and affecting the player's gaming experience. Resurrecting the character at the initial position increases game time and wastes game resources. Summary of the Invention

[0003] In view of this, the purpose of the present disclosure is to provide a method, device and electronic device for controlling a virtual character, in which a player can control the virtual character to generate a rebirth prop at a designated location, so that the virtual character controlled by a teammate can be reborn at the designated location after being defeated, so as to avoid the problem of being easily defeated again after being resurrected on the spot, thereby improving the player's gaming experience, reducing game time and saving gaming resources.

[0004] In a first aspect, an embodiment of the present disclosure provides a method for controlling a virtual character, wherein a graphical user interface is provided through a terminal device, and the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a controlled virtual character controlled by the terminal device and at least one first virtual character belonging to the same first game camp as the controlled virtual character. The method comprises: responding to a skill casting instruction, controlling the controlled virtual character to cast a first game skill in the game scene to generate a rebirth prop at a first scene position in the game scene, and configuring a first scene range in which the rebirth prop acts; responding to the first virtual character located within the first scene range being defeated, controlling the defeated first virtual character to be reborn at the first scene position; responding to the first virtual character completing the rebirth at the first scene position, controlling the removal of the rebirth prop from the first scene position.

[0005] In a second aspect, an embodiment of the present disclosure provides a device for controlling a virtual character, which provides a graphical user interface through a terminal device, and the graphical user interface displays at least part of a game scene, wherein the game scene includes a controlled virtual character controlled by the terminal device and at least one first virtual character belonging to the same first game camp as the controlled virtual character. The device includes: a rebirth prop generation module, which is used to respond to a skill casting instruction, control the controlled virtual character to cast a first game skill in the game scene, so as to generate a rebirth prop at a first scene position in the game scene, and configure a first scene range for the rebirth prop to act; a virtual character rebirth module, which is used to respond to the defeat of a first virtual character located within the first scene range, and control the defeated first virtual character to be reborn at the first scene position; and a rebirth prop removal module, which is used to respond to the completion of the rebirth of the first virtual character at the first scene position, and control the removal of the rebirth prop from the first scene position.

[0006] In a third aspect, an embodiment of the present disclosure provides an electronic device comprising a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the virtual character control method of any one of the first aspects.

[0007] In a fourth aspect, an embodiment of the present disclosure provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the virtual character control method of any one of the first aspects.

[0008] The embodiments of the present disclosure bring the following beneficial effects:

[0009] The present disclosure provides a method, device, and electronic device for controlling a virtual character. In response to a skill-casting instruction, the method controls the controlled virtual character to cast a first game skill in a game scene, thereby generating a rebirth prop at a first scene location in the game scene, and configuring a first scene range within which the rebirth prop acts. In response to a first virtual character within the first scene range being defeated, the method controls the defeated first virtual character to respawn at the first scene location. In response to the first virtual character completing rebirth at the first scene location, the method controls the removal of the rebirth prop from the first scene location. In this method, a player can control a virtual character to generate a rebirth prop at a designated location, allowing virtual characters controlled by teammates to respawn at the designated location after being defeated. This avoids the problem of being easily defeated again after resurrecting at the same location, improves the player's gaming experience, reduces gaming time, and saves gaming resources.

[0010] Other features and advantages of the present disclosure will be described in the following description, and in part will become apparent from the description, or understood by practicing the present disclosure. The objectives and other advantages of the present disclosure are realized and obtained by the structures particularly pointed out in the description, claims and drawings.

[0011] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0012] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the drawings required for use in the specific embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.

[0013] Figure 1 A flowchart of a method for controlling a virtual character provided by an embodiment of the present disclosure;

[0014] Figure 2 A schematic diagram of a graphical user interface provided in an embodiment of the present disclosure;

[0015] Figure 3 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;

[0016] Figure 4 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;

[0017] Figure 5 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;

[0018] Figure 6 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;

[0019] Figure 7 A schematic diagram of the structure of a control device for a virtual character provided by an embodiment of the present disclosure;

[0020] Figure 8 A schematic structural diagram of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION

[0021] To make the purpose, technical solutions, and advantages of the embodiments of the present disclosure more clear, the technical solutions of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the embodiments described are only part of the embodiments of the present disclosure, not all of them. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without making any creative efforts shall fall within the scope of protection of the present disclosure.

[0022] In current games, if a virtual character controlled by a player is defeated and dies during a battle, it will usually exit the current battle or watch the battle. In some game modes, a defeated virtual character can be resurrected. In related technologies, a virtual character controlled by a player can be passively resurrected by a teammate with a resurrection skill, or it can be actively resurrected through its own character skills. However, these resurrection methods are usually on-the-spot resurrection. For games with a faster pace, the virtual character is easily defeated again after being resurrected on the spot, which cannot reflect the advantages of the resurrection mode and affects the player's gaming experience. Based on this, the embodiments of the present disclosure provide a method, device and electronic device for controlling a virtual character, which can be applied to mobile phones, computers, notebooks, tablet computers and other devices.

[0023] In one embodiment of the present disclosure, the control method for a virtual character can be executed on a local terminal device or a server. When the control method for a virtual character is executed on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0024] In an optional embodiment, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the virtual character control method are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud game server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0025] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0026] In one possible implementation, an embodiment of the present invention provides a method for controlling a virtual character, providing a graphical user interface via a terminal device, wherein the terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. The graphical user interface displays at least a portion of a game scene, wherein the game scene includes a controlled virtual character controlled by the terminal device and at least one first virtual character belonging to the same first game faction as the controlled virtual character.

[0027] like Figure 1 As shown, the method includes the following steps:

[0028] Step S102, responding to a skill casting instruction, controlling the controlled virtual character to cast a first game skill in the game scene, so as to generate a rebirth item at a first scene position in the game scene, and configuring a first scene range in which the rebirth item is effective;

[0029] The above-mentioned skill release instruction can be generated in response to a trigger operation on the first skill control, wherein the trigger operation can be a click operation, a long press operation, a sliding operation, etc. of a finger on the first skill control, or a click operation, a long press operation, etc. of a mouse on the first skill control; the above-mentioned skill release instruction can also be generated in response to a trigger operation on the first button, wherein the trigger operation can be a press operation of a finger on the first button on the keyboard, etc.

[0030] Optionally, in response to the skill casting instruction, the controlled virtual character is controlled to cast the first game skill at a first scene position in the game scene to generate a rebirth item at the first scene position. The first scene position is the position aimed at by the controlled virtual character in the game scene, for example, the position aimed at by a crosshair.

[0031] The above-mentioned rebirth props can be an information mark, such as displaying text information or pattern information at the first scene position to indicate that the first scene position is the rebirth position of the first virtual character; it can also be a three-dimensional model mark, such as displaying a virtual model at the first scene position, and the virtual model can be a funnel model with a luminous special effect, a base model that glows upward, or a base model that glows upward and a top cover model, etc.

[0032] The first scene range can be a two-dimensional scene range centered on the rebirth prop, such as a circular range, square range, diamond range, etc. centered on the rebirth prop. It can also be a three-dimensional scene range centered on the rebirth prop, such as a spherical range, cube range, cylindrical range, etc. In one possible implementation, a scene range with a predetermined distance as the radius and the rebirth prop as the center is determined as the first scene range. In another possible implementation, a scene range with a predetermined distance as the radius and the rebirth prop as the center is determined as the first scene range.

[0033] Step S104, in response to the first virtual character located within the first scene being defeated, controlling the defeated first virtual character to be reborn at the first scene location;

[0034] Optionally, in response to the rebirth prop not being invalid and the first virtual character located within the first scene being defeated, the defeated first virtual character is controlled to be reborn at the first scene location (rebirth prop).

[0035] The fact that the rebirth item has not expired includes at least one of the following: the rebirth item has not been destroyed by an enemy virtual character, the rebirth item has not been taken back by the player, the rebirth item has never been used (i.e., no virtual character has been reborn), the rebirth item has reached a preset expiration time, etc. The first virtual character mentioned above generally refers to the first virtual character belonging to the first game camp that is defeated after the rebirth item is generated.

[0036] While controlling the first virtual character to be reborn at the rebirth prop, special effects for generating the first virtual character will be displayed at the first scene position. For example, the first virtual character suddenly appears at the first scene position and displays a luminous special effect. For another example, the first virtual character appears on the rebirth prop gradually from bottom to top or from top to bottom and displays a luminous special effect.

[0037] Step S106 , in response to the first virtual character completing rebirth at the first scene position, controlling the removal of the rebirth prop from the first scene position.

[0038] Optionally, in response to the first virtual character completing rebirth at the first scene location, it is determined that the rebirth prop is invalid, that is, the rebirth function cannot be provided, and the rebirth prop is removed from the first scene location immediately or after a preset time.

[0039] Optionally, in response to the first virtual character completing rebirth at the first scene position, it is determined that the rebirth prop is invalid, and at the same time, the rebirth prop is controlled to be grayed out.

[0040] The disclosed embodiments provide a method for controlling a virtual character. In response to a skill-casting instruction, the controlled virtual character is controlled to cast a first game skill in a game scene, thereby generating a rebirth item at a first scene location in the game scene, and configuring a first scene range within which the rebirth item is effective. In response to a first virtual character within the first scene range being defeated, the defeated first virtual character is controlled to respawn at the first scene location. In response to the first virtual character completing rebirth at the first scene location, the rebirth item is controlled to be removed from the first scene location. In this method, a player can control a virtual character to generate a rebirth item at a designated location, allowing a virtual character controlled by a teammate to respawn at the designated location after being defeated. This avoids the problem of being easily defeated again after being resurrected on the spot, improves the player's gaming experience, reduces gaming time, and saves gaming resources.

[0041] The graphical user interface also includes a crosshair that indicates the direction the controlled virtual character is aiming within the game scene. The crosshair can be a crosshair corresponding to a controlled virtual object controlled by the terminal device, or a crosshair corresponding to a virtual shooting tool, where the virtual shooting tool is a tool held by the controlled virtual object. The crosshair is typically displayed in the center of the graphical user interface.

[0042] A possible implementation of the step of responding to a skill casting instruction and controlling the controlled virtual character to cast the first game skill in the game scene to generate a rebirth prop at the first scene position in the game scene is as follows:

[0043] In response to a skill casting instruction, the controlled virtual character is controlled to cast a first game skill in the game scene, and a rebirth prop is generated at a first scene position determined based on the crosshair.

[0044] That is to say, before controlling the controlled virtual character to cast the first game skill in the game scene, the player usually adjusts the position of the crosshairs. After determining the first scene position at which the crosshairs are aimed, the player responds to the skill casting instruction and controls the controlled virtual character to cast the first game skill in the game scene.

[0045] Optionally, the above-mentioned graphical user interface also includes a first skill control, that is, a first skill control of the controlled virtual character.

[0046] In another possible implementation of step S102, in response to a first trigger operation on a first skill control, the controlled virtual character is controlled to perform a first game skill in the game scene, thereby generating a rebirth item at a first scene location in the game scene targeted by a crosshair, and configuring a first scene range in which the rebirth item is effective;

[0047] Usually, a controlled virtual character has multiple first skill controls, and different first skill controls correspond to different character skills. For example, the first skill control is used to generate rebirth props at a specified scene location, the second skill control is used to release attack skills, and the third skill control is used for invisibility, etc.

[0048] The first triggering operation can be a click operation on the first skill control with a mouse, or a triggering operation on a designated key on the keyboard, where the designated key is the key corresponding to the first skill control (such as the keys "Q", "W", "E", "R", etc.). Alternatively, it can be a click operation, a long press operation, or a sliding operation on the first skill control on the screen with a finger.

[0049] Optionally, in response to a first control operation on the crosshairs, the scene position at which the crosshairs are aimed is adjusted; in response to the crosshairs aiming at the first scene position, and in response to a first trigger operation on the first skill control, the controlled virtual character is controlled to cast the first game skill in the game scene to generate a rebirth prop at the first scene position.

[0050] Optionally, in response to a first trigger operation on the first skill control, the display mode of the crosshairs is updated; in response to a control operation on the crosshairs, the scene position at which the crosshairs are aimed is adjusted; in response to the crosshairs aiming at the first scene position, and in response to a second trigger operation on the first skill control, the controlled virtual character is controlled to cast the first game skill in the game scene to generate a rebirth prop at the first scene position.

[0051] The above-mentioned step of controlling the controlled virtual character to cast the first game skill in the game scene in response to the first trigger operation of the first skill control to generate a rebirth prop at the first scene position in the game scene aimed at by the crosshairs, a possible implementation method is: in response to the first control operation of the crosshairs, adjusting the scene position in the game scene aimed at by the crosshairs; in response to the crosshairs aiming at the first scene position in the game scene and the first trigger operation of the first skill control, controlling the controlled virtual character to cast the first game skill in the game scene to generate a rebirth prop at the first scene position.

[0052] The first control operation can be a mouse movement, a finger sliding operation on the game scene, or a control operation on the virtual character. The purpose of adjusting the scene position of the crosshairs in the game scene is to find a suitable respawn location to avoid being defeated again after respawning.

[0053] For example, Figure 2 The crosshairs and first skill controls shown in the figure are as follows: After the player adjusts the scene position where the crosshairs are aimed at in the game scene, Figure 3 As shown, press the "E" key on the keyboard, and then control the controlled virtual character to cast the first game skill in the game scene to generate a rebirth prop at the first scene location.

[0054] The graphical user interface also includes a first skill control, which is used to prompt the triggering of the skill casting instruction. If it is a PC game, the first skill control is a key that prompts the triggering of the skill casting instruction. For example, the first skill control is "E", and the player can trigger the skill casting instruction by simply pressing the "E" key on the keyboard. If it is a mobile game, the player can directly touch the first skill control on the screen to trigger the skill casting instruction.

[0055] After the step of generating a rebirth prop at the first scene position in the game scene, the above method also includes: updating the display mode of the first skill control from the first display mode to the second display mode; wherein the first display mode is used to indicate that the first game skill corresponding to the controlled virtual character is in an available state, and the second display mode is used to indicate that the generated rebirth prop is in an available state.

[0056] It can be understood that the above-mentioned first display mode is used to indicate that the first skill control is currently in a triggerable state, and the second display mode is used to indicate that the generated rebirth props have not expired.

[0057] The first display mode may be the initial display mode of each skill control, and the second display mode may be a highlight display, a light display, a color-filled display, or an animated display. Figure 2 As shown, the first skill control displayed in the first display mode is as follows: Figure 3 As shown, the first skill control is displayed in the second display mode.

[0058] It should be noted that if the rebirth item is invalid, that is, in an unavailable state, the first skill control will be controlled to update from the second display mode to the first display mode, or from the second display mode to the third display mode.

[0059] In the above method, by updating the display mode of the first skill control, the player can be reminded of the control status of the first skill control, that is, the status of the first game skill, as well as the status of the rebirth props (whether it is invalid or available), further improving the player's gaming experience.

[0060] The above rebirth props have a preset amount of blood, for example, Figure 3As shown, the health bar of the rebirth item is displayed above the item, and the rebirth item has a preset amount of health in the initial state.

[0061] The above method also includes: in response to an attack event against the rebirth prop, controlling to reduce the health of the rebirth prop; in response to the health of the rebirth prop being lower than a preset threshold, controlling to remove the rebirth prop from the first scene position.

[0062] The game scene also includes at least one second virtual character belonging to a different game faction than the controlled virtual character. The aforementioned attack event targeting the rebirth item can be an attack event targeting the rebirth item by the second virtual character or an attack event targeting the rebirth item by the first virtual character. The aforementioned preset threshold is typically pre-set as needed, such as "0," "10," or "30%."

[0063] In the game scene, the rebirth prop is visible to the player controlling the second virtual character. Therefore, the player controlling the second virtual character usually controls the second virtual character to release skills targeting the rebirth prop to destroy the rebirth prop, making the rebirth prop invalid.

[0064] In the above-mentioned control of reducing the health of the rebirth item in response to the attack event on the rebirth item, another possible implementation method is: controlling the reduction of the health of the rebirth item at every specified time.

[0065] The above-mentioned specified time can be pre-set according to the needs of the game, such as 10 seconds, 20 seconds, etc. Of course, the rebirth props do not have to reduce the health of the game over time.

[0066] After the step of generating a rebirth item at the first scene position in the game scene, the method further includes: responding to a triggering operation of the first skill control for the second display mode, controlling the removal of the rebirth item from the first scene position.

[0067] If the player wants to take back the rebirth item after generating it, he can click the first skill control again to facilitate the player to update the scene position of the rebirth item later.

[0068] The method further includes: in response to the controlled virtual character being defeated, controlling the removal of the respawn item from the first scene location. In other words, if the player is defeated by the second virtual character, the respawn item will also become ineffective. It should be noted that the controlled virtual character cannot respawn using its own respawn item; it can only respawn teammates.

[0069] After the above-mentioned step of controlling the removal of the rebirth prop from the first scene position, the above-mentioned method further includes: controlling the display mode of the first skill control to be updated to a third display mode; wherein the third display mode is used to indicate that the first game skill is in an unavailable state.

[0070] After the step of controlling the display mode of the first skill control to be updated to the third display mode, the above method also includes: in response to the first game skill being in an unavailable state for a continuous period reaching a specified period, controlling the display mode of the first skill control to be updated from the third display mode to the first display mode.

[0071] The third display mode may be a countdown display mode. In response to the countdown being completed (corresponding to the first game skill being in an unavailable state for a specified period of time), the display mode of the first skill control is controlled to be updated from the third display mode to the first display mode, indicating that the first skill control can be triggered. For example, Figure 4 As shown, the control of the first skill control is updated from the second display mode to the countdown mode, that is, the above-mentioned skill cooling state. At this time, the player cannot use the skill, which means that the first game skill is in an unavailable state.

[0072] After the step of generating a rebirth prop at the first scene position in the game scene, the above method also includes: configuring a second scene range for the rebirth prop to act on; controlling the rebirth prop to generate a specified game prop within the second scene range according to a specified generation rule; in response to the specified game prop being picked up by the virtual character of the first game camp, controlling the virtual character of the first game camp to provide a corresponding game gain effect, and / or in response to the specified game prop being picked up by the virtual character of the second game camp, controlling the virtual character of the second game camp to provide a corresponding game loss effect, wherein the second game camp and the first game camp are hostile to each other.

[0073] The second scene range can be the same as or different from the first scene range. The second scene range can be a two-dimensional scene range centered on the rebirth prop, such as a circular range, square range, diamond range, etc. centered on the rebirth prop. It can also be a three-dimensional scene range centered on the rebirth prop, such as a spherical range, cube range, cylindrical range, etc. In one possible implementation, the second scene range is determined to be a scene range with a predetermined distance as the radius and the rebirth prop as the center. In another possible implementation, the second scene range is determined to be a scene range with a predetermined distance as the radius and the rebirth prop as the center.

[0074] Depending on the needs of the game, the designated game props can be set to be visible to the player controlling the second virtual character, or invisible to the player controlling the second virtual character. Similarly, depending on the needs of the game, the designated game props can be set to be picked up by the second virtual character, or cannot be picked up by the second virtual character.

[0075] The above-mentioned designated game props are usually used to provide game enhancement effects for the virtual character belonging to the first game camp that picks up the designated game props, such as increasing the combat effectiveness of the virtual character, increasing the health of the virtual character, improving the level of the virtual character, increasing the movement speed of the virtual character, improving the jumping ability of the virtual character, etc.

[0076] The above-mentioned designated game props are usually also used to provide a game debuff effect for the virtual character belonging to the second game camp that picks up the designated game props, such as reducing the combat effectiveness of the virtual character, reducing the health of the virtual character, reducing the level of the virtual character, reducing the movement speed of the virtual character, reducing the jumping ability of the virtual character, etc.

[0077] Optionally, the above-mentioned designated game props include a first game prop and a second game prop, wherein: the first game prop is used to: increase the health value / defense attribute of the virtual character of the first game camp, and / or reduce the health value / defense attribute of the virtual character of the second game camp; the second game prop is used to: enhance the mobility of the virtual character of the first game camp, and / or reduce the mobility of the virtual character of the second game camp.

[0078] For example, if the first game item is picked up by the virtual character of the first game camp, it increases the health or defense attribute of the virtual character of the first game camp. If the first game item is picked up by the virtual character of the second game camp, it reduces the health or defense attribute of the virtual character of the second game camp. Similarly, if the second game item is picked up by the virtual character of the first game camp, it increases the mobility of the virtual character of the first game camp (such as movement speed, jumping ability, teleportation ability, etc.). If the second game item is picked up by the virtual character of the second game camp, it reduces the mobility of the virtual character of the second game camp.

[0079] After the step of responding to the skill-casting instruction and controlling the controlled virtual character to cast the first game skill in the game scene to generate a rebirth item at a first scene position in the game scene, the method further includes:

[0080] In response to the target virtual character being outside a first scene range in the game scene, displaying a first item identifier in a game screen provided by a target terminal device corresponding to the target virtual character, wherein the first item identifier is used to at least indicate that a rebirth item exists in the game scene and that the rebirth item is unavailable to the target virtual character;

[0081] In response to the target virtual character entering the first scene range, a second prop identifier is displayed in the game screen provided by the target terminal device, wherein the second prop identifier is at least used to prompt that the rebirth prop is available to the target virtual character.

[0082] The first prop mark and the second prop mark are usually different and can be a text mark or a pattern mark. Figure 5 As shown, if the target virtual character is not in the first scene range, the first props logo is displayed in the game screen provided by the corresponding target terminal device. Optionally, a guide logo is also displayed to guide the target virtual character to move to the first scene range so that the rebirth props are available to the target virtual character, thereby obtaining a chance to be reborn. For example, Figure 6 As shown, if the target virtual character is located in the first scene range, the second prop logo is displayed in the game screen provided by the corresponding target terminal device.

[0083] In addition, the above method also includes: when the first virtual character is reborn at the first scene position, in response to the blood volume of the rebirth prop being lower than a preset threshold, controlling the removal of the rebirth prop from the first scene position and canceling the rebirth of the first virtual character.

[0084] That is to say, during the resurrection process of the first virtual character, the resurrected first virtual character cannot be attacked, but the "rebirth props" can be attacked to interrupt the resurrection of the first virtual character.

[0085] The above-mentioned step of controlling the removal of the rebirth prop from the first scene position in response to the first virtual character completing the rebirth at the first scene position may be implemented as follows: in response to the first virtual character completing the rebirth at the first scene position, controlling the life value of the first virtual character to be a preset life value, and controlling the rebirth prop to be unable to be attacked; in response to the lapse of a preset time, controlling the removal of the rebirth prop from the first scene position.

[0086] The character spawn value of the resurrected first avatar is usually full health, and the rebirth item cannot be attacked after the resurrection is completed, and disappears after a delay. Optionally, the first avatar that has just been successfully resurrected cannot be attacked within a first preset time; or, the first avatar that has just been successfully resurrected can be attacked at any time.

[0087] A possible implementation of the above-mentioned step of responding to the first virtual character located within the first scene being defeated and controlling the defeated first virtual character to be reborn at the first scene location is as follows: responding to the first virtual character located within the first scene being defeated, confirming the skill status information of the first virtual character when it is defeated, and controlling the defeated first virtual character to be reborn at the first scene location based on the skill status information, so that the skill status of the first virtual character after the rebirth is completed matches the skill status of the first virtual character when it is defeated.

[0088] For example, when the first virtual character is defeated, if the skill status is in the countdown state (unavailable state) and the countdown time is 10 seconds, after the first virtual character is reborn, the skill status continues to count down from 10 seconds until the countdown is completed, and then the skill status will be configured to the available state.

[0089] The above method also includes: the first virtual character completes rebirth at the first scene location, and controls at least part of the game skills of the first virtual character to be configured to an available state.

[0090] For example, when the first virtual character is defeated, if the skill status is in a countdown state and the countdown time is 10 seconds, after the first virtual character is reborn, the skill status will cancel the countdown state and the corresponding game skill will be reconfigured to an available state.

[0091] Corresponding to the above method embodiment, the embodiment of the present disclosure provides a control device for a virtual character, which provides a graphical user interface through a terminal device, and the graphical user interface displays at least part of a game scene, wherein the game scene includes a controlled virtual character controlled by the terminal device and at least one first virtual character belonging to the same first game camp as the controlled virtual character, such as Figure 7 As shown, the device includes:

[0092] A rebirth item generating module 71 is configured to respond to a skill casting instruction, control the controlled virtual character to cast a first game skill in the game scene, generate a rebirth item at a first scene position in the game scene, and configure a first scene range within which the rebirth item is effective;

[0093] A virtual character rebirth module 72 is configured to, in response to a first virtual character located within the first scene being defeated, control the defeated first virtual character to respawn at a location within the first scene;

[0094] The rebirth prop removing module 73 is configured to control the removal of the rebirth prop from the first scene location in response to the first virtual character completing rebirth at the first scene location.

[0095] The disclosed embodiment provides a control device for a virtual character. In response to a skill-casting instruction, the device controls the controlled virtual character to cast a first game skill in a game scene, thereby generating a rebirth item at a first scene position in the game scene, and configuring a first scene range within which the rebirth item acts. In response to a first virtual character located within the first scene range being defeated, the device controls the defeated first virtual character to respawn at the first scene position. In response to the first virtual character completing rebirth at the first scene position, the device controls the rebirth item to be removed from the first scene position. In this manner, a player can control a virtual character to generate a rebirth item at a designated location, allowing a virtual character controlled by a teammate to respawn at the designated location after being defeated. This avoids the problem of being easily defeated again after being resurrected on the spot, improves the player's gaming experience, reduces gaming time, and saves gaming resources.

[0096] The above-mentioned graphical user interface also includes a crosshair, which is used to indicate the aiming direction of the controlled virtual character in the game scene; the above-mentioned rebirth prop generation module is also used to: respond to skill casting instructions, control the controlled virtual character to cast the first game skill in the game scene, and generate a rebirth prop at the first scene position determined based on the crosshair.

[0097] The above-mentioned graphical user interface also includes a first skill control, which is used to prompt the triggering of skill casting instructions; the above-mentioned device also includes a first update module, which is used to: update the display mode of the first skill control from the first display mode to the second display mode; wherein the first display mode is used to indicate that the first game skill corresponding to the controlled virtual character is in an available state, and the second display mode is used to indicate that the generated rebirth props are in an available state.

[0098] The above-mentioned rebirth prop has a preset amount of health, and the above-mentioned device also includes a first removal module, which is used to: in response to an attack event against the rebirth prop, control the reduction of the health of the rebirth prop; in response to the health of the rebirth prop being lower than a preset threshold, control the removal of the rebirth prop from the first scene position.

[0099] The above-mentioned device also includes a second removal module, which is used to: respond to the triggering operation of the first skill control for the second display mode, and control the removal of the rebirth prop from the first scene position.

[0100] The above-mentioned device also includes a third removing module, which is used to: in response to the controlled virtual character being defeated, control the removal of the rebirth prop from the first scene position.

[0101] The above-mentioned device also includes a second updating module, which is used to: control the display mode of the first skill control to be updated to a third display mode; wherein the third display mode is used to indicate that the first game skill is in an unavailable state.

[0102] The above-mentioned device also includes a third updating module, which is used to: in response to the first game skill being in an unavailable state for a continuous period reaching a specified period, control the display mode of the first skill control to be updated from the third display mode to the first display mode.

[0103] The above-mentioned device also includes a game prop generation module, which is used to: configure a second scene range for the rebirth prop to act; control the rebirth prop to generate a specified game prop within the second scene range according to a specified generation rule; in response to the specified game prop being picked up by a virtual character of a first game camp, control the virtual character of the first game camp to provide a corresponding game gain effect, and / or in response to the specified game prop being picked up by a virtual character of a second game camp, control the virtual character of the second game camp to provide a corresponding game loss effect, wherein the second game camp and the first game camp are hostile to each other.

[0104] The above-mentioned designated game props include a first game prop and a second game prop, wherein: the first game prop is used to: increase the health value / defense attribute of the virtual character of the first game camp, and / or reduce the health value / defense attribute of the virtual character of the second game camp; the second game prop is used to: enhance the mobility of the virtual character of the first game camp, and / or reduce the mobility of the virtual character of the second game camp.

[0105] The above-mentioned device also includes a prop identification display module, which is used to: in response to the target virtual character being outside the first scene range in the game scene, display a first prop identification in the game screen provided by the target terminal device corresponding to the target virtual character, wherein the first prop identification is used to at least prompt that there is a rebirth prop in the game scene and that the rebirth prop is not available to the target virtual character; in response to the target virtual character entering the first scene range, display a second prop identification in the game screen provided by the target terminal device, wherein the second prop identification is at least used to prompt that the rebirth prop is available to the target virtual character.

[0106] The above-mentioned device also includes: a rebirth cancellation module, which is used to: when the first virtual character is reborn at the first scene position, in response to the blood volume of the rebirth prop being lower than a preset threshold, control the removal of the rebirth prop from the first scene position and cancel the rebirth of the first virtual character.

[0107] The above-mentioned rebirth prop removal module is also used to: in response to the first virtual character completing rebirth at the first scene position, control the life value of the first virtual character to a preset life value, and control the rebirth prop to be unable to be attacked; in response to the preset time passing, control the removal of the rebirth prop from the first scene position.

[0108] The above-mentioned virtual character rebirth module is also used to: respond to the defeat of the first virtual character located within the scope of the first scene, confirm the skill status information of the first virtual character when it is defeated, and control the defeated first virtual character to be reborn at the first scene location according to the skill status information, so that the skill status of the first virtual character after the rebirth is completed matches the skill status of the first virtual character when it was defeated.

[0109] The above-mentioned device also includes a state control module, which is used to: when the first virtual character completes rebirth at the first scene position, control at least part of the game skills of the first virtual character to be configured to an available state.

[0110] The virtual character control device provided in the embodiment of the present disclosure has the same technical features as the virtual character control method provided in the above embodiment, and therefore can solve the same technical problems and achieve the same technical effects.

[0111] This embodiment further provides an electronic device, including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned virtual character control method. The electronic device can be a server or a terminal device.

[0112] See also Figure 8 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the above-mentioned virtual character control method.

[0113] Furthermore, Figure 8 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .

[0114] Among them, the memory 101 may include high-speed random access memory (RAM), and may also include non-volatile memory (non-volatile memory), such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 102 can be an ISA (Industry Standard Architecture, Industrial Standard Architecture) bus, PCI (Peripheral Component Interconnect, Peripheral Component Interconnect Standard) bus or EISA (Extended Industry Standard Architecture, Extended Industry Standard Architecture) bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 8 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or one type of bus.

[0115] The processor 100 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by an integrated logic circuit of hardware in the processor 100 or by instructions in the form of software. The above-mentioned processor 100 may be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it may also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The various methods, steps, and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor may be a microprocessor or the processor may also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as being executed by a hardware decoding processor, or executed by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium well-known in the art, such as a random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or register. The storage medium is located in the memory 101. The processor 100 reads the information in the memory 101 and, in conjunction with its hardware, completes the steps of the method of the aforementioned embodiment.

[0116] The processor in the electronic device can implement the following operations in the virtual character control method by executing machine-executable instructions:

[0117] In response to a skill-casting instruction, the controlled virtual character is controlled to cast a first game skill in the game scene, thereby generating a rebirth item at a first scene location in the game scene, and configuring a first scene range within which the rebirth item is effective. In response to the first virtual character within the first scene range being defeated, the defeated first virtual character is controlled to respawn at the first scene location. In response to the first virtual character completing its rebirth at the first scene location, the rebirth item is controlled to be removed from the first scene location. In this method, the player can control the virtual character to generate the rebirth item at a designated location, allowing the virtual character controlled by a teammate to respawn at the designated location after being defeated. This avoids the problem of being easily defeated again after resurrecting at the same location, improving the player's gaming experience, reducing game time, and conserving gaming resources.

[0118] The above-mentioned graphical user interface also includes a crosshair, which is used to indicate the aiming direction of the controlled virtual character in the game scene; responding to a skill-casting instruction, controlling the controlled virtual character to cast a first game skill in the game scene to generate a rebirth prop at a first scene position in the game scene, includes: responding to a skill-casting instruction, controlling the controlled virtual character to cast a first game skill in the game scene, and generating a rebirth prop at the first scene position determined based on the crosshair.

[0119] The above-mentioned graphical user interface also includes a first skill control, which is used to prompt the triggering of skill casting instructions; after the step of generating a rebirth prop at the first scene position in the game scene, the method also includes: updating the display mode of the first skill control from the first display mode to the second display mode; wherein the first display mode is used to indicate that the first game skill corresponding to the controlled virtual character is in an available state, and the second display mode is used to indicate that the generated rebirth prop is in an available state.

[0120] The above-mentioned rebirth prop has a preset amount of health, and the method also includes: in response to an attack event against the rebirth prop, controlling to reduce the health of the rebirth prop; in response to the health of the rebirth prop being lower than a preset threshold, controlling to remove the rebirth prop from the first scene position.

[0121] After the above step of generating a rebirth prop at the first scene position in the game scene, the method further includes: responding to a triggering operation of the first skill control for the second display mode, controlling the removal of the rebirth prop from the first scene position.

[0122] The above method further includes: in response to the controlled virtual character being defeated, controlling the removal of the rebirth prop from the first scene position.

[0123] After the above-mentioned step of controlling the removal of the rebirth prop from the first scene position, the method further includes: controlling the display mode of the first skill control to be updated to a third display mode; wherein the third display mode is used to indicate that the first game skill is in an unavailable state.

[0124] After the above step of controlling the display mode of the first skill control to be updated to the third display mode, the method further includes: in response to the first game skill being in an unavailable state for a continuous period reaching a specified period, controlling the display mode of the first skill control to be updated from the third display mode to the first display mode.

[0125] After the above-mentioned step of generating a rebirth prop at the first scene position in the game scene, the method further includes: configuring a second scene range in which the rebirth prop acts; controlling the rebirth prop to generate a specified game prop within the second scene range according to a specified generation rule; in response to the specified game prop being picked up by the virtual character of the first game camp, controlling the virtual character of the first game camp to provide a corresponding game gain effect, and / or in response to the specified game prop being picked up by the virtual character of the second game camp, controlling the virtual character of the second game camp to provide a corresponding game loss effect, wherein the second game camp and the first game camp are hostile to each other.

[0126] The above-mentioned designated game props include a first game prop and a second game prop, wherein: the first game prop is used to: increase the health value / defense attribute of the virtual character of the first game camp, and / or reduce the health value / defense attribute of the virtual character of the second game camp; the second game prop is used to: enhance the mobility of the virtual character of the first game camp, and / or reduce the mobility of the virtual character of the second game camp.

[0127] After the step of responding to a skill-casting instruction and controlling the controlled virtual character to cast a first game skill in the game scene to generate a rebirth prop at a first scene position in the game scene, the above method also includes: in response to the target virtual character being outside the first scene range in the game scene, displaying a first prop identifier in the game screen provided by the target terminal device corresponding to the target virtual character, wherein the first prop identifier is used to at least prompt that there is a rebirth prop in the game scene and that the rebirth prop is not available to the target virtual character; in response to the target virtual character entering the first scene range, displaying a second prop identifier in the game screen provided by the target terminal device, wherein the second prop identifier is at least used to prompt that the rebirth prop is available to the target virtual character.

[0128] The above method also includes: when the first virtual character is reborn at the first scene position, in response to the blood volume of the rebirth prop being lower than a preset threshold, controlling the removal of the rebirth prop from the first scene position and canceling the rebirth of the first virtual character.

[0129] In response to the first virtual character completing rebirth at the first scene position, the step of removing the rebirth prop from the first scene position includes: in response to the first virtual character completing rebirth at the first scene position, controlling the life value of the first virtual character to be a preset life value, and controlling the rebirth prop to be unable to be attacked; in response to the preset time passing, removing the rebirth prop from the first scene position.

[0130] The above-mentioned step of responding to the first virtual character located within the scope of the first scene being defeated and controlling the defeated first virtual character to be reborn at the first scene location includes: responding to the first virtual character located within the scope of the first scene being defeated, confirming the skill status information of the first virtual character when it is defeated, and controlling the defeated first virtual character to be reborn at the first scene location according to the skill status information, so that the skill status of the first virtual character after the rebirth is completed matches the skill status of the first virtual character when it is defeated.

[0131] The above method also includes: the first virtual character completes rebirth at the first scene location, and controls at least part of the game skills of the first virtual character to be configured to an available state.

[0132] This embodiment further provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the above-mentioned virtual character control method.

[0133] The machine-executable instructions stored in the machine-readable storage medium can implement the following operations in the virtual character control method by executing the machine-executable instructions:

[0134] In response to a skill-casting instruction, the controlled virtual character is controlled to cast a first game skill in the game scene, thereby generating a rebirth item at a first scene location in the game scene, and configuring a first scene range within which the rebirth item is effective. In response to the first virtual character within the first scene range being defeated, the defeated first virtual character is controlled to respawn at the first scene location. In response to the first virtual character completing its rebirth at the first scene location, the rebirth item is controlled to be removed from the first scene location. In this method, the player can control the virtual character to generate the rebirth item at a designated location, allowing the virtual character controlled by a teammate to respawn at the designated location after being defeated. This avoids the problem of being easily defeated again after resurrecting at the same location, improving the player's gaming experience, reducing game time, and conserving gaming resources.

[0135] The above-mentioned graphical user interface also includes a crosshair, which is used to indicate the aiming direction of the controlled virtual character in the game scene; responding to a skill-casting instruction, controlling the controlled virtual character to cast a first game skill in the game scene to generate a rebirth prop at a first scene position in the game scene, includes: responding to a skill-casting instruction, controlling the controlled virtual character to cast a first game skill in the game scene, and generating a rebirth prop at the first scene position determined based on the crosshair.

[0136] The above-mentioned graphical user interface also includes a first skill control, which is used to generate a skill casting instruction when triggered; after the step of generating a rebirth prop at the first scene position in the game scene, the method also includes: updating the display mode of the first skill control from the first display mode to the second display mode; wherein the first display mode is used to indicate that the first game skill corresponding to the controlled virtual character is in an available state, and the second display mode is used to indicate that the generated rebirth prop is in an available state.

[0137] The above-mentioned rebirth prop has a preset amount of health, and the method also includes: in response to an attack event against the rebirth prop, controlling to reduce the health of the rebirth prop; in response to the health of the rebirth prop being lower than a preset threshold, controlling to remove the rebirth prop from the first scene position.

[0138] After the above step of generating a rebirth prop at the first scene position in the game scene, the method further includes: responding to a triggering operation of the first skill control for the second display mode, controlling the removal of the rebirth prop from the first scene position.

[0139] The above method further includes: in response to the controlled virtual character being defeated, controlling the removal of the rebirth prop from the first scene position.

[0140] After the above-mentioned step of controlling the removal of the rebirth prop from the first scene position, the method further includes: controlling the display mode of the first skill control to be updated to a third display mode; wherein the third display mode is used to indicate that the first game skill is in an unavailable state.

[0141] After the above step of controlling the display mode of the first skill control to be updated to the third display mode, the method further includes: in response to the first game skill being in an unavailable state for a continuous period reaching a specified period, controlling the display mode of the first skill control to be updated from the third display mode to the first display mode.

[0142] After the above-mentioned step of generating a rebirth prop at the first scene position in the game scene, the method further includes: configuring a second scene range in which the rebirth prop acts; controlling the rebirth prop to generate a specified game prop within the second scene range according to a specified generation rule; in response to the specified game prop being picked up by the virtual character of the first game camp, controlling the virtual character of the first game camp to provide a corresponding game gain effect, and / or in response to the specified game prop being picked up by the virtual character of the second game camp, controlling the virtual character of the second game camp to provide a corresponding game loss effect, wherein the second game camp and the first game camp are hostile to each other.

[0143] The above-mentioned designated game props include a first game prop and a second game prop, wherein: the first game prop is used to: increase the health value / defense attribute of the virtual character of the first game camp, and / or reduce the health value / defense attribute of the virtual character of the second game camp; the second game prop is used to: enhance the mobility of the virtual character of the first game camp, and / or reduce the mobility of the virtual character of the second game camp.

[0144] After the step of responding to a skill-casting instruction and controlling the controlled virtual character to cast a first game skill in the game scene to generate a rebirth prop at a first scene position in the game scene, the above method also includes: in response to the target virtual character being outside the first scene range in the game scene, displaying a first prop identifier in the game screen provided by the target terminal device corresponding to the target virtual character, wherein the first prop identifier is used to at least prompt that there is a rebirth prop in the game scene and that the rebirth prop is not available to the target virtual character; in response to the target virtual character entering the first scene range, displaying a second prop identifier in the game screen provided by the target terminal device, wherein the second prop identifier is at least used to prompt that the rebirth prop is available to the target virtual character.

[0145] The above method also includes: when the first virtual character is reborn at the first scene position, in response to the blood volume of the rebirth prop being lower than a preset threshold, controlling the removal of the rebirth prop from the first scene position and canceling the rebirth of the first virtual character.

[0146] In response to the first virtual character completing rebirth at the first scene position, the step of removing the rebirth prop from the first scene position includes: in response to the first virtual character completing rebirth at the first scene position, controlling the life value of the first virtual character to be a preset life value, and controlling the rebirth prop to be unable to be attacked; in response to the preset time passing, removing the rebirth prop from the first scene position.

[0147] The above-mentioned step of responding to the first virtual character located within the scope of the first scene being defeated and controlling the defeated first virtual character to be reborn at the first scene location includes: responding to the first virtual character located within the scope of the first scene being defeated, confirming the skill status information of the first virtual character when it is defeated, and controlling the defeated first virtual character to be reborn at the first scene location according to the skill status information, so that the skill status of the first virtual character after the rebirth is completed matches the skill status of the first virtual character when it is defeated.

[0148] The above method also includes: the first virtual character completes rebirth at the first scene location, and controls at least part of the game skills of the first virtual character to be configured to an available state.

[0149] The computer program products of the virtual character control method, device, electronic device, and system provided in the embodiments of the present disclosure include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the previous method embodiments. For specific implementation, please refer to the method embodiments and will not be repeated here.

[0150] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific working processes of the above-described systems and devices can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.

[0151] In addition, in the description of the embodiments of the present disclosure, unless otherwise expressly specified or limited, the terms "installed," "connected," and "connected" should be understood in a broad sense. For example, they can refer to fixed connections, detachable connections, or integral connections; they can refer to mechanical connections or electrical connections; they can refer to direct connections or indirect connections through an intermediate medium; and they can refer to internal connections between two components. Those skilled in the art will understand the specific meanings of the above terms in the present disclosure based on the specific circumstances.

[0152] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0153] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate the description of this disclosure and simplify the description. They do not indicate or imply that the devices or components referred to must have a specific orientation, be constructed, or operate in a specific orientation. Therefore, they should not be construed as limitations on this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0154] Finally, it should be noted that the above embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above embodiments within the technical scope disclosed in the present disclosure, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure should be based on the scope of protection of the claims.

Claims

1. A method for controlling a virtual character, characterized in that: A graphical user interface is provided via a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a controlled virtual character controlled by the terminal device and at least one first virtual character belonging to the same first game camp as the controlled virtual character. The method includes: In response to a skill-casting instruction, the controlled virtual character is controlled to cast a first game skill in the game scene, so as to generate a rebirth item at a first scene position in the game scene, and configure a first scene range in which the rebirth item is effective; In response to the first virtual character being defeated within the first scene, controlling the defeated first virtual character to be reborn at the first scene location; In response to the first virtual character completing rebirth at the first scene location, controlling to remove the rebirth prop from the first scene location.

2. The method according to claim 1, characterized in that The graphical user interface further includes a crosshair, the crosshair being used to indicate the aiming direction of the controlled virtual character in the game scene; The step of responding to a skill casting instruction and controlling the controlled virtual character to cast a first game skill in the game scene to generate a rebirth prop at a first scene position in the game scene includes: In response to a skill casting instruction, the controlled virtual character is controlled to cast a first game skill in the game scene, and a rebirth prop is generated at a first scene position determined based on the crosshair.

3. The method according to claim 1, characterized in that The graphical user interface also includes a first skill control, which is used to prompt the triggering of the skill casting instruction; After the step of generating a rebirth item at a first scene position in the game scene, the method further includes: Update the display mode of the first skill control from a first display mode to a second display mode; wherein the first display mode is used to indicate that the first game skill corresponding to the controlled virtual character is in an available state, and the second display mode is used to indicate that the generated rebirth props are in an available state.

4. The method according to claim 1, wherein The rebirth item has a preset amount of health, and the method further includes: In response to an attack event targeting the rebirth item, controlling to reduce the health of the rebirth item; In response to the health of the rebirth item being lower than a preset threshold, the rebirth item is controlled to be removed from the first scene position.

5. The method according to claim 3, characterized in that After the step of generating a rebirth item at a first scene position in the game scene, the method further includes: In response to the triggering operation of the first skill control for the second display mode, the rebirth prop is controlled to be removed from the first scene position.

6. The method according to claim 1, characterized in that The method further comprises: In response to the controlled virtual character being defeated, the rebirth prop is controlled to be removed from the first scene location.

7. The method according to claim 3 or 5, characterized in that After the step of controlling the removal of the rebirth prop from the first scene position, the method further includes: Controlling the update of the display mode of the first skill control to a third display mode; wherein the third display mode is used to indicate that the first game skill is in an unavailable state.

8. The method according to claim 7, characterized in that After the step of controlling the display mode of the first skill control to be updated to a third display mode, the method further includes: In response to the first game skill being in an unavailable state for a duration reaching a specified duration, the display mode of the first skill control is controlled to be updated from the third display mode to the first display mode.

9. The method according to claim 1, characterized in that After the step of generating a rebirth item at a first scene position in the game scene, the method further includes: Configuring the second scene range of the rebirth prop; Control the rebirth props to generate specified game props within the second scene according to the specified generation rules; In response to the designated game prop being picked up by the virtual character of the first game camp, the control is used to provide a corresponding game gain effect for the virtual character of the first game camp, and / or in response to the designated game prop being picked up by the virtual character of the second game camp, the control is used to provide a corresponding game loss effect for the virtual character of the second game camp, wherein the second game camp and the first game camp are hostile to each other.

10. The method according to claim 9, characterized in that The designated game props include a first game prop and a second game prop, wherein: The first game prop is used to: increase the health value / defense attribute of the virtual character of the first game camp, and / or reduce the health value / defense attribute of the virtual character of the second game camp; The second game prop is used to: enhance the mobility of the virtual character of the first game camp, and / or reduce the mobility of the virtual character of the second game camp.

11. The method according to claim 1, wherein After the step of controlling the controlled virtual character to cast a first game skill in the game scene in response to a skill casting instruction to generate a rebirth item at a first scene position in the game scene, the method further includes: In response to a target virtual character being outside the first scene range in the game scene, displaying a first item identifier in a game screen provided by a target terminal device corresponding to the target virtual character, wherein the first item identifier is used to at least indicate that the rebirth item exists in the game scene and that the rebirth item is unavailable to the target virtual character; In response to the target virtual character entering the first scene range, a second prop identifier is displayed in the game screen provided by the target terminal device, wherein the second prop identifier is at least used to prompt that the rebirth prop is available to the target virtual character.

12. The method according to claim 1, characterized in that The method further comprises: When the first virtual character is reborn at the first scene location, in response to the health of the rebirth prop being lower than a preset threshold, the rebirth prop is controlled to be removed from the first scene location and the rebirth of the first virtual character is canceled.

13. The method according to claim 1, wherein In response to the first virtual character completing rebirth at the first scene location, the step of removing the rebirth prop from the first scene location includes: In response to the first virtual character completing rebirth at the first scene location, controlling the health value of the first virtual character to a preset health value, and controlling the rebirth prop to be unable to be attacked; In response to a preset time period having passed, the rebirth prop is removed from the first scene position.

14. The method according to claim 1, wherein In response to the first virtual character being defeated within the first scene, the step of controlling the defeated first virtual character to be reborn at the first scene location includes: In response to the first virtual character within the scope of the first scene being defeated, skill status information of the first virtual character when the character is defeated is confirmed, and the defeated first virtual character is controlled to be reborn at the first scene location based on the skill status information, so that the skill status of the first virtual character after the rebirth is matched with the skill status of the first virtual character when the character is defeated.

15. The method according to claim 1, wherein The method further comprises: The first virtual character completes rebirth at the first scene location, and controls at least part of the game skills of the first virtual character to be configured to an available state.

16. A control device for a virtual character, characterized in that: A graphical user interface is provided via a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a controlled virtual character controlled by the terminal device and at least one first virtual character belonging to the same first game camp as the controlled virtual character. The apparatus includes: a rebirth item generation module, configured to respond to a skill casting instruction, control the controlled virtual character to cast a first game skill in the game scene, so as to generate a rebirth item at a first scene position in the game scene, and configure a first scene range within which the rebirth item is effective; a virtual character rebirth module, configured to, in response to the first virtual character being defeated within the first scene, control the defeated first virtual character to be reborn at the first scene location; The rebirth prop removal module is configured to control the removal of the rebirth prop from the first scene location in response to the first virtual character completing rebirth at the first scene location.

17. An electronic device, characterized in that: The method comprises a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the method for controlling a virtual character according to any one of claims 1 to 15.

18. A computer-readable storage medium, characterized in that The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the virtual character control method according to any one of claims 1 to 15.