Game interaction method and related device

By releasing virtual character decoy items and swapping positions in multiplayer online games, the problem of monotonous game experience is solved, and the game strategy is enriched and interactive resources are fully utilized.

CN121422480APending Publication Date: 2026-01-30TENCENT TECHNOLOGY (SHENZHEN) CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202511922687.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-12-17
Publication Date
2026-01-30

AI Technical Summary

Technical Problem

In existing multiplayer online games, players experience objects such as props and NPCs in the game scene in a "what you see is what you get" manner, resulting in a monotonous game experience, failing to attract players' interest, and wasting interactive resources.

Method used

It allows virtual characters to release decoy items in multiplayer game scenarios, using the decoy items to display appearances that are associated with designated game objects to confuse the enemy, and to swap the positions of the virtual character and the decoy items through skill controls.

Benefits of technology

It enriches the player's gaming experience, increases the diversity of game strategies and the number of interactions, makes full use of interactive resources, and attracts players' interest in the game.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN121422480A_ABST
    Figure CN121422480A_ABST
Patent Text Reader

Abstract

The invention discloses a game interaction method and a related device, in response to a first trigger operation for a first skill control of a first virtual character, a bait prop released by the first virtual character in a multi-player game scene is displayed, and the bait prop and a specified game object in the multi-player game scene have an associated display shape. The first virtual role is a virtual role controlled by a user in a multi-player game scene; and in response to a second trigger operation for a second skill control associated with the first skill control, displaying that the first virtual character in the first game position is transferred to a second game position where the bait prop is located. In a word, the virtual character can release the bait prop for confusing the enemy, and the position of the bait prop can be directly changed, so that the game strategy is richer and more colorful, and the game interest of players can be attracted. The player can interact with the interaction resources in the game for more times, so that the interaction resources in the game are fully utilized.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This application relates to the field of game processing, and in particular to a game interaction method and related apparatus. Background Technology

[0002] In multiplayer online games, players can control virtual characters in a multiplayer game environment through their game accounts to move, fight, and participate in game matches alongside virtual characters from other factions. Multiplayer game environments typically include various items and non-player characters (NPCs) to enrich the player experience.

[0003] Currently, players perceive items, NPCs, and virtual characters in multiplayer game scenarios as "what you see is what you get," meaning these objects are realistic and represent their respective real identities. For example, if a player sees a supply crate in a multiplayer game scenario, it is a real supply crate that can provide the player with supplies, not a fake one.

[0004] However, this results in a relatively fixed and monotonous gaming experience for players, failing to attract their interest and leading to a waste of interactive resources in the game. Summary of the Invention

[0005] To address the aforementioned technical problems, this application provides a game interaction method and related apparatus to fully utilize interactive resources within the game.

[0006] The embodiments of this application disclose the following technical solutions:

[0007] Firstly, this application provides a game interaction method, the method comprising:

[0008] In response to a first trigger operation on a first skill control of a first virtual character, the first virtual character is shown to release a decoy item in a multiplayer game scene. The decoy item has a display appearance associated with a specified game object in the multiplayer game scene. The first virtual character is a user-controlled virtual character in the multiplayer game scene.

[0009] In response to a second trigger operation on a second skill control associated with the first skill control, the first virtual character in the first game position is displayed to move to the second game position where the decoy prop is located, the first game position and the second game position being different positions in the multiplayer game scene.

[0010] Secondly, this application provides a game interaction device, the device comprising:

[0011] The first display unit is configured to respond to a first trigger operation of a first skill control for a first virtual character, and display that the first virtual character releases a decoy item in a multiplayer game scene, wherein the decoy item has a display appearance associated with a specified game object in the multiplayer game scene, and the first virtual character is a user-controlled virtual character in the multiplayer game scene.

[0012] The second display unit is configured to, in response to a second trigger operation on a second skill control associated with the first skill control, display that the first virtual character at the first game position has moved to the second game position where the decoy prop is located, wherein the first game position and the second game position are different positions in the multiplayer game scene.

[0013] Thirdly, this application provides a computer device, which includes a processor and a memory:

[0014] The memory is used to store computer programs;

[0015] The processor is configured to execute the method according to the computer program.

[0016] Fourthly, this application provides a computer-readable storage medium for storing a computer program that, when executed by a computer device, implements the method described thereon.

[0017] Fifthly, this application provides a computer program product including a computer program that, when run on a computer device, causes the computer device to perform the method.

[0018] As can be seen from the above technical solution, in order to enrich the player's gaming experience, this application allows virtual characters to release decoy props with deceptive properties in multiplayer game scenarios to confuse the enemy. When a player controls the first virtual character in a multiplayer game scenario, the virtual character player can perform a first trigger operation on the first skill control of the first virtual character to enhance the game's fun and increase the chance of victory. In response to this first trigger operation, the first virtual character is displayed releasing a decoy prop in the multiplayer game scenario. Since the decoy prop has a display appearance associated with a designated game object in the multiplayer game scenario, the enemy sees two essentially identical objects, which can instantly distract the enemy's attention, greatly enriching the gaming experience for both the first virtual character and the enemy. To further improve the gaming experience of the first virtual character, the first virtual character can perform a second trigger operation on a second skill control associated with the first skill control. In response to the second trigger operation, the terminal device displays the first virtual character, currently in the first game position, moving to the second game position where the decoy prop is located. The first game position and the second game position are different locations in the multiplayer game scenario. Thus, the first virtual character can use a decoy item with integrated teleportation functionality, quickly changing to the decoy item's location. This enriches the decoy item's functionality, allowing players to achieve both decoy release and position relocation with a single item, thereby increasing the diversity of decoy item usage strategies and enriching the player's gameplay. In summary, this application, by enabling virtual characters to release decoy items to confuse the enemy and directly teleport to their location, makes game strategies more diverse and attractive to players. Players can interact with in-game resources more frequently, fully utilizing these resources. Attached Figure Description

[0019] To more clearly illustrate the technical solutions in the embodiments of this application or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0020] Figure 1 A schematic diagram illustrating the implementation environment of a game interaction method provided in this application embodiment;

[0021] Figure 2 A flowchart illustrating a game interaction method provided in an embodiment of this application;

[0022] Figure 3 This is a schematic diagram of a game screen when releasing a decoy prop, provided in an embodiment of this application.

[0023] Figure 4This is a schematic diagram of a game screen when the decoy item cannot be released, provided as an embodiment of this application.

[0024] Figure 5 This application provides a schematic diagram of a game screen showing the swapping of positions between a first virtual character and a decoy prop.

[0025] Figure 6 A schematic diagram illustrating the interchange of positions between a first virtual character and various decoy props, provided for an embodiment of this application;

[0026] Figure 7 A schematic diagram of a game screen for changing the control pattern of a first skill control, provided as an embodiment of this application;

[0027] Figure 8 This is a schematic diagram of a game screen showing a first skill control that triggers a box pattern, provided in an embodiment of this application.

[0028] Figure 9 A game screen illustration illustrating another method of changing the control pattern of the first skill control, provided in an embodiment of this application;

[0029] Figure 10 This is a schematic diagram of a game screen showing a first skill control that triggers a monster pattern, provided in an embodiment of this application.

[0030] Figure 11 This application provides a schematic diagram of a game screen with a reset control as an embodiment of the present application.

[0031] Figure 12 This application provides a schematic diagram of a game screen with switching controls as an embodiment of the present application.

[0032] Figure 13 A logical schematic diagram illustrating the control pattern change of a first skill control provided in an embodiment of this application;

[0033] Figure 14 This is a game screen illustration of a decoy prop being destroyed, provided as an embodiment of this application.

[0034] Figure 15 A schematic diagram of a game screen showing the display duration of a second skill control, provided for an embodiment of this application;

[0035] Figure 16 This is a schematic diagram of a game screen showing a failed location transfer, provided as an embodiment of this application.

[0036] Figure 17 This application provides a schematic diagram of a game screen with a feature for retrieving bait items.

[0037] Figure 18This application provides a schematic diagram of a game screen with shape-changing buttons as an embodiment of the present application;

[0038] Figure 19 This application provides a schematic diagram of a process related to the release of a decoy prop.

[0039] Figure 20 This application provides a schematic diagram of the display process for a decoy marker.

[0040] Figure 21 A schematic diagram illustrating the process of destroying a decoy prop, provided for an embodiment of this application;

[0041] Figure 22 A schematic diagram of a game interaction device provided in an embodiment of this application;

[0042] Figure 23 A structural diagram of a terminal device provided in an embodiment of this application;

[0043] Figure 24 This is a structural diagram of a server provided in an embodiment of this application. Detailed Implementation

[0044] The embodiments of this application will now be described with reference to the accompanying drawings.

[0045] As described in the background section, currently, players perceive objects such as items, NPCs, and virtual characters in multiplayer game scenarios as "what you see is what you get," meaning these objects are realistic and represent their respective real identities. However, this results in a relatively fixed and monotonous gaming experience, failing to attract players' interest and ultimately wasting interactive resources within the game.

[0046] This application provides a game interaction method and related device, which enables virtual characters to release decoy items to confuse the enemy and directly switch positions to the location of the decoy items, making game strategies more diverse and attractive to players. Players can interact with interactive resources in the game more frequently, achieving full utilization of these resources.

[0047] The game interaction method provided in this application can be implemented using a computer device, which can be a terminal device or a server. The server can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing cloud computing services. Terminal devices include, but are not limited to, mobile phones, computers, smart voice interaction devices, smart home appliances, vehicle terminals, aircraft, and extended reality (XR) devices. The terminal device and the server can be directly or indirectly connected via wired or wireless communication, and this application does not impose any limitations on this connection.

[0048] It is understood that in the specific implementation of this application, user information such as virtual characters, trigger operations and other related data are involved. When the above embodiments of this application are applied to specific products or technologies, 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.

[0049] The game interaction method provided in this application can be applied to at least one of the following game scenarios. Of course, these game scenarios are just examples, and the method can also be applied to other game scenarios, which are not limited here.

[0050] Scenario 1: Virtual characters and real-life decoys swap positions.

[0051] In this scenario, the first virtual character can release character-type decoys in a multiplayer game to confuse the enemy. Character-type decoys are decoy items that have a visually similar appearance to the virtual character; for example, a character-type decoy and the first virtual character may have the exact same appearance. Of course, character-type decoys can also have visually similar appearances to other virtual characters (such as friendly or enemy characters). Furthermore, the first virtual character and the character-type decoy can swap positions, increasing the versatility of decoy item usage strategies.

[0052] Scenario 2: Virtual characters and prop-type decoys swap positions.

[0053] In this scenario, the first virtual character can release item-type decoys in the multiplayer game environment. Item-type decoys are lures that have a similar appearance to virtual items in the multiplayer game environment. These virtual items can be pickupable, such as supply crates, pickupable backpacks, or pickupable equipment. For example, the first virtual character can release a decoy crate in the multiplayer game environment. Enemies interacting with the decoy crate will not be able to obtain supplies like normal supply crates, and the decoy crate may even explode. Furthermore, the first virtual character can swap positions with the decoy crate, quickly moving to the location of the decoy crate. For example, during intense combat with enemies, the first virtual character can quickly relocate to the location of the decoy crate to quickly escape the battle.

[0054] Scenario 3: Virtual characters and NPC-type decoys swap positions.

[0055] In this scenario, the first virtual character can release NPC-type decoys in a multiplayer game environment. NPC-type decoys are lure items that have a visually similar appearance to NPCs in the multiplayer game environment; examples of NPC-type decoys include monsters and minions. The first virtual character can release a monster decoy in the multiplayer game environment. Enemies interacting with the monster decoy will not receive rewards like normal monsters. Furthermore, the first virtual character can swap positions with the monster decoy, quickly moving to the monster decoy's location.

[0056] refer to Figure 1 The diagram shown illustrates an implementation environment for a game interaction method provided in this application. This game interaction method can be applied to... Figure 1 The implementation environment includes a first terminal device 100, a second terminal device 200, and a server 300.

[0057] A game client can be deployed on terminal devices (first terminal device 100 and second terminal device 200). The client can run on the terminal device through a browser, or through a standalone application (APP) or mini-program.

[0058] Players (or users) can log in to the client to play the game using their game accounts. The first terminal device 100 is the terminal device for logging into the first game account, and the second terminal device 200 is the terminal device for logging into the second game account. In multiplayer online games, the first game account and the second game account belong to different game factions, such as being enemies to each other.

[0059] As an example, game clients include, but are not limited to, first-person shooter (FPS) and third-person shooter (TPS) games, and the presentation of game clients includes, but is not limited to, two-dimensional (2D), three-dimensional (3D), virtual reality (VR), augmented reality (AR), and mixed reality (MR) formats.

[0060] The server 300 and the terminal device can communicate via a communication network. This communication network uses standard communication technologies and / or protocols, typically the Internet, but can also be any network, including but not limited to Bluetooth, a local area network (LAN), a metropolitan area network (MAN), a wide area network (WAN), mobile, private networks, or any combination of virtual private networks. In some embodiments, customized or dedicated data communication technologies may be used to replace or supplement the aforementioned data communication technologies.

[0061] Based on the above implementation environment, the game interaction method will be explained in detail. Figure 1 Images (a), (b), and (c) in the image represent game screenshots from the multiplayer game scene corresponding to the first game account. Figure 1 In the diagram, (d) and (e) represent the game screen of the multiplayer game scene corresponding to the second game account. The first game account and the second game account are the two game accounts participating in the multiplayer game scene. Figure 1 The image shows gameplay footage from a first-person shooter game.

[0062] The first game account controls the first virtual character in the multiplayer game scene, and the second game account controls the second virtual character in the same scene. The first virtual character has a first skill control, which can be used to release decoy items to confuse enemies in the multiplayer game scene. These decoy items can be character-type, item-type, or NPC-type decoys. The decoy items and designated game objects in the multiplayer game scene have a related visual appearance; for example, the decoy item may look exactly the same as the virtual characters, virtual items, or NPCs in the multiplayer game scene, making it impossible for enemies to distinguish between them.

[0063] refer to Figure 1In (a), the game screen of the first game account displays the first virtual character 101, the first skill control 104, other virtual controls, and a minimap located in the upper right corner. The first game account can perform a first trigger operation on the first skill control 104, such as clicking it. (Continue to refer to...) Figure 1 In (b), in response to the first trigger operation, the decoy item 103 released by the first player account is displayed in the game screen, taking the decoy item 103 as a supply box as an example.

[0064] The first game account also has a second skill control associated with the first skill control. This second skill control is used to move the first virtual character's position to the location of the decoy item, thus changing the character's position. These two skill controls can be the same control, only with different icons to achieve different functions, such as... Figure 1 In (a) and (b), the control pattern of the first skill control 104 is a box pattern, which is used to release box-type decoys, and the control pattern of the second skill pattern 105 is a swap pattern, which is used to realize position transformation.

[0065] refer to Figure 1 In (b), the first game account performs a second trigger operation, such as clicking, on the second skill control 105 to swap the positions of the first virtual character and the decoy item. (Continue to refer to...) Figure 1 In response to the second trigger operation, (c) displays the first virtual character 101 and the decoy item 103 after their positions have been swapped in the game screen. In short, by triggering the second skill control, the first virtual character, which was originally in the first game position, can be moved to the second game position where the decoy item is located in the multiplayer game scene. The first game position and the second game position are different positions in the multiplayer game scene.

[0066] The first terminal device 100 sends information such as the first virtual character releasing a decoy item and swapping positions with the decoy item to the server. The server then sends this information to the second terminal device 200 to achieve game synchronization. (Reference) Figure 1 (d) shows the second virtual character 102 controlled by the second game account, and the decoy item 103 released by the enemy. After the first game account triggers a position swap, refer to... Figure 1 In section (e), the original location of the decoy item 103 has been updated to show the first virtual character 101, so that the second game account is aware that the positions have been swapped.

[0067] In summary, this application enables virtual characters to release decoy items to confuse the enemy and directly teleport to the location of the decoy items, enriching game strategies and attracting player interest. Players can interact with in-game resources more frequently, making full use of these resources.

[0068] refer to Figure 2 The diagram shown is a flowchart of a game interaction method provided in an embodiment of this application. The method can be executed by a computer device. In this embodiment, the computer device is a terminal device as an example. Specifically, the method includes steps 201-202.

[0069] Step 201: In response to the first trigger operation of the first skill control for the first virtual character, display the first virtual character releasing a decoy item in the multiplayer game scene.

[0070] Players (or users) can participate in multiplayer games by logging into their game accounts on a terminal device. The primary game account is the one logged into on the first terminal device, which displays the game screen of the multiplayer game scene. The multiplayer game scene refers to the game environment within a multiplayer game, which may contain various objects such as virtual items, virtual buildings, virtual characters, and non-player characters. The game screen is the display used to present the multiplayer game scene to the player. The game screen may include objects from the multiplayer game scene, as well as virtual controls such as buttons, sliders, and icons for player interaction.

[0071] The primary game account is used to control the primary virtual character in a multiplayer game scenario. In other words, the primary virtual character is the virtual character controlled by the user using the primary game account in a multiplayer game scenario. A virtual character refers to a game character that players can control in a multiplayer game scenario; virtual characters include virtual human characters, virtual animal characters, virtual anime characters, etc. The primary virtual character refers to the virtual character controlled by the primary game account. Under the control of the primary game account, the primary virtual character can move, jump, release skills, and interact with various objects in the multiplayer game scenario.

[0072] Virtual characters have skill controls, which are controls that allow virtual characters to release skills. Different virtual characters can have different skill controls. Skill controls can be, for example, controls that can release arrows, freeze the opponent, shoot, teleport, etc.

[0073] To enhance the richness of the game, in this application, the first virtual character has a first skill control, which is a skill control used to release decoy props in a multiplayer game scene. The decoy prop is a virtual prop used as bait to confuse the opponent. The decoy prop has a display appearance associated with a specified game object in the multiplayer game scene.

[0074] A designated game object refers to a specific game object in a multiplayer game scenario. Designated game objects can be virtual characters, NPCs, virtual items, etc. Virtual characters can be the first virtual character, the first virtual character's teammates, the first virtual character's enemies, etc. Virtual items can be pick-up supply boxes, supply packs, drivable vehicles, etc.

[0075] The decoy item and the designated game object share a related display appearance. Display appearance refers to the physical appearance of the decoy item or game object, that is, the appearance the user sees directly. A related display appearance means that the display appearance of the decoy item and the designated game object are correlated. Specifically, they can be completely identical, or they can be largely similar. In short, a related display appearance makes the decoy item and the designated game object more similar, resulting in a more realistic and enticing effect. Because of their similar appearance, it is difficult for users to quickly distinguish between the decoy item and the designated game object.

[0076] As an example, the decoy item and the designated game object may differ slightly in transparency, detail, outline thickness, line color, and display effects. This can be considered a correlation in their displayed appearance. This application does not limit the specific displayed appearance of the decoy item, as long as it is correlated with the displayed appearance of the designated game object. The more correlated, or more similar, the displayed appearances of the decoy item and the designated game object are, the easier it is for the enemy to misidentify the decoy item, thus further distracting the enemy. For ease of explanation, the following examples will primarily use the case where the displayed appearances of the decoy item and the designated game object are identical.

[0077] In other words, the first virtual character can release a character-type decoy that looks basically the same as itself, an item-type decoy that looks basically the same as a virtual item, or an NPC-type decoy that looks basically the same as a monster in a multiplayer game scenario, in order to distract the enemy and strive for victory in the game.

[0078] Decoy items can not only visually confuse the enemy, but can also inflict damage. For example, if the enemy mistakes a decoy item for a real, functional game object and interacts with it, the decoy item can attack or explode on the spot, causing damage. Of course, decoy items can also absorb attacks for the first virtual character or divert the enemy's attention.

[0079] The first trigger operation refers to the trigger operation performed by the first game account on the first skill control, such as clicking or swiping. When the first game account wants to release a decoy item in a multiplayer game scene, the first game account can perform the first trigger operation on the first skill control. The first terminal device responds to the first trigger operation and can display the decoy item released by the first virtual character in the multiplayer game scene.

[0080] The following example illustrates a specific game scenario for releasing decoy items. For instance, in a game scenario where the first virtual character ambushes the enemy, the first virtual character can release a character-type decoy that is essentially identical in appearance to itself in a multiplayer game. This will mislead the opponent into believing that the decoy is itself. When the opponent attacks the decoy, the first virtual character can time its attack to defeat the enemy.

[0081] In another example, in a game scenario where the first virtual character is being chased by the enemy, the first virtual character can release a decoy character that looks almost identical to itself in a multiplayer game scenario. Thus, from the enemy's perspective, what was originally one virtual character suddenly becomes two virtual characters, which can instantly distract the enemy's attention and give the first virtual character more time to escape the battle.

[0082] In another example, in a game scenario where the first virtual character sets up combat traps, the first virtual character can release a prop-type decoy in a multiplayer game scenario. When the enemy mistakenly believes the prop-type decoy to be a real supply box and interacts with it, the prop-type decoy can explode on the spot, thereby damaging the enemy and increasing our chances of winning.

[0083] In practical applications, the first virtual character can be a specific type of character, and only characters of that type can be equipped with the first skill control. The first virtual character can also be a virtual character equipped with a specific item; only by equipping that specific item can it possess the first skill control. Of course, the game can also equip each virtual character with a first skill control; this application does not impose any specific limitations on the first virtual character.

[0084] In order to appropriately raise the threshold for releasing the decoy props and stimulate players' interest in the game, in one possible implementation, the method may also include steps 2011-2013 (not shown in the figure).

[0085] Step 2011: In response to the first trigger operation of the first skill control for the first virtual character, determine the game scene environment in which the first virtual character is located.

[0086] The game environment refers to the environment in which the first virtual character is located in a multiplayer game scene. The game environment includes, for example, obstacles, trees, buildings, and enemy characters. The game environment can reflect the surrounding environment of the first virtual character, so as to determine whether it is appropriate to release decoy items later.

[0087] Step 2012: In response to the game scene environment meeting the release conditions, execute the step of displaying the first virtual character releasing the decoy item in the multiplayer game scene.

[0088] Release conditions refer to the environmental conditions required for releasing a decoy item. Only when the game scene environment meets the release conditions can the first virtual character release the decoy item, meaning the first terminal device can then display the decoy item released by the first virtual character in a multiplayer game scene. For example, the release condition is that there are no obstacles within a certain range in front of the first virtual character in the game scene environment. If there are obstacles in front of the first virtual character, it means the game scene environment does not meet the release conditions.

[0089] As an example, see reference Figure 3 The image shown is a schematic diagram of a game screen when releasing a decoy prop according to an embodiment of this application. Taking the release condition that there are no obstacles within a certain range in front of the first virtual character as an example, in... Figure 3 In (a), the first game account triggered the first skill control 302. At this time, there were no obstacles in front of the first virtual character 301, so refer to... Figure 3 In (b), a decoy prop 303 with the same appearance as the first virtual character 301 was generated in a multiplayer game scene.

[0090] Step 2013: In response to the game scene environment not meeting the release conditions, display a prompt message indicating that the decoy item release has failed.

[0091] If the game environment in which the first virtual character is located does not meet the release conditions, the first virtual character will be unable to generate the decoy item in the multiplayer game scene, and the first terminal device will display a prompt message to indicate that the decoy item release of the first game account has failed.

[0092] As an example, see reference Figure 4 The image shown is a schematic diagram of a game screen when the decoy item cannot be released, according to an embodiment of this application. Taking the release condition of no obstacles within a certain range in front of the first virtual character as an example, refer to... Figure 4 In (a), the first game account triggered the first skill control 402. At this time, there is an obstacle 403 (a rock) in front of the first virtual character 401. Therefore, refer to... Figure 4 (b) shows the error message 404 indicating that the decoy item could not be generated.

[0093] In summary, this application sets a certain threshold for the release of decoy items. Specifically, decoy items can only be released when the game environment in which the first virtual character is located meets the release conditions; otherwise, a message indicating that release is not possible is displayed. This can stimulate players' desire to explore and release decoy items, thereby enhancing their interest in the game and preventing the abuse of decoy items that could lead to a loss of appeal to players.

[0094] Step 202: In response to a second trigger operation on a second skill control associated with the first skill control, display the first virtual character in the first game position moving to the second game position where the decoy item is located.

[0095] To further enhance the functionality of the decoy props and enrich game strategies, this application also configures a second skill control for the first virtual character. The second skill control refers to the skill control used to move the first virtual character to the location of the decoy prop, thereby enabling the first virtual character to quickly change position through the decoy props. This is more conducive to the first virtual character launching a surprise attack after the enemy has been tricked, adding strategy and fun to the skill experience in the game.

[0096] The second skill control is related to the first skill control; specifically, both are skill controls for decoy items. These two skill controls can be two independent skill controls, or they can be the same skill control with different control patterns. When the control pattern of the skill control is a certain pattern, it is the first skill control used to release the virtual item; when the control pattern of the skill control is another pattern, it is the second skill control used to achieve a position change. For ease of explanation, the following example will be the first and second skill controls being the same skill control with different control patterns.

[0097] When the first game account wants to move its controlled first virtual character to the location of the decoy item, a second trigger operation can be performed on the second skill control. The second trigger operation refers to the triggering operation performed on the second skill control, such as clicking or swiping. In response to the second trigger operation, the first terminal device can display on the game screen that the first virtual character, which was originally in the first game position, has moved to the second game position where the decoy item is located.

[0098] The first game position and the second game position refer to different positions in the multiplayer game scene. The first game position refers to the position of the first virtual character in the multiplayer game scene when the first game account performs the second triggering action, while the second game position refers to the position of the decoy item in the multiplayer game scene when the second triggering action is triggered.

[0099] In summary, because the decoy item has a similar display appearance to a designated game object in a multiplayer game scene, the enemy sees two similar-looking objects, instantly distracting them and greatly enriching the game experience for both the first virtual character and the enemy. Furthermore, the first virtual character can quickly move to the decoy item's location using the decoy item with an integrated swapping function, making the decoy item more versatile. Players can achieve both decoy release and position relocation with just one decoy item, increasing the diversity of decoy item usage strategies and enriching the game strategy of the first game account. In short, this application enables virtual characters to release decoy items to confuse the enemy and directly swap to the decoy item's location, making game strategies more diverse and attracting player interest. Players can interact with in-game resources more frequently, fully utilizing these resources.

[0100] To ensure game balance when the position of the first virtual character changes, in one possible implementation, the method may further include transferring a decoy item to the first game position in response to a second trigger operation on a second skill control associated with the first skill control.

[0101] In other words, the second skill control not only has the ability to move the position of the first virtual character to the location of the decoy item, but also has the ability to move the position of the decoy item to the location of the first virtual character, thus realizing the swapping of the positions of the first virtual character and the decoy item.

[0102] Furthermore, when the first game account triggers the second skill control, the position of the first virtual character in the multiplayer game scene can be updated from the first game position to the second game position at the same time, and the position of the decoy item in the multiplayer game scene can also be updated from the second game position to the first game position.

[0103] As an example, see reference Figure 5 The image shown is a schematic diagram of a game screen illustrating the swapping of positions between a first virtual character and a decoy prop, as provided in an embodiment of this application. Figure 5 In (a), the game screen displays a box-shaped decoy item 503 released by the first virtual character 501. After the first game account triggers the second skill control 502, refer to... Figure 5 In (b), the positions of the decoy prop 503 and the first virtual character 501 are swapped.

[0104] The following section explains how to swap the positions of various decoy items (character-type decoys, item-type decoys, and NPC-type decoys) with the first virtual character.

[0105] refer to Figure 6The diagram shown is a schematic representation of an embodiment of this application where the positions of a first virtual character and various decoy props are interchanged. Figure 6 In example (a), taking the decoy item 602 as an example, which has the same display appearance as the first virtual character, the positions of the first virtual character 601 and the decoy item 602 can be swapped through the second skill control 603. Figure 6 In example (b), taking the decoy prop 602 as a box shape, the positions of the first virtual character 601 and the decoy prop 602 can be swapped using the second skill control 603. Figure 6 In (c), taking the decoy prop 602 as a monster shape as an example, the positions of the first virtual character 601 and the decoy prop 602 can be swapped through the second skill control 603.

[0106] In summary, by triggering the second skill control, the positions of the first virtual character and the decoy character can be swapped, thereby minimizing the possibility of clipping when the first virtual character and the decoy character are in the same position. Both game positions can be occupied separately, improving game balance.

[0107] In other possible implementations, when the second skill control is triggered, the decoy item may not be moved to the first game position. The decoy item may explode or disappear on the spot. The decoy item may also be moved to other game positions in the multiplayer game scene. This application does not limit this.

[0108] The following will mainly describe the game interaction method provided in this application from three aspects: the transformation of the decoy prop, the release of the decoy prop, and the transfer of the first virtual character to the location of the decoy prop.

[0109] I. The Transformation of Bait Props

[0110] Image rendering refers to capturing the visual appearance of an object to be imitated in a multiplayer game scene, so that the decoy item has a visually related appearance to the imitated object. By rendering various imitated objects, decoy items can have various visual appearances, increasing the visual richness of the decoy items.

[0111] In one possible implementation, the method may further include steps 204-205 (not shown in the figure). Step 204 involves displaying an appearance acquisition control in response to the interaction condition between the first virtual character and the first game object in the multiplayer game scene. Step 205 involves replacing the control pattern of the first skill control with the object pattern of the first game object in response to the triggering of the appearance acquisition control, thus configuring the first object appearance of the first game object to identify it as a decoy prop to be released. Then, step 201, in response to the first triggering operation for the first skill control of the first virtual character, displays the first virtual character releasing a decoy prop in the multiplayer game scene, and may include step 2014 (not shown in the figure), in response to the first triggering operation for the first skill control with an object image, displays the first virtual character releasing a decoy prop with the first object appearance in the multiplayer game scene.

[0112] Step 204: In response to the first virtual character and the first game object in the multiplayer game scene reaching the interaction condition, display the appearance acquisition control.

[0113] The first game object refers to a specific game object in a multiplayer game scene, such as a virtual character, virtual item, or NPC. In this case, the first game object is the designated game object. The interaction condition refers to the conditions that must be met for the first virtual character and the first game object to be considered to have interacted. Interaction here can be understood as the first virtual character and the first game object making contact in the multiplayer game scene. Of course, even if they don't make contact, it can still be considered an interaction; for example, if they are close to each other, it can be considered an interaction. As an example, the interaction condition is that the distance between the first virtual character and the first game object is less than a preset distance.

[0114] In response to the interaction conditions between the first virtual character and the first game object, the first terminal device can display an appearance acquisition control on the game screen. The appearance acquisition control is a virtual control used to acquire the display appearance of the first game object; for example, an "image" control.

[0115] Step 205: In response to the shape acquisition control being triggered, the control pattern of the first skill control is replaced with the object pattern of the first game object, and the first object shape of the first game object is configured to identify the decoy item to be released.

[0116] After the first game account triggers the appearance acquisition control, it means that the first game account has obtained the display appearance of the first game object. The display appearance of the decoy item can be constructed based on the display appearance, so that the decoy item can imitate the appearance of the first game object.

[0117] The first skill control has a control pattern, which refers to the specific pattern displayed by the skill control. Different control patterns indicate that the same skill control can perform different functions. Specifically, the first skill control can release decoy items with different appearances. For example, if the control pattern of the first skill control is a box pattern (the first game object), it means that the first skill control can generate box-shaped decoy items in a multiplayer game scene. As another example, if the control pattern of the first skill control is a monster pattern (the first game object), it means that the first skill control can generate monster-shaped decoy items in a multiplayer game scene.

[0118] In other words, in response to the triggering of the shape acquisition control, the first terminal device can replace the control pattern of the first skill control with the object pattern of the first game object that has been acquired, so that the decoy prop to be released is configured with the first object shape of the first game object, which makes it easier to generate a decoy prop with an appearance that is basically the same as the first game object in the future.

[0119] Here, "object pattern" refers to the display appearance pattern of a game object, used to represent the shape and appearance of the game object. For example, it can be the display pattern of a partial part of the game object (such as the head). "First object shape" refers to the display shape of the first game object, focusing more on the overall shape of the first game object. The object pattern of the first game object can be the entire shape of the first object shape or a partial shape of the first object shape. For example, if the object pattern of the first game object is a monster head pattern, then the control pattern of the first skill control is a monster head pattern. If the first object shape is the entire shape of the monster, then the generated bait item is a monster shape.

[0120] Step 2014, in response to a first trigger operation on a first skill control having an object image, displays a first virtual character releasing a decoy prop having the shape of a first object in a multiplayer game scene.

[0121] Since the first skill control is already equipped with the object pattern of the first game object, when the first game account triggers the first skill control, the first virtual character can release a decoy item with the same display appearance as the first game object in the multiplayer game scene. Here, "first object appearance" refers to the display appearance of the first game object.

[0122] As an example, let's take a scenario where the first game object is a virtual item (such as a box), and the decoy item is a box-shaped lure. (Reference) Figure 7 The image shown is a game screen illustration illustrating how to change the control pattern of a first skill control according to an embodiment of this application. Figure 7In (a), a first virtual character 701 is near a first game object 703 (such as a box). An open control and a shadow control are automatically displayed on the game screen. The shadow control is the shape acquisition control 704. Clicking the open control opens the box, and clicking the shadow control acquires the box's shape. (Continue to refer to...) Figure 7 In (b), after the player clicks the Shadow control, the control pattern of the first skill control 702 is replaced with a box pattern (i.e., the object pattern of the first game object).

[0123] Continue to refer to Figure 8 The image shown is a game screen illustration of a first skill control for triggering a box pattern according to an embodiment of this application. Figure 8 In (a), the player triggers the first skill control 802 on the box pattern, continue to refer to Figure 8 In (b), a box-shaped decoy item 803 is generated in front of the first virtual character 801 in the multiplayer game scene. Of course, if there are obstacles in the multiplayer game scene at this time, causing the release conditions not to be met, a prompt will be displayed that the decoy item cannot be generated.

[0124] Another example illustrates this, using an NPC (e.g., a monster) as the primary game object and a monster-shaped lure as the decoy. (See reference.) Figure 9 The image shown is a game screen illustration illustrating another method for changing the control pattern of the first skill control according to an embodiment of this application. Figure 9 In (a), a first game object 903 (such as a monster) is located near the first virtual character 901. A shadow control is automatically displayed on the game screen; this shadow control is the appearance acquisition control 904. The player clicks the shadow control to acquire the monster's appearance. (Continue to refer to...) Figure 9 In (b), after the player clicks the Shadow control, the control pattern of the first skill control 902 is replaced with the monster pattern (i.e., the object pattern of the first game object).

[0125] Continue to refer to Figure 10 The image shown is a schematic diagram of a game screen illustrating a first skill control for triggering a monster pattern, provided in an embodiment of this application. Figure 10 In (a), the player triggers the first skill control 1002 on the monster pattern. (Continue to refer to...) Figure 10 In (b), a monster-shaped decoy item 1003 is generated in front of the first virtual character 1001 in the multiplayer game scene. Of course, if there are obstacles in the multiplayer game scene at this time, causing the release conditions to be not met, a prompt will be displayed that the decoy item cannot be generated.

[0126] In summary, by transforming the first game object in a multiplayer game scene (i.e., acquiring its appearance), the first virtual character can release decoy items that are basically the same in appearance as the first game object. The decoy items are displayed more realistically, making it easier for the enemy to mistakenly believe that the decoy items are regular items in the multiplayer game scene. This avoids the situation where the appearance of the decoy items is too abrupt in the multiplayer game scene, which would reduce the frequency of use of the decoy items. It allows sufficiently realistic decoy items to be better integrated into the multiplayer game scene.

[0127] To avoid players performing unnecessary repetitive shadow manipulation operations, in one possible implementation, the method may further include canceling the display of the shape acquisition control in response to replacing the control pattern of the first skill control with the object pattern of the first game object.

[0128] In other words, after the first game account triggers the appearance acquisition control, if the control icon of the first skill control has been replaced with the object icon of the first game object, the appearance acquisition control will no longer be displayed in the game screen. (Reference) Figure 9 In (b), after the control pattern of the first skill control 902 changes to a monster pattern, compare... Figure 9 In (a), the previously displayed shape capture control (i.e., shape acquisition control 904) is canceled.

[0129] In summary, by setting the control pattern of the first skill control to change to the object pattern of the first game object, the shape acquisition control is then de-displayed. This prevents players from mistakenly believing that no shadow transformation has been performed and repeatedly triggering the shape acquisition control, thus reducing unnecessary repetitive operations by players. The control is de-displayed as soon as it is triggered, making the control display logic clearer and more complete.

[0130] In order to enable players to quickly release decoy items, in one possible implementation, the display appearance of the decoy item is configured with a default appearance, and the initial control pattern of the first skill control is the default pattern corresponding to the default appearance.

[0131] The first skill control has an initial control pattern, which refers to the control pattern that the first skill control has when it is first displayed on the game screen. This initial control pattern is the control pattern of the first skill control before the first virtual character acquires the game object's appearance. The decoy item is configured with a default appearance, which refers to the pre-set, default display appearance of the decoy item. Specifically, the initial control pattern of the first skill control is the default pattern corresponding to the default appearance. The default pattern refers to the appearance pattern of the default appearance.

[0132] In other words, the first skill control configured with the default pattern can release decoy items with the default appearance represented by the default pattern in multiplayer game scenarios.

[0133] For example, if the default pattern for the first skill control is a monster pattern, then triggering the first skill control will release a monster-shaped decoy item in a multiplayer game scene. As another example, if the default pattern for the first skill control is a box pattern, then triggering the first skill control will release a box-shaped decoy item in a multiplayer game scene.

[0134] In summary, by configuring the initial control pattern of the first skill control as the default pattern, players can directly release the decoy item with the default appearance without needing to obtain the display appearance of the first game object. This reduces the difficulty of releasing the decoy item and avoids the situation where the decoy item cannot be released before the shadow is transformed, making the release of the decoy item simpler and more convenient.

[0135] In order to balance the rapid release of the decoy item with its high attractiveness, one possible implementation is to use the default appearance of the first virtual character.

[0136] In other words, before the first virtual character transforms to obtain the display appearance of the game object, the default pattern configured for the first skill control is the character pattern of the first virtual character. At this time, the first skill control can be used to release decoy items with the character appearance of the first virtual character. Here, character appearance refers to the display appearance of the virtual character.

[0137] For example, if the first virtual character is a Ranger, then after the player triggers the first skill control, they can release a decoy item in the shape of a Ranger in the multiplayer game scene. The decoy item has the same appearance as the Ranger character controlled by the player.

[0138] In summary, by setting up a decoy item that closely resembles the player's character's appearance without requiring a shadow transformation, players can release the decoy item directly through the first skill control. This makes the release of the decoy item more logical, and the identical appearance of the decoy item to the first virtual character increases its deceptiveness, making it easier for enemies to attack, especially in scenarios where the first virtual character wants to ambush the enemy or quickly escape combat. In short, it enables the rapid release of highly deceptive decoy items.

[0139] In order to enable the display appearance of the decoy item to be reset to the default appearance at any time, in one possible implementation, after replacing the control pattern of the first skill control with the object pattern of the first game object in step 205, the method may further include displaying a reset control associated with the first skill control; in response to the reset control being triggered, replacing the control pattern of the first skill control from the object pattern to the default pattern to indicate that the display appearance of the decoy item to be released has been reset to the default appearance, and canceling the display of the reset control.

[0140] The reset control is a control used to reset the control pattern of the first skill control to the default pattern. The reset control is displayed in association with the first skill control, for example, the reset control is located in the vicinity of the first skill control.

[0141] When a player is dissatisfied with the current icon of the first skill control and wants to restore it to the default icon, they can trigger the first skill control. The first terminal device, responding to the trigger, can restore the first skill control's icon from an object icon (e.g., a monster icon) back to the default icon (e.g., a character icon). At this point, the first skill control with the default icon can be used to release a decoy item with its default appearance; that is, the appearance of the decoy item to be released is also reset to the default appearance. Furthermore, the reset control that has already performed its reset function can be de-displayed.

[0142] As an example, see reference Figure 11 The image shown is a schematic diagram of a game screen with a reset control provided in an embodiment of this application. Figure 11 (a) shows a first virtual character 1101, a first game object 1103, and a first skill control 1102 with a monster pattern. Additionally, there is a reset control 1104 located to the left of the first skill control 1102. After the player triggers the reset control 1104, [further details are needed]. Figure 11 In (b), the monster pattern of the first skill control 1102 is restored to the character pattern, realizing the change of the display appearance of the bait item to be released.

[0143] In summary, by providing players with a reset control for resetting the object pattern of the first skill control, players can change the display appearance of the decoy item to the default appearance by triggering the reset control when they want to release the decoy item with the default appearance. This achieves a quick reset of the display appearance of the decoy item to be released and allows for a one-click revert to the default pattern of the first skill control, thus meeting players' personalized needs.

[0144] To enhance the variety of display appearances of the decoy props, in one possible implementation, the decoy props are configured with multiple display appearances for different designated game objects. The multiple display appearances include a first display appearance and a second display appearance. The designated game object corresponding to the first display appearance has a first object pattern, and the designated game object corresponding to the second display appearance has a second object pattern. The method may also include steps 206-207 (not shown in the figure).

[0145] Step 206: Associate the display switch control with the first skill control, and the control pattern of the first skill control is the first object pattern.

[0146] When a decoy item is configured with multiple display appearances for different designated game objects, such as when a first virtual character acquires multiple display appearances for designated game objects, or when the game pre-configures multiple display appearances for the decoy item, the multiple display appearances may include a first display appearance and a second display appearance. The first display appearance and the second display appearance are two different display appearances, such as a monster appearance and a box appearance.

[0147] The object pattern of the specified game object corresponding to the first display shape is the first object pattern, and the object pattern of the specified game object corresponding to the second display shape is the second object pattern. To enable quick switching between the two object patterns, a switching control can be displayed on the game screen.

[0148] A switching control can be displayed in the game screen. The switching control is a virtual control that is used to switch the control pattern of the first skill control. The switching control can be displayed in association with the first skill control. For example, the switching control can be located near the first skill control so that players can know that the switching control and the first skill control are related.

[0149] Step 207: In response to the switching control being triggered, the control pattern of the first skill control is switched from the first object pattern to the second object pattern, so that the display appearance of the decoy item to be released is switched from the first display appearance to the second display appearance.

[0150] When a player triggers a switching control on the game screen, the first terminal device responds to the trigger by changing the control icon of the first skill control from the original first object icon to a second object icon. In this way, the first skill control with the second object icon can be used to release a decoy item with a second display appearance.

[0151] As an example, see reference Figure 12 The image shown is a schematic diagram of a game screen with switching controls provided in an embodiment of this application, where the first object pattern is a character pattern and the second object pattern is a monster pattern. Figure 12 (a) shows the first virtual character 1201, the first skill control 1202, and the switching control 1203. After the player triggers the switching control 1203, the following continues... Figure 12 In (b), the control pattern of the first skill control 1202 is changed from a character pattern to a monster pattern, so that the decoy item to be released is changed from a character shape to a monster shape.

[0152] Furthermore, the above explanation uses the switching control to switch between two object patterns as an example. The switching control can also switch between more object patterns, such as switching between multiple object patterns in a specific order. For example, switching between three object patterns (character pattern, monster pattern, and box pattern) can be used as an example.

[0153] Continue to refer to Figure 12 As shown, after the player first triggers the toggle control 1203, refer to Figure 12 In (a) and (b), the control pattern of the first skill control 1202 changes from a character pattern to a monster pattern, see reference. Figure 12 In (b), the player triggers the switching control 1203 for the second time, continue to refer to... Figure 12 In (c), the control icon for the first skill control 1202 changes from a monster icon to a box icon. (See reference) Figure 12 In (c), the player triggers the switching control 1203 for the third time. (Continue referencing...) Figure 12 In (d), the control pattern of the first skill control 1202 changes from a box pattern to a character pattern.

[0154] In summary, by displaying a switching control on the game screen, players can trigger the switching control to switch the control pattern of their first skill between a wider variety of object patterns. This allows players to switch according to their needs to release decoy items with specific visual appearances. This significantly improves the efficiency and variety of switching the visual appearance of decoy items to be released.

[0155] In this application, a multiplayer game scene may contain one decoy item released by the first virtual character, or multiple decoy items released by the first virtual character simultaneously; there is no limitation on this. The number of decoy items released by the first virtual character can be set according to requirements.

[0156] In order to balance the game mechanics when the first virtual character releases multiple decoy items into the multiplayer game scene, in one possible implementation, there are N display appearances, and the N display appearances correspond one-to-one with N different object types. The object type is used to identify different kinds of game objects.

[0157] The number of display appearances configured for the decoy props is N, with each appearance corresponding to an object type. Object type refers to the category of a game object in a multiplayer game scene, distinguishing different types of game objects. Object types can be, for example, props, characters, NPCs, etc. Furthermore, a single game object can be considered a single object type; for instance, a box prop and a backpack prop within the prop category are two different object types. This application does not limit the classification of object types.

[0158] As an example, N is 3, and the three object types are item, character, and NPC. In a multiplayer game scenario, the decoy item can only have three display appearances: the appearance of an item, the appearance of a character, and the appearance of an NPC. If the first virtual character has already released a decoy item resembling a box, and wants to release another decoy item resembling a backpack, the existing box-shaped decoy item must be destroyed, or releasing a backpack-shaped decoy item is not allowed. That is, a multiplayer game scenario cannot have both a box-shaped and a backpack-shaped decoy item simultaneously, because they both correspond to the same object type: item.

[0159] In summary, by limiting the release of only one type of decoy item with a specific appearance for each object type—preventing the release of multiple decoy items of the same type—for example, only one decoy item with a specific appearance can be released, or two box items with different appearances cannot be released, the game avoids an excessive number of decoy items in multiplayer scenarios. This prevents players from expending excessive effort to identify the few real game objects, thus achieving a balanced game mechanic.

[0160] To further ensure that only one type of decoy item with a visible appearance can be released under the same object type, in one possible implementation, in step 205, in response to the appearance acquisition control being triggered, the control pattern of the first skill control is replaced with the object pattern of the first game object, which may include steps 2051-2052 (not shown in the figure).

[0161] Step 2051: In response to the shape acquisition control being triggered, determine the multiple display shapes configured for the decoy prop, including the target display shape.

[0162] In response to the triggering of the shape acquisition control, the first terminal device can determine the multiple display shapes configured for the decoy prop, with the target display shape being one of these multiple display shapes. The multiple configured display shapes may be, for example, display shapes previously collected by the first virtual character.

[0163] Step 2052: If the first game object and the target display shape correspond to the same object type, replace the target display shape among the multiple display shapes with the first object shape, and replace the control pattern of the first skill control with the object pattern of the first game object.

[0164] The first terminal device can determine whether the first object shape of the first game object targeted by the shape acquisition control is related to the configured target display shape, specifically whether they correspond to the same object type. If they correspond to the same object type, for example, the first object shape is a certain type of box shape, and the target display shape is another type of box shape, but both belong to the box object type, then when the first object shape of the first game object and the target display shape correspond to the same object type, since the decoy prop cannot be configured with two display shapes under the same object type, the first terminal device can destroy the configured target display shape, retain the first object shape, and replace the control pattern of the first skill control with the object pattern of the first game object.

[0165] As an example, when the first virtual character encounters a new box in a multiplayer game scene, the display appearance of the new box can replace the display appearance of the original old box, so that the first virtual character can release a decoy item with the same appearance as the new box.

[0166] In summary, since only one display appearance can be retained for the same object type when configuring a decoy item, the display appearance under the same object type can be updated in a timely manner by replacing the old display appearance with the newly obtained one. This satisfies the player's configuration needs for the new display appearance, thereby increasing the likelihood of the player releasing a decoy item with the new display appearance and improving the game experience.

[0167] In order to make the replacement of the appearance of the decoy item to be released more in line with the player's wishes, in one possible implementation, the method may also include steps 208-210 (not shown in the figure).

[0168] Step 208: If the first game object and the target display appearance correspond to the same object type, display a prompt to replace with the same type.

[0169] Step 209: In response to obtaining a replacement confirmation operation, perform the step of replacing the target display shape among multiple display shapes with the first object shape.

[0170] Step 210: In response to the replacement rejection operation, retain the target display shape among multiple display shapes.

[0171] In other words, if the object type of the first game object is the same as the object type corresponding to the target display appearance, a same-type replacement prompt can be displayed on the game screen. The same-type replacement prompt is used to prompt the player whether to replace the display appearance under the same object type. The prompt is, for example, "Do you want to perform same-type replacement?"

[0172] The replacement confirmation operation refers to the operation of confirming the replacement of the same type. For example, if the player clicks the "Yes" button in the same type replacement prompt, the first terminal device responds by receiving the replacement switching operation and can replace the target display shape among multiple display shapes with the first object shape.

[0173] The replacement rejection operation refers to the operation of denying the replacement of the same type. For example, if the player clicks the "No" button in the same type replacement prompt, the first terminal device will receive the replacement rejection operation and retain the target display shape among the multiple display shapes, without replacing it with the first object shape.

[0174] In summary, before replacing the appearance of released decoy items with similar items, it is necessary to obtain the player's consent to the replacement, so that the replacement of the appearance is more in line with the player's wishes and improves the player's satisfaction with the game.

[0175] Next, combine Figure 13 This section provides an overall explanation of the changes in the control patterns of the first skill control. Figure 13 This is a logical diagram illustrating the change of the control pattern of a first skill control provided in an embodiment of this application.

[0176] Step 1301: The player selects their first virtual character to enter the game.

[0177] Step 1302: The control pattern of the first skill control is displayed in the game screen as the default pattern. The default pattern can be the pattern of the character appearance of the first virtual character. That is, at this time, the first skill control can be used to release the decoy item with the same appearance as the first virtual character.

[0178] Step 1303: The player uses the first game account to control the first virtual character to approach the first game object.

[0179] Step 1304: Determine whether the interaction conditions between the first virtual character and the first game object in the multiplayer game scene have been met, such as whether the straight-line distance between them is less than 2 meters.

[0180] If so, proceed to step 1305 to display the shape acquisition control in the game screen; otherwise, proceed to step 1306 to not display the shape acquisition control in the game screen.

[0181] Step 1307: The player triggers the appearance acquisition control.

[0182] Step 1308: In response to the triggering of the shape acquisition control, replace the control pattern of the first skill control with the object pattern of the first game object, such as replacing it with a monster pattern, a box pattern, etc.

[0183] Step 1309: Display the reset control in the game screen.

[0184] Step 1310: The shape acquisition control is de-displayed.

[0185] Step 1311: The player triggers the reset control.

[0186] Step 1312: Replace the space pattern of the first skill control from the object pattern to the default pattern.

[0187] Step 1313: Reset the controls and cancel their display.

[0188] Additionally, a switching control can be displayed in the game screen to switch the control pattern of the first skill control between multiple object patterns. Furthermore, if the target display appearance configured for the first game object and the first skill control corresponds to the same object type, after receiving the replacement switching operation, the target display appearance can be replaced with the first object appearance of the first game object, achieving an update of the same type of appearance.

[0189] II. Release of the bait props

[0190] The following sections will mainly explain how to improve the persuasiveness of decoy items, the effect of decoy items when attacked, and how to alert teammates about decoy items.

[0191] To make the decoy item more enticing and attract the attention of the enemy in a multiplayer game scenario, in one possible implementation, after displaying the first virtual character releasing the decoy item in the multiplayer game scenario in step 201, the method may further include displaying the decoy item performing a specified behavior within a specified range where the release location is located, the specified behavior conforming to the object behavior of a specified game object.

[0192] Here, "release location" refers to the position where the first virtual character releases the decoy item in the multiplayer game scene, and "specified range" refers to the area within which the release location is located, such as a range with a radius of 2 meters centered on the release location. The specified range is used to restrict the movement range of the decoy item; that is, the decoy item must be located within the specified range. For example, the decoy item can always be located at the release location, or the decoy item can move within the specified range.

[0193] The first terminal device can also display on the game screen that the decoy item performs a specified behavior within a designated range. The specified behavior refers to the behavior configured for the decoy item. The decoy item can perform the specified behavior, which must conform to the object behavior of the specified game object. Object behavior refers to the behavior that the specified game object will perform. That is, the decoy item needs to imitate the object behavior of the specified game object to perform the specified behavior, so as to make the simulation effect of the decoy item better.

[0194] As an example, if the decoy item is a monster decoy that looks the same as the monster, then the monster decoy can imitate the monster to do similar or even identical behaviors, such as moving back and forth within a specified range, or performing behaviors unique to the monster.

[0195] In summary, by setting up decoy props, it is possible to mimic the behavior of a designated game object. This makes the decoy props not only identical in appearance to the designated game object, but also extremely similar in behavior and actions, greatly improving the realism of the decoy props. The decoy props can be more enticing to the enemy and increase the players' usage rate of the decoy props.

[0196] To make the decoy props more enticing and attract the attention of the enemy in a multiplayer game scenario, in another possible implementation, when the designated game object is a game object with movement function in a multiplayer game scenario, after displaying the first virtual character releasing the decoy prop in the multiplayer game scenario in step 201, the method may further include displaying the decoy prop moving from the release position to a specified direction, the specified direction being related to the orientation of the first virtual character.

[0197] Among them, game objects with movement capabilities refer to game objects that can move in multiplayer game scenes without player intervention, such as various NPCs. To make decoy items more attractive to the enemy, they can also move in a specified direction from their release position. The specified direction is related to the orientation of the first virtual character in the multiplayer game scene. For example, if the first virtual character is facing the enemy, the decoy item will move towards the enemy, rather than moving away from the enemy. This makes the enemy more likely to mistakenly believe that the decoy item is the first virtual character, especially in scenarios where the first virtual character wants to ambush the enemy.

[0198] In practical applications, players can control not only the primary virtual character but also the decoy item, thereby controlling the decoy item to move in a specified direction, such as towards the enemy.

[0199] In summary, by setting decoy props that can move in a specified direction and linking that direction to the orientation of the first virtual character, the moving decoy props become more realistic and their movement more strategic. This increases the likelihood of the decoy props being noticed by the enemy and avoids their movement being too abrupt or pre-set, which could lead to the enemy recognizing them. This method greatly enhances the decoy props' ability to lure the enemy.

[0200] To avoid an imbalance in the game mechanics due to an excessive number of decoy items in a multiplayer game scene, in one possible implementation, the method may further include: in response to a first trigger operation on a first skill control of a first virtual character, determining information about decoy items that the first virtual character has released; if there are historical decoy items that the first virtual character has released in the multiplayer game scene, removing the historical decoy items from the multiplayer game scene, and performing the step of displaying the first virtual character releasing decoy items in the multiplayer game scene.

[0201] Among them, the information about the bait props refers to the relevant information about the bait props in the multiplayer game scene, such as whether the bait props already exist in the multiplayer game scene, the number of existing bait props, and the party that released the bait props.

[0202] To determine whether the first virtual character can release a decoy item in a multiplayer game scenario, the first terminal device, in response to the player's first trigger operation on the first skill control, can first determine the information of the decoy items already released by the first virtual character. This decoy item information will show whether there are any historical decoy items released by the first virtual character in the multiplayer game scenario before this first trigger operation.

[0203] Historical decoy items refer to decoy items released by the first virtual character before the first triggering action, and which still exist today. In other words, they are decoy items released by the first virtual character within a historical time period and which still exist today.

[0204] If the decoy item information indicates that there is a historical decoy item released by the first virtual character in the multiplayer game scene, since there can only be one decoy item released by one virtual character in the multiplayer game scene, in order to ensure that the first virtual character can release the decoy item this time, the historical decoy item must be removed from the multiplayer game scene before the decoy item released by the first virtual character this time is displayed.

[0205] If the information on the decoy item indicates that there is no historical decoy item that the first virtual character has released, then the decoy item released by the first virtual character in the multiplayer game scene can be displayed directly.

[0206] In summary, by setting the first virtual character to destroy previously released bait items from the multiplayer game scene before releasing a new bait item, the system ensures that only one bait item from a single virtual character can exist in the multiplayer game scene. This avoids an excessive number of bait items in the multiplayer game scene, especially when there are many virtual characters. It also ensures overall control over the number of bait items and minimizes the possibility of game mechanics becoming unbalanced due to too many bait items and too few game objects.

[0207] To enhance the interaction between the enemy and the decoy prop, in one possible implementation, the method may further include displaying an attack on the decoy prop by a second virtual character, the second virtual character being a virtual character in a multiplayer game scene and belonging to a different game faction than the first virtual character; and displaying that the decoy prop is destroyed in the multiplayer game scene in response to the decoy prop's durability reaching the destruction condition based on the attack.

[0208] The second virtual character is a virtual character controlled by another player through a second game account. The second virtual character is also a virtual character in a multiplayer game scenario. The second virtual character and the first virtual character belong to different game factions, that is, they are not teammates.

[0209] The second virtual character can attack the decoy items released by the first virtual character. The second virtual character's attack on the decoy items will damage them, causing the decoy items' durability to decrease. Item durability refers to the decoy item's survivability value, such as health points. If the durability value is too low, the decoy item will no longer be displayed on the game screen.

[0210] Destruction conditions refer to the conditions that the item's durability must meet before it can be destroyed. For example, the item's durability must be reduced to 0, or the item's durability must be reduced to a certain level.

[0211] In short, the second virtual character can attack the decoy item, causing its durability to decrease. If the item's durability reaches the destruction condition, such as dropping to 0, the decoy item will be displayed as destroyed in the multiplayer game scene, meaning it will be removed from the display. Destruction can manifest as the decoy item simply disappearing, exploding, or displaying a destruction animation.

[0212] As an example, see reference Figure 14 The image shown is a game screen illustration illustrating the destruction of a decoy prop provided in an embodiment of this application. Figure 14 (a) shows three released decoy items 1401, one resembling a character, the other a box, and the other a monster. A second virtual character 1402 attacks the decoy items 1401 until all of them reach 0 durability. (See also...) Figure 14 In (b), the three decoy items 1401 are removed from the game screen.

[0213] refer to Figure 21 The diagram shown is a flowchart illustrating the destruction of a decoy prop according to an embodiment of this application.

[0214] Step 2101: Display the decoy item on the game screen.

[0215] Step 2102: Determine whether the decoy item being attacked is a decoy item released by our side.

[0216] If so, proceed to step 2103 to determine that the attack is invalid, and the durability of the decoy item remains unchanged.

[0217] If not, proceed to step 2104 to reduce the durability of the decoy item based on the attack behavior.

[0218] Step 2105: Determine if the durability value has reached the destruction condition. If yes, proceed to step 2106, which displays the decoy item being destroyed in the multiplayer game scene on the game screen. Otherwise, proceed to step 2107, where the decoy item still exists in the multiplayer game scene.

[0219] In summary, by setting up enemy attacks on decoy items, the decoy items can be destroyed, increasing the richness of the interaction between the decoy items and the enemy. This encourages the enemy to attack the decoy items, drives the game forward, and improves the enemy's gaming experience.

[0220] Furthermore, if the first virtual character or a teammate of the first virtual character attacks the decoy item, it will not be damaged or its durability will be reduced. This allows the decoy item to function as bait against the enemy and avoids causing adverse effects on the player's side.

[0221] To enable teammates to identify the decoy item, in one possible implementation, the method may further include displaying the target decoy item released by a third virtual character, the third virtual character being a virtual character in a multiplayer game scene; and displaying a friendly decoy icon on the target decoy item in response to the third virtual character and the first virtual character belonging to the same game faction.

[0222] Among them, the third virtual character is another virtual character controlled by a player. The third virtual character is also a virtual character in the multiplayer game scene. The target decoy prop refers to the decoy prop released by the third virtual character in the multiplayer game scene.

[0223] If the third virtual character and the first virtual character belong to the same game faction (i.e., they are teammates), then to improve the team's win rate, a friendly decoy icon can be displayed near the target decoy item on the first terminal device. The friendly decoy icon indicates that the corresponding decoy item was released by a virtual character within one's own game faction.

[0224] If the third virtual character and the first virtual character do not belong to the same game faction, that is, they are not teammates, then the target decoy item is used to lure the first virtual character. Therefore, the friendly decoy icon is not displayed on the first terminal device, meaning that the player controlling the first virtual character cannot identify whether it is a decoy item.

[0225] As an example, see reference Figure 3 In (b), the decoy item 303 is released by the first virtual character 301. A friendly decoy indicator 304, i.e., "decoy item," is displayed above the decoy item 303. Of course, this friendly decoy indicator can also be displayed on the terminal devices of other virtual characters belonging to the same game faction as the first virtual character, to indicate that this is a decoy item released by a teammate. Furthermore, to enable the team to identify the decoy item more quickly, the outer outline of the decoy item can be thickened, highlighted, etc., to further indicate that it is a decoy item.

[0226] refer to Figure 20 The diagram shows a display process for a decoy marker provided in an embodiment of this application. Step 2001: Display the target decoy item released by the third virtual character in the game screen. Step 2002: Determine whether the first virtual character and the third virtual character belong to the same game faction, i.e., whether they are teammates. If so, proceed to step 2003: Display the friendly decoy marker on the target decoy item. Step 2004: Display the outline of the target decoy item with an outline effect. If they do not belong to the same game faction, proceed to step 2005: Do not display the decoy marker on the target decoy item.

[0227] In summary, to prevent teammates from being unable to identify decoy items and thus launching ineffective attacks, a marker indicating the decoy item can be displayed on the teammates' screen. This allows teammates to quickly identify the decoy items released by their teammates, making the decoy items more effective at luring the enemy and increasing the team's chances of winning.

[0228] To further enhance the game's appeal, in one possible implementation, the method may further include: in response to the third virtual character and the first virtual character belonging to different game factions, not displaying a decoy icon on the target decoy item; and in response to the third virtual character and the first virtual character belonging to different game factions, and the first virtual character being in a designated viewing state, displaying an enemy decoy icon on the target decoy item.

[0229] When the third virtual character and the first virtual character are not in the same game faction, the decoy icon used to indicate the decoy item will not be displayed in the first virtual character's game screen. In this case, to improve the game balance between the opposing sides, if the first virtual character is in a designated viewing state, the enemy decoy icon can be displayed on the target decoy item released by the third virtual character.

[0230] The designated viewing state refers to the state in which the first virtual character explicitly views the true identity of the target decoy prop. In practical applications, the first virtual character can be in the designated viewing state when using specific props, specific skills, or equipped with specific skins.

[0231] Enemy decoy markers are markers that indicate the presence of decoy items released by virtual characters from other game factions. By displaying enemy decoy markers on target decoy items, players controlling the primary virtual character can identify that the object in front of them is a decoy item released by the enemy.

[0232] In summary, by setting up a virtual character to view specific states, it is possible to identify the decoy items released by the enemy. This virtual character no longer needs to spend time and resources on decoy items, which puts the opposing sides in a more balanced state, encourages both sides to fight with all their might, increases the excitement of the game, and stimulates the interest of both sides.

[0233] 3. The first virtual character moves to the location of the decoy item.

[0234] The following section provides a detailed explanation of how the first virtual character can be moved to the location of the decoy item, mainly covering the prerequisites for the location transfer, the time limit for the location transfer, and confirming the existence of the decoy item before the location transfer.

[0235] To appropriately raise the threshold for the first virtual character to change position, in one possible implementation, the method may further include displaying a second skill control if the first virtual character meets the position transfer condition when the first virtual character releases a decoy item in a multiplayer game scene.

[0236] The location transfer condition refers to the conditions that the first virtual character must meet to transfer to the location of the decoy item. Specific location transfer conditions may include the first virtual character using a specific item, specific equipment, configuring a specific skin, or obtaining a specific buff, etc., but this application does not limit this. The second skill control can only be displayed on the game screen when the first virtual character meets the location transfer conditions; otherwise, the second skill control will not be displayed on the game screen.

[0237] Of course, in other possible implementations, after the first virtual character releases the decoy item, the second skill control can be displayed on the game screen without needing to meet the position transfer condition, thereby attracting more players to release the decoy item.

[0238] In summary, by setting the system so that only the first virtual character can move to the location of the decoy item, or even swap positions, when the position transfer conditions are met, the barrier to position transfer is appropriately raised. This encourages players to explore multiplayer game scenarios to meet the transfer conditions and enhances the usability of the decoy item.

[0239] To further enhance the richness of position swapping, in one possible implementation, the method may also include canceling the display of the second skill control when the display duration of the second skill control reaches a preset duration.

[0240] The display duration refers to the duration for which the second skill control is displayed on the game screen. The preset duration is a pre-set duration, which can be displayed through a countdown progress bar. The preset duration is used to indicate the maximum display duration of the second skill control on the game screen.

[0241] If the second skill control is displayed on the game screen for the preset duration, the first virtual character can no longer move. Therefore, the second skill control can be dedisplayed on the game screen. Dedisplaying the second skill control can be achieved by changing its icon to that of the first skill control and putting the first skill control into a cooldown state.

[0242] As an example, see reference Figure 15 The diagram shown is a game screen illustration of a game screen with a second skill control display duration provided in an embodiment of this application. It shows a first virtual character 1501, a decoy item 1502 released by the first virtual character 1501, a second skill control 1503, and a countdown progress bar 1504. The countdown progress bar 1504 reflects the maximum display duration of the second skill control 1503, for example, 5 seconds. The player must trigger the second skill control before the countdown ends; otherwise, the second skill control will be canceled, and the player will not be able to swap positions.

[0243] In summary, by setting a countdown timer for the location transfer of the first virtual character, players can be encouraged to transfer locations as quickly as possible. This also prevents the second skill controls from being displayed for a long time without being triggered by the player, thus obstructing the player's view and improving the player's immersion in the game.

[0244] To ensure the smooth transfer of the first virtual character's location, in one possible implementation, the method may also include steps 211-213 (not shown in the figure).

[0245] Step 211: In response to a second trigger operation on a second skill control associated with the first skill control, obtain the location of the decoy item in the multiplayer game scene.

[0246] The first terminal device responds to the second trigger operation of the second skill control and can obtain the position of the prop in the multiplayer game scene in order to determine whether the decoy prop still exists in the multiplayer game scene or has been destroyed by the enemy. This will affect whether the first virtual character can successfully move to the location of the decoy prop.

[0247] Step 212: If the decoy item does not exist in the multiplayer game scene, display a message indicating that the position transfer failed, and keep the first virtual character in the first game position.

[0248] If the first terminal device cannot obtain the location of the decoy item, meaning the decoy item no longer exists in the multiplayer game scene (e.g., it has been destroyed by the enemy), then the decoy item's location no longer exists in the multiplayer game scene. Therefore, it is impossible to move the first virtual character to the location of the decoy item, nor can the positions of the first virtual character and the decoy item be swapped. Consequently, a prompt message can be displayed on the game screen to inform the player controlling the first virtual character that the position transfer of the first virtual character has failed, and the first virtual character remains displayed at the first game position.

[0249] Step 213: If the second game location of the decoy prop is obtained, execute the step of displaying the first virtual character in the first game location moving to the second game location of the decoy prop.

[0250] If the first terminal device obtains the location of the decoy prop as the second game location, it means that the decoy prop is still in the multiplayer game scene. The first virtual character can move to the location of the decoy prop. Therefore, the game screen shows that the first virtual character, who was in the first game location, has moved to the second game location where the decoy prop is located.

[0251] As an example, see reference Figure 16 The image shown is a schematic diagram of a game screen indicating a failed location transfer, as provided in an embodiment of this application. Figure 16 (a) shows the first virtual character 1601 and the second skill control 1602. The player triggers the second skill control 1602. Continue to refer to Figure 16 In (b), since there are no decoy props in the multiplayer game scene, the game screen displays prompt message 1603, which means "No decoy props exist, position transfer failed".

[0252] In summary, before moving the first virtual character to the location of the decoy item, it is first determined whether the decoy item is still in the multiplayer game scene. This ensures the smooth transfer of the first virtual character's location and also promptly notifies the player of the location transfer failure when the decoy item is destroyed, allowing the player to take remedial measures in time and ensuring the rationality of the location transfer.

[0253] To prevent players from accidentally releasing decoy items, which would require a long wait for the next release, in one possible implementation, the decoy item release skill corresponding to the first skill control has a skill cooldown time. After the first virtual character releases the decoy item in the multiplayer game scene in step 201, the method may also include steps 214-215 (not shown in the figure).

[0254] Step 214: When the distance between the first virtual character and the decoy prop reaches the interaction condition, the recycle button is displayed in association with the decoy prop.

[0255] The decoy item's skill has a cooldown period, which refers to the time interval between skill releases. After releasing a skill once, you must wait at least the cooldown period before you can release it again. For example, if the cooldown period is 5 seconds, you must wait at least 5 seconds after releasing the skill before you can release it again.

[0256] Interaction conditions refer to the conditions that must be met for the first virtual character and the decoy item to be considered to have interacted. Interaction here can be understood as the first virtual character and the decoy item coming into contact in a multiplayer game scene. Of course, even if they don't come into contact, it can still be considered an interaction; for example, if they are close to each other, it can be considered an interaction. As an example, the interaction condition is that the distance between the first virtual character and the decoy item is less than a preset distance.

[0257] If the distance between the first virtual character and the decoy item reaches the interaction condition, a "Retrieve" button will be displayed in association with the decoy item. The "Retrieve" button is a virtual button used to retrieve the decoy item from the multiplayer game scene, removing it from the scene. The association between the retrieval button and the decoy item means their display effects are related; for example, their display positions are related. The retrieval button appears next to the decoy item, allowing players to understand the relationship between the button and the decoy item—that the retrieval button can be used to retrieve the decoy item.

[0258] Step 215: In response to the triggering of the recycle button, remove the display of the decoy item from the multiplayer game scene and shorten the preset time of the skill cooldown.

[0259] If a player accidentally activates the second skill control, resulting in the release of a decoy item, or if the player is dissatisfied with the released decoy item, a recall button can be triggered for remedial action. In response to the recall button being triggered, the first terminal device can remove the decoy item released by the first virtual character from the multiplayer game scene. To avoid delaying the player's next decoy item release, the first terminal device can also display a shortened preset skill cooldown time, for example, 3 seconds, reducing the waiting time for the player to release the decoy item again.

[0260] As an example, see reference Figure 17 The image shown is a schematic diagram of a game screen with a bait retrieval feature provided in an embodiment of this application. Figure 17 (a) shows the first virtual character 1701, the decoy item 1703 released by the first virtual character 1701, the retrieval button 1702 located near the decoy item 1703 (i.e., "retrieve the decoy"), and the first skill control 1704, whose skill cooldown time is 10 seconds at this time. After the player triggers the retrieval button 1702, continue to refer to... Figure 17 In (b), the decoy item 1703 and the retrieval button 1702 are both removed from display, and the skill cooldown time of the first skill control 1704 is shortened to 5 seconds.

[0261] In summary, this application provides players with a "recycle" button for decoy items, allowing them to promptly recycle unsatisfactory items and reducing the waiting time for the next decoy item release. This provides appropriate remedial measures when players make mistakes in releasing decoy items, increasing the game's redundancy for player actions and providing a better gaming experience.

[0262] To improve the player's controllability over the released decoy props, in one possible implementation, the decoy props are configured with multiple display appearances for different designated game objects. After step 201 shows the first virtual character releasing the decoy props in the multiplayer game scene, the method may further include: when the distance between the first virtual character and the decoy props reaches the interaction condition, a display appearance conversion button associated with the decoy props is activated; in response to the triggering of the appearance conversion button, the display appearance of the decoy props is changed from the first target display appearance to the second target display appearance, wherein the first target display appearance and the second target display appearance are different display appearances among multiple display appearances.

[0263] When the decoy item is configured with multiple display appearances, meaning the player can release the decoy item with different display appearances, in order to allow the player to adjust the appearance of the released decoy item, if the distance between the first virtual character and the decoy item reaches the interaction condition, a display appearance conversion button can be associated with the decoy item.

[0264] The interaction condition refers to the conditions that must be met for the first virtual character and the decoy item to be considered to have interacted. Interaction here can be understood as the first virtual character and the decoy item coming into contact in a multiplayer game scene. Of course, even if they don't come into contact, it can still be considered an interaction; for example, if they are close to each other, it can be considered an interaction. As an example, the interaction condition is that the distance between the first virtual character and the decoy item is less than a preset distance.

[0265] The appearance change button is a virtual button that changes the displayed appearance of the released bait item. The appearance change button is displayed in association with the bait item, meaning that the display effects of the two are related, such as their display positions. The appearance change button is displayed next to the bait item, so that players can know the relationship between the appearance change button and the bait item, that is, the appearance change button can be used to change the displayed appearance of the released bait item.

[0266] When a player is dissatisfied with the displayed appearance of a released decoy item, they can trigger an appearance change button. In response to the triggering of the appearance change button, the first terminal device can change the displayed appearance of the decoy item from its original first target appearance to a second target appearance. Both the first and second target appearances are two of the configured appearances. As an example, the second target appearance can be the default appearance, meaning the decoy item's appearance can be changed to the default appearance using the appearance change control. Of course, the second target appearance can also be other appearances; this application does not limit this.

[0267] As an example, see reference Figure 18 The image shown is a schematic diagram of a game screen with a shape-changing button according to an embodiment of this application. Figure 18 (a) shows the first virtual character 1801, the lure item 1803 that appears as a monster released by the first virtual character 1801, and the appearance-changing button 1802 located next to the lure item 1803. After the player triggers the appearance-changing button 1802, the player continues to refer to... Figure 18 In (b), the appearance of the decoy item 1803 changes from a monster appearance to a character appearance, and the appearance switching button 1802 is also de-displayed.

[0268] In summary, by providing players with a shape-changing button, players can change the appearance of the decoy items they or their teammates release when they are dissatisfied with the displayed appearance. This increases the richness of the decoy item display, ensures the player's control over the decoy items, enhances the variability and strategic nature of the decoy items, and improves the player's gaming experience.

[0269] Next, combined Figure 19 The logic for releasing the decoy item in this application will be explained, with reference to... Figure 19 The diagram shown is a flowchart illustrating the process of releasing a decoy prop, as provided in an embodiment of this application.

[0270] Step 1901: The player triggers the first skill control.

[0271] Step 1902: Determine if the first skill control is in a cooldown state. If not, proceed to step 1903, indicating that the decoy item cannot be released. If yes, proceed to step 1904, determine if the game scene environment meets the release conditions. If yes, proceed to step 1905, indicating that the decoy item release failed. If no, proceed to step 1906, identify the control pattern of the first skill control to determine which type of decoy item the first skill control is used to release at this time.

[0272] Step 1907: Determine if a historical decoy item already released by the first virtual character exists in the multiplayer game scene. If so, proceed to step 1909: Remove the historical decoy item from the multiplayer game scene and display the released decoy item. Otherwise, proceed to step 1908: Display the released decoy item.

[0273] Step 1910: Determine if the first virtual character meets the location transfer conditions, such as whether it has specific equipment. If so, proceed to step 1912: Change the control pattern of the first skill control to transform it into the second skill control. Step 1913: Display a countdown timer for the second skill control's display duration. The player must trigger the skill control before the countdown ends; otherwise, the second skill control will be de-displayed. If the first virtual character does not meet the location transfer conditions, proceed to step 1911: the first skill control enters a cooldown state.

[0274] Step 1914: The player triggers the second skill control.

[0275] Step 1915: Determine if the durability of the decoy item has reached the destruction condition. If yes, proceed to step 1917, and the second skill control enters a cooldown state. Otherwise, proceed to step 1916, and determine if the display duration of the second skill control has reached the preset duration. If the preset duration has been reached, proceed to step 1917, and the second skill control enters a cooldown state. Otherwise, proceed to step 1918, and the first virtual character and the decoy item swap positions. Step 1919: The second skill control enters a cooldown state.

[0276] Step 1920: After the cooldown ends, change the control pattern of the second skill control to obtain the first skill control.

[0277] Next, a general example of the game interaction method provided in this application will be given.

[0278] Players control a primary virtual character in a multiplayer game scenario using their first game account. This primary virtual character might be a ranger-type character. The primary virtual character's ultimate skill is globally activated; this ultimate skill is used to release decoy items, and the corresponding control is the primary skill control. Ultimate skills are unique to this character type and can be used by default. After activation, the skill enters a cooldown period (cooldown state). During the cooldown, the skill cannot be used again. After the cooldown ends, the skill can be used again. Under certain conditions, a second stage of the skill can be activated after activation, after which the skill enters a cooldown period.

[0279] The icon for the first skill control is variable, thus changing its function. The default icon for the first skill control can be a default image, such as the icon of the first virtual character. After the player triggers the first skill control, if the game environment of the first virtual character meets the release conditions (e.g., no obstacles in front), the decoy item released by the first virtual character in the multiplayer game scene will be displayed on the game screen. At this time, the decoy item and the first virtual character have essentially the same appearance; that is, they look identical. The first skill control then enters a cooldown state. The decoy item can remain stationary in the multiplayer game scene, perform specified actions, or move in a specified direction. If there are obstacles in front of the first virtual character, a message indicating that the decoy item release failed will be displayed.

[0280] From the perspective of the player (e.g., the first virtual character and their teammates), the decoy item will have a friendly decoy indicator, such as a decoy indicator displayed above their head, and the decoy item may also display an additional blue outline. From the enemy's perspective, the decoy item will not display a decoy indicator; that is, the decoy item will not have any outline or above its head indicator. Of course, if the enemy is in a designated viewing state, such as when they are equipped with a specific item, the decoy item may display an enemy decoy indicator.

[0281] Furthermore, when the first virtual character interacts with the first game object (such as a box or monster) in a multiplayer game scene, a shape acquisition control (i.e., a shadow control) can be displayed to obtain the appearance of the first game object. If the player triggers the shape acquisition control, the control pattern of the first skill control can be replaced with the object pattern of the first game object, so that a decoy item with the shape of a box or monster can be released. Once the shape acquisition control is triggered, it will no longer be displayed.

[0282] A reset control can also be displayed in the game screen. When the player triggers the reset control, the control icon of the first skill control will be reset from the object icon to the default icon. The reset control will not be displayed again after it is triggered. A toggle control can also be displayed in the game screen. When the player triggers the toggle control, the control icon of the first skill control can be switched between different object icons, such as switching the monster icon to a box icon, or switching the box icon to a character icon, etc.

[0283] In a multiplayer game scenario, one or more decoy items released by the first virtual character can coexist. If multiple decoy items are allowed, only one decoy item of the same type (e.g., character, item, non-player character) can exist. For example, two monster-shaped decoy items cannot coexist in a multiplayer game scenario. When a player wants to release a decoy item with the appearance of the first target, if a target display appearance of the same type as the first target appearance already exists in the multiplayer game scenario, the target display appearance must be replaced with the first display appearance after receiving the player's replacement confirmation. Furthermore, when a player releases a new decoy item, all previously released decoy items by that player in the multiplayer game scenario must first be removed.

[0284] When a player equips a specific set of gear, meaning the first virtual character meets the position transfer condition, the first skill control, upon activation, will not immediately enter a cooldown state. Instead, the control icon of the first skill control will change, resulting in a second skill control used for position swapping. The game screen also displays the display duration of the second skill control. The player must activate the second skill control before the preset display duration is reached; otherwise, the second skill control will be de-displayed. Equipping the set of gear allows the skill to become a two-stage skill, meaning the first skill control transforms into the second skill control.

[0285] After the player triggers the second skill control, the positions of the first virtual character and the decoy item it released can be swapped on the game screen. If the decoy item released by the first virtual character has been destroyed, a message indicating that the position swap failed will be displayed.

[0286] Furthermore, enemies can attack the decoy items released by the first virtual character. When the decoy item's durability reaches the destruction condition, it will be displayed as destroyed. Attacks by allies on the decoy item will not cause damage. Additionally, the first virtual character can trigger a recall button to retrieve its released decoy items, and this also reduces the skill's cooldown time. The first virtual character can also trigger an appearance change button to change the displayed appearance of its released decoy items.

[0287] In summary, this application enables virtual characters to release decoy items to confuse the enemy and directly teleport to the location of the decoy items, enriching game strategies and attracting player interest. Players can interact with in-game resources more frequently, making full use of these resources.

[0288] This application also provides a game interaction device, referenced... Figure 22The diagram shown is a schematic of a game interaction device provided in an embodiment of this application. The game interaction device 2200 includes:

[0289] The first display unit 2201 is configured to respond to a first trigger operation of a first skill control for a first virtual character, displaying that the first virtual character releases a decoy prop in a multiplayer game scene, wherein the decoy prop has a display appearance associated with a specified game object in the multiplayer game scene, and the first virtual character is a user-controlled virtual character in the multiplayer game scene.

[0290] The second display unit 2202 is configured to, in response to a second trigger operation on a second skill control associated with the first skill control, display that the first virtual character in the first game position has moved to the second game position where the decoy prop is located, wherein the first game position and the second game position are different positions in the multiplayer game scene.

[0291] In one possible implementation, the device further includes:

[0292] The fourth display unit is used to display an appearance acquisition control in response to the first virtual character and the first game object in the multiplayer game scene reaching the interaction condition;

[0293] The first replacement unit is configured to replace the control pattern of the first skill control with the object pattern of the first game object in response to the triggering of the shape acquisition control, so as to identify that the decoy prop to be released is configured with the first object shape of the first game object.

[0294] The first display unit is used for:

[0295] In response to a first trigger operation on a first skill control having the image of the object, the first virtual character is displayed to release a decoy item having the shape of the first object in the multiplayer game scene.

[0296] In one possible implementation, the device further includes:

[0297] The cancellation display unit is used to cancel the display of the shape acquisition control in response to replacing the control pattern of the first skill control with the object pattern of the first game object.

[0298] In one possible implementation, the display appearance of the decoy prop is configured with a default appearance, and the initial control pattern of the first skill control is the default pattern corresponding to the default appearance.

[0299] In one possible implementation, the default appearance is the appearance of the first virtual character.

[0300] In one possible implementation, the device further includes:

[0301] The fifth display unit is used to display the reset control in association with the first skill control;

[0302] The second replacement unit is configured to, in response to the triggering of the reset control, replace the control pattern of the first skill control from the object pattern to the default pattern, so as to indicate that the display appearance of the bait item to be released is reset to the default appearance, and to cancel the display of the reset control.

[0303] In one possible implementation, the decoy prop is configured with multiple display shapes for different designated game objects, the multiple display shapes including a first display shape and a second display shape, wherein the designated game object corresponding to the first display shape has a first object pattern, and the designated game object corresponding to the second display shape has a second object pattern, and the device further includes:

[0304] The sixth display unit is used to display a switching control associated with the first skill control, wherein the control pattern of the first skill control is the pattern of the first object;

[0305] A switching unit is configured to, in response to the switching control being triggered, switch the control pattern of the first skill control from the first object pattern to the second object pattern, so as to switch the display appearance of the decoy prop to be released from the first display appearance to the second display appearance.

[0306] In one possible implementation, there are N display shapes, and each of the N display shapes corresponds one-to-one with a different object type, which is used to identify different types of game objects.

[0307] In one possible implementation, the switching unit is configured to:

[0308] In response to the triggering of the shape acquisition control, multiple display shapes configured for the decoy prop are determined, including the target display shape;

[0309] If the first game object is of the same type as the target display shape, the target display shape among the multiple display shapes is replaced with the first object shape, and the control pattern of the first skill control is replaced with the object pattern of the first game object.

[0310] In one possible implementation, the device further includes:

[0311] The seventh display unit is used to display a same-type replacement prompt if the first game object is of the same type as the object corresponding to the target display shape;

[0312] The first execution unit is configured to, in response to obtaining a replacement confirmation operation, execute the step of replacing the target display shape among the multiple display shapes with the first object shape;

[0313] The second execution unit is configured to retain the target display shape among the multiple display shapes in response to a replacement rejection operation.

[0314] In one possible implementation, the device further includes:

[0315] A transfer unit is configured to transfer the decoy item to the first game position in response to a second trigger operation on a second skill control associated with the first skill control.

[0316] In one possible implementation, the device further includes:

[0317] The first determining unit is configured to determine the game scene environment in which the first virtual character is located in response to a first trigger operation of the first skill control of the first virtual character.

[0318] The third execution unit is configured to execute the step of displaying the first virtual character releasing a decoy prop in the multiplayer game scene in response to the game scene environment meeting the release conditions;

[0319] The eighth display unit is used to display a prompt message indicating that the release of the decoy item has failed in response to the game scene environment not meeting the release conditions.

[0320] In one possible implementation, the device further includes:

[0321] The ninth display unit is used to display the bait prop performing a specified behavior within a specified range of its release location, the specified behavior conforming to the object behavior of the specified game object.

[0322] In one possible implementation, when the designated game object is a game object with movement capabilities in the multiplayer game scene, the device further includes:

[0323] The tenth display unit is used to display the decoy prop moving from its release position to a specified direction, the specified direction being related to the orientation of the first virtual character.

[0324] In one possible implementation, the device further includes:

[0325] The second determining unit is configured to determine the decoy prop information released by the first virtual character in response to a first trigger operation of the first skill control of the first virtual character.

[0326] The removal unit is configured to remove the historical decoy item from the multiplayer game scene if there is a historical decoy item that the first virtual character has released in the multiplayer game scene, and to perform the step of displaying the first virtual character releasing the decoy item in the multiplayer game scene.

[0327] In one possible implementation, the device further includes:

[0328] The eleventh display unit is used to display the attack behavior of the second virtual character on the decoy prop. The second virtual character is a virtual character in the multiplayer game scene and belongs to a different game faction from the first virtual character.

[0329] The twelfth display unit is used to display that the decoy prop has been destroyed in the multiplayer game scene in response to the prop durability of the decoy prop reaching the destruction condition based on the attack behavior.

[0330] In one possible implementation, the device further includes a thirteenth display unit, used for:

[0331] The display shows the target decoy item released by a third virtual character, which is a virtual character in the multiplayer game scene;

[0332] In response to the fact that the third virtual character and the first virtual character belong to the same game faction, a friendly decoy icon is displayed on the target decoy item.

[0333] In one possible implementation, the device further includes a fourteenth display unit, used for:

[0334] In response to the fact that the third virtual character and the first virtual character belong to different game factions, no bait icon is displayed on the target bait prop;

[0335] In response to the fact that the third virtual character and the first virtual character belong to different game factions, and the first virtual character is in a designated viewing state, an enemy decoy icon is displayed on the target decoy prop.

[0336] In one possible implementation, the device further includes:

[0337] The fifteenth display unit is used to display the second skill control when the first virtual character releases a decoy item in the multiplayer game scene and the first virtual character achieves the position transfer condition.

[0338] In one possible implementation, the device further includes:

[0339] The cancel display unit is used to cancel the display of the second skill control when the display duration of the second skill control reaches a preset duration.

[0340] In one possible implementation, the device further includes:

[0341] The acquisition unit is configured to acquire the position of the decoy prop in the multiplayer game scene in response to a second trigger operation on a second skill control associated with the first skill control;

[0342] The seventeenth display unit is used to display a prompt message indicating that the position transfer failed if the decoy prop does not exist in the multiplayer game scene, and to retain the first virtual character in the first game position.

[0343] The eighteenth display unit is used to execute the step of displaying the first virtual character in the first game position moving to the second game position where the decoy prop is located if the second game position where the decoy prop is located is obtained.

[0344] In one possible implementation, the decoy item release skill corresponding to the first skill control has a skill cooldown period, and the device further includes:

[0345] The nineteenth display unit is used to display a retrieval button associated with the decoy prop when the distance between the first virtual character and the decoy prop reaches the interaction condition;

[0346] The cancellation display unit is used to cancel the display of the decoy item from the multiplayer game scene in response to the triggering of the recycling button, and to shorten the skill cooldown time by a preset time.

[0347] In one possible implementation, the decoy prop is configured with multiple display shapes for different designated game objects, and the device further includes a twentieth display unit for:

[0348] When the distance between the first virtual character and the decoy prop reaches the interaction condition, the appearance conversion button is displayed in association with the decoy prop;

[0349] In response to the triggering of the shape conversion button, the display shape of the decoy prop is changed from the first target display shape to the second target display shape, wherein the first target display shape and the second target display shape are different display shapes among the multiple display shapes.

[0350] This application also provides a computer device, including a terminal device or a server, in which the aforementioned game interaction device can be configured. The computer device will now be described in conjunction with the accompanying drawings.

[0351] If the computer device is a terminal device, please refer to Figure 23 As shown, this application provides a terminal device, taking a mobile phone as an example:

[0352] Figure 23 The diagram shown is a block diagram of a portion of the structure of a mobile phone provided in an embodiment of this application. (Reference) Figure 23 The mobile phone includes components such as a radio frequency (RF) circuit 1410, a memory 1420, an input unit 1430, a display unit 1440, a sensor 1450, an audio circuit 1460, a Wi-Fi module 1470, a processor 1480, and a power supply 1490. Those skilled in the art will understand that... Figure 23 The mobile phone structure shown does not constitute a limitation on the mobile phone and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0353] The following is combined Figure 23 A detailed introduction to each component of a mobile phone:

[0354] The RF circuit 1410 can be used to receive and transmit signals during information transmission or calls. In particular, it receives downlink information from the base station and processes it with the processor 1480; in addition, it transmits uplink data to the base station.

[0355] The memory 1420 can be used to store software programs and modules. The processor 1480 executes various mobile phone functions and data processing by running the software programs and modules stored in the memory 1420. The memory 1420 may mainly include a program storage area and a data storage area. The program storage area may store the operating system, applications required for at least one function (such as sound playback function, image playback function, etc.), etc.; the data storage area may store data created according to the use of the mobile phone (such as audio data, phonebook, etc.). In addition, the memory 1420 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.

[0356] The input unit 1430 can be used to receive input numeric or character information, and to generate key signal inputs related to user settings and function control of the mobile phone. Specifically, the input unit 1430 may include a touch panel 1431 and other input devices 1432.

[0357] The display unit 1440 can be used to display information input by the user or information provided to the user, as well as various menus of the mobile phone. The display unit 1440 may include a display panel 1441.

[0358] The mobile phone may also include at least one sensor 1450, such as a light sensor, a motion sensor, and other sensors.

[0359] Audio circuitry 1460, speaker 1461, and microphone 1462 provide an audio interface between the user and the mobile phone.

[0360] WiFi is a short-range wireless transmission technology. Through the WiFi module 1470, mobile phones can help users send and receive emails, browse web pages, and access streaming media, providing users with wireless broadband internet access.

[0361] The processor 1480 is the control center of the mobile phone. It connects to various parts of the mobile phone through various interfaces and lines. It performs various functions of the mobile phone and processes data by running or executing software programs and / or modules stored in the memory 1420 and calling data stored in the memory 1420.

[0362] The phone also includes a power supply 1490 (such as a battery) that powers the various components.

[0363] In this embodiment, the processor 1480 included in the terminal device is also used to execute the steps in the methods of the various embodiments of this application.

[0364] If the computer device is a server, this application embodiment also provides a server; please refer to [link to relevant documentation]. Figure 24 As shown, Figure 24 This is a structural diagram of a server 1500 provided in an embodiment of this application. The server 1500 can vary significantly due to different configurations or performance. It may include one or more central processing units (CPUs) 1522 (e.g., one or more processors) and memory 1532, and one or more storage media 1530 (e.g., one or more mass storage devices) for storing application programs 1542 or data 1544. The memory 1532 and storage media 1530 can be temporary or persistent storage. The program stored in the storage media 1530 may include one or more modules (not shown in the diagram), each module including a series of instruction operations on the server. Furthermore, the CPU 1522 may be configured to communicate with the storage media 1530 and execute the series of instruction operations in the storage media 1530 on the server 1500.

[0365] Server 1500 may also include one or more power supplies 1526, one or more wired or wireless network interfaces 1550, one or more input / output interfaces 1558, and / or one or more operating systems 1541, such as Windows Server. TMMac OS X TM Unix TM Linux TM FreeBSD TM etc.

[0366] The steps performed by the server in the above embodiments can be based on Figure 24 The server structure shown.

[0367] In addition, this application embodiment also provides a storage medium for storing a computer program for executing the method provided in the above embodiment.

[0368] This application also provides a computer program product including a computer program, which, when run on a computer device, causes the computer device to perform the method provided in the above embodiments.

[0369] Those skilled in the art will understand that all or part of the steps of the above method embodiments can be implemented by hardware related to program instructions. The aforementioned program can be stored in a computer-readable storage medium. When the program is executed, it performs the steps of the above method embodiments. The aforementioned storage medium can be at least one of the following media: read-only memory (ROM), RAM, magnetic disk or optical disk, and other media that can store computer programs.

[0370] In the embodiments of this application, the terms "module" or "unit" refer to a computer program or part of a computer program that has a predetermined function and works with other related parts to achieve a predetermined goal, and can be implemented wholly or partially using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.

[0371] It should be noted that the various embodiments in this specification are described in a progressive manner, and the same or similar parts between the various embodiments can be referred to mutually. Each embodiment focuses on describing the differences from other embodiments. In particular, for the device and system embodiments, since they are basically similar to the method embodiments, the description is relatively simple, and the relevant parts can be referred to the description of the method embodiments. The device and system embodiments described above are merely illustrative. The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of the modules can be selected to achieve the purpose of the solution in this embodiment according to actual needs. Those skilled in the art can understand and implement this without creative effort.

[0372] The above description is merely one specific embodiment of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this application should be included within the scope of protection of this application. Moreover, based on the implementation methods provided in the above aspects, this application can be further combined to provide more implementation methods.

Claims

1. A game interaction method, characterized by, The method comprises: in response to a first trigger operation on a first skill control of a first virtual role, displaying that the first virtual role releases a decoy prop in a multiplayer game scene, the decoy prop having a display appearance associated with a specified game object in the multiplayer game scene, the first virtual role being a virtual role controlled by a user in the multiplayer game scene; in response to a second trigger operation on a second skill control associated with the first skill control, displaying that the first virtual role at a first game position moves to a second game position where the decoy prop is located, the first game position and the second game position being different positions in the multiplayer game scene.

2. The method of claim 1, wherein, The method further comprises: in response to the first virtual role and a first game object in the multiplayer game scene meeting an interaction condition, displaying an appearance acquisition control; in response to the appearance acquisition control being triggered, replacing a control pattern of the first skill control with an object pattern of the first game object, to identify that the first virtual role is configured with a first object appearance of the first game object for the decoy prop to be released; the response to the first trigger operation on the first skill control of the first virtual role, displaying that the first virtual role releases a decoy prop in the multiplayer game scene, comprises: in response to a first trigger operation on a first skill control having the object image, displaying that the first virtual role releases a decoy prop having the first object appearance in the multiplayer game scene.

3. The method of claim 2, wherein, The method further comprises: in response to replacing the control pattern of the first skill control with the object pattern of the first game object, canceling displaying the appearance acquisition control.

4. The method of claim 2, wherein, The display appearance of the decoy prop is configured with a default appearance, and an initial control pattern of the first skill control is a default pattern corresponding to the default appearance.

5. The method of claim 4, wherein, The default appearance is a role appearance of the first virtual role.

6. The method of claim 4, wherein, After the control pattern of the first skill control is replaced with the object pattern of the first game object, the method further comprises: displaying a reset control associated with the first skill control; in response to the reset control being triggered, replacing the control pattern of the first skill control from the object pattern to the default pattern, to identify that the display appearance of the decoy prop to be released is reset to the default appearance, and canceling displaying the reset control.

7. The method of claim 2, wherein, The decoy prop is configured with multiple display appearances of different specified game objects, the multiple display appearances including a first display appearance and a second display appearance, the specified game object corresponding to the first display appearance having a first object pattern, and the specified game object corresponding to the second display appearance having a second object pattern, the method further comprising: displaying a switching control associated with the first skill control, the control pattern of the first skill control being the first object pattern; in response to the switching control being triggered, switching the control pattern of the first skill control from the first object pattern to the second object pattern, to identify that the display appearance of the decoy prop to be released is switched from the first display appearance to the second display appearance.

8. The method of claim 7, wherein, The plurality of display shapes is N, and the N display shapes correspond to N different object types one-to-one, and the object types are used to identify different types of game objects.

9. The method of claim 8, wherein, The response to the shape acquisition control being triggered, the control pattern of the first skill control is replaced with the object pattern of the first game object, comprising: In response to the shape acquisition control being triggered, determine the plurality of display shapes configured for the decoy prop, and the target display shape is included in the plurality of display shapes; If the first game object and the object type corresponding to the target display shape are the same, replace the target display shape in the plurality of display shapes with the first object shape, and replace the control pattern of the first skill control with the object pattern of the first game object.

10. The method of claim 9, wherein, The method further comprises: If the first game object and the object type corresponding to the target display shape are the same, display the same type of replacement prompt; In response to obtaining a replacement confirmation operation, the step of replacing the target display shape in the plurality of display shapes with the first object shape is performed; In response to obtaining a replacement rejection operation, the target display shape is retained in the plurality of display shapes.

11. The method of claim 1, wherein, The method further comprises: In response to a second trigger operation on a second skill control associated with the first skill control, the decoy prop is transferred to the first game position.

12. The method of claim 1, wherein, The method further comprises: In response to a first trigger operation on a first skill control of the first virtual role, determine the game scene environment in which the first virtual role is located; In response to the game scene environment meeting the release condition, the step of displaying the first virtual role releasing the decoy prop in the multi-player game scene is performed; In response to the game scene environment not meeting the release condition, display a prompt message that the decoy prop release fails.

13. The method of claim 1, wherein, After displaying the first virtual role releasing the decoy prop in the multi-player game scene, the method further comprises: Display the decoy prop making a specified behavior within a specified range where the release position is located, and the specified behavior conforms to the object behavior of the specified game object.

14. The method of claim 1, wherein, When the specified game object is a game object with a moving function in the multi-player game scene, after displaying the first virtual role releasing the decoy prop in the multi-player game scene, the method further comprises: Display the decoy prop moving from the release position to a specified direction, and the specified direction is related to the orientation of the first virtual role.

15. The method of claim 1, wherein, The method further comprises: In response to a first trigger operation on a first skill control of the first virtual role, determine the decoy prop information released by the first virtual role; If there is a historical decoy prop released by the first virtual role in the multi-player game scene, remove the historical decoy prop from the multi-player game scene, and perform the step of displaying the first virtual role releasing the decoy prop in the multi-player game scene.

16. The method of claim 1, wherein, The method further comprises: Display the attack behavior of the decoy prop by a second virtual role, the second virtual role is a virtual role in the multi-player game scene, and belongs to a different game camp from the first virtual role; In response to the decoy prop durability reaching a destruction condition based on the attack behavior, the decoy prop is displayed as being destroyed in the multiplayer game scene.

17. The method of any one of claims 1-16, wherein, The method further includes: displaying a target decoy prop released by a third virtual character, the third virtual character being a virtual character in the multiplayer game scene; in response to the third virtual character and the first virtual character belonging to the same game team, displaying a friendly decoy identifier on the target decoy prop.

18. The method of claim 17, wherein, The method further includes: in response to the third virtual character and the first virtual character belonging to different game teams, not displaying a decoy identifier on the target decoy prop; in response to the third virtual character and the first virtual character belonging to different game teams, and the first virtual character being in a specified viewing state, displaying an enemy decoy identifier on the target decoy prop.

19. The method according to any one of claims 1 to 16, characterized in that, The method further includes: when the first virtual character releases the decoy prop in the multiplayer game scene, if the first virtual character reaches a position transfer condition, displaying the second skill control.

20. The method of claim 19, wherein, The method further includes: when the second skill control is displayed for a preset length of time, canceling the display of the second skill control.

21. The method of any one of claims 1-16, wherein, The method further includes: in response to a second triggering operation on a second skill control associated with the first skill control, obtaining a position of the decoy prop in the multiplayer game scene; if the decoy prop does not exist in the multiplayer game scene, displaying prompt information of a failed position transfer, and keeping the first virtual character at the first game position; if the second game position where the decoy prop is located is obtained, performing the step of displaying the first virtual character at the first game position transferring to the second game position where the decoy prop is located.

22. A game interaction device, characterized by The device includes: a first display unit configured to, in response to a first triggering operation on a first skill control of a first virtual character, display the first virtual character releasing a decoy prop in a multiplayer game scene, the decoy prop having a display shape associated with a specified game object in the multiplayer game scene, the first virtual character being a virtual character controlled by a user in the multiplayer game scene; a second display unit configured to, in response to a second triggering operation on a second skill control associated with the first skill control, display the first virtual character at a first game position transferring to a second game position where the decoy prop is located, the first game position and the second game position being different positions in the multiplayer game scene.

23. A computer device, comprising: The computer device includes a processor and a memory: the memory is configured to store a computer program; the processor is configured to execute the method according to any one of claims 1-21 based on the computer program.

24. A computer-readable storage medium, characterized in that, The computer readable storage medium is configured to store a computer program, which, when executed by a computer device, implements the method according to any one of claims 1-21.

25. A computer program product including a computer program which, when executed on a computer device, causes the computer device to perform the method according to any one of claims 1-21.