Skill release method and device in virtual scene, electronic equipment, computer readable storage medium and computer program product

By using virtual objects to hold launch items and respond to release commands to launch sub-items and attach changes, the interaction methods in virtual scenes are enriched, the diversity and efficiency of interaction are improved, and the utilization of hardware resources is enhanced.

CN121016196APending Publication Date: 2025-11-28TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202511233124.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-08-29
Publication Date
2025-11-28

AI Technical Summary

Technical Problem

The limited ways players interact with enemies in the game result in a lack of diversity in virtual scene interactions and low efficiency in human-computer interaction.

Method used

In the virtual scene, the virtual object holds the launch item and responds to the release command to launch the sub-item. The sub-item is attached to the object and changes its form under certain conditions to reduce the object's attribute value. The interaction process is enriched through a variety of skills and form changes.

Benefits of technology

It improves the diversity of interactions and the efficiency of human-computer interaction in virtual scenarios, while also increasing the utilization rate of hardware resources in electronic devices.

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Abstract

The invention provides a skill release method and device in a virtual scene, electronic equipment, a computer readable storage medium and a computer program product, and the method comprises the steps: displaying a virtual object in the virtual scene, the virtual object holding a launching prop and having a first skill; in response to a release instruction for the first skill, controlling the virtual object to launch a first sub-prop to the first object based on the launch prop; responding to the first object hit by the first sub-prop, and controlling the first sub-prop to be attached to the first object; in response to the fact that the first sub-prop attached to the first object meets the first condition, the process that the form of the attached first sub-prop changes is displayed, and the change enables the attribute value of the first object to be reduced. Therefore, the diversity of the interaction process in the virtual scene and the man-machine interaction efficiency can be improved.
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Description

TECHNICAL FIELD

[0001] The present application relates to the technical field of Internet, and particularly relates to a skill releasing method and device in a virtual scene, electronic equipment, computer readable storage medium and computer program product. BACKGROUND

[0002] In the related art game, when a player controls a hero to interact with an enemy, the interaction mode is relatively single, thereby leading to low diversity of the interaction process in the virtual scene and low human-computer interaction efficiency. SUMMARY

[0003] The present application provides a skill releasing method and device in a virtual scene, electronic equipment, computer readable storage medium and computer program product, which can improve the diversity of the interaction process in the virtual scene and the human-computer interaction efficiency.

[0004] The technical scheme of the present application embodiment is implemented as follows:

[0005] The present application provides a skill releasing method in a virtual scene, comprising:

[0006] displaying a virtual object in a virtual scene, the virtual object holding a shooting prop and the virtual object having a first skill;

[0007] in response to a release instruction for the first skill, controlling the virtual object to shoot a first sub-prop to a first object based on the shooting prop;

[0008] in response to the first sub-prop hitting the first object, controlling the first sub-prop to be attached to the first object;

[0009] in response to the first sub-prop attached to the first object satisfying a first condition, displaying a process of a shape of the attached first sub-prop changing, the change causing an attribute value of the first object to decrease.

[0010] The present application provides a skill releasing device in a virtual scene, comprising:

[0011] a first display module configured to display a virtual object in a virtual scene, the virtual object holding a shooting prop and the virtual object having a first skill;

[0012] a first control module configured to, in response to a release instruction for the first skill, control the virtual object to shoot a first sub-prop to a first object based on the shooting prop;

[0013] a second control module configured to, in response to the first sub-prop hitting the first object, control the first sub-prop to be attached to the first object;

[0014] The second display module is configured to display a process of a change in a form of the first sub-prop in response to the first sub-prop attached to the first object satisfying a first condition, the change causing a decrease in an attribute value of the first object.

[0015] In the above solution, the device further includes a response module configured to determine that the first sub-prop attached to the first object satisfies a first condition in response to the first sub-prop satisfying at least one of the following: a number of the first sub-prop attached to the first object reaches a target number; a time length for which the first sub-prop is attached to the first object reaches a target attachment time length.

[0016] In the above solution, the response module is further configured to display, in response to the first sub-prop hitting the first object, an identifier corresponding to a number of the first sub-prop hitting the first object at an associated position of the first object, wherein different identifiers correspond to different numbers; and display, in response to the number of the first sub-prop hitting the first object reaching a target number, a process of an explosion of an identifier corresponding to the target number at the associated position.

[0017] In the above solution, the response module is further configured to, when the form of the attached first sub-prop changes, reduce an attribute value of at least one object in an influence area of the first sub-prop in response to the at least one object existing in the influence area, wherein the attribute value includes at least one of a health value, a moving speed, an attack speed, an attack value, and a defense value of the object, and a size of the reduced attribute value is in direct proportion to a number of the attached first sub-prop.

[0018] In the above solution, the virtual object further has a second skill; and the response module is further configured to, in response to a release instruction for the second skill, control the virtual object to emit a second sub-prop through a target part to a second object, the second sub-prop being different from the first sub-prop; and reduce an attribute value of the second object in response to the second sub-prop hitting the second object, the attribute value including at least one of a health value, a moving speed, an attack speed, an attack value, and a defense value of the second object.

[0019] In the above solution, the response module is further configured to display a process of the second sub-prop moving to the second object; and in the moving process of the second sub-prop, display a process of the second sub-prop passing through the second object and continuing to move forward in response to the second sub-prop hitting the second object; and control the second sub-prop to return to a position of the virtual object from a current position when a moving distance of the second sub-prop reaches a distance threshold; and cancel display of the second sub-prop when the second sub-prop returns to the position of the virtual object.

[0020] In the above scheme, the virtual object includes a normal form and a target form; the response module is further configured to display a process in which the second sub-prop moves to the second object at a first speed when the virtual object is in the normal form; and display a process in which the second sub-prop moves to the second object at a second speed when the virtual object is in the target form; wherein the second speed is greater than the first speed.

[0021] In the above scheme, the virtual object further has a third skill; the response module is further configured to, in response to a release instruction for the third skill, control the virtual object to throw a third sub-prop to a target position; wherein the third sub-prop is different from the first sub-prop; and based on the target position, in response to the third sub-prop satisfying a second condition, display a process in which the third sub-prop explodes.

[0022] In the above scheme, the response module is further configured to, in response to at least one object existing at the target position, determine that the third sub-prop satisfies the second condition; or, in response to no object existing at the target position, display the third sub-prop falling at the target position, and record a display duration of the third sub-prop at the target position; and when the display duration reaches a target display duration, determine that the third sub-prop satisfies the second condition.

[0023] In the above scheme, the virtual object includes a normal form and a target form; the response module is further configured to display a process in which the third sub-prop explodes when the virtual object is in the normal form, the damage range caused by the explosion being a first range; and display a process in which the third sub-prop explodes when the virtual object is in the target form, the damage range caused by the explosion being a second range; wherein the second range is greater than the first range.

[0024] In the above scheme, the third sub-prop falls at a target position, the virtual object further has a fourth skill, and the response module is further configured to, in response to a release instruction for the fourth skill, control the virtual object to teleport to the target position; and when the virtual object teleports to the target position, determine that the third sub-prop satisfies the second condition.

[0025] In the above scheme, the release instruction for the third skill is triggered by the first skill control; the response module is further configured to switch the first skill control to a second skill control in response to the release instruction for the third skill, the second skill control being used to release the fourth skill; record a triggering duration of the release instruction for the third skill; in response to a triggering operation for the second skill control, if the triggering duration does not reach a target triggering duration, trigger a release instruction for the fourth skill; and if the triggering duration reaches the target triggering duration, switch the second skill control back to the first skill control.

[0026] In the above scheme, the first display module is further configured to display the virtual object in a normal form in the virtual scene, the virtual object further having a fifth skill; in response to a release instruction for the fifth skill, control the virtual object to switch from the normal form to a target form; wherein an attribute value of the virtual object in the target form is higher than an attribute value of the virtual object in the normal form; the attribute value includes at least one of a life value, a moving speed, an attack speed, an attack value, and a defense value of the virtual object.

[0027] In the above scheme, the response module is further configured to record a form switching duration of the virtual object; and when the form switching duration reaches a target switching duration, control the virtual object to switch from the target form back to the normal form.

[0028] In the above scheme, the number of the first objects is a plurality, and the response module is further configured to, when the form switching duration does not reach a target switching duration, in response to an attack operation on a plurality of first objects, control the virtual object to attack the plurality of first objects; increase the target switching duration based on the number of the defeated first objects; wherein the increased target switching duration is in direct proportion to the number of the defeated first objects.

[0029] In the above scheme, the attribute value includes a moving speed of the virtual object, and the response module is further configured to, in response to the release instruction for the fifth skill, increase the moving speed of the virtual object from an initial moving speed to a target moving speed; wherein the initial moving speed is the moving speed of the virtual object in the normal form, and the target moving speed is the moving speed of the virtual object in the target form; and control the moving speed of the virtual object in the target form to gradually decrease to the initial moving speed within a target duration after the moving speed of the virtual object is switched to the target moving speed.

[0030] In the above scheme, the virtual object includes a normal form and a target form, and has at least one skill including the first skill; the response module is further configured to control the virtual object to release the target skill to the first object in response to a release command for the target skill among the at least one skill; when the virtual object is in the normal form, in response to the first object performing a blocking operation against the target skill, the process of the first object blocking the target skill is displayed, and when the blocking operation is successful, the attribute value of the first object remains unchanged; when the virtual object is in the target form, in response to the first object performing the blocking operation, the blocking operation is controlled to fail, and the attribute value of the first object is reduced.

[0031] In the above scheme, the virtual object includes a normal form and a target form. The first control module is further configured to, when the virtual object is in the normal form, respond to the release command for the first skill and control the virtual object to launch a first number of first sub-items at the first object based on the launching item; when the virtual object is in the target form, respond to the release command for the first skill and control the virtual object to launch a second number of first sub-items at the first object based on the launching item; wherein, the first number is less than the second number.

[0032] In the above scheme, the first control module is further configured to, in response to the second number of first sub-props hitting the first object, control the increase of the attribute value of the virtual object in the target form; wherein, the attribute value includes at least one of the virtual object's health, movement speed, attack speed, attack value, and defense value.

[0033] In the above scheme, the second display module is further configured to display the process of the attached first sub-prop exploding in response to the first sub-prop being attached to the first object satisfying the first condition; or, in response to the first sub-prop being attached to the first object satisfying the first condition, display the process of the attached first sub-prop deforming and wrapping around the first object; or, in response to the first sub-prop being attached to the first object satisfying the first condition, display the process of the attached first sub-prop turning into a fireball and burning on the first object.

[0034] In the above scheme, the launching prop is a virtual bubble machine, and the first sub-prop is a virtual bubble; the first control module is further configured to control the virtual object to launch virtual bubbles at the first object through the virtual bubble machine in response to the release command for the first skill; the second control module is further configured to control the virtual bubble to attach to the first object in response to the virtual bubble hitting the first object.

[0035] This application provides an electronic device, including:

[0036] Memory is used to store executable instructions or computer programs.

[0037] The processor, when executing computer-executable instructions or computer programs stored in the memory, implements the skill release method in the virtual scene provided in the embodiments of this application.

[0038] This application provides a computer-readable storage medium storing computer-executable instructions or computer programs. When the computer-executable instructions or computer programs are executed by a processor, they implement the skill release method in a virtual scene provided in this application.

[0039] This application provides a computer program product, which includes computer-executable instructions or a computer program. When the computer-executable instructions or the computer program are executed by a processor, the processor will execute the skill release method in the virtual scene provided in this application.

[0040] The embodiments of this application have the following beneficial effects:

[0041] In a virtual scene, after displaying a virtual object holding a launch item and possessing a first skill, in response to a release command for the first skill, the virtual object is controlled to launch a first sub-item at the first object using the launch item. When the first sub-item hits the first object, it attaches to it. Then, in response to the attached first sub-item meeting the first target condition, the process of the attached first sub-item changing its form is displayed, causing the attribute value of the first object to decrease. Thus, controlling the virtual object holding the launch item to launch a first sub-item at the first object in response to a release command for the first skill not only enriches the diversity of skill release processes in the virtual scene but also improves human-computer interaction efficiency. Furthermore, displaying the process of the attached first sub-item changing its form to reduce the attribute value of the first object when the first sub-item meets the first target condition not only increases the diversity of interaction processes in the virtual scene but also improves the utilization rate of the electronic device's hardware resources. Attached Figure Description

[0042] Figure 1 This is a schematic diagram of the architecture of the skill release system 100 in a virtual scene provided in this application embodiment;

[0043] Figure 2 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application;

[0044] Figure 3This is a flowchart illustrating the skill release method in a virtual scene provided in an embodiment of this application;

[0045] Figure 4 This is a schematic diagram illustrating the process of triggering a release command for the first skill, provided in an embodiment of this application.

[0046] Figure 5 These are schematic diagrams illustrating different identifiers provided in embodiments of this application;

[0047] Figure 6 This is a schematic diagram of the morphological change process provided in the embodiments of this application;

[0048] Figure 7 This is a schematic diagram illustrating the process of triggering a release command for a second skill, as provided in an embodiment of this application.

[0049] Figure 8 This is a schematic diagram of the movement process of the second sub-prop provided in the embodiments of this application;

[0050] Figure 9 This is a schematic diagram illustrating the process of triggering a release command for a third skill, provided in an embodiment of this application.

[0051] Figure 10 This is a schematic diagram of the third sub-item that falls according to the embodiments of this application;

[0052] Figure 11 This is a schematic diagram of the first skill control and the second skill control provided in the embodiments of this application;

[0053] Figure 12 This is a schematic diagram of the switching animation provided in the embodiments of this application;

[0054] Figure 13 This is a schematic diagram illustrating the process of triggering the release command for the fifth skill, provided in an embodiment of this application.

[0055] Figure 14 This is a schematic diagram of the skill release process in a virtual scene provided in the embodiments of this application. Detailed Implementation

[0056] To make the objectives, technical solutions, and advantages of this application clearer, the application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limitations on this application. All other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0057] In the following description, references are made to “some embodiments,” which describe a subset of all possible embodiments. However, it is understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.

[0058] In the following description, the terms "first, second, third" are used merely to distinguish similar objects and do not represent a specific ordering of objects. It is understood that "first, second, third" may be interchanged in a specific order or sequence where permitted, so that the embodiments of this application described herein can be implemented in an order other than that illustrated or described herein.

[0059] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this application belongs. The terminology used herein is for the purpose of describing embodiments of this application only and is not intended to limit this application.

[0060] Before providing a further detailed description of the embodiments of this application, the nouns and terms involved in the embodiments of this application will be explained, and the nouns and terms involved in the embodiments of this application shall be interpreted as follows.

[0061] 1) In response to, used to indicate the conditions or states on which the operation performed depends. When the conditions or states on which it depends are met, one or more operations performed may be performed in real time or with a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations are performed.

[0062] 2) Client, also known as user terminal, refers to the program that provides local services to users in contrast to the server. Except for some applications that can only run locally, it is generally installed on the terminal and needs to work in conjunction with the server. That is, there needs to be a corresponding server and service program on the network to provide the corresponding services. Thus, a specific communication connection needs to be established between the client and the server to ensure the normal operation of the application, such as virtual scene clients (such as game clients) and video clients.

[0063] 3) A virtual scene is a virtual scene displayed (or provided) by an application when it runs on a terminal. This virtual scene can be a simulation of the real world, a semi-simulated virtual environment, or a purely fictional virtual environment. A virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene; this application does not limit the dimension of the virtual scene. For example, a virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. Users can control virtual objects to move within this virtual scene.

[0064] 4) Virtual objects: These are interactive representations of people and objects within a virtual scene, or movable objects within the virtual scene. These movable objects can be virtual characters, virtual animals, cartoon characters, etc., such as people, animals, plants, oil drums, walls, stones, etc., displayed in the virtual scene. A virtual object can be a virtual avatar representing the user within the virtual scene. A virtual scene can include multiple virtual objects, each with its own shape and volume, occupying a portion of the space within the virtual scene.

[0065] For example, the virtual object can be a user object controlled through client-side operations, an artificial intelligence (AI) trained and set up for virtual scene battles, or a non-user character (NPC) set up for interaction in the virtual scene. The number of virtual objects participating in the interaction in the virtual scene can be pre-set or dynamically determined based on the number of clients joining the interaction.

[0066] 5) The display interface of the virtual scene, which provides human-computer interaction functions. For example, it can be a graphical user interface (GUI), an augmented reality (AR) interface, a virtual reality (VR) interface, a voice user interface (VUI), an interactive projection interface (using projection technology to display information on a plane), an eye-tracking interface (an interface controlled by detecting the user's gaze), a holographic interface (a three-dimensional hologram formed by projecting images using holographic projection technology, which can be seen without wearing special glasses), a multimodal interface (an interface that combines multiple interaction methods, such as tactile, visual, and auditory interaction), and a brain-machine interface (BMI).

[0067] See Figure 1 , Figure 1 This is a schematic diagram of the architecture of a skill release system 100 in a virtual scene provided in this application embodiment. The terminal (terminal 400 is shown as an example) is connected to the server 200 through a network 300. The network 300 can be a wide area network or a local area network, or a combination of the two, and data transmission is achieved using wireless or wired links.

[0068] Server 200 is used to send game data of the virtual scene to terminal 400;

[0069] Terminal 400 is used to receive game data from a virtual scene, and based on the game data, display a virtual object in the virtual scene, the virtual object holding a launch item and having a first skill; in response to a release command for the first skill, control the virtual object to launch a first sub-item at the first object based on the launch item; in response to the first sub-item hitting the first object, control the first sub-item to attach to the first object; in response to the first sub-item attached to the first object satisfying a first condition, display the process of the attached first sub-item changing its form, the change causing the attribute value of the first object to decrease.

[0070] In this way, responding to the release command for the first skill, controlling the virtual object holding the launch item to launch the first sub-item to the first object not only enriches the diversity of skill release processes in the virtual scene, but also improves the efficiency of human-computer interaction. At the same time, when the first sub-item attached to the first object meets the first target condition, the process of the attached first sub-item changing its form is displayed to reduce the attribute value of the first object. This not only improves the diversity of interaction processes in the virtual scene, but also improves the utilization rate of hardware resources of electronic devices.

[0071] In some embodiments, server 200 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. Terminal 400 can be a smartphone, tablet, laptop, desktop computer, set-top box, smart voice interaction device, smart home appliance, virtual reality device, vehicle terminal, aircraft, portable music player, personal digital assistant, dedicated messaging device, portable gaming device, smart speaker, and smartwatch, but is not limited to these. The terminal and server can be directly or indirectly connected via wired or wireless communication, which is not limited in this embodiment.

[0072] The electronic device implementing the skill release method in the virtual scene provided in the embodiments of this application will now be described. See also Figure 2 , Figure 2 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. The electronic device can be a server or a terminal. The electronic device is used as an example. Figure 1 Taking the terminal shown as an example, Figure 2The illustrated electronic device includes at least one processor 410, a memory 450, at least one network interface 420, and a user interface 430. The various components in terminal 400 are coupled together via a bus system 440. It is understood that the bus system 440 is used to implement communication between these components. In addition to a data bus, the bus system 440 also includes a power bus, a control bus, and a status signal bus. However, for clarity, in… Figure 2 The general labeled all buses as Bus System 440.

[0073] The processor 410 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. The general-purpose processor can be a microprocessor or any conventional processor, etc.

[0074] User interface 430 includes one or more output devices 431 that enable the display of media content, including one or more speakers and / or one or more visual displays. User interface 430 also includes one or more input devices 432, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.

[0075] The memory 450 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state storage, hard disk drives, optical disk drives, etc. The memory 450 may optionally include one or more storage devices physically located away from the processor 410.

[0076] The memory 450 may include volatile memory or non-volatile memory, or both. The non-volatile memory may be read-only memory (ROM), and the volatile memory may be random access memory (RAM). The memory 450 described in this application embodiment is intended to include any suitable type of memory.

[0077] In some embodiments, memory 450 is capable of storing data to support various operations, examples of which include programs, modules, and data structures or subsets or supersets thereof, as illustrated below.

[0078] Operating system 451 includes system programs for handling various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, driver layer, etc., for implementing various basic business functions and handling hardware-based tasks;

[0079] The network communication module 452 is used to reach other electronic devices via one or more (wired or wireless) network interfaces 420, exemplary network interfaces 420 including: Bluetooth, WiFi, and Universal Serial Bus (USB), etc.

[0080] Presentation module 453 is configured to enable the display of information (e.g., a user interface for operating peripheral devices and displaying content and information) via one or more output devices 431 (e.g., a display screen, a speaker, etc.) associated with user interface 430;

[0081] The input processing module 454 is used to detect and translate one or more user inputs or interactions from one or more input devices 432.

[0082] In some embodiments, the apparatus provided in this application can be implemented in software. Figure 2 A skill release device 455 stored in a virtual scene in memory 450 is shown. This device can be software in the form of programs or plugins, and includes the following software modules: a first display module 4551, a first control module 4552, a second control module 4553, and a second display module 4554. These modules are logically connected and can therefore be arbitrarily combined or further separated according to their implemented functions. The functions of each module will be described below.

[0083] In other embodiments, the apparatus provided in this application can be implemented in hardware. As an example, the skill release device in the virtual scene provided in this application can be a processor in the form of a hardware decoding processor, which is programmed to execute the skill release method in the virtual scene provided in this application. For example, the processor in the form of a hardware decoding processor can be one or more application-specific integrated circuits (ASICs), DSPs, programmable logic devices (PLDs), complex programmable logic devices (CPLDs), field-programmable gate arrays (FPGAs), or other electronic components.

[0084] In some embodiments, the terminal or server can implement the skill release method in the virtual scene provided in this application embodiment by running a computer program. For example, the computer program can be a native program or software module in the operating system; it can be a native application (APP), i.e., a local client, i.e., a program that needs to be installed in the operating system to run, such as a game APP; it can also be a mini-program, i.e., a program that only needs to be downloaded to the browser environment to run; or it can be a mini-program that can be embedded in any APP. In short, the above-mentioned computer program can be any form of client, module or plugin.

[0085] Based on the above description of the skill release system and electronic device in the virtual scene provided in the embodiments of this application, the skill release method in the virtual scene provided in the embodiments of this application is described below. In actual implementation, the skill release method in the virtual scene provided in the embodiments of this application can be implemented by the terminal or the server alone, or by the terminal and the server working together, so that... Figure 1 The following description uses the example of terminal 400 executing the skill release method in the virtual scene provided in this application embodiment. See also... Figure 3 , Figure 3 This is a flowchart illustrating the skill release method in a virtual scene provided in this application embodiment. Next, it will be combined with... Figure 3 The steps shown are explained.

[0086] Step 101: In the virtual scene, the terminal displays a virtual object, which holds a launch item and has a first skill.

[0087] It should be noted that the terminal is equipped with a client that supports virtual scenes, such as a game client. When the user opens the client on the terminal and the terminal is running the client, a request to obtain game data for the virtual scene is generated and sent to the server. The server then responds to this request by sending the game data for the virtual scene to the terminal, allowing the terminal to display the virtual scene. The terminal has an application installed that supports virtual scenes. This application can be any of the following: a first-person shooter game, a third-person shooter game, a multiplayer online tactical battle royale game, a virtual reality application, a 3D map application, or a multiplayer shooting survival game. Here, the virtual scene is observed from either a first-person or third-person perspective. Then, virtual objects are displayed within the virtual scene; these virtual objects are controlled by the current player.

[0088] It should be noted that the first skill can be the virtual object's normal skill, that is, the virtual object's basic attack. As for the item launch indicator, it refers to a virtual device that can launch sub-items from within, such as a virtual gun that launches virtual bullets, a virtual bubble machine that launches virtual bubbles, a virtual water gun that launches virtual water sprays, a virtual crossbow that launches virtual arrows, a virtual slingshot that launches virtual ammunition, etc. This application does not limit this.

[0089] Step 102: In response to the release command for the first skill, control the virtual object to launch the first sub-item at the first object based on the launch item.

[0090] It should be noted that the virtual scene may also include a first object, which may be other player objects and / or other virtual objects. Other player objects may be player objects belonging to different groups from the current player object. Other virtual objects include virtual objects controlled by other player objects, or they may be non-player characters, i.e., non-user characters (NPCs). Non-player characters are controlled by the system and can be displayed on the terminal controlled by the user for interaction with virtual objects controlled by the player object. Alternatively, the first object may also be virtual items, virtual buildings, etc. This application does not limit the scope of the embodiments.

[0091] In actual implementation, in response to the release command for the first skill, the virtual object is controlled to launch the first sub-item at the first object based on the launch item. That is, in response to the release command for the first skill, the virtual object is controlled to release the first skill to launch the first sub-item at the first object based on the launch item. As mentioned earlier, the first skill is, for example, a normal attack, triggered by a normal attack control. That is, a normal attack control is displayed in the virtual scene to trigger a normal attack, thereby triggering the release command for the first skill in response to the trigger operation of the normal attack control. For example, see [link to example]. Figure 4 , Figure 4 This is a schematic diagram illustrating the process of triggering a release command for the first skill, provided in an embodiment of this application. Figure 4 Object 401 indicates a virtual object, object 402 indicates a first object, and control 403 indicates a normal attack control. In response to the release command for the first skill triggered by the normal attack control indicated by 403, the virtual object indicated by 401 is controlled to release the first skill, so as to launch the first sub-item to the first object indicated by 402 based on the launch item.

[0092] In actual implementation, as mentioned above, the launching prop refers to a virtual device capable of launching sub-props from within, such as a virtual gun that launches virtual bullets, a virtual bubble machine that launches virtual bubbles, a virtual water gun that launches virtual water sprays, a virtual crossbow that launches virtual arrows, and a virtual slingshot that launches virtual ammunition. Based on this, as an example, when the launching prop is a virtual bubble machine and the first sub-prop is a virtual bubble, in response to the release command for the first skill, the process of controlling the virtual object to launch the first sub-prop based on the launching prop towards the first object can be, in response to the release command for the first skill, controlling the virtual object to launch a virtual bubble towards the first object through the virtual bubble machine; and the subsequent process of controlling the first sub-prop to attach to the first object in response to the first sub-prop hitting the first object can be, in response to the virtual bubble hitting the first object, controlling the virtual bubble to attach to the first object.

[0093] It should be noted that the process of controlling the virtual bubble to attach to the first object when the virtual bubble hits the first object will be described later, and will not be repeated here in this embodiment. Thus, by limiting the launching device to a virtual bubble machine and the first sub-device to a virtual bubble, the interaction methods based on virtual objects can be enriched, which not only improves the user experience but also enhances the efficiency of human-computer interaction and the utilization rate of electronic device hardware resources.

[0094] Step 103: In response to the first sub-prop hitting the first object, control the first sub-prop to attach to the first object.

[0095] It should be noted that when the first sub-item hits the first object, the first sub-item is attached to the first object. Here, "the first sub-item attaching to the first object" means that an influence relationship is established between the first sub-item and the first object due to the first sub-item hitting the first object. This influence relationship refers to the effect the first sub-item has on the first object, which can be a morphological influence or a status influence. For example, for a morphological influence, when the first sub-item hits the first object, an indicator can be displayed at the corresponding location of the first object (such as the top of the first object's head, the bottom of its feet, etc.) to show that the corresponding first sub-item is attached to the first object. When the first sub-item hits the first object, the first sub-item can be displayed on the associated part of the first object (such as the first object's body, head, etc.) to show that the corresponding first sub-item is attached to the first object. Alternatively, when the first sub-item hits the first object, the first object can be displayed in a different form than the current form to show that the corresponding first sub-item is attached to the first object, etc. Regarding the impact on the status, for example, when the first sub-item hits the first object, it will continuously reduce the attribute value of the first object. The attribute value includes at least one of the object's health, movement speed, attack speed, attack value, and defense value. This application does not limit this aspect in the embodiments.

[0096] In actual implementation, in response to the first sub-item hitting the first object, in addition to controlling the first sub-item to attach to the first object, the attribute value of the first object can also be reduced. As mentioned above, the attribute value includes at least one of the object's health, movement speed, attack speed, attack value, and defense value. This application embodiment does not limit this.

[0097] In some embodiments, after controlling the first sub-prop to attach to the first object in response to the first sub-prop hitting the first object, it can also be determined that the first sub-prop attached to the first object satisfies a first condition in response to the first sub-prop satisfying at least one of the following: the number of first sub-props attached to the first object reaches a target number; the duration for which the first sub-prop is attached to the first object reaches a target attachment duration.

[0098] It should be noted that triggering the first skill release command once controls the virtual object to launch a first sub-item at the first object via a launcher. When the first skill release command is triggered multiple times, that is, the virtual object launches multiple first sub-items at the first object via a launcher, the multiple first sub-items hit the first object and are then attached to the first object. Based on this, when the number of first sub-items attached to the first object is obtained in real time, and this number reaches a preset target number, such as four, it is determined that the first sub-items attached to the first object meet the first condition. Alternatively, regardless of whether the number of first sub-items attached to the first object is one or more, the duration of each first sub-item attached to the first object is recorded. When the duration of attachment of a first sub-item reaches a preset target duration, such as four seconds, it is determined that the first sub-item attached to the first object meets the first condition. Here, the recording of the duration of attachment of the first sub-item to the first object can be recorded in the background, displayed on the front end, or both. This embodiment of the application does not limit this.

[0099] Then, once it's determined that the first sub-item attached to the first object meets the first condition, in subsequent processes, in response to the first sub-item meeting the first condition, the process of the attached first sub-item changing its form is displayed, causing the attribute value of the first object to decrease. Thus, by limiting the first sub-item to meeting the first condition—that is, displaying the process of the attached first sub-item changing its form—when the number of first sub-items attached to the first object reaches a target number and / or the duration of attachment of the first sub-item to the first object reaches a target attachment duration, thereby reducing the attribute value of the first object, players need to carefully plan how to accumulate the number of sub-items or control the attachment duration of sub-items to trigger the conditions to reduce the attribute value of the target object. This makes the gameplay richer and more diverse, no longer relying solely on simple skill releases and equipment comparisons, adding strategic depth to the game and increasing player engagement.

[0100] In some embodiments, in response to a first sub-prop hitting a first object, an identifier corresponding to the number of first sub-props hitting the first object is displayed at an associated location of the first object; wherein different numbers correspond to different identifiers; in response to the number of first sub-props hitting the first object reaching a target number, an identifier corresponding to the target number is displayed at the associated location during the explosion process.

[0101] It should be noted that, as mentioned above, in response to the first sub-prop hitting the first object, the first sub-prop can be controlled to attach to the first object. Therefore, here, based on the number of first sub-props hitting the first object, an identifier corresponding to the number is displayed at the associated position of the first object. This is equivalent to displaying an identifier corresponding to the number of first sub-props attached to the first object at the associated position of the first object. Here, different identifiers have different styles, so the number of first sub-props hitting or attached to the first object is reflected based on different styles of identifiers. The target number is preset, and the associated position can be the position above, below, left, or right of the first object, etc. This application embodiment does not limit this.

[0102] In actual implementation, the number of first sub-props hitting the first object is obtained in real time. Based on the number of first sub-props hitting the first object, the corresponding number of markers is obtained and displayed at the associated position of the first object. Then, when the number of first sub-props hitting the first object reaches the target number, the process of the explosion of the markers corresponding to the target number is displayed at the associated position.

[0103] For example, see Figure 5 , Figure 5 This is a schematic diagram illustrating different identifiers provided in the embodiments of this application, based on Figure 5 , Figure 5In a, object 501 refers to the first object. Figure 5 Pattern 502 in a and Figure 5 Pattern 503 in b indicates different numbers of corresponding markers; thus, in response to the first sub-prop hitting such... Figure 5 The first object indicated by 501 in a, based on the number of first sub-items that hit the first object, displays a value corresponding to the number of hits at the associated location of the first object, such as... Figure 5 The identifier indicated by 502 in section a, when the number of first sub-items hitting the first object increases, will be displayed at the associated location of the first object as shown below. Figure 5 The identifier indicated by 502 in a becomes as follows: Figure 6 The marker indicated by 503 in b, in response to the number of first sub-items hitting the first object reaching the target number, displays the process of the marker explosion corresponding to the target number at the associated location.

[0104] Thus, when the first sub-item hits the first target, an icon corresponding to the number of first sub-items hitting the first target is displayed at the associated location of the first target. When the number of first sub-items hitting the first target reaches the target number, the corresponding target number of icons explodes at the associated location. This allows players to intuitively understand the extent to which the first target has been hit through the number and changes of icons, eliminating the need for other complex methods and enhancing visual feedback and information delivery. Simultaneously, players can adjust their game strategies based on the displayed icons. For example, in multiplayer games, if other players see that the number of hit icons on a key enemy character is about to reach the target number, they can coordinate in time to concentrate firepower and defeat the opponent more quickly, improving the game experience and strategic depth.

[0105] Step 104: In response to the first sub-prop attached to the first object satisfying the first condition, the process of the form of the attached first sub-prop changing is displayed, and the change causes the attribute value of the first object to decrease.

[0106] In actual implementation, in response to the first sub-prop being attached to the first object satisfying the first condition, the process of the form of the attached first sub-prop changing is displayed. Specifically, this includes: in response to the first sub-prop being attached to the first object satisfying the first condition, the process of the attached first sub-prop exploding is displayed; or, in response to the first sub-prop being attached to the first object satisfying the first condition, the process of the attached first sub-prop deforming and wrapping around the first object is displayed; or, in response to the first sub-prop being attached to the first object satisfying the first condition, the process of the attached first sub-prop turning into a fireball and burning on the first object is displayed.

[0107] It should be noted that the process of determining that the first sub-prop attached to the first object meets the first condition is as described above, and will not be repeated here in this embodiment; however, when the first sub-prop attached to the first object meets the first condition, the process of the attached first sub-prop exploding, or the process of the attached first sub-prop deforming and wrapping around the first object, or the process of the attached first sub-prop turning into a fireball and burning on the first object; wherein, the deformation of the first sub-prop refers to the first sub-prop changing into a form that can wrap around the first object, such as a syrup form, an ice cube form, a glue form, or a bubble form, etc., and this embodiment does not limit this.

[0108] Meanwhile, regarding the process of the attached first sub-item changing its form, the attached first sub-item can be visible or non-visual (e.g., transparent). Therefore, a change in the form of the attached first sub-item refers to the first sub-item changing from its current form (including visible and non-visual forms) to an explosive form, a form capable of enveloping the first object, or a fireball form, etc. This application embodiment does not limit this. Thus, the change causing a decrease in the attribute value of the first object means that when the first sub-item becomes an explosive form, the attribute value (e.g., health points) of the first object within the explosion's range (i.e., the area of ​​influence of the explosion) decreases; when the first sub-item becomes a form capable of enveloping the first object, the attribute value (e.g., movement speed, attack speed, etc.) of the enveloped first object decreases; when the first sub-item becomes a fireball form, the attribute value (e.g., defense, health points, etc.) of the first object decreases due to the fireball burning. Here, as mentioned above, attribute values ​​include at least one of the object's health points, movement speed, attack speed, attack value, and defense value, which this application embodiment does not limit. For example, see [link to example]. Figure 6 , Figure 6 This is a schematic diagram of the morphological change process provided in the embodiments of this application, based on Figure 7 When the first sub-item changes to the explosion form, in response to the first sub-item attached to the first object satisfying the first condition, the process of the attached first sub-item exploding as indicated by 601 is displayed.

[0109] In this way, by refining the process of the first sub-prop changing its form into the explosion process of the first sub-prop, or the process of the first sub-prop changing its shape and wrapping around the first object, or the process of the first sub-prop turning into a fireball and burning on the first object, the specific form change processes such as explosion, the shape that can wrap around the first object, and the burning of the fireball can provide richer and more vivid visual effects, thereby enhancing the visual and sensory experience.

[0110] In some embodiments, when the form of the attached first sub-item changes, in response to the presence of at least one object in the area of ​​influence of the first sub-item, the attribute value of at least one object is reduced; wherein the attribute value includes at least one of the object's health, movement speed, attack speed, attack value, and defense value; the magnitude of the reduction in attribute value is proportional to the number of attached first sub-items.

[0111] It should be noted that at least one object here includes at least one of the following: an object in the same group as the virtual object, an object in a different group from the virtual object, and the virtual object itself. This application embodiment does not limit this. The influence area of ​​the first sub-prop refers to the area where the attribute value of the object is reduced due to the change of the first sub-prop, such as the explosion range, the package range, or the burning range of the first sub-prop. This application embodiment does not limit this.

[0112] Thus, when the form of the first attached sub-item changes, if at least one object exists within the sub-item's influence area, the attribute value of at least one object is reduced. This requires players to consider not only the attachment and form change conditions of the first sub-item but also the distribution of objects within the influence area. For example, in the game, players must determine when to trigger the sub-item's form change to place more enemy units within the influence area, thereby minimizing enemy attribute values. This increases the depth and complexity of game strategy, making the gameplay more diverse and engaging. Simultaneously, when the first sub-item changes form and the attribute values ​​of objects within the influence area decrease, players can directly see the actual effect of their actions. This real-time feedback enhances player engagement, sense of accomplishment, and overall gaming experience.

[0113] In some embodiments, the virtual object includes a normal form and a target form, and has at least one skill including a first skill. Different forms have different effects on the skill release process of the virtual object. Specifically, in the virtual scene, after the virtual object is displayed, in response to a release command for the target skill among the at least one skills, the virtual object can be controlled to release the target skill to the first object. When the virtual object is in the normal form, in response to the first object performing a blocking operation against the target skill, the process of the first object blocking the target skill is displayed, and when the blocking operation is successful, the attribute value of the first object remains unchanged. When the virtual object is in the target form, in response to the first object performing a blocking operation, the blocking operation is controlled to fail, and the attribute value of the first object is reduced.

[0114] It should be noted that the appearance and / or behavioral attributes of virtual objects of different forms are different. The appearance refers to the virtual object's appearance, clothing, hairstyle, etc., while the behavioral attributes include the virtual object's skill effects, actions, voice content, sound effects, etc. The target skill here is any one of at least one skill, such as the first skill, or the second skill, third skill, etc., which will be described later. This application does not limit this.

[0115] Then, when the first object performs a blocking operation against the target skill, the process of the first object blocking the target skill is displayed, such as blocking the target skill with a shield. When the blocking operation is successful, the attribute value of the first object remains unchanged, and when the blocking operation fails, the attribute value of the first object is reduced. When the virtual object is in the target form, in response to the first object performing a blocking operation, the blocking operation is controlled to fail, and the attribute value of the first object is reduced.

[0116] It should be noted that the failure of the blocking operation here is different from the failure of the blocking operation. The failure of the blocking operation is, for example, that the blocking operation is effective, but it fails to accurately block the target skill of the virtual object due to the movement of the virtual object. The failure of the blocking operation means that the first object cannot perform the blocking operation, or that the blocking operation cannot be successful in any case.

[0117] Furthermore, as mentioned above, the attribute values ​​here include at least one of the following: the first object's health, movement speed, attack speed, attack value, and defense value; and the process of switching between the virtual object's normal form and target form will be explained later, and will not be repeated here in the embodiments of this application.

[0118] Thus, if the virtual object is in its normal form, the enemy can block the corresponding skill when the virtual object releases it; if the virtual object is in its target form, the enemy cannot block the corresponding skill when the virtual object releases it. This gives the form switching a clear functional difference, making the target form not just a simple visual change, but a key strategic significance that the skill cannot be negated. This allows players to clearly perceive the core value of switching to the target form, greatly enhancing the uniqueness and memorability of the gameplay. At the same time, through the difference between being able to block / not block, multiple gameplay options are created for both players and opposing players, increasing the strategic decision-making dimension and deepening the player's operational game.

[0119] In some embodiments, the virtual object includes a normal form and a target form. Different forms have different effects on the skill release process of the virtual object. Therefore, in response to the release command for the first skill, controlling the virtual object to launch the first sub-item to the first object based on the launch item can be as follows: when the virtual object is in the normal form, in response to the release command for the first skill, controlling the virtual object to launch the first number of the first sub-item to the first object based on the launch item; when the virtual object is in the target form, in response to the release command for the first skill, controlling the virtual object to launch the second number of the first sub-item to the first object based on the launch item; wherein the first number is less than the second number.

[0120] It should be noted that, as mentioned above, the appearance and / or behavioral attributes of virtual objects in different forms are different. The appearance refers to the virtual object's appearance, clothing, hairstyle, etc., while the behavioral attributes include the virtual object's skill effects, actions, voice content, sound effects, etc. The first quantity and the second quantity can be preset, for example, the first quantity is 1, the second quantity is 2, etc. This application embodiment does not limit this. In addition, when the virtual object is in the target form, in response to the release command for the first skill, the virtual object is controlled to launch the second quantity of the first sub-items at the first object based on the launching item. In response to the second quantity of the first sub-items hitting the first object, the second quantity of the first sub-items is controlled to attach to the first object.

[0121] It should be noted that when a virtual object is in target form, in response to a release command for the first skill, the virtual object fires a second number of first sub-items at the first object based on the launch item. When the second number of first sub-items hits the first object, it will also reduce the first object's attribute values. Attribute values ​​include at least one of the first object's health, movement speed, attack speed, attack value, and defense value. The magnitude of the attribute value reduction caused by different first sub-items can be the same or different. When the magnitude of the attribute value reduction caused by different first sub-items is different, the magnitude of the attribute value reduction caused by the first sub-items can be inversely proportional to the time when the first sub-items hit the first object. For example, the time when the first sub-items hit the first object... The earlier the first item hits the first target, the greater the reduction in attribute values ​​caused by the first item. In other words, the later the first item hits the first target, the less the attribute values ​​are reduced. Alternatively, the reduction in attribute values ​​caused by the first item can be directly proportional to the timing of its hit. For example, the earlier the first item hits the first target, the less the attribute values ​​are reduced, and the later the first item hits the first target, the greater the reduction in attribute values.

[0122] As an example, if the first quantity is 1 and the second quantity is 2, when the reduction in attribute value caused by the first sub-item is inversely proportional to the timing of the first sub-item hitting the first object, the first sub-item hitting the first object will cause 100% damage to the first object, while the second sub-item hitting the first object will cause 20% damage to the first object; or, when the reduction in attribute value caused by the first sub-item is directly proportional to the timing of the first sub-item hitting the first object, the first sub-item hitting the first object will cause 100% damage to the first object, while the second sub-item hitting the first object will cause 200% damage to the first object, etc., this application does not limit the specifics of these embodiments.

[0123] Thus, for a single skill release, the number of first sub-items fired by a virtual object in target form at the first target is greater than the number fired by a virtual object in normal form at the first target. This results in a denser and more spectacular visual effect from firing more first sub-items in target form, allowing players to intuitively feel the character's powerful attack and enhancing the exhilaration and sense of accomplishment during skill release. Simultaneously, this visual feedback allows players to more clearly understand their skill status and its impact on enemies, enhancing the visual impact and responsiveness. Furthermore, players need to choose the appropriate time to switch to target form to release skills based on different combat scenarios and targets, increasing the diversity and complexity of game strategies.

[0124] In actual implementation, when the virtual object is in target form, in response to the release command for the first skill, after controlling the virtual object to launch a second number of first sub-items at the first object based on the launch item, it is also possible that, in response to the second number of first sub-items hitting the first object, the attribute value of the virtual object in target form is increased; wherein, the attribute value includes at least one of the virtual object's health, movement speed, attack speed, attack value, and defense value.

[0125] It should be noted that when the second number of first sub-items hits the first object, in addition to reducing the attribute value of the first object, it also increases the attribute value of the virtual object in the target form. Here, the increase in attribute value is proportional to the number of first sub-items that hit the first object. The number of first sub-items that hit the first object here does not only refer to the second number. Because in response to a release command for the first skill, the virtual object is controlled to launch a second number of first sub-items at the first object based on the launch item. When the release command for the first skill is triggered multiple times, in response to each second number of first sub-items that hit the first object, the attribute value of the virtual object in the target form is increased based on the cumulative number of first sub-items that hit the first object. That is, the increase in attribute value is proportional to the number of first sub-items that hit the first object. Here, the number of first sub-items that hit the first object refers to the cumulative number of first sub-items that hit the first object, or the number of times the virtual object in the target form triggers the release command for the first skill. This application does not limit this aspect.

[0126] Thus, when a virtual object is in target form, if a sub-item released by the virtual object hits the first object, the attribute values ​​of the virtual object in target form can be increased. In this way, players can directly gain attribute boosts, such as increased attack power and defense, by hitting enemies in target form. This provides players with immediate and significant positive feedback, enhancing their motivation and sense of accomplishment. At the same time, it encourages players to pay more attention to timing and strategy in battle. Players not only need to consider when to switch to target form to release sub-items, but also how to more effectively hit enemies in target form to gain attribute boosts, enriching the dimensions of combat strategy.

[0127] In some embodiments, the virtual object also has a second skill; thus, in the virtual scene, after the virtual object is displayed, in response to a release command for the second skill, the virtual object can be controlled to launch a second sub-item at the second object through a target part, the second sub-item being different from the first sub-item; in response to the second sub-item hitting the second object, the attribute value of the second object is reduced, the attribute value including at least one of the second object's health, movement speed, attack speed, attack value, and defense value.

[0128] It should be noted that, in response to the release command for the second skill, the virtual object is controlled to launch a second sub-item at the second object through the target part. That is, in response to the release command for the second skill, the virtual object is controlled to release the second skill to launch the second sub-item at the second object through the target part. The second skill, for example, is a skill attack triggered by a skill attack control. In other words, a third skill control is displayed in the virtual scene, which is used to trigger the release command for the second skill. Therefore, in response to the trigger operation for the third skill control, the release command for the second skill is triggered. For example, see [link to example]. Figure 7 , Figure 7 This is a schematic diagram illustrating the process of triggering a release command for a second skill, provided in an embodiment of this application. Figure 7 Object 701 indicates a virtual object, object 702 indicates a second object, and control 703 indicates a third skill control, thus responding to... Figure 7 The third skill control, as indicated by 703, triggers the release command for the second skill, controlling... Figure 7 The virtual object instructed by 701 releases a second skill to target specific body parts. Figure 8 The second object indicated by 702 launches the second sub-projectile.

[0129] It should be noted that the target part of the virtual object can be the virtual object's eyes, mouth, palm, abdomen, etc., and this application embodiment does not limit this; responding to the release command for the second skill, controlling the virtual object to launch the second sub-item at the second object through the target part means that, in response to the release command for the second skill, the process of the virtual object launching the second sub-item at the second object through the target part is displayed. Here, the second sub-item is different from the first sub-item, meaning that the second sub-item is different in style from the first sub-item and / or the reduction in attribute value caused to the hit object is different; at the same time, as mentioned above regarding the first object, the second object here can be other player objects and / or other virtual objects. Other player objects can be player objects belonging to a different group than the current player object. Other virtual objects include virtual objects controlled by other player objects, or they can be non-player characters, that is, non-user characters (NPCs, Non-Player). The second object (character) is a non-player character controlled by the system and can be displayed on the user-controlled terminal for interaction with virtual objects controlled by the player. Alternatively, the second object can be a virtual item, virtual building, etc., which is not limited in this embodiment. Furthermore, the second object can be the same as or different from the first object described above, which is not limited in this embodiment. The style of the second sub-prop can also be preset, such as bubble gum, a fan, a ball, etc., which is also not limited in this embodiment.

[0130] In response to the release command for the second skill, the virtual object is controlled to launch a second sub-item at the second object through the target part. When the second sub-item hits the second object, it reduces the attribute value of the second object. Thus, players need to choose the appropriate time to release the second skill based on the attribute characteristics of the second object and the combat scenario, which increases the complexity of game operation and strategy. At the same time, this skill mechanism adds a new element to the game's skill system, so that skills are no longer limited to direct damage output. By reducing the attribute value of the target object, a variety of tactical objectives can be achieved, enriching the functionality and diversity of skills.

[0131] In some embodiments, in response to a release command for a second skill, the process of controlling a virtual object to launch a second sub-prop at a second object through a target part can also involve, in response to a release command for a second skill, displaying the process of the virtual object consuming an initial prop, which is used to form the second sub-prop within the virtual object's body; after the virtual object consumes the initial prop, the process of the virtual object launching the second sub-prop at the second object through the target part is displayed. As an example, the initial prop could be, for instance, bubble gum. Thus, after the virtual object consumes the bubble gum, the process of the virtual object blowing bubbles based on the bubble gum is displayed, and then, after the bubble gum is blown into a bubble of the target size, the process of the virtual object launching the bubble-shaped bubble gum at the second object through its mouth is displayed. The target size can also be preset, and this embodiment of the application does not limit this.

[0132] In actual implementation, in response to the release command for the second skill, after controlling the virtual object to launch the second sub-item towards the second object through the target part, the process of the second sub-item moving towards the second object can also be displayed; during the movement of the second sub-item, in response to the second sub-item hitting the second object, the process of the second sub-item passing through the second object and continuing to move forward can be displayed; when the movement distance of the second sub-item reaches the distance threshold, the second sub-item is controlled to return from its current position to the position of the virtual object; when the second sub-item returns to the position of the virtual object, the display of the second sub-item is canceled.

[0133] It should be noted that the distance threshold is preset, and this application embodiment does not limit it; in addition, during the movement of the second sub-prop, in response to the second sub-prop hitting the second object, the attribute value of the second object is reduced. Since the second sub-prop will return, during the return process of the second sub-prop, in response to the second sub-prop hitting the second object, the process of the second sub-prop passing through the second object and continuing to move towards the virtual object is displayed, and the attribute value of the second object is also reduced; furthermore, during the movement of the second sub-prop (including moving towards the second object and moving towards the virtual object), when other objects appear in the movement path of the second sub-prop, that is, when the second sub-prop hits other objects, the process of the second sub-prop passing through other objects and continuing to move forward is displayed, and the attribute values ​​of other objects are also reduced.

[0134] For example, see Figure 8 , Figure 8 This is a schematic diagram of the movement process of the second sub-prop provided in the embodiments of this application, based on Figure 8 Object 801 indicates a virtual object, object 802 indicates a second object, and pattern 803 indicates a second sub-item, thus responding to the release command for the second skill and controlling it as follows. Figure 8The virtual object instructed by 801 releases a second skill to target specific body parts. Figure 8 The second target launch indicated by 802 is as follows Figure 9 The second sub-item indicated by 803.

[0135] Thus, when a virtual object launches a second sub-item at a second object through a target area, if the second sub-item hits the second object during its movement, the animation shows the sub-item passing through the object and continuing forward. Simultaneously, when the sub-item reaches a distance threshold, it returns. This process of the sub-item passing through the object, continuing to move, and finally returning creates more realistic physical effects and combat scenarios, enhancing the game's immersion. It also forces players to consider factors such as the sub-item's trajectory, distance threshold, and return timing during combat. Players can utilize the sub-item's return mechanism to launch secondary attacks on enemies or disrupt their movement. For example, after an enemy dodges the first attack, the returning sub-item might hit the enemy again, or force the enemy to change position to avoid the returning sub-item, thus exposing their weaknesses and creating more attack opportunities for the player, thereby increasing the strategic depth of combat.

[0136] In actual implementation, the virtual object includes a normal form and a target form; thus, the process of the second sub-prop moving towards the second object can be displayed as follows: when the virtual object is in the normal form, the process of the second sub-prop moving towards the second object at a first speed is displayed; when the virtual object is in the target form, the process of the second sub-prop moving towards the second object at a second speed is displayed; wherein, the second speed is greater than the first speed.

[0137] It should be noted that, as mentioned above, the appearance and / or behavioral attributes of virtual objects in different forms are different. The appearance refers to the virtual object's appearance, clothing, hairstyle, etc., while the behavioral attributes include the virtual object's skill effects, actions, voice content, sound effects, etc. When the virtual object is in the target form, the movement speed of the second sub-item towards the second object is faster than when the virtual object is in the normal form.

[0138] Meanwhile, during the return of the second sub-item, that is, during the movement of the second sub-item towards the location of the virtual object, when the virtual object is in its normal form, the process of the second sub-item moving towards the virtual object at the third speed is displayed; when the virtual object is in its target form, the process of the second sub-item moving towards the virtual object at the fourth speed is displayed; wherein, the fourth speed is greater than the third speed.

[0139] It should be noted that the first speed may be the same as or different from the third speed, and the second speed may be the same as or different from the third speed. This application does not limit this aspect in the embodiments. When the virtual object is in the target form, the movement speed of the second sub-prop towards the virtual object is faster than when the virtual object is in the normal form.

[0140] Thus, when the virtual object is in its target form, the movement speed of the second sub-item is faster than when the virtual object is in its normal form. This direct attribute of movement speed further widens the functional gap between the target and normal forms, making the target form a key decision-making node for players in battle, strengthening its strategic value and highlighting the differences between forms. At the same time, sub-items with different speeds correspond to different tactical scenarios, allowing players to dynamically adjust their strategies based on the battle situation, thereby enriching tactical options and increasing the flexibility of combat strategies.

[0141] In some embodiments, the virtual object also has a third skill; thus, after the virtual object is displayed in the virtual scene, it can be controlled to throw a third sub-item to a target location in response to a release command for the third skill; wherein the third sub-item is different from the first sub-item; based on the target location, in response to the third sub-item satisfying a second condition, the process of the third sub-item exploding is displayed.

[0142] It should be noted that, in response to the release command for the third skill, the virtual object is controlled to throw a third sub-item towards the target location. That is, in response to the release command for the third skill, the virtual object is controlled to release the third skill to throw the third sub-item towards the target location. The third skill, for example, is a skill attack, triggered by a skill attack control. In other words, in the virtual scene, a first skill control is displayed, which is used to trigger the release command for the third skill. Therefore, in response to the triggering operation of the first skill control, the release command for the third skill is triggered. For example, see [link to example]. Figure 9 , Figure 9 This is a schematic diagram illustrating the process of triggering a release command for a third skill, provided in an embodiment of this application. Figure 9 , Figure 9 In 'a', 901 indicates a virtual object. Figure 9 In point a, 902 indicates the target location. Figure 9 The 903 in 'a' indicates the first skill control. Figure 9 The 904 in b indicates the third sub-prop; thus, in response to the based Figure 9 The first skill control indicated by 903 in part a triggers the release command for the third skill, controlling such as... Figure 9 The virtual object indicated by 901 in a, to such Figure 9Throw the third item at the target location indicated by 902 in section a, so that... Figure 10 The third sub-item indicated by 904 in b is thrown to the target location, and then, based on the target location, in response to the third sub-item satisfying the second condition, the process of the third sub-item exploding is displayed.

[0143] It should be noted that the target location can be any location within the attack range of the third skill, and this application embodiment does not limit this; the third sub-item is different from the first sub-item in that the second sub-item is different from the first sub-item in style and / or the reduction in attribute value caused to the hit object is different; the style of the third sub-item can also be preset, such as a virtual bomb, candy bag, etc., and this application embodiment does not limit this.

[0144] In this way, in response to the release command for the third skill, the virtual object is controlled to throw the third sub-item to the target location. Then, based on the target location, in response to the third sub-item meeting the second condition, the process of the third sub-item exploding is displayed. By combining the target location throwing and the condition-triggered explosion, the third skill is freed from the single mode of instant hit and becomes a tactical skill that requires players to actively plan. This gives the third skill controllability and strategy, and enhances the depth of combat decision-making.

[0145] In actual implementation, in response to the release command for the third skill, after controlling the virtual object to throw the third sub-item to the target location, it is also possible to determine that the third sub-item satisfies the second condition if at least one object exists at the target location; or, in response to the absence of an object at the target location, the dropped third sub-item is displayed at the target location, and the display duration of the third sub-item at the target location is recorded; when the display duration reaches the target display duration, it is determined that the third sub-item satisfies the second condition.

[0146] It should be noted that at least one object here includes objects in a different group from the virtual object; when there is no object at the target location, displaying the fallen third sub-item at the target location can mean displaying the fallen third sub-item on the ground at the target location, or it can mean displaying the third sub-item in a floating state at the target location. This application embodiment does not limit this; therefore, starting from the moment the fallen third sub-item is displayed at the target location, the display duration of the third sub-item at the target location is recorded. When the display duration reaches the target display duration, it is determined that the third sub-item meets the second condition; wherein, the target display duration is preset, and this application embodiment does not limit this. The recording of the display duration of the third sub-item at the target location can be recorded in the background, displayed in the foreground, or both in the background and in the foreground. This application embodiment also does not limit this.

[0147] For example, see Figure 10 , Figure 10 This is a schematic diagram of the third sub-item that has fallen, provided in an embodiment of this application. Figure 10 In response to the command to release the third skill, after controlling the virtual object to throw the third sub-item to the target location, a display will appear at the target location as shown below. Figure 10 The third sub-item, indicated by 1001 in a, is dropped. Then, in response to the presence of such a sub-item at the target location... Figure 10 The object indicated by 1002 in 'a' determines that the third sub-prop meets the second condition, thus displaying the process of the third sub-prop exploding, such as... Figure 11 As shown in b, 1003.

[0148] Thus, by limiting the condition that the third item satisfies the second condition to the presence of at least one object at the target location, or by recording the display duration of the dropped third item at the target location when no object is present, and determining that the third item satisfies the second condition when the display duration reaches the target display duration, the game requires players to precisely select the target location when an object is present. This increases the strategic depth and gameplay fun of the game, as players need to flexibly adjust the throwing position according to the battlefield situation. Furthermore, the mechanism of determining the third item's fulfillment of the second condition based on the display duration when no object is present allows players to control the game's pace. If a player wants to trigger the explosion quickly, they can throw the third item into an open area and wait for the display duration to reach the target value. Conversely, if a player wants to trigger the explosion at a specific moment, such as when an enemy approaches the target location, they can throw it in advance and use the countdown timer to time the moment. This makes the game pace more controllable and enhances the player's sense of control over the game.

[0149] In actual implementation, in response to the third sub-item meeting the second condition, the process of displaying the explosion of the third sub-item is specifically as follows: when there is at least one object in the explosion range, the attribute value of at least one object is reduced; wherein, the attribute value includes at least one of the corresponding object's health, movement speed, attack speed, attack value, and defense value; wherein, at least one object here includes at least one of the following: an object in the same group as the virtual object, an object in a different group from the virtual object, and the virtual object itself. This application embodiment does not limit this.

[0150] In actual implementation, the virtual object includes a normal form and a target form; thus, the process of the third sub-item exploding can be displayed as follows: when the virtual object is in the normal form, the process of the third sub-item exploding is displayed, and the damage range caused by the explosion is the first range; when the virtual object is in the target form, the process of the third sub-item exploding is displayed, and the damage range caused by the explosion is the second range; wherein, the second range is larger than the first range.

[0151] It should be noted that, as mentioned above, the appearance and / or behavioral attributes of virtual objects differ in different forms. Appearance refers to the virtual object's looks, clothing, hairstyle, etc., while behavioral attributes include the virtual object's skill effects, actions, voice content, sound effects, etc. When the virtual object is in the target form, the area affected by the explosion of the third sub-item (i.e., the explosion range) is larger than the area affected by the explosion of the third sub-item when the virtual object is in the normal form. Here, the area affected by the explosion (i.e., the explosion range) refers to the area where the attribute values ​​of the object are reduced due to the change of the third sub-item.

[0152] Thus, when the virtual object is in its target form, the area affected by the explosion of the third sub-item (i.e., the blast radius) is larger than when the virtual object is in its normal form. This makes the target form no longer just a visual change, but a tactical buff state strongly tied to skill strength, increasing gameplay depth, strengthening the strategic value of the target form, and guiding players to actively switch forms. At the same time, the difference in blast radius allows the third sub-item to adapt to completely different scenarios in different forms. Players need to choose the form according to the battlefield situation, rather than using the skill in a single way, enriching the skill usage scenarios and improving the flexibility of operation strategies.

[0153] In some embodiments, the third sub-item falls to the target location, and the virtual object also has a fourth skill. In response to the release command for the third skill, after controlling the virtual object to throw the third sub-item to the target location, it can also, in response to the release command for the fourth skill, control the virtual object to teleport to the target location; when the virtual object teleports to the target location, it is determined that the third sub-item satisfies the second condition.

[0154] It should be noted that, in response to the release command for the fourth skill, the virtual object is controlled to flash to the target location. That is, in response to the release command for the fourth skill, the virtual object is controlled to release the fourth skill, so that the virtual object flashes to the target location. The fourth skill is, for example, a skill attack, which is triggered by a skill attack control. That is, in the virtual scene, a second skill control is displayed, which is used to trigger the release command for the fourth skill. Thus, in response to the triggering operation for the second skill control, the release command for the fourth skill is triggered. The second skill control can be directly displayed in the display interface of the virtual scene, or it can be switched from other skill controls. This application does not limit this aspect.

[0155] Thus, when the third item falls to the target location, in response to the release command for the fourth skill, the virtual object is controlled to teleport to the target location. When the virtual object teleports to the target location, it is determined that the third item meets the second condition. This not only adds a new skill and enriches the diversity of the interaction process, but also breaks the single logic of the third item taking effect independently, making its activation condition strongly related to the fourth skill, rather than releasing the skill randomly, thus increasing the complexity and strategy of the gameplay. At the same time, the controllable activation timing of the third item based on the fourth skill enhances the player's control over the battlefield.

[0156] In actual implementation, when the second skill control is directly displayed in the virtual scene's display interface, the second skill control is displayed in an inactive state in the virtual scene. Then, in response to the release command for the third skill, after controlling the virtual object to throw the third sub-item to the target location, in response to the third sub-item falling to the target location, the second skill control is switched from an inactive state to an active state, thereby triggering the release command for the fourth skill in response to the trigger operation for the active second skill control.

[0157] In actual implementation, when the second skill control is switched from other skill controls, the release command for the third skill is triggered through the first skill control. The second skill control can be switched from the first skill control. Specifically, in response to the release command for the third skill, the first skill control is switched to the second skill control, and the second skill control is used to release the fourth skill. The trigger duration of the release command for the third skill is recorded. In response to the trigger operation for the second skill control, if the trigger duration does not reach the target trigger duration, the release command for the fourth skill is triggered. If the trigger duration reaches the target trigger duration, the second skill control is switched back to the first skill control.

[0158] It should be noted that the second skill control is used to release the fourth skill, that is, the second skill control is used to trigger the release command for the fourth skill. After switching the first skill control to the second skill control, the trigger duration of the release command of the third skill is recorded. Here, the recording can be recorded in the background, displayed in the front end, or both in the background and in the front end. This application embodiment does not limit this as well. At the same time, the target trigger duration is also preset. This application embodiment does not limit this as well.

[0159] For example, see Figure 11 , Figure 11 This is a schematic diagram of the first skill control and the second skill control provided in the embodiments of this application, based on Figure 11 , Figure 11 The value indicated by 1101 in 'a' is the first skill control. Figure 11 The part indicated by 1102 in b is the second skill control, which responds to the release command for the third skill. Figure 11 The first skill control indicated by 1101 in a is switched to Figure 11 The second skill control indicated by b1102, and then if the trigger duration does not reach the target trigger duration, then in response to the... Figure 11 The trigger operation of the second skill control indicated by b1102 triggers the release command for the fourth skill, and then, in response to the release command for the fourth skill, controls such as Figure 11 The virtual object indicated by 1103 in a flashes to the target location, as shown. Figure 12 As shown in section b, 1104, finally, when the virtual object flashes to the target location, it is determined that the third sub-prop meets the second condition, thus displaying the process of the third sub-prop exploding, as shown below. Figure 12 As shown in c1105.

[0160] Thus, when the command to release the third skill is triggered through the first skill control, in response to the command, the first skill control is switched to the second skill control for releasing the fourth skill. Therefore, if the trigger duration of the third skill's release command has not reached the target trigger duration, the command to release the fourth skill is triggered. In this way, in the game, players need to react quickly and perform various operations. By associating the third and fourth skills with the first skill control, players can quickly release different skills without changing finger positions or searching for other skill controls, reducing operation steps and time, and improving the efficiency and smoothness of skill release. At the same time, it provides players with more skill combination strategies. Players can flexibly choose whether to fully release the third skill or trigger the fourth skill prematurely based on different combat scenarios and enemy situations, creating diverse combat methods, increasing skill combination strategies, and enriching gameplay. Furthermore, due to the limited space on the game interface, too many skill controls can make the interface appear cluttered, affecting the player's operation and visual experience. This skill control switching method allows for the operation of more skills without increasing the number of interface controls, making reasonable use of interface space, simplifying the interface layout, and facilitating player identification and operation.

[0161] It should be noted that, regarding the process of controlling the virtual object to flash to the target location in response to the release command for the fourth skill, and determining whether the third sub-item meets the second condition when the virtual object flashes to the target location, if the third sub-item has already met the second condition based on the target location before triggering the release command for the fourth skill (i.e., the third sub-item has already exploded), then the release command for the fourth skill cannot be triggered. For example, when the second skill control is switched from the first skill control, if the third sub-item meets the second condition based on the target location after switching from the first skill control to the second skill control, the second skill control will be switched back to the first skill control while displaying the explosion process of the third sub-item. In other words, the conditions for switching the second skill control back to the first skill control include the trigger duration reaching the target trigger duration and the third sub-item having exploded (i.e., the second condition is met).

[0162] In some embodiments, the process of displaying a virtual object in a virtual scene may include displaying a virtual object in its normal form in the virtual scene, the virtual object also having a fifth skill; and furthermore, in response to a release command for the fifth skill, controlling the virtual object to switch from its normal form to a target form; wherein the attribute values ​​of the virtual object in the target form are higher than the attribute values ​​of the virtual object in its normal form; the attribute values ​​include at least one of the virtual object's health, movement speed, attack speed, attack value, and defense value.

[0163] It should be noted that, as mentioned above, different forms of virtual objects have different appearances and / or behavioral attributes. Appearance refers to the virtual object's looks, clothing, hairstyle, etc., while behavioral attributes include the virtual object's skill effects, actions, voice content, sound effects, etc.

[0164] In practice, for the process of controlling the virtual object to switch from its normal form to the target form in response to the release command for the fifth skill, a switching animation can also be displayed. Specifically, in response to the release command for the fifth skill, a switching animation is played to indicate that the virtual object is switching from its normal form to the target form. Then, in response to the end of the switching animation, the virtual object in the target form is displayed. For example, see [link to example]. Figure 12 , Figure 12 This is a schematic diagram of the switching animation provided in the embodiments of this application, based on Figure 13 In response to the command to release the fifth skill, play as follows: Figure 13 The switching animation indicated by 1201 is used to display the virtual object in the target form in response to the end of the switching animation playback.

[0165] In this process, in response to a release command for the fifth skill, the virtual object is controlled to switch from its normal form to its target form. Specifically, in response to the release command for the fifth skill, the virtual object is controlled to release the fifth skill, thus switching from its normal form to its target form. The fifth skill, for example, is a skill attack triggered by a skill attack control. In other words, in the virtual scene, a fourth skill control is displayed, which is used to trigger the release command for the fifth skill. Therefore, in response to the triggering operation of the fourth skill control, the release command for the fifth skill is triggered. For example, see [link to example]. Figure 13 , Figure 14 This is a schematic diagram illustrating the process of triggering the release command for the fifth skill, provided in an embodiment of this application. Figure 14 The control 1301 indicates the fourth skill control, and in response to the trigger operation of the fourth skill control as indicated by 1301, a release command for the fifth skill is triggered.

[0166] It should be noted that when the attribute value includes health points, the increase in health points of the target virtual object compared to the normal virtual object is preset; when the attribute value includes movement speed, the increase in movement speed of the target virtual object compared to the normal virtual object is also preset; when the attribute value includes attack speed, the increase in attack speed of the target virtual object compared to the normal virtual object is also preset; when the attribute value includes attack value, the increase in attack value of the target virtual object compared to the normal virtual object is also preset; when the attribute value includes defense value, the increase in defense value of the target virtual object compared to the normal virtual object is also preset; however, this embodiment does not limit these aspects.

[0167] In this way, by triggering the release command for the fifth skill, the virtual object can be controlled to switch from its normal form to its target form. This not only simplifies the process of switching the virtual object's form and improves the efficiency of switching the virtual object's form, but also adds more variations and strategic choices to the game. Players can flexibly switch the form of the virtual object according to different combat scenarios and needs.

[0168] In actual implementation, in response to the release command for the fifth skill, after controlling the virtual object to switch from the normal form to the target form, it is also possible to record the form switching duration of the virtual object; when the form switching duration reaches the target switching duration, the virtual object is controlled to switch back from the target form to the normal form.

[0169] It should be noted that the recording of the virtual object's form switching duration can be done in the background, displayed on the front end, or both. This application embodiment does not limit this. The target switching duration is preset, and this application embodiment also does not limit this. In response to the release command for the fifth skill, after controlling the virtual object to switch from the normal form to the target form, the form switching duration of the virtual object is obtained in real time. When the form switching duration reaches the target switching duration, the virtual object is controlled to switch back from the target form to the normal form.

[0170] In this way, limiting the maximum duration of virtual objects in the target form ensures the core balance of the game, avoids monopolization by a single strategy, and prevents unfairness. At the same time, by limiting the duration, the form switching is upgraded from a simple operation to tactical planning, guiding players to carefully choose the timing of state switching, deepening players' strategic decision-making, and enhancing the depth of gameplay.

[0171] In actual implementation, there are multiple first objects. After recording the form switching time of the virtual objects, when the form switching time has not reached the target switching time, in response to the attack operation against multiple first objects, the virtual objects are controlled to attack multiple first objects; based on the number of first objects defeated, the target switching time is increased; wherein, the increase in the target switching time is proportional to the number of first objects defeated.

[0172] It should be noted that the number of first objects defeated includes the sum of the number of first objects defeated by the virtual object and the number of first objects defeated with the help of the virtual object, that is, the sum of the virtual object's defeat count and assist count. Here, the first objects defeated with the help of the virtual object refer to the first objects defeated by other objects in the same group as the virtual object with the assistance of the virtual object. Then, the number of first objects defeated is recorded, and the target switching time is increased based on the number of first objects defeated. Here, the number of first objects defeated can be recorded in the background, displayed in the front end, or both. This application embodiment does not limit this. The increase in the target switching time is proportional to the number of first objects defeated. For example, for each first object defeated, the target switching time can be increased by a preset time, such as three seconds. This application embodiment does not limit this.

[0173] Thus, by extending the maximum duration of a virtual object in its target form based on the number of the first object defeated by the virtual object, the static limitation of fixed duration is broken, allowing the player's combat performance to directly determine the duration of the form, thereby enhancing the player's motivation and increasing their enthusiasm. At the same time, the mechanism of extending the duration based on the number of defeats requires players not only to determine when to trigger the form, but also to plan the combat priority during the form's duration, allowing the strategy to extend from a single decision to a multi-stage dynamic adjustment, deepening the level of tactical planning.

[0174] In actual implementation, the attribute value includes the movement speed of the virtual object. In response to the release command for the fifth skill, after controlling the virtual object to switch from its normal form to the target form, the movement speed of the virtual object can also be increased from its initial movement speed to the target movement speed in response to the release command for the fifth skill. The initial movement speed is the movement speed of the virtual object in its normal form, and the target movement speed is the movement speed of the virtual object in its target form. During the target duration after the virtual object's movement speed switches to the target movement speed, the movement speed of the virtual object in the target form is gradually reduced back to its initial movement speed.

[0175] It should be noted that the target movement speed is preset, and this application embodiment does not limit this; while responding to the release command for the fifth skill, increasing the movement speed of the virtual object from the initial movement speed to the target movement speed means that the movement speed of the virtual object is immediately increased from the initial movement speed to the target movement speed. After the movement speed of the virtual object is switched to the target movement speed, within the target duration, the movement speed of the virtual object in the target form is gradually reduced to the initial movement speed. This is equivalent to controlling the movement speed of the virtual object in the target form to continuously decrease until it is reduced to the initial movement speed within the target duration. Here, the target duration can be preset, such as 1 second, etc., and this application embodiment does not limit this.

[0176] Thus, when the virtual object enters the target form, its movement speed is immediately increased from its initial speed to the target speed. Then, during the target duration after the virtual object's movement speed switches to the target speed, its movement speed gradually decreases back to its initial speed. This immediate increase in movement speed upon entering the target form allows players to instantly feel the enhanced effect of the form change, receiving strong operational feedback and clearly knowing that the skill has been successfully released and has taken effect. The subsequent gradual decrease in movement speed creates a sense of rhythm, enabling players to better control the game. Mastering the rhythm and timing of battles; at the same time, increasing movement speed allows virtual objects to have greater mobility in target form, enabling them to quickly move to advantageous positions, making it more efficient whether chasing enemies, escaping, or supporting teammates. This increases the combat capability and tactical value of virtual objects in target form. However, limiting the duration of their high-speed movement by gradually decreasing their speed, eventually returning them to their initial movement speed, prevents virtual objects from becoming too powerful in target form due to continuous high-speed movement, which would disrupt the game balance. This requires players to rationally plan their actions within the limited high-speed movement time, thinking about when to attack, when to defend, or when to relocate, increasing the strategic depth of the game.

[0177] It should be noted that when the virtual object is in target form, in response to the release command for the first skill, after controlling the virtual object to launch a second number of first sub-items at the first object based on the launch item, in addition to the attribute value of the virtual object in target form increasing upon the second number of first sub-items hitting the first object; alternatively, in response to the release command for the second skill, the virtual object can launch a second sub-item at the second object through the target part, and the attribute value of the virtual object in target form increasing upon the second sub-item hitting the first object; or, in response to the release command for the third skill... The system controls a virtual object to throw a third sub-item towards a target location; then, in response to the explosion of the third sub-item reducing the object's attribute value, the system controls the virtual object in the target form to increase its attribute value; wherein, the increase in the attribute value of the virtual object in the target form is proportional to the cumulative number of second sub-items that hit the first object and / or the number of objects hit by the second sub-items, or proportional to the number of objects whose attribute value was reduced due to the explosion of the third sub-item; and the attribute value includes at least one of the virtual object's health, movement speed, attack speed, attack value, and defense value, which is not limited in this embodiment.

[0178] By applying the above embodiments of this application, in a virtual scene, after displaying a virtual object holding a launching tool and possessing a first skill, in response to a release command for the first skill, the virtual object is controlled to launch a first sub-tool at the first object using the launching tool. When the first sub-tool hits the first object, it is controlled to attach to the first object. Then, in response to the first sub-tool attached to the first object meeting a first target condition, the process of the attached first sub-tool changing its form is displayed, thereby reducing the attribute value of the first object. Thus, in response to a release command for the first skill, controlling the virtual object holding the launching tool to launch a first sub-tool at the first object not only enriches the diversity of skill release processes in the virtual scene but also improves human-computer interaction efficiency. Simultaneously, when the first sub-tool attached to the first object meets the first target condition, the process of the attached first sub-tool changing its form is displayed to reduce the attribute value of the first object. This not only improves the diversity of interaction processes in the virtual scene but also enhances the utilization rate of the electronic device's hardware resources.

[0179] The following will describe an exemplary application of the embodiments of this application in a real-world application scenario.

[0180] In games using related technologies, the interaction methods for players to control heroes and interact with enemies are relatively simple, resulting in low diversity of interaction processes in virtual scenes and low efficiency of human-computer interaction.

[0181] Based on this, the present application provides a skill release method in a virtual scene. By designing a new hero (virtual object), including hero background, hero skills, hero attack items, etc., players can choose a new hero to join the battle, enhance the diversity of hero selection, and increase the richness of the game.

[0182] In actual implementation, the new hero possesses a virtual bubble machine and has one passive skill and three active skills. The passive skill (first skill) responds to attacks on a target (first object), controlling the new hero to perform a normal attack on the target to send virtual bubbles to the enemy via the virtual bubble machine. When a virtual bubble hits a target, it applies a layer of "sticky candy" effect (attachment) and explodes after a 4-second delay (target attachment duration). During this time, each normal attack (first skill) by the new hero applies another layer of "sticky candy" to the target. When four layers (number of targets) are applied, the bubble explodes immediately, dealing area damage to the target and surrounding area. Each layer further increases the damage. In Berserk mode (target mode), each normal attack fires two bullets (second number), applying two layers of "sticky candy." The triggering process for Berserk mode will be explained below; this application's embodiment will not elaborate further.

[0183] For Active Skill 1 (Second Skill), in response to the release command for Active Skill 1, control the new hero to launch a large bubble (Second Sub-item). The large bubble flies in a designated direction for a period of time before returning to the new hero, dealing damage and slowing down the target hit.

[0184] For Active Skill 2 (Third Skill), in response to the release command for Active Skill 2, the new hero throws a candy bag (third sub-item). If it hits an enemy target, it will explode. If it does not hit a target, the candy bag will automatically explode after a period of time. Active Skill 2 is a two-stage skill. Its second stage skill (fourth skill) will be displayed after the release command for Active Skill 2 is triggered. That is, the control used to release Active Skill 2 (first skill control) will be switched to the control used to release the second stage skill (second skill control). In response to the release command for the second stage skill of Active Skill 2, the new hero will immediately teleport to the location of the candy bag.

[0185] For Active Skill 3 (Fifth Skill), in response to the release command for Active Skill 3, control the new hero to start Berserk Form (Target Form). Berserk Form lasts for 7-9 seconds (target switching time). When the target is defeated or an assist is provided, Berserk Form is extended by 3 seconds. When the new hero is in Berserk Form, the new hero's attack speed is increased and he gains additional lifesteal.

[0186] It should be noted that when the new hero is in Berserk mode, each basic attack fires two bullets, stacking two layers of "Sticky Candy," with the second bullet dealing 20% ​​damage. Simultaneously, the new hero gains a speed boost while in Berserk mode, which then gradually decreases over 1 second until it returns to its original speed. Additionally, while in Berserk mode, the flight speed of the large bubble in Active Skill 1 and the explosion radius of the candy bag in Active Skill 2 are both increased and cannot be blocked by other skills.

[0187] In practice, see Figure 14 , Figure 2 This is a schematic diagram of the skill release process in a virtual scene provided in the embodiments of this application, based on Figure 3 The skill release process in the virtual scene provided in this application embodiment is implemented through steps 1401 to 1404. Specifically, the core mechanism of the new hero is the berserk form transformation. He can enter the berserk form at any time in the game by releasing skills. Compared with the normal form, the berserk form will switch the character avatar appearance, texture material, handheld props, skill mechanism, indicator range, etc., and the duration can be continuously extended by game behavior. When the berserk form ends, the relevant content of the new hero will return to the normal form.

[0188] Thus, by adding a hero with transformation as the core mechanism, the fun, strategy, diversity, and expressiveness of the game are significantly enhanced, positively promoting the game's activity. At the same time, in terms of the game experience, the appearance of the new hero breaks the fixed lineup experience, and because of the strategic depth of needing to activate the berserk form at the right time, players can significantly improve their combat power after mastering the skills, making the game more challenging and fun.

[0189] By applying the above embodiments of this application, in a virtual scene, after displaying a virtual object holding a launching tool and possessing a first skill, in response to a release command for the first skill, the virtual object is controlled to launch a first sub-tool at the first object using the launching tool. When the first sub-tool hits the first object, it is controlled to attach to the first object. Then, in response to the first sub-tool attached to the first object meeting a first target condition, the process of the attached first sub-tool changing its form is displayed, thereby reducing the attribute value of the first object. Thus, in response to a release command for the first skill, controlling the virtual object holding the launching tool to launch a first sub-tool at the first object not only enriches the diversity of skill release processes in the virtual scene but also improves human-computer interaction efficiency. Simultaneously, when the first sub-tool attached to the first object meets the first target condition, the process of the attached first sub-tool changing its form is displayed to reduce the attribute value of the first object. This not only improves the diversity of interaction processes in the virtual scene but also enhances the utilization rate of the electronic device's hardware resources.

[0190] The following description continues to illustrate the exemplary structure of the skill release device 455 in the virtual scene provided in the embodiments of this application as a software module. In some embodiments, such as ​ As shown, the software module in the skill release device 455 stored in the virtual scene of the memory 450 may include:

[0191] The first display module 4551 is used to display a virtual object in a virtual scene, the virtual object holding a launching prop and the virtual object having a first skill;

[0192] The first control module 4552 is used to control the virtual object to release the first skill in response to the release command for the first skill, so as to launch the first sub-item to the target object through the launching item;

[0193] The second control module 4553 is used to control the first sub-prop to attach to the target object in response to the first sub-prop hitting the target object;

[0194] The second display module 4554 is used to display the process of the first sub-prop being attached to the target object exploding in response to the first target condition being met.

[0195] In some embodiments, the apparatus further includes a response module, the response module being configured to determine, in response to the first sub-prop satisfying at least one of the following, that the first sub-prop attached to the first object satisfies a first condition: the number of first sub-props attached to the first object reaches a target number; the duration for which the first sub-prop is attached to the first object reaches a target attachment duration.

[0196] In some embodiments, the response module is further configured to, in response to the first sub-prop hitting the first object, display an identifier corresponding to the number of the first sub-prop hitting the first object at an associated location of the first object; wherein the identifiers corresponding to different numbers are different; and in response to the number of the first sub-prop hitting the first object reaching a target number, display an explosion process of an identifier corresponding to the target number at the associated location.

[0197] In some embodiments, the response module is further configured to, when the form of the attached first sub-item changes, reduce the attribute value of the at least one object in response to the presence of at least one object in the influence area of ​​the first sub-item; wherein the attribute value includes at least one of the object's health, movement speed, attack speed, attack value, and defense value; and the magnitude of the reduction in attribute value is proportional to the number of attached first sub-items.

[0198] In some embodiments, the virtual object also has a second skill; the response module is further configured to, in response to a release command for the second skill, control the virtual object to launch a second sub-item at the second object through a target part, the second sub-item being different from the first sub-item; in response to the second sub-item hitting the second object, reduce the attribute value of the second object, the attribute value including at least one of the second object's health, movement speed, attack speed, attack value, and defense value.

[0199] In some embodiments, the response module is further configured to display the process of the second sub-prop moving toward the second object; during the movement of the second sub-prop, in response to the second sub-prop hitting the second object, display the process of the second sub-prop passing through the second object and continuing to move forward; when the movement distance of the second sub-prop reaches a distance threshold, control the second sub-prop to return from its current position to the position of the virtual object; when the second sub-prop returns to the position of the virtual object, cancel the display of the second sub-prop.

[0200] In some embodiments, the virtual object includes a normal form and a target form; the response module is further configured to display, when the virtual object is in the normal form, the process of the second sub-prop moving toward the second object at a first speed; and when the virtual object is in the target form, the process of the second sub-prop moving toward the second object at a second speed; wherein the second speed is greater than the first speed.

[0201] In some embodiments, the virtual object also has a third skill; the response module is further configured to control the virtual object to throw a third sub-item to a target location in response to a release command for the third skill; wherein the third sub-item is different from the first sub-item; based on the target location, in response to the third sub-item satisfying a second condition, the process of the third sub-item exploding is displayed.

[0202] In some embodiments, the response module is further configured to determine that the third sub-prop satisfies the second condition in response to the presence of at least one object at the target location; or, in response to the absence of an object at the target location, to display the fallen third sub-prop at the target location and record the display duration of the third sub-prop at the target location; and to determine that the third sub-prop satisfies the second condition when the display duration reaches the target display duration.

[0203] In some embodiments, the virtual object includes a normal form and a target form; the response module is further configured to display the explosion process of the third sub-item when the virtual object is in the normal form, wherein the damage range caused by the explosion is a first range; and to display the explosion process of the third sub-item when the virtual object is in the target form, wherein the damage range caused by the explosion is a second range; wherein the second range is larger than the first range.

[0204] In some embodiments, the third sub-item falls to the target location, the virtual object also has a fourth skill, and the response module is further configured to respond to a release command for the fourth skill and control the virtual object to flash to the target location; when the virtual object flashes to the target location, it is determined that the third sub-item satisfies the second condition.

[0205] In some embodiments, the release command for the third skill is triggered by a first skill control; the response module is further configured to, in response to the release command for the third skill, switch the first skill control to a second skill control, the second skill control being used to release the fourth skill; record the trigger duration of the release command for the third skill; in response to the triggering operation for the second skill control, if the trigger duration does not reach the target trigger duration, trigger the release command for the fourth skill; if the trigger duration reaches the target trigger duration, switch the second skill control back to the first skill control.

[0206] In some embodiments, the first display module 4551 is further configured to display the virtual object in its normal form in the virtual scene, the virtual object also having a fifth skill; and to control the virtual object to switch from the normal form to a target form in response to a release command for the fifth skill; wherein the attribute values ​​of the virtual object in the target form are higher than the attribute values ​​of the virtual object in the normal form; the attribute values ​​include at least one of the virtual object's health, movement speed, attack speed, attack value, and defense value.

[0207] In some embodiments, the response module is further configured to record the form switching duration of the virtual object; when the form switching duration reaches the target switching duration, the virtual object is controlled to switch from the target form back to the normal form.

[0208] In some embodiments, the number of the first objects is multiple, and the response module is further configured to, in response to an attack operation against multiple first objects, control the virtual object to attack the multiple first objects when the form switching duration has not reached the target switching duration; and increase the target switching duration based on the number of first objects defeated; wherein the increase in the target switching duration is proportional to the number of first objects defeated.

[0209] In some embodiments, the attribute value includes the movement speed of the virtual object. The response module is further configured to, in response to the release command for the fifth skill, increase the movement speed of the virtual object from an initial movement speed to a target movement speed; wherein the initial movement speed is the movement speed of the virtual object in the normal form, and the target movement speed is the movement speed of the virtual object in the target form; within a target duration after the movement speed of the virtual object is switched to the target movement speed, control the movement speed of the virtual object in the target form to gradually decrease to the initial movement speed.

[0210] In some embodiments, the virtual object includes a normal form and a target form, and has at least one skill including the first skill; the response module is further configured to, in response to a release command for the target skill among the at least one skills, control the virtual object to release the target skill to the first object; when the virtual object is in the normal form, in response to the first object performing a blocking operation against the target skill, display the process of the first object blocking the target skill, and when the blocking operation is successful, keep the attribute value of the first object unchanged; when the virtual object is in the target form, in response to the first object performing the blocking operation, control the blocking operation to fail, and reduce the attribute value of the first object.

[0211] In some embodiments, the virtual object includes a normal form and a target form. The first control module 4552 is further configured to, when the virtual object is in the normal form, in response to a release command for the first skill, control the virtual object to launch a first number of first sub-items at the first object based on the launching item; and when the virtual object is in the target form, in response to a release command for the first skill, control the virtual object to launch a second number of first sub-items at the first object based on the launching item; wherein the first number is less than the second number.

[0212] In some embodiments, the first control module 4552 is further configured to, in response to the second number of first sub-props hitting the first object, control the increase of the attribute value of the virtual object in the target form; wherein the attribute value includes at least one of the virtual object's health, movement speed, attack speed, attack value, and defense value.

[0213] In some embodiments, the second display module 4554 is further configured to display the process of the attached first sub-prop exploding in response to the first sub-prop being attached to the first object satisfying a first condition; or, in response to the first sub-prop being attached to the first object satisfying a first condition, display the process of the attached first sub-prop deforming and wrapping around the first object; or, in response to the first sub-prop being attached to the first object satisfying a first condition, display the process of the attached first sub-prop turning into a fireball and burning on the first object.

[0214] In some embodiments, the launching prop is a virtual bubble machine, and the first sub-prop is a virtual bubble; the first control module 4552 is further configured to, in response to a release command for the first skill, control the virtual object to launch virtual bubbles at the first object through the virtual bubble machine; the second control module 4553 is further configured to, in response to the virtual bubble hitting the first object, control the virtual bubble to attach to the first object.

[0215] This application provides a computer program product, which includes computer-executable instructions or a computer program. When the computer-executable instructions or the computer program are executed by a processor, the processor will execute the skill release method in the virtual scene provided in this application.

[0216] This application provides a computer-readable storage medium storing computer-executable instructions or a computer program. When the computer-executable instructions or the computer program are executed by a processor, the processor will execute the skill release method in the virtual scene provided in this application embodiment. For example, ... ​ The method of releasing skills in the virtual scene is shown.

[0217] In some embodiments, the computer-readable storage medium may be a read-only memory (ROM), random access memory (RAM), erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), flash memory, magnetic surface memory, optical disk, or CD-ROM, etc.; or it may be a device that includes one or any combination of the above-mentioned memories.

[0218] In some embodiments, computer-executable instructions may take the form of programs, software, software modules, scripts, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as stand-alone programs or as modules, components, subroutines, or other units suitable for use in a computing environment.

[0219] As an example, computer-executable instructions may, but do not necessarily, correspond to files in a file system. They may be stored as part of a file that holds other programs or data, for example, in one or more scripts in a HyperText Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple co-located files (e.g., files that store one or more modules, subroutines, or code sections).

[0220] As an example, computer-executable instructions can be deployed to execute on a single electronic device, or on multiple electronic devices located at one location, or on multiple electronic devices distributed across multiple locations and interconnected via a communication network.

[0221] In summary, the embodiments of this application have the following beneficial effects:

[0222] (1) In response to the release command for the first skill, the virtual object holding the launch item is controlled to launch the first sub-item to the first object through the launch item. This not only enriches the diversity of skill release process in the virtual scene, but also improves the efficiency of human-computer interaction. At the same time, when the first sub-item attached to the first object meets the first target condition, the process of the form of the attached first sub-item changing is displayed to reduce the attribute value of the first object. In this way, the diversity of interaction process in the virtual scene is improved, and the hardware resource utilization of electronic devices is also improved.

[0223] (2) By adding a hero with transformation as the core mechanism, the fun, strategy, diversity and expressiveness of the game are significantly improved, which has a positive effect on the activity of the game. At the same time, in terms of the game experience, the appearance of the new hero breaks the fixed lineup experience, and because of the strategic depth of needing to activate the berserk form at the right time, players can significantly improve their combat power after mastering the skills, making the game more challenging and fun.

[0224] It should be noted that in this application embodiment, data related to user operations is involved. When this application embodiment is applied to a specific product or technology, user permission or consent is required, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.

[0225] The above description is merely an embodiment of this application and is not intended to limit the scope of protection of this application. Any modifications, equivalent substitutions, and improvements made within the spirit and scope of this application are included within the scope of protection of this application.

Claims

1. A method for releasing skills in a virtual scene, characterized in that, The method includes: In a virtual scene, a virtual object is displayed, which holds a launching item and has a first skill; In response to the release command for the first skill, the virtual object is controlled to launch a first sub-item at the first object based on the launch item; In response to the first sub-prop hitting the first object, control the first sub-prop to attach to the first object; In response to the first sub-prop attached to the first object satisfying a first condition, the process of the attached first sub-prop changing its form is displayed, and the change causes the attribute value of the first object to decrease.

2. The method according to claim 1, characterized in that, After responding to the first sub-prop hitting the first object and controlling the first sub-prop to attach to the first object, the method further includes: In response to the first sub-prop satisfying at least one of the following, it is determined that the first sub-prop attached to the first object satisfies a first condition: The number of the first sub-props attached to the first object reaches the target number; The duration for which the first sub-prop is attached to the first object reaches the target attachment duration.

3. The method according to claim 1, characterized in that, The method further includes: In response to the first sub-prop hitting the first object, an identifier corresponding to the number of the first sub-prop hitting the first object is displayed at the associated location of the first object; The different quantities correspond to different identifiers; In response to the number of the first sub-props hitting the first object reaching a target number, an identifier explosion corresponding to the target number is displayed at the associated location.

4. The method according to claim 1, characterized in that, The method further includes: When the shape of the attached first sub-prop changes, in response to the presence of at least one object in the influence area of ​​the first sub-prop, the attribute value of the at least one object is reduced; The attribute values ​​include at least one of the object's health, movement speed, attack speed, attack value, and defense value; the magnitude of the reduction in attribute values ​​is directly proportional to the number of the first sub-items attached.

5. The method according to claim 1, characterized in that, The virtual object also possesses a second skill; after displaying the virtual object in the virtual scene, the method further includes: In response to the release command for the second skill, the virtual object is controlled to launch a second sub-item at the second object through the target part, the second sub-item being different from the first sub-item; In response to the second sub-item hitting the second object, the attribute value of the second object is reduced, the attribute value including at least one of the second object's health, movement speed, attack speed, attack value, and defense value.

6. The method according to claim 5, characterized in that, After responding to the release command for the second skill and controlling the virtual object to launch the second sub-item at the second object through the target part, the method further includes: This shows the process of the second sub-prop moving towards the second object; During the movement of the second sub-prop, in response to the second sub-prop hitting the second object, the process of the second sub-prop passing through the second object and continuing to move forward is displayed; When the movement distance of the second sub-prop reaches the distance threshold, control the second sub-prop to return from its current position to the position of the virtual object; When the second sub-item returns to the location of the virtual object, the second sub-item is de-displayed.

7. The method according to claim 6, characterized in that, The virtual object includes a normal form and a target form; the process of displaying the second sub-prop moving towards the second object includes: When the virtual object is in the normal form, the process of the second sub-prop moving towards the second object at a first speed is displayed. When the virtual object is in the target form, the process of the second sub-prop moving towards the second object at the second speed is displayed. The second speed is greater than the first speed.

8. The method according to claim 1, characterized in that, The virtual object also possesses a third skill; after displaying the virtual object in the virtual scene, the method further includes: In response to the release command for the third skill, the virtual object is controlled to throw a third sub-item towards the target location; The third sub-prop is different from the first sub-prop; Based on the target location, in response to the third sub-prop satisfying the second condition, the process of the third sub-prop exploding is displayed.

9. The method according to claim 8, characterized in that, After responding to the release command for the third skill and controlling the virtual object to throw the third sub-item to the target location, the method further includes: In response to the presence of at least one object at the target location, it is determined that the third sub-prop satisfies the second condition; or... In response to the absence of an object at the target location, the dropped third sub-item is displayed at the target location, and the display duration of the third sub-item at the target location is recorded; when the display duration reaches the target display duration, it is determined that the third sub-item satisfies the second condition.

10. The method according to claim 8, characterized in that, The virtual object includes a normal form and a target form; the process of displaying the explosion of the third sub-prop includes: When the virtual object is in the normal form, the process of the third sub-prop exploding is displayed, and the damage range caused by the explosion is the first range; When the virtual object is in the target form, the process of the third sub-prop exploding is displayed, and the damage range caused by the explosion is the second range; The second range is larger than the first range.

11. The method according to claim 8, characterized in that, The third sub-item falls to the target location, and the virtual object also has a fourth skill. After responding to a release command for the third skill and controlling the virtual object to throw the third sub-item to the target location, the method further includes: In response to the release command for the fourth skill, the virtual object is controlled to flash to the target location; When the virtual object flashes to the target location, it is determined that the third sub-prop satisfies the second condition.

12. The method according to claim 11, characterized in that, The release command for the third skill is triggered via the first skill control; the method further includes: In response to the release command for the third skill, the first skill control is switched to the second skill control, which is used to release the fourth skill; Record the trigger duration of the release command for the third skill; In response to a trigger operation on the second skill control, if the trigger duration does not reach the target trigger duration, a release command for the fourth skill is triggered. If the trigger duration reaches the target trigger duration, the second skill control will be switched back to the first skill control.

13. The method according to claim 1, characterized in that, The process of displaying virtual objects in a virtual scene includes: In the virtual scene, the virtual object is displayed in its normal form, and the virtual object also has a fifth skill; The method further includes: In response to the release command for the fifth skill, the virtual object is controlled to switch from the normal form to the target form; The attribute values ​​of the virtual object in the target form are higher than those of the virtual object in the normal form; the attribute values ​​include at least one of the virtual object's health, movement speed, attack speed, attack value, and defense value.

14. The method according to claim 13, characterized in that, After controlling the virtual object to switch from the normal form to the target form in response to the release command for the fifth skill, the method further includes: Record the duration of the virtual object's form switching; When the form switching time reaches the target switching time, the virtual object is controlled to switch from the target form back to the normal form.

15. The method according to claim 14, characterized in that, The number of the first objects is multiple, and after recording the form switching duration of the virtual objects, the method further includes: When the form switching duration does not reach the target switching duration, in response to the attack operation against multiple first objects, the virtual object is controlled to attack the multiple first objects; The target switching duration is increased based on the number of the first objects that are defeated; wherein the increase in the target switching duration is proportional to the number of the first objects that are defeated.

16. The method according to claim 13, characterized in that, The attribute value includes the movement speed of the virtual object. After controlling the virtual object to switch from its normal form to its target form in response to the release command for the fifth skill, the method further includes: In response to the release command for the fifth skill, the movement speed of the virtual object is increased from the initial movement speed to the target movement speed; Wherein, the initial movement speed is the movement speed of the virtual object in the normal form, and the target movement speed is the movement speed of the virtual object in the target form; Within a target time period after the virtual object's movement speed is switched to the target movement speed, the movement speed of the virtual object in the target form is gradually reduced to the initial movement speed.

17. The method according to claim 1, characterized in that, The virtual object includes a normal form and a target form, and has at least one skill including the first skill; After displaying virtual objects in the virtual scene, the method further includes: In response to a release command for a target skill among the at least one skills, the virtual object is controlled to release the target skill to the first object; When the virtual object is in the normal form, in response to the first object performing a blocking operation against the target skill, the process of the first object blocking the target skill is displayed, and when the blocking operation is successful, the attribute value of the first object remains unchanged; When the virtual object is in the target form, in response to the first object performing the blocking operation, the blocking operation is controlled to fail, and the attribute value of the first object is reduced.

18. The method according to claim 1, characterized in that, The virtual object includes a normal form and a target form. The step of controlling the virtual object to launch a first sub-item at the first target based on the launching item, in response to a release command for the first skill, includes: When the virtual object is in the normal form, in response to the release command for the first skill, the virtual object is controlled to launch a first number of first sub-items at the first object based on the launching item; When the virtual object is in the target form, in response to the release command for the first skill, the virtual object is controlled to launch a second number of first sub-items at the first object based on the launching item; Wherein, the first quantity is less than the second quantity.

19. The method according to claim 18, characterized in that, When the virtual object is in the target form, in response to the release command for the first skill, after controlling the virtual object to launch a second number of first sub-items at the first object based on the launching item, the method further includes: In response to the second number of first sub-props hitting the first object, the attribute value of the virtual object in the target form is increased; The attribute values ​​include at least one of the following: the virtual object's health, movement speed, attack speed, attack value, and defense value.

20. The method according to claim 1, characterized in that, The process of displaying a change in the form of the attached first sub-prop in response to the first sub-prop being attached to the first object satisfying a first condition includes: In response to the first sub-prop attached to the first object satisfying a first condition, the process of the attached first sub-prop exploding is displayed; or... In response to the first sub-prop attached to the first object satisfying a first condition, the process of the attached first sub-prop deforming and wrapping around the first object is displayed; or... In response to the first sub-prop attached to the first object satisfying a first condition, the process of the attached first sub-prop turning into a fireball and burning on the first object is displayed.

21. The method according to claim 1, characterized in that, The launching device is a virtual bubble machine, and the first sub-device is a virtual bubble; The step of controlling the virtual object to launch a first sub-item at the first object based on the launching item in response to a release command for the first skill includes: In response to a release command for the first skill, the virtual object is controlled to launch virtual bubbles at the first object via the virtual bubble machine; The step of controlling the first sub-prop to attach to the first object in response to the first sub-prop hitting the first object includes: In response to the virtual bubble hitting the first object, control the virtual bubble to attach to the first object.

22. A skill release device in a virtual scene, characterized in that, The device includes: The first display module is used to display a virtual object in a virtual scene, the virtual object holding a launching prop and the virtual object having a first skill; A first control module is configured to, in response to a release command for the first skill, control the virtual object to launch a first sub-item at the first object based on the launch item; The second control module is used to control the first sub-prop to attach to the first object in response to the first sub-prop hitting the first object; The second display module is used to display the process of the attached first sub-prop changing its form in response to the first sub-prop being attached to the first object meeting a first condition, wherein the change causes the attribute value of the first object to decrease.

23. An electronic device, characterized in that, include: Memory is used to store executable instructions or computer programs. A processor, when executing computer-executable instructions or computer programs stored in the memory, implements the skill release method in a virtual scene as described in any one of claims 1 to 21.

24. A computer-readable storage medium, characterized in that, The device stores computer-executable instructions or computer programs for inducing a processor to execute and implement the skill release method in the virtual scene as described in any one of claims 1 to 21.

25. A computer program product comprising computer-executable instructions or a computer program, characterized in that, When the computer-executable instructions or computer program are executed by a processor, the skill release method in the virtual scene as described in any one of claims 1 to 21 is implemented.

Citation Information

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