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

By displaying skill controls in a virtual scene and switching their states, the limitations of the design of skill controls and virtual character actions were solved, achieving diversified interaction and efficient resource utilization.

CN121446121APending Publication Date: 2026-02-03TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202512003602.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-12-26
Publication Date
2026-02-03

AI Technical Summary

Technical Problem

In existing technologies, skill release solutions mostly focus on a single function, and the linkage design between skill controls and virtual character actions is relatively limited, resulting in incomplete skill interaction logic, difficulty in adapting to diverse virtual scene requirements, and low resource utilization.

Method used

By displaying skill controls in a virtual scene and responding to triggered operations, virtual characters can launch virtual items and switch states, including normal state, usage state, teleportation state, and cooldown state, providing dynamic feedback and diverse interactive processes.

Benefits of technology

It improves the diversity of interactions in virtual scenes and the resource utilization of electronic devices, and ensures that resources respond at the appropriate time through clear state switching logic, avoiding redundant processing.

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Abstract

The invention provides a skill release method and device in a virtual scene, electronic equipment, a computer readable storage medium and a computer program product. The method comprises the following steps: displaying a first virtual character in a virtual scene, and displaying a first skill control in a conventional state; in response to a first trigger operation for the first skill control in the conventional state, controlling the first virtual character to launch a first virtual item, and in the process of launching the first virtual item, controlling the first skill control to be in a first use state; when the first virtual machine shoots a target object in the virtual scene, switching the state of the first skill control from a first use state to a transmission state; and in response to a second trigger operation for the first skill control in the transmission state, transmitting the first virtual character to the position where the first virtual prop is located. Through the application, the interaction diversity in the virtual scene can be improved, and the resource utilization rate of the electronic equipment can be improved.
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Description

Technical Field

[0001] This application relates to computer technology, and more particularly to a method, apparatus, electronic device, computer-readable storage medium, and computer program product for releasing skills in a virtual scene. Background Technology

[0002] In related technologies, skill release schemes mostly focus on the implementation of a single function. Skill controls only correspond to the basic launch of virtual props. Their state switching logic and the linkage design of subsequent actions of virtual characters are relatively limited, resulting in insufficient logical integrity of skill interaction. This makes it difficult to adapt to the diverse skill interaction needs of virtual scenes, and consequently, results in low resource utilization of electronic devices. Summary of the Invention

[0003] This application provides a skill release method, device, electronic device, computer-readable storage medium, and computer program product in a virtual scene, which can improve the diversity of interactions in the virtual scene and improve the resource utilization of the electronic device.

[0004] The technical solution of this application embodiment is implemented as follows: This application provides a method for releasing skills in a virtual scene, the method comprising: Display the first virtual character in the virtual scene, and display the first skill control in its normal state; In response to a first trigger operation of the first skill control for the normal state, the first virtual character is controlled to launch a first virtual item, and during the launch of the first virtual item, the first skill control is controlled to be in a first usage state. When the first virtual prop hits the target object in the virtual scene, the state of the first skill control is switched from the first use state to the teleport state; In response to a second trigger operation of the first skill control for the teleportation state, the first virtual character is teleported to the location of the first virtual item.

[0005] This application embodiment provides a skill release device in a virtual scene, the device comprising: The first display module is used to display the first virtual character in the virtual scene and to display the first skill control in a normal state; The launching module is configured to respond to a first trigger operation of the first skill control in the normal state, control the first virtual character to launch a first virtual item, and control the first skill control to be in a first usage state during the launching of the first virtual item; The first switching module is used to switch the state of the first skill control from the first use state to the teleport state when the first virtual prop hits the target object in the virtual scene. The teleportation module is used to teleport the first virtual character to the location of the first virtual item in response to a second trigger operation of the first skill control for the teleportation state.

[0006] In the above scheme, the skill release device in the virtual scene further includes: a second switching module, used to switch the state of the first skill control from the first use state to the cooldown state when the first virtual prop fails to hit the target object after controlling the first skill control to be in the first use state during the process of launching the first virtual prop.

[0007] In the above scheme, the skill release device in the virtual scene further includes: a dynamic display module, used to dynamically display the remaining display time of the first virtual prop using graphical elements when the first virtual prop hits the target object; when the graphical elements indicate that the remaining display time of the first virtual prop is zero, the first virtual prop is canceled from display and the first skill control is controlled to be in a cooling state.

[0008] In the above scheme, the skill release device in the virtual scene further includes: a third switching module, used to switch the state of the first skill control from the transmission state to the second usage state after the first virtual character is transmitted to the location of the first virtual item; the dynamic display module is further used to, when the first skill control is in the transmission state, cancel the display of the first virtual item and switch the state of the first skill control from the transmission state to the cooldown state when the graphical element indicates that the remaining display time of the first virtual item is zero; or, when the first skill control is in the second usage state, cancel the display of the first virtual item and switch the state of the first skill control from the second usage state to the cooldown state when the graphical element indicates that the remaining display time of the first virtual item is zero.

[0009] In the above scheme, the skill release device in the virtual scene further includes: a first prompt module, used to display distance prompt information at the associated position of the first virtual item after the state of the first skill control is switched from the use state to the teleport state; wherein, the distance prompt information is used to indicate the distance between the first virtual character and the first virtual item in the virtual scene.

[0010] In the above scheme, the skill release device in the virtual scene further includes: a cancellation display module, which is used to, after the control of the first skill control is in the first use state, when the target object hit by the first virtual prop is the second virtual character in the virtual scene, cause damage to the second virtual character and cancel the display of the first virtual prop; and switch the state of the first skill control from the first use state to the cooldown state.

[0011] In the above scheme, the transmission module is further configured to: when the target object hit by the first virtual prop is a third virtual character in the virtual scene and the third virtual character moves while carrying the first virtual prop, transmit the first virtual character to a first position in the virtual scene, the first position being the position where the first virtual prop is located when the second triggering operation is performed; or, when the target object hit by the first virtual prop is a third virtual character in the virtual scene and the third virtual character performs a dismantling operation on the first virtual prop, transmit the first virtual character to a second position in the virtual scene, the second position being the position where the first virtual prop is located when the dismantling operation is completed.

[0012] In the above scheme, the transmission module is further configured to transmit the first virtual character to a third location when the target object is a virtual object in a moving state; wherein, the third location is the location reached by the virtual object when the second triggering operation is performed.

[0013] In the above scheme, the first triggering operation includes a click operation and a press operation. The launching module is further configured to, in response to a click operation on the first skill control, control the first virtual character to launch the first virtual item according to a preset launching trajectory; or, in response to a press operation on the first skill control, display the launching trajectory for the first virtual item; during the execution of the press operation, in response to an adjustment command for the launching trajectory, display the adjusted launching trajectory; and when the press operation is released, control the first virtual character to launch the first virtual item according to the adjusted launching trajectory.

[0014] In the above scheme, the skill release device in the virtual scene further includes: a fourth switching module, which, after the first virtual character is transported to the location of the first virtual prop, controls the first virtual character to stand on the first virtual prop and switches the state of the first skill control from the transport state to the second use state.

[0015] In the above scheme, the demolition module is used to display a demolition control when the first virtual character is hit by the second virtual item; wherein, the second virtual item is a virtual item launched by a fourth virtual character that is in a different faction from the first virtual character; the demolition control is used to demolish the second virtual item; in response to a trigger operation on the demolition control, the first virtual character is controlled to demolish the second virtual item.

[0016] In the above scheme, the teleportation module is also used to respond to a second trigger operation of the first skill control for the teleportation state. If the first virtual character is driving the target virtual vehicle, the first virtual character and the target virtual vehicle are teleported to the location of the first virtual item.

[0017] In the above scheme, the transmission module is further configured to, when the virtual vehicle is also carrying a fifth virtual character who is in the same faction as the first virtual character, transmit the first virtual character, the fifth virtual character, and the target virtual vehicle to the location of the first virtual item.

[0018] In the above scheme, the skill release device in the virtual scene further includes: a second prompt module, which is used to, after the control of the first skill control is in the first use state, when the first virtual prop hits the target object in the virtual scene, if the first virtual character is driving a virtual vehicle other than the target virtual vehicle, then cancel the display of the first skill control and display distance prompt information at the associated position of the first virtual prop; wherein, the distance prompt information is used to indicate the distance between the first virtual character and the first virtual prop in the virtual scene.

[0019] In the above scheme, the skill release device in the virtual scene further includes: a marking module, used to control the virtual object in the moving state to carry a marking identifier when the target object is a virtual object in a moving state; and to move the marking identifier synchronously with the movement of the virtual object in the moving state.

[0020] In the above scheme, the skill release device in the virtual scene further includes: a second display module, used to display the virtual vehicle control corresponding to the target virtual vehicle; in response to the trigger operation of the virtual vehicle control, the target virtual vehicle is displayed in the virtual scene, and the first virtual character is controlled to drive the target virtual vehicle.

[0021] In the above scheme, the skill release device in the virtual scene further includes: a recall module, which, after controlling the first virtual character to drive the target virtual vehicle, responds to a recall command for the target virtual vehicle, cancels the display of the target virtual vehicle in the virtual scene, and controls the virtual vehicle control to be in a cooling state.

[0022] In the above scheme, the target virtual vehicle has health points and energy points; the skill release device in the virtual scene further includes: an instruction triggering module, used to display an exit control for controlling the first virtual character to exit the target virtual vehicle after the first virtual character is controlled to drive the target virtual vehicle; in response to the triggering operation of the exit control, triggering a recall instruction for the target virtual vehicle; or, automatically triggering a recall instruction for the target virtual vehicle when at least one of the health points and the energy points decreases to zero.

[0023] In the above scheme, the skill release device in the virtual scene further includes: an identifier display module, used to display a summoning identifier at the associated position of the virtual vehicle control, the summoning identifier being used to identify whether the target virtual vehicle has been summoned; the skill release device in the virtual scene further includes: a fifth switching module, used to switch the state of the summoning identifier from a summoned state to a non-summoned state when the target virtual vehicle is recalled after the first virtual character is controlled to drive the target virtual vehicle.

[0024] In the above scheme, the skill release device in the virtual scene further includes: a control module for displaying a second skill control; in response to a trigger operation on the second skill control, controlling the first virtual character to hold a first virtual item and controlling the first virtual character to have a buff effect; wherein, the buff effect includes increased damage caused by using the first virtual item and the number of virtual sub-items contained in the first virtual item being in an infinite state.

[0025] In the above scheme, the skill release device in the virtual scene further includes: a locking module, used to display a crosshair indicating the attack position after the first virtual character holds the first virtual item, and to display an area indicator box including the enemy virtual character at the associated position of the crosshair; in response to an attack command, controlling the first virtual character to launch a virtual sub-item based on the first virtual item, and controlling the virtual sub-item to automatically lock onto the enemy virtual character so as to hit the enemy virtual character; wherein the distance between the enemy virtual character and the first virtual character in the virtual scene meets a preset distance condition.

[0026] This application provides an electronic device, including: Memory is used to store executable instructions or computer programs. The processor, when executing computer-executable instructions or computer programs stored in the memory, implements the skill release method in the virtual scene provided in the embodiments of this application.

[0027] This application provides a computer-readable storage medium storing computer-executable instructions or computer programs, which, when executed by a processor, implement the skill release method in a virtual scene provided in this application.

[0028] This application provides a computer program product, including computer-executable instructions or a computer program, which, when executed by a processor, implements the skill release method in a virtual scene provided in this application.

[0029] The embodiments of this application have the following beneficial effects: This application clarifies the progressive switching logic of the first skill control from the normal state to the first use state and then to the teleportation state, so that the virtual character's item launch and virtual character teleportation form a coherent and responsive interactive process, breaking the limitation of the single function of the skill, enriching the interactive diversity of the virtual scene, and at the same time, the clear state switching trigger logic allows the electronic device to respond to the state and schedule resources only when the corresponding operation or condition is met, effectively improving the resource utilization of the electronic device. Attached Figure Description

[0030] Figure 1 This is a schematic diagram of the structure of a skill release system in a virtual scene provided in an embodiment of this application; Figure 2 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application; Figure 3 This is a first flowchart illustrating the skill release method provided in this application embodiment; Figure 4 This is a schematic diagram of skill release provided in the embodiments of this application. Figure 1 ; Figure 5 This is a schematic diagram of skill release provided in the embodiments of this application. Figure 2 ; Figure 6 This is a schematic diagram of skill release provided in the embodiments of this application. Figure 3 ; Figure 7 This is a schematic diagram of skill release provided in the embodiments of this application. Figure 4 ; Figure 8 This is a schematic diagram of skill release provided in the embodiments of this application. Figure 5 ; Figure 9 This is a schematic diagram of skill release provided in the embodiments of this application. Figure 6 ; Figure 10 This is a schematic diagram of skill release provided in the embodiments of this application. Figure 7 ; Figure 11 This is a schematic diagram of skill release provided in the embodiments of this application. Figure 8 ; Figure 12 This is a schematic diagram of skill release provided in the embodiments of this application. Figure 9 ; Figure 13 This is a schematic diagram of skill release provided in the embodiments of this application. Figure 10 ; Figure 14 This is a schematic diagram of skill release provided in the embodiments of this application. Figure 10 one; Figure 15 This is a schematic diagram of skill release provided in the embodiments of this application. Figure 10 two; Figure 16 This is a schematic diagram of skill release provided in the embodiments of this application. Figure 10 three; Figure 17 This is a schematic diagram of skill release provided in the embodiments of this application. Figure 10 Four; Figure 18 This is a schematic diagram of skill release provided in the embodiments of this application. Figure 10 five; Figure 19 This is a schematic diagram of skill release provided in the embodiments of this application. Figure 10 six; Figure 20 This is a schematic diagram of skill release provided in the embodiments of this application. Figure 10 seven; Figure 21 This is a second flowchart illustrating the skill release method provided in the embodiments of this application; Figure 22 This is a schematic diagram of the third process of the skill release method provided in the embodiments of this application; Figure 23 This is a schematic diagram of the fourth process of the skill release method provided in the embodiments of this application; Figure 24 This is a schematic diagram of the fifth process of the skill release method provided in the embodiments of this application. Detailed Implementation

[0031] To make the objectives, technical solutions, and advantages of this application clearer, the application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limitations on this application. All other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0032] In the following description, references are made to “some embodiments,” which describe a subset of all possible embodiments. However, it is understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.

[0033] In the following description, the terms "first, second, third" are used merely to distinguish similar objects and do not represent a specific ordering of objects. It is understood that "first, second, third" may be interchanged in a specific order or sequence where permitted, so that the embodiments of this application described herein can be implemented in an order other than that illustrated or described herein.

[0034] 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.

[0035] Unless otherwise defined, all technical and scientific terms used in the embodiments of this application have the same meaning as commonly understood by one of ordinary skill in the art. The terminology used in the embodiments of this application is for descriptive purposes only and is not intended to limit the scope of this application.

[0036] In the implementation of this application, the collection and processing of relevant data should strictly comply with the requirements of relevant laws and regulations, obtain the informed consent or separate consent of the personal information subject, and carry out subsequent data use and processing within the scope of laws and regulations and the authorization of the personal information subject.

[0037] Before providing a further detailed description of the embodiments of this application, the nouns and terms involved in the embodiments of this application will be explained, and the nouns and terms involved in the embodiments of this application shall be interpreted as follows.

[0038] 1) In response to, used to indicate the conditions or states on which the operation performed depends. When the conditions or states on which it depends are met, one or more operations performed may be performed in real time or with a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations are performed.

[0039] 2) Client, also known as user terminal, refers to the program that provides local services to users in contrast to the server. Except for some applications that can only run locally, it is generally installed on the terminal and needs to work with the server. That is, there needs to be a corresponding server and service program on the network to provide the corresponding services. Thus, a specific communication connection needs to be established between the client and the server to ensure the normal operation of the application.

[0040] 3) A virtual scene is a virtual scene displayed (or provided) by an application when it runs on a terminal. This virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene; this application does not limit the dimension of the virtual scene. For example, the virtual scene may include sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. Users can control virtual objects to move within this virtual scene.

[0041] 4) Virtual props: In the virtual scene, users can control virtual objects to interact with other virtual objects in a competitive manner through virtual props. For example, the virtual props can be throwable virtual props such as grenades, cluster grenades, and sticky grenades, or shooting virtual props.

[0042] 5) Virtual characters: These are interactive figures of people and objects within a virtual scene, or movable objects within the virtual scene. These movable objects can be virtual characters, virtual animals, anime characters, etc., such as people or animals displayed in a virtual scene. Virtual characters can include player characters and non-player characters. For example, a virtual character can be a virtual avatar representing the user (i.e., a player character) within a virtual scene. A virtual scene can include multiple virtual characters, each with its own shape and volume, occupying a portion of the space within the virtual scene.

[0043] During the research process, the inventors discovered the following technical problems in the relevant technology: In related technologies, skill release technology often focuses on the realization of a single function. The linkage design between skill controls, virtual props, and virtual character movement is relatively limited. It lacks a coherent state switching and trigger feedback mechanism, which not only makes the skill interaction logic incomplete and difficult to adapt to diverse interaction needs, but also results in low resource utilization of electronic devices due to redundant response processing.

[0044] Based on this, embodiments of this application provide a skill release method, apparatus, electronic device, computer-readable storage medium, and computer program product in a virtual scene, which can improve the diversity of interactions in a virtual scene and improve the resource utilization of electronic devices.

[0045] See Figure 1 , Figure 1 This is a schematic diagram of the structure of a skill release system in a virtual scene provided in an embodiment of this application. Figure 1 The skill release system 100 shown in the virtual scene is designed to support skill release applications in a virtual scene. The terminal 400 is connected to the server 200 via a network 300, which can be a wide area network, a local area network, or a combination of both.

[0046] Terminal 400 is used to display a first virtual character in a virtual scene and display a first skill control in a normal state; in response to a first trigger operation on the first skill control in the normal state, it controls the first virtual character to launch a first virtual item, and during the launch of the first virtual item, it controls the first skill control to be in a first use state; when the first virtual item hits a target object in the virtual scene, it switches the state of the first skill control from the first use state to the teleportation state; in response to a second trigger operation on the first skill control in the teleportation state, it teleports the first virtual character to the location of the first virtual item.

[0047] In some embodiments, server 200 may be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. Terminal 400 may be a smartphone, tablet, laptop, desktop computer, set-top box, smart voice interaction device, smart home appliance, virtual reality device, vehicle terminal, aircraft, portable music player, personal digital assistant, dedicated messaging device, portable gaming device, smart speaker, and smartwatch, but is not limited thereto. Terminals and servers can be directly or indirectly connected via wired or wireless communication, which is not limited in this embodiment.

[0048] The electronic device implementing the skill release method in the virtual scene provided in the embodiments of this application will now be described. See also Figure 2 , Figure 2 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application. In practical applications, the electronic device can be implemented as various types of terminals such as laptops, tablets, desktop computers, smartphones, smart speakers, smartwatches, smart TVs, and vehicle terminals. It can also be implemented as a server or as a device cluster composed of servers and terminals. Figure 2 The illustrated electronic device includes at least one processor 510, a memory 550, at least one network interface 520, and a user interface 530. The various components of the electronic device are coupled together via a bus system 540. It is understood that the bus system 540 is used to implement communication between these components. In addition to a data bus, the bus system 540 also includes a power bus, a control bus, and a status signal bus. However, for clarity, in… Figure 2 The general labeled all buses as Bus System 540.

[0049] The processor 510 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. The general-purpose processor can be a microprocessor or any conventional processor, etc.

[0050] User interface 530 includes one or more output devices 531 that enable the presentation of media content, including one or more speakers and / or one or more visual displays. User interface 530 also includes one or more input devices 532, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.

[0051] The memory 550 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state storage, hard disk drives, optical disk drives, etc. The memory 550 may optionally include one or more storage devices physically located away from the processor 510.

[0052] The memory 550 may include volatile memory or non-volatile memory, or both. The non-volatile memory may be read-only memory (ROM), and the volatile memory may be random access memory (RAM). The memory 550 described in this application embodiment is intended to include any suitable type of memory.

[0053] In some embodiments, memory 550 is capable of storing data to support various operations, examples of which include programs, modules, and data structures or subsets or supersets thereof, as illustrated below.

[0054] Operating system 551 includes system programs for handling various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, and driver layer, for implementing various basic business functions and handling hardware-based tasks.

[0055] The network communication module 552 is used to reach other electronic devices via one or more (wired or wireless) network interfaces 520, exemplary network interfaces 520 including Bluetooth, WiFi, and Universal Serial Bus (USB).

[0056] Presentation module 553 enables the presentation of information (e.g., a user interface for operating peripheral devices and displaying content and information) via one or more output devices 531 associated with user interface 530 (e.g., a display screen, a speaker, etc.).

[0057] The input processing module 554 is used to detect one or more user inputs or interactions from one or more input devices 532, and to translate the detected inputs or interactions.

[0058] In some embodiments, the skill release device in the virtual scene provided in this application can be implemented in software. Figure 2 A skill release device 555 in a virtual scene stored in memory 550 is shown. This device can be software in the form of programs and plugins, and includes the following software modules: a first display module 5551, a launch module 5552, a first switching module 5553, and a transmission module 5554. These modules are logically connected and can therefore be arbitrarily combined or further separated according to their implemented functions. The functions of each module will be described below.

[0059] In other embodiments, the apparatus provided in this application can be implemented in hardware. As an example, the skill release device in the virtual scene provided in this application can be a processor in the form of a hardware decoding processor, which is programmed to execute the skill release method in the virtual scene provided in this application. For example, the processor in the form of a hardware decoding processor can be one or more application-specific integrated circuits (ASICs), DSPs, programmable logic devices (PLDs), complex programmable logic devices (CPLDs), field-programmable gate arrays (FPGAs), or other electronic components.

[0060] In some embodiments, the terminal or server can implement the skill release method in the virtual scene provided in this application embodiment by running a computer program. For example, the computer program can be a native program or software module in the operating system; it can be a native application (APP), that is, a local client, which is a program that needs to be installed in the operating system to run, such as an instant messaging APP or a web browser APP; it can also be a mini-program, that is, a program that only needs to be downloaded into the browser environment to run; or it can be a mini-program that can be embedded in any APP. In short, the above-mentioned computer program can be any form of client, module or plugin.

[0061] Below, based on the electronic device and system provided in the embodiments of this application, the skill release method in the virtual scene provided in the embodiments of this application will be described.

[0062] See Figure 3 , Figure 3 This is a first flowchart illustrating the skill release method provided in this application embodiment. In practical applications, this method can be implemented by the terminal or the server alone, or by the terminal and the server working together. The following example uses terminal implementation and will combine... Figure 3 The steps shown illustrate the skill release method in a virtual scene provided in the embodiments of this application.

[0063] In step 101, a first virtual character is displayed in the virtual scene, and a first skill control in a normal state is displayed.

[0064] In practical applications, the terminal is equipped with a client that supports virtual scenes, such as a game client. When a user opens the client on the terminal and the client is running, a request to obtain game data for the virtual scene is generated and sent to the server. The server responds to the request and sends the game data for the virtual scene to the terminal, allowing the terminal to display the virtual scene. The terminal has an application installed that supports virtual scenes. This application can be any of the following: a first-person shooter game, a third-person shooter game, a multiplayer online tactical battle royale game, a virtual reality application, a 3D map application, or a multiplayer shooting survival game. Here, the virtual scene is observed from either a first-person or third-person perspective. A first-person virtual character is displayed within the virtual scene.

[0065] It should be noted that the first virtual character is the digital image controlled by the current player, and has interactive attributes (such as movement, skill release, and item use). The appearance and attributes (such as health points and movement speed) of the first virtual character can be configured according to actual needs, and it forms an interactive relationship with other virtual characters (such as the second virtual character, the third virtual character, and hostile virtual characters) within the scene.

[0066] Among them, the first skill control is an interactive element presented on the display interface of the electronic device to trigger the skill corresponding to the first virtual character. It can be a visual control such as an icon, button, or sliding area, and has the ability to switch states (such as normal state, usage state, and cooldown state). Different skill controls correspond to different skills.

[0067] It should be noted that the first skill control in the normal state refers to the default state presented when the first skill control is not triggered by the user and the basic conditions for skill use are met (such as not being in a cooldown period and the current state of the first virtual character allowing skill release). The first skill control in the normal state is displayed in the operation interface of the virtual scene with a preset basic visual style (such as fixed icon, normal brightness, no additional dynamic effects). It can clearly convey the visual feedback that "the skill can be triggered at any time" to the user. At the same time, it can accurately respond to the first trigger operation for the control, without trigger restrictions or function blocking, ensuring that the user can quickly start the skill release process.

[0068] In step 102, in response to a first trigger operation of the first skill control in the normal state, the first virtual character is controlled to launch the first virtual item, and during the launch of the first virtual item, the first skill control is controlled to be in the first use state.

[0069] It should be noted that the first trigger operation is a preset interactive operation performed by the user on the first skill control in its normal state to launch the first virtual item with the first virtual character (such as a single click, a long press for a preset duration, or a swipe along a specified direction). It is the core instruction for triggering the initial process of the skill. The second trigger operation is an interactive operation performed by the user on the first skill control in its teleportation state to trigger the first virtual character to teleport. Its operation form may be the same as or different from the first trigger operation (such as both being click operations, or the first trigger being a long press and the second trigger being a gesture). The two are sequential and independent trigger instructions in the same skill process. The effective execution of the first trigger operation is a prerequisite for the second trigger operation to be responded to (the first virtual item must be launched through the first trigger operation and hit the target object before the first skill control switches to the teleportation state, and only then does the second trigger operation have the conditions to respond). At the same time, the electronic device recognizes the current state of the first skill control (normal state / teleportation state) to accurately distinguish and respond to the two trigger operations in an orderly manner, avoiding operational confusion or logical conflicts.

[0070] The first virtual prop is a virtual carrier with a preset form and interactive attributes launched by the first virtual character in response to the first trigger operation. It serves as a medium connecting the initial launch of the skill and subsequent transmission functions, and meets the technical requirements of collision detection and position locking in the virtual scene. The launch trajectory and existence duration of the first virtual prop can be set according to actual needs, and it can trigger the state switch of the first skill control after hitting the target object. The first virtual prop can be a virtual arrow, virtual flying arrow, virtual dart, virtual beacon, virtual throwing sensor, virtual grappling hook, etc., as long as it can realize the core functions of positioning after launch and triggering subsequent interaction after hitting the target. This application embodiment does not impose specific limitations, and its specific appearance, size, and flight effects can be flexibly configured in combination with the style of the virtual scene.

[0071] The process of launching the first virtual prop refers to the process from the moment the electronic device recognizes the first valid trigger operation, starting with the first virtual character performing a preset launch action (such as charging, throwing, and launching animation demonstration). Subsequently, the first virtual prop is generated and detached from the virtual character's control. It enters autonomous flight mode at a fixed or dynamically adjusted flight speed according to the preset launch direction (such as the crosshair direction and the view direction). During this process, collision detection is continuously performed within the virtual scene until the prop hits the target object, reaches the preset maximum flight distance, exceeds the effective duration, or is judged to be invalid (such as being destroyed by the enemy or restricted by scene rules). During this process, the electronic device synchronously links the first skill control to switch to the first usage state to ensure the consistency between the skill execution progress and the control state feedback.

[0072] The first usage state is the transitional state of the first skill control during the launch of the first virtual item, between the normal state and the teleportation state. At this time, the first skill control will present preset visual feedback (such as icon graying and dynamic rotation animation) and temporarily disable repeated triggering functions, clearly conveying the progress of the skill execution to the user. At the same time, the electronic device locks the execution logic of the initial process of the skill through this state to avoid functional conflicts caused by accidental operation. The usage process of the first skill control includes two connected usage stages. The first usage state corresponds to the first stage (i.e., the skill activation and virtual item launch stage). Only after the first virtual item hits the target object will the control switch to the second stage (teleportation state). The two stages are progressive and correspond to different functions of the skill (launching items and triggering teleportation). The orderly connection and precise response of multiple functions of the same skill control are achieved through state switching.

[0073] It should be noted that the display style of the first skill control differs depending on its state. Specifically, in the normal state, the first skill control displays the basic icon, presenting a clear default style; after being clicked and triggered, it enters the click state, still displaying the basic icon but the first skill control is selected, such as when the first skill control is highlighted; when entering the first usage state (flying), the icon changes to the "flying" indicator with a dark background; when the first virtual item hits a target, it switches to the teleport state, and the first skill control displays a teleport icon; after responding to the second trigger operation, it enters the second usage state, and the first skill control displays a teleported icon; after completing the teleport, it enters the cooldown state, and the first skill control displays the cooldown time, returning to the normal state after the cooldown ends (when the cooldown time is zero).

[0074] In some embodiments, launching the first virtual item can be achieved in two ways. Specifically, the first triggering operation includes a click operation and a press operation. Correspondingly, in response to the first triggering operation of the first skill control in the normal state, controlling the first virtual character to launch the first virtual item can be achieved in the following ways: in response to the click operation of the first skill control, controlling the first virtual character to launch the first virtual item according to a preset launch trajectory; or, in response to the press operation of the first skill control, displaying the launch trajectory of the first virtual item; during the execution of the press operation, in response to the adjustment command for the launch trajectory, displaying the adjusted launch trajectory; when the press operation is released, controlling the first virtual character to launch the first virtual item according to the adjusted launch trajectory.

[0075] In actual implementation, a crosshair bound to the launch direction of the first virtual prop is displayed. The direction of the crosshair is the extension direction of the preset launch trajectory. The preset launch trajectory is pre-set based on the physical rules of the virtual scene (such as gravity and wind speed parameters) and the attributes of the first virtual prop (such as the straight trajectory of the virtual arrow and the parabolic trajectory of the projectile). In response to the click operation of the first skill control, the first virtual character will be controlled to launch the first virtual prop according to the matching relationship between the crosshair direction and the preset launch trajectory, ensuring that the virtual prop flies accurately along the preset trajectory. The whole process does not require any additional adjustment by the user, realizing quick triggering and accurate release of skills.

[0076] The click operation refers to the user's single press and quick release interaction on the first skill control. The operation duration is less than the preset threshold. It is a shortcut command to trigger the rapid launch of virtual items. No additional parameter adjustment is required. The launch process starts immediately after the operation is completed.

[0077] It should be noted that the trajectory adjustment command is a trajectory modification command input by the user through preset interaction methods such as dragging the screen crosshair, sliding the skill control, or moving the joystick while the interface is displaying the initial launch trajectory of the virtual item, after the user performs a pressing operation on the first skill control. This command is used to change parameters such as the flight direction, angle, and range of the virtual item. After receiving the command, the electronic device will calculate and render the adjusted launch trajectory in real time, and simultaneously display the new trajectory lines and landing point prediction marks on the interface, allowing the user to intuitively perceive the adjustment effect and ensuring that the launch trajectory can be adapted to different target positions and scene requirements as needed.

[0078] In actual implementation, the directional joystick is displayed in response to a press operation on the first skill control; during the press operation, the launch trajectory is adjusted synchronously in response to a drag operation on the directional joystick; and when the drag and press operations are released, an adjustment command for the launch trajectory is triggered.

[0079] Among them, the press operation refers to the interactive action of the user continuously pressing the first skill control without releasing it. The operation duration of the press operation needs to reach a preset threshold. It is an advanced command that triggers the adjustable trajectory of the virtual prop. Its core function is to activate the display and adjustment function of the launch trajectory.

[0080] As an example, see Figure 4 , Figure 4 This is a schematic diagram of skill release provided in the embodiments of this application. Figure 1 In response to a press operation on the first skill control 401, the launch trajectory of the first virtual item indicated by 402 is displayed; when the press operation is released, the first virtual character is controlled to launch the first virtual item according to the adjusted launch trajectory. The launch process is not shown in the figure.

[0081] Thus, the first trigger operation is divided into two modes: click and press. Click operation enables the rapid launch of virtual items, meeting the operational efficiency requirements in emergency combat scenarios. Press operation, combined with trajectory adjustment function, allows users to precisely control the flight path and landing point of items, adapting to complex terrain or precise attack requirements. The two operation logics are clearly distinguished, which can effectively reduce the probability of accidental touches and improve the flexibility and accuracy of skill release. At the same time, trajectory visualization enhances operation feedback and enriches the skill interaction experience in virtual scenes.

[0082] In some embodiments, during the process of launching the first virtual item, after controlling the first skill control to be in a first use state, when the first virtual item fails to hit the target object, the state of the first skill control is switched from the first use state to the cooldown state.

[0083] It should be noted that "missing the target object" means that within the effective flight time or maximum flight distance after launch, the collision detection area of ​​the first virtual prop does not effectively overlap with the target object with interactive attributes in the virtual scene, or it collides with a non-interactive element in the scene, causing it to fail prematurely, and the preset hit judgment rules are not met. This situation is the key condition for triggering the first skill control to switch from the first use state to the cooldown state.

[0084] The cooldown state is a function-locked state that the first skill control enters after the virtual item launch process ends and the target hit condition is not met. In the cooldown state, the first skill control cannot respond to any trigger operation. At this time, the first skill control will display a unique visual style, such as graying out, superimposed countdown numbers or progress bars, to intuitively indicate that the skill corresponding to the first skill control is not yet ready. The cooldown time can be preset to a fixed value or dynamically adjusted according to the virtual character's attributes and skill level. After the time expires, the control will automatically unlock and return to the normal state, regaining the ability to respond to the first trigger operation.

[0085] As an example, see Figure 5 , Figure 5 This is a schematic diagram of skill release provided in the embodiments of this application. Figure 2 The first skill control indicated by 501 is the first skill control in the normal state; the first skill control indicated by 502 is the first skill control in the click state; the first skill control indicated by 503 is the first skill control in the first use state; the first skill control indicated by 504 is the first skill control in the teleport state; the first skill control indicated by 505 is the first skill control in the second use state; and the first skill control indicated by 506 is the first skill control in the cooldown state.

[0086] Thus, when the first virtual item fails to hit the target, switching the first skill control from its first use state to its cooldown state clearly defines the termination point of a single skill use, avoiding misoperations caused by control state confusion. At the same time, the function locking mechanism of the cooldown state limits the interval of skill use, ensuring the balance of skill interaction in the virtual scene and preventing unlimited firing from undermining the fairness of the battle. Furthermore, the visual feedback of the cooldown countdown allows users to clearly understand the skill's readiness time, improving the predictability of operation and the interactive experience.

[0087] In some embodiments, after the first skill control is in a first usage state, when the target object hit by the first virtual item is a second virtual character in the virtual scene, damage is caused to the second virtual character and the first virtual item is canceled from display; the state of the first skill control is switched from the first usage state to the cooldown state.

[0088] It should be noted that the second virtual character is another virtual character entity in the virtual scene that corresponds to the first virtual character. It is a virtual character that is in a different camp from the first virtual character. In other words, the second virtual character and the first virtual character are hostile to each other.

[0089] Damage to the second virtual character refers to reducing the attribute values ​​of the second virtual character, including health and speed. When the first virtual item hits the second virtual character as the target and meets the preset hit judgment conditions, the second virtual character's health, armor, and other combat values ​​are calculated and deducted based on the basic attributes of the first virtual item (such as attack power and penetration coefficient), the second virtual character's defensive attributes (such as armor value and resistance coefficient), and the combat rules of the virtual scene. This damage will be reflected in the second virtual character's status panel or health bar, and the damage will be accompanied by corresponding visual effects (such as hit flash and damage value floating text) to achieve the combat effect of the skill.

[0090] It should be noted that once the cooldown period reaches the preset cooldown duration threshold, the state of the first skill control will be switched from the cooldown state to the normal state.

[0091] In actual implementation, after the first skill control is in the first use state, when the target object hit by the first virtual prop is the fifth virtual character in the virtual scene, the first virtual prop is canceled from display; the state of the first skill control is switched from the first use state to the cooldown state.

[0092] It should be noted that the fifth virtual character is a virtual character in the same faction as the first virtual character within the virtual scene. In other words, when the target of the first target is a virtual character of the same faction within the virtual scene, no damage is caused, but the virtual item is canceled when the target is hit.

[0093] In this way, when the first virtual item hits the second virtual character, damage calculation, item disappearance, and control cooldown are triggered simultaneously, forming a closed-loop skill interaction logic. This not only realizes the combat value of skills but also avoids redundant rendering of scene resources. At the same time, the cooldown mechanism ensures the balance of the battle and prevents misoperation caused by control state chaos, thus improving the smoothness and intuitiveness of skill interaction.

[0094] In some embodiments, when the first virtual prop hits the target object, the remaining display time of the first virtual prop is dynamically displayed using graphical elements; when the graphical elements indicate that the remaining display time of the first virtual prop is zero, the first virtual prop is canceled from display, and the first skill control is controlled to be in a cooldown state.

[0095] It should be noted that when the state of the first skill control switches to the teleport state, a graphical element is used to dynamically display the remaining display time of the first virtual item. The graphical element refers to a visual identifier used to intuitively and dynamically display the remaining display time of the item after the first virtual item hits the target object. It conveys information about the effective existence time of the item to the user, assisting the user in determining the timing of subsequent actions. The graphical element can take various forms, such as a circular countdown progress bar surrounding the virtual item, a linear progress bar decreasing along a straight line, a numerical countdown label floating above the item, or even light and shadow effects that gradually darken or flash more frequently as the remaining time decreases. This embodiment of the application does not impose any limitations on these forms.

[0096] The display position of graphical elements can be flexibly adapted to the needs of the scene. They can be set in the associated position of the first skill control, such as the ring area at the edge of the control or the bar area below the control. They can also be laid out in the preset position of the virtual scene interface, such as floating above the first virtual prop or the corner information bar that fits the virtual scene. They can also be fixed in the prompt area in the center of the screen according to the user's operating habits, so that the user can quickly capture time information without making a big adjustment to the perspective.

[0097] As an example, see Figure 6 , Figure 6 This is a schematic diagram of skill release provided in the embodiments of this application. Figure 3 When the first virtual prop indicated by 601 hits the target object (the target object is not shown in the figure), the remaining display time of the first virtual prop is dynamically displayed using the graphical elements indicated by 602 and 603.

[0098] In actual implementation, a countdown can also be displayed in the associated area of ​​the first skill control. The countdown is used to indicate the remaining display time of the first virtual item.

[0099] In this way, the design of dynamically displaying the remaining display time of virtual props through graphical elements allows users to intuitively and in real time grasp the effective existence time of the props and accurately judge the timing of subsequent operations; at the same time, the logic of automatically triggering the disappearance of props and the cooldown of controls after the time expires can form a standardized skill interaction closed loop, avoid the resource redundancy caused by the long-term lingering of props in the scene, and prevent accidental operation through clear state switching rules, thus ensuring the smoothness and balance of skill interaction in the virtual scene.

[0100] In some embodiments, after the first virtual character is teleported to the location of the first virtual item, the state of the first skill control is switched from the teleportation state to the second usage state. Correspondingly, when the graphical element indicates that the remaining display time of the first virtual item is zero, the first virtual item is de-displayed, and the first skill control is controlled to be in a cooldown state. This can be achieved in the following ways: when the first skill control is in the teleportation state, when the graphical element indicates that the remaining display time of the first virtual item is zero, the first virtual item is de-displayed, and the state of the first skill control is switched from the teleportation state to the cooldown state; or, when the first skill control is in the second usage state, when the graphical element indicates that the remaining display time of the first virtual item is zero, the first virtual item is de-displayed, and the state of the first skill control is switched from the second usage state to the cooldown state.

[0101] Here, after the first virtual character is teleported to the location of the first virtual item, the state of the first skill control immediately switches from the teleportation state to the second use state. When the graphical element indicates that the remaining display time of the first virtual item is zero, the corresponding operation logic needs to be executed according to the current state of the control: if the control is in the teleportation state at this time, the display of the first virtual item is canceled, and the control state is switched from the teleportation state to the cooldown state; if the control has switched to the second use state at this time, the display of the first virtual item is also canceled, and the control state is switched from the second use state to the cooldown state. This achieves a unified and standardized state management process after the item becomes invalid in different control states.

[0102] It should be noted that the second usage state is a transitional function state that the first skill control switches from the teleportation state to after the first virtual character completes the teleportation to the location of the first virtual item. In the second usage state, the control no longer responds to teleportation-related trigger commands, but only serves as a carrier for the remaining display time of the virtual item, and keeps in sync with the countdown progress of the graphical element. Once the remaining display time of the item reaches zero, the control will switch to the cooldown state simultaneously.

[0103] In other words, regardless of whether the first skill control is in the teleportation state without triggering teleportation, or has completed teleportation and switched to the second usage state, as long as the graphical element indicates that the remaining display time of the first virtual item is zero, the operation of canceling the display of the first virtual item will be executed and the state of the first skill control will be switched to the cooldown state.

[0104] It should be noted that after the first virtual item hits the target, there is a preset display duration. The remaining duration will be dynamically displayed through graphical elements. When the remaining display duration indicated by the graphical elements is exhausted, the virtual item will be immediately canceled from display regardless of whether the first skill control is in the teleportation state or the second use state, and the control state will be uniformly switched to the cooldown state. Therefore, a standardized skill interaction closed loop can be formed to avoid redundant item retention and ensure the consistency of control state management.

[0105] In this way, a standardized skill status management logic is formed, ensuring that a unified cleanup operation is performed after the item's duration is exhausted in both scenarios of whether the teleportation is triggered or not. This avoids control state chaos, prevents redundant items from occupying resources, and ensures the smoothness of skill interaction and the balance of battle.

[0106] In some embodiments, after switching the state of the first skill control from the use state to the teleport state, distance prompt information is displayed at the associated location of the first virtual item; wherein, the distance prompt information is used to indicate the distance between the first virtual character and the first virtual item in the virtual scene.

[0107] It should be noted that distance prompts refer to the visual prompts displayed at the location associated with the first virtual item after the first skill control switches to teleportation mode. These prompts provide intuitive feedback on the spatial distance between the first virtual character and the item in the virtual scene, helping users determine the timing and feasibility of a teleportation operation. Distance prompts can be displayed as precise, quantified numerical distance values ​​(e.g., "10m", "25m"), qualitatively differentiated distance levels (e.g., "near / medium / far"), or dynamic warning icons that change with distance (e.g., green for near distance, yellow for medium distance, and red for far distance). Distance prompts can be displayed as numerical labels, distance level text labels, dynamic color warning icons, or circular progress bar labels.

[0108] Understandably, the associated location of the first virtual prop refers to the exclusive display area that has a spatial binding relationship with the virtual prop. It is usually set in an easily observable position such as above, to the side or bottom of the prop model. It can also be bound to the first skill control according to the needs of the scene. This location is linked to the coordinates of the prop in real time to ensure that the distance prompt information always corresponds accurately with the prop, so that users can quickly associate the prompt content with the target prop.

[0109] As an example, see Figure 7 , Figure 7 This is a schematic diagram of skill release provided in the embodiments of this application. Figure 4 Distance prompt information 702 is displayed at the associated location of the first virtual prop 701.

[0110] Thus, after the first skill control switches to teleportation mode, displaying distance prompts at the location associated with the first virtual item allows users to intuitively grasp the real-time spatial distance between the character and the item, accurately judging the feasibility and timing of the teleportation operation. At the same time, this display method, which strongly associates the prompts with the item, can prevent users from confusing target objects in multi-item scenarios, improve the accuracy and smoothness of skill operations, and further optimize the combat interaction experience in virtual scenes.

[0111] In step 103, when the first virtual prop hits the target object in the virtual scene, the state of the first skill control is switched from the first use state to the teleport state.

[0112] It should be noted that hitting the target object in the virtual scene means that the collision detection area of ​​the first virtual prop effectively overlaps with the interaction area of ​​the target object in the virtual scene or enters the preset sensing range of the target object, and meets the preset "hit" judgment rules of the virtual scene (such as excluding invalid collisions that hit one's own character or non-interactive elements in the scene). The target object is an entity in the virtual scene with skill interaction attributes (including virtual characters in different factions from the first virtual character, interactive buildings in the scene, functional props, etc.).

[0113] When the first virtual prop hits the target object in the virtual scene and meets the preset hit judgment rules, the electronic device will trigger the state change process of the first skill control: switching the first skill control from the first use state to the teleportation state, and at the same time adjusting the function permission to allow response to the second trigger operation. In this way, through the linkage of state and style switching, the functional stages of the same skill control from "prop launch" to "character teleportation" are connected, allowing users to intuitively perceive the progress of the skill process and accurately trigger subsequent operations.

[0114] In step 104, in response to a second trigger operation of the first skill control for the teleportation state, the first virtual character is teleported to the location of the first virtual item.

[0115] Here, the second trigger operation refers to the preset interactive operation performed by the user on the first skill control in the teleportation state in order to trigger the first virtual character teleportation function. Its operation form may be the same as or different from the first trigger operation, and it is a special instruction to start the character teleportation process.

[0116] It should be noted that "transferring the first virtual character to the location of the first virtual prop" refers to the electronic device, after recognizing a valid second trigger operation on the first skill control in the transfer state, obtaining the real-time three-dimensional spatial coordinates of the first virtual prop within the scene, updating the current position parameters of the first virtual character to its three-dimensional spatial coordinates or a preset interactive offset position nearby (such as 0.5 meters above the virtual prop's coordinates, avoiding overlap with target objects or scene obstacles), and simultaneously loading and switching the first virtual character's model between the old and new coordinates. This achieves the instantaneous spatial displacement of the first virtual character from its original position to the virtual prop's location. This process is accompanied by the first virtual character's original position... The system provides visual feedback such as the disappearance of objects and the appearance of target locations. During the displacement process, other operation commands of the character can be blocked according to design requirements to ensure the stability of the teleportation process. For example, in shooting-type virtual scenarios, after the virtual arrow (first virtual item) fired by the first virtual character hits the enemy character, the player triggers the second trigger operation. The electronic device immediately obtains the real-time coordinates of the virtual arrow attached to the enemy character and teleports the first virtual character to the vicinity of the enemy character to complete the surprise attack tactical operation. As another example, in adventure-type virtual scenarios, the mountain anchor (first virtual item) thrown by the first virtual character is fixed on the cliff. After triggering the second trigger operation, the character is directly teleported to the anchor position and quickly crosses terrain obstacles.

[0117] It should be noted that the first skill control in teleportation state is a specific functional state that switches from the first usage state after the first virtual item hits a target object in the virtual scene. It serves as a dedicated interactive carrier to trigger the virtual character's teleportation. Only in teleportation state, responding to the second trigger operation on the first skill control, can the teleportation process from the first virtual character to the location of the first virtual item be initiated. This teleportation state can be accompanied by dedicated visual feedback, such as the first skill control changing color, displaying a teleportation icon, or dynamically flashing, to clearly inform the user that the current skill can perform the teleportation function.

[0118] In some embodiments, the first virtual character is transferred to the location of the first virtual prop in the following ways: when the target object hit by the first virtual prop is a third virtual character in the virtual scene, and the third virtual character moves while carrying the first virtual prop, the first virtual character is transferred to a first location in the virtual scene, where the first location is the location of the first virtual prop when the second triggering operation is performed; or, when the target object hit by the first virtual prop is a third virtual character in the virtual scene, and the third virtual character performs a dismantling operation on the first virtual prop, the first virtual character is transferred to a second location in the virtual scene, where the second location is the location of the first virtual prop when the dismantling operation is completed.

[0119] Here, when the first virtual prop hits the third virtual character in the virtual scene, the third virtual character will establish a binding relationship with the first virtual prop and move synchronously with the first virtual prop. This causes the position of the prop in the virtual scene to change in real time with the movement of the third virtual character. Therefore, in order to ensure that the first virtual character can be accurately teleported to the actual location of the current virtual prop, the real-time coordinates of the first virtual prop when the second trigger operation (i.e., the user triggers the teleportation command operation) is defined as the first position, and the first virtual character is controlled to teleport to the first position to achieve accurate teleportation based on the dynamic position of the prop.

[0120] In this context, "the third virtual character moving while carrying the first virtual item" means that after the first virtual item hits the third virtual character, the two automatically establish a preset binding relationship (e.g., the distance does not exceed a preset threshold). This binding relationship remains effective as long as the third virtual character does not perform a removal operation or leave the binding range. At this time, the spatial coordinates of the first virtual item will be updated in real time synchronously with the movement trajectory of the third virtual character. The item model will also maintain a relatively fixed spatial position with the third virtual character through follow effects (such as traction lighting and suction marks), forming an interactive state in which the character moves synchronously while carrying the item. The first position refers to the real-time coordinate position of the first virtual item in the virtual scene at the moment the user performs the second trigger operation.

[0121] It should be noted that after the first virtual prop hits the third virtual character, the third virtual character can actively perform a dismantling operation on the prop, and the spatial position of the prop will be fixed when the dismantling operation is completed (it will no longer move or change position with the character). Therefore, in order to ensure that the first virtual character is teleported to the final effective position of the prop, this solution defines the coordinates of the first virtual prop at the moment the dismantling operation is completed as the second position, and controls the first virtual character to teleport to the second position, so as to realize the precise teleportation and skill interaction closed loop in the dismantling scenario.

[0122] In addition, the third virtual character performing the dismantling operation on the first virtual item refers to the exclusive interactive behavior initiated by the third virtual character when the first virtual item hits the third virtual character and the third virtual character meets the preset trigger conditions. When the dismantling progress is detected to reach the preset judgment standard, the dismantling operation is judged to be completed. After the operation is completed, the first virtual item will lose the movement binding attribute and fix its current position, and at the same time trigger the logic of subsequent teleportation to the second position.

[0123] It should be noted that the third virtual character is a virtual character in a different faction from the first virtual character; that is, the third virtual character and the first virtual character are enemies.

[0124] In actual implementation, when the third virtual character performs the dismantling operation on the first virtual item, the distance prompt information is still displayed at the associated location of the first virtual item. At this time, the associated location of the first virtual item is the associated location of the first virtual item when the dismantling operation is completed.

[0125] In this way, the teleportation target location can be adapted according to the different interactive behaviors of the third virtual character, enabling accurate teleportation in both dynamic and static scenes. This ensures that the position of the corresponding key node can be locked when the item is moved or dismantled. This forms a complete closed loop of skill interaction, avoiding teleportation deviation from affecting the operation experience, while also improving the strategic nature of skills and ensuring the smoothness and balance of the battle.

[0126] In some embodiments, the first virtual character can be transported to the location of the first virtual prop by the following method: when the target object is a virtual object in a moving state, the first virtual character is transported to a third location; wherein, the third location is the location reached by the virtual object when the second triggering operation is performed.

[0127] Here, since the target object is a virtual object in a moving state, its position in the virtual scene will continuously and dynamically change with its own movement. If the fixed position when the first virtual prop hits the target is used as the teleportation target, it is easy to cause teleportation deviation and fail to accurately match the current position of the object. Therefore, the real-time coordinates of the virtual object when the second trigger operation (i.e., the user triggers the teleportation command operation) are defined as the third position, and the first virtual character is controlled to teleport to the third position to achieve accurate synchronization between the teleportation position and the object's movement state in the scene of moving virtual objects.

[0128] Among them, a virtual object in motion refers to a non-role entity object in the virtual scene that is distinct from the virtual character. It possesses preset movement attributes (such as autonomous movement trajectory or movement driven by external forces) and continues to be in a state of position change after being hit by the first virtual prop (such as moving vehicles, floating devices, and automatically patrolling mechanical units in the virtual scene). It is a specific target object that triggers the third location teleportation logic. The third location refers to the real-time coordinates of the virtual object in the virtual scene at the moment the user executes the second triggering operation (i.e., the command to trigger the first virtual character teleportation) when the teleportation target object is a virtual object in motion. Its coordinates are bound to the virtual object's movement state in real time and are a teleportation target location parameter exclusive to the scenario of a moving virtual object.

[0129] For example, a user controls a first virtual character to shoot an air transport ship (a moving virtual object with initial coordinates X=800, Y=380, Z=600, and a flight speed of 10 m / s) with a bow and arrow (the first virtual prop) in a virtual scene. Three seconds after the shot, the user presses a preset shortcut key to execute the second trigger operation. At this time, the air transport ship has flown to the real-time coordinates X=830, Y=380, Z=600 (i.e., the third position). The first virtual character will be directly teleported to the (830, 380, 600) coordinate position to achieve precise position synchronization with the moving vehicle.

[0130] Thus, the teleportation design for moving virtual objects enables precise synchronization between the teleportation position of the first virtual character and the real-time position of the virtual object when the second trigger operation is executed. This effectively avoids teleportation deviations caused by continuous object movement, improves the accuracy and smoothness of skill operations, enhances the strategic flexibility of skill use, and optimizes the game experience of dynamic target interaction in virtual scenes.

[0131] In some embodiments, after the first virtual character is teleported to the location of the first virtual item, the first virtual character is controlled to stand on the first virtual item, and the state of the first skill control is switched from the teleportation state to the second use state.

[0132] Here, a temporary and stable interactive platform is provided for the first virtual character, which is strongly bound to the first virtual prop, solving the accessibility problem of specific spaces in the virtual scene (such as high altitudes, narrow areas, and target locations without direct access). For example, when attacking the second floor of a building, the user can shoot the first virtual prop onto the outer wall or window sill of the second floor. After teleporting, the character can stand directly on the prop. There is no need to go around to find the entrance, climb the stairs, or forcibly break into the building. A safe temporary combat position can be formed outside the second floor. The user can launch remote attacks and throw props into the room, as well as observe the enemy situation inside or wait for teammates to cooperate. Diverse combat interactions can be achieved without entering the building, which greatly improves the flexibility of scene exploration and combat and enriches the diversity of interactions in the virtual scene.

[0133] It should be noted that "standing on the first virtual prop" means that after the first virtual character completes the teleportation, through spatial coordinate calibration and collision detection adaptation, the bottom of the first virtual character's model and the supporting surface of the first virtual prop form a stable and close spatial position relationship. The first virtual character will not be separated from the prop due to prop movement, scene bumps, or slight self-operation, and will maintain an interactive standing posture (not floating, not penetrating). This is the exclusive binding state between the first virtual character and the prop after teleportation.

[0134] As an example, see Figure 8 , Figure 8 This is a schematic diagram of skill release provided in the embodiments of this application. Figure 5 After teleporting the first virtual character 801 to the location of the first virtual item 802, control the first virtual character 801 to stand on the first virtual item 802, and switch the state of the first skill control from the teleportation state indicated by 803 to the second use state indicated by 804.

[0135] In this way, after controlling the first virtual character to teleport, it can stand stably on the first virtual prop, thus establishing a precise spatial binding relationship between the character and the prop, preventing the character from leaving the target position due to prop movement or scene interaction. At the same time, switching the first skill control from the teleportation state to the second usage state achieves seamless extension and connection of skill functions, enriching the strategic dimensions of skill use. This not only improves the coherence and convenience of the operation process, but also enhances the depth and fun of skill interaction in the virtual scene, optimizing the overall game experience.

[0136] In some embodiments, when the first virtual character is hit by the second virtual item, a dismantling control is displayed; wherein the second virtual item is a virtual item launched by a fourth virtual character that is in a different faction from the first virtual character; the dismantling control is used to dismantle the second virtual item; in response to a trigger operation on the dismantling control, the first virtual character is controlled to dismantle the second virtual item.

[0137] It should be noted that the second virtual item refers to a virtual item entity with specific interactive functions launched by a fourth virtual character who is in a different faction from the first virtual character. Its core feature is that after hitting the first virtual character, it will produce a continuous negative effect (such as continuous damage, movement slowdown, skill disabling, etc.) or restrict the character's actions, which needs to be removed by triggering the dismantling control.

[0138] It should be noted that different factions refer to groups of characters in a virtual scene that are divided according to preset rules (such as character creation selection, matchmaking, and team affiliation settings) and have antagonistic or competitive relationships. Virtual characters in different factions have interactive permissions such as attacking each other and using restricted items (such as second virtual items). Same faction refers to a set of characters in a virtual scene that belong to the same group and have cooperative or mutually supportive relationships. Characters in the same faction cannot trigger antagonistic interactions (such as not being able to attack each other). Its core feature is shared cooperative permissions (such as sharing vision and assisting in the removal of items), forming clear interactive permission boundaries with different factions, and together they constitute the faction relationship system between characters in the virtual scene.

[0139] The triggering operation for the demolition control is a preset interactive behavior performed by the user on the demolition control to start the demolition process, such as clicking the control icon, long-pressing the control for a preset time, or sliding the control to a specified area. These are the core user instructions that trigger the demolition logic.

[0140] It should be noted that controlling the first virtual character to remove the second virtual prop refers to the interactive process that starts after responding to the trigger operation of the removal control to remove the validity of the second virtual prop. After the removal is completed, the second virtual prop will stop having a negative impact on the first virtual character, and the second virtual prop will fall to the corresponding position in the virtual scene when the removal operation is completed.

[0141] In actual implementation, when the first virtual character is hit by the second virtual prop, a first removal prompt message is displayed. The first removal prompt message is used to indicate that the character has been hit by the second virtual prop and can be removed.

[0142] In other embodiments, when the first virtual character is hit by the second virtual prop, a dismantling control is displayed; in response to a press operation on the dismantling control, when the duration of the press operation reaches a preset duration threshold, the first virtual character is controlled to dismantle the second virtual prop.

[0143] In actual implementation, in response to the pressing operation of the dismantling control, the dismantling control is highlighted and a progress prompt is displayed to indicate the dismantling progress; the progress prompt is updated in real time during the continuous execution of the pressing operation; the execution time of the pressing operation is positively correlated with the dismantling progress.

[0144] It should be noted that the progress information is represented by a progress bar. During the continuous execution of the pressing operation, the progress bar is displayed in real time as it fills. Before the progress bar is fully filled, in response to the release of the pressing operation, the progress bar is canceled and the first virtual prop is kept in the hit state.

[0145] As an example, see Figure 9 , Figure 9 This is a schematic diagram of skill release provided in the embodiments of this application. Figure 6 When the first virtual character 901 is hit by the second virtual prop 902, the dismantling control 903 is displayed.

[0146] In this way, by defining the triggering subject of the second virtual item through faction affiliation, the rationality of the combat interaction and the adaptability of the scene are ensured. The first virtual character is given the interactive authority to autonomously remove the negative effects of the enemy's item, avoiding the character being passively subjected to continuous restrictions (such as continuous health loss and movement restriction), which greatly improves the initiative of operation and the fault tolerance rate of the battle. By simplifying the interaction path of the removal operation, the combat response efficiency is improved, while enriching the dimensions of combat strategy, optimizing the immersion and competitive balance of faction confrontation in the virtual scene, and making the combat interaction more flexible and strategically deep.

[0147] It should be noted that when the first virtual prop hits the target object, a marker will appear on the target object to indicate that it has been marked. If the target object can move, the marker will also move with it, allowing the first virtual character to identify the target object's location. Similarly, when the second virtual prop hits the first virtual character, a marker will appear on the first virtual character to indicate that it has been marked, allowing the fourth virtual character to identify the first virtual character's location. Therefore, the first virtual character can remove the second virtual prop to remove the marked status.

[0148] In some embodiments, in response to a second trigger operation of a first skill control in a teleportation state, teleporting a first virtual character to the location of a first virtual item can be achieved in the following manner: in response to a second trigger operation of a first skill control in a teleportation state, if the first virtual character is driving a target virtual vehicle, then the first virtual character and the target virtual vehicle are teleported to the location of the first virtual item.

[0149] It should be noted that driving the target virtual vehicle means that the first virtual character establishes an exclusive control binding relationship with the target virtual vehicle. The first virtual character is in the driver's seat or core control area of ​​the vehicle and has obtained full control rights over the target virtual vehicle, including but not limited to controlling the movement, steering, acceleration, deceleration, and activation of the vehicle's exclusive skills.

[0150] In this context, a target virtual vehicle refers to an entity within a virtual scene that possesses carrying capacity and controllable attributes. It must be of the same type as the virtual vehicle that the first virtual character acquires upon entering the scene. The target virtual vehicle can be driven by the first virtual character, who will have exclusive control over it. Any vehicle of the same type corresponding to the target virtual vehicle within the virtual scene (including naturally existing vehicles of the same type and virtual vehicles summoned by the first virtual character) can be considered a target virtual vehicle. For example, if the first virtual character's vehicle upon entering the scene is a horse, then any randomly spawned horse in the virtual scene or any horse summoned by the first virtual character, as long as it is driven and controlled by the first virtual character, is considered a target virtual vehicle, distinct from other types of vehicles (such as cars and aircraft) and vehicles controlled by other characters. In other words, a target virtual vehicle refers to a pre-defined virtual vehicle of a specific type.

[0151] It should be noted that teleporting the first virtual character and the target virtual vehicle to the location of the first virtual prop means that when the first virtual character is driving the target virtual vehicle and responds to the second trigger operation for the first skill control, the "first virtual character and the target virtual vehicle" that maintain the preset driving binding relationship will be transferred as an inseparable whole in a unified spatial transfer. This will allow the two to land synchronously and accurately within the effective carrying area of ​​the location of the first virtual prop. After the teleportation, the first virtual character will still remain in the driver's seat of the target virtual vehicle, and the vehicle's control permissions and operating status (such as speed, activated functions, etc.) will be consistent with those before the teleportation, realizing the synchronous spatial migration of the character and vehicle in the driving scenario.

[0152] The location of the first virtual prop can be the effective supporting surface of the first virtual prop itself, or the surface of a scene object to which the first virtual prop is attached, or a preset anchor point area in the virtual scene associated with the first virtual prop, etc.

[0153] In this way, while in driving mode, the first virtual character and the target virtual vehicle are simultaneously teleported to the location of the first virtual item. This maintains the driving binding relationship between the first virtual character and the target virtual vehicle, as well as the continuity of the vehicle's operating status, avoiding operational gaps or experience disruptions caused by the separation of the character and vehicle after teleportation. It also allows the character to expand their movement and combat capabilities at the item's location by leveraging the vehicle's functions, significantly improving the scene adaptability and strategic flexibility of skill operations. At the same time, the integrated spatial transfer ensures the accuracy and smoothness of the teleportation, optimizes the collaborative experience of vehicle driving and skill interaction in the virtual scene, and makes tactical transfers more efficient and combat gameplay more diverse.

[0154] In some embodiments, the first virtual character and the target virtual vehicle can be transported to the location of the first virtual item in the following way: when the virtual vehicle is also carrying a fifth virtual character who is in the same faction as the first virtual character, the first virtual character, the fifth virtual character, and the target virtual vehicle are transported to the location of the first virtual item.

[0155] Here, in a scenario where the first virtual character is driving the target virtual vehicle and the vehicle is currently carrying a fifth virtual character (i.e., a fellow member of the same faction) belonging to the same faction as the first virtual character, when responding to the second trigger operation for the first skill control, the "first virtual character (driver's seat), fifth virtual character (passenger's seat), and target virtual vehicle" are treated as a complete unit and teleported together. They are simultaneously and accurately placed within the effective carrying area of ​​the first virtual vehicle. After the teleportation, the relative positional relationship of the three (such as the fifth virtual character still riding in the target virtual vehicle and the first virtual character driving the target virtual vehicle), faction affiliation, and vehicle operating status remain consistent, ensuring that fellow members of the same faction are transferred synchronously with the driver and the vehicle.

[0156] Among them, the virtual vehicle also carries a fifth virtual character who is in the same camp as the first virtual character. This means that in addition to the first virtual character in the driver's seat, there is another virtual character in the preset effective passenger area of ​​the target virtual vehicle driven by the first virtual character, namely the fifth virtual character. The fifth virtual character and the first virtual character belong to the same camp in the virtual scene (no adversarial relationship, with cooperative permissions).

[0157] For example, the first virtual character drives a horse (the target virtual vehicle), and the fifth virtual character of the same faction forms a stable carrying relationship by sitting on the back of the horse. After the teleportation is triggered, the two will be teleported synchronously with the horse to the location of the first virtual item (such as the anchor arrow shot on the city wall).

[0158] In this way, by using the synchronized teleportation logic of passengers in vehicles of the same faction, the tactical disconnect caused by the separation of the fifth virtual character from the team after teleportation is avoided, while the team can quickly regroup and relocate, greatly improving the efficiency of team tactical response in multiplayer battles; it strengthens the tactical value of cooperation within the same faction, maintains the continuity of the relative positions and states of passengers and vehicles before and after teleportation, avoids operational gaps or experience fragmentation caused by separation, expands the strategic dimensions of team battles, optimizes the sense of immersion and competitive balance in multiplayer online scenarios, and makes team interaction more tactical in-depth and flexible.

[0159] In some embodiments, after the first skill control is in a first usage state, when the first virtual prop hits a target object in the virtual scene, if the first virtual character is driving a virtual vehicle other than the target virtual vehicle, the first skill control is canceled and distance prompt information is displayed at the associated position of the first virtual prop; wherein, the distance prompt information is used to indicate the distance between the first virtual character and the first virtual prop in the virtual scene.

[0160] Here, after the first virtual character launches the first virtual item, if the first virtual item successfully hits the target object in the virtual scene, and it is detected that the first virtual character is currently driving a different virtual vehicle than the preset target virtual vehicle type, the display of the first skill control will not be retained (i.e., the subsequent interactive functions of the skill cannot be triggered, such as teleporting to the location of the first virtual item). Only the distance prompt information can be displayed at the associated location of the first virtual item. This information is only used to inform the first virtual character of its real-time spatial distance from the first virtual item in the virtual scene, ensuring that the character knows the positional relationship with the item but cannot perform further interactive operations through the skill.

[0161] In addition, after the first virtual character launches the first virtual item, if the first virtual item successfully hits the target object in the virtual scene, and if it is detected that the first virtual character is riding the target virtual vehicle, the first skill control will also be canceled, and a distance prompt will be displayed at the associated location of the first virtual item.

[0162] As an example, see Figure 10 , Figure 10 This is a schematic diagram of skill release provided in the embodiments of this application. Figure 7 When the first virtual prop 1001 hits the target object in the virtual scene, and the first virtual character is driving another virtual vehicle 1002, the first skill control is canceled (the first skill control does not appear in the figure), and the distance prompt information 1003 is displayed at the associated position of the first virtual prop 1001.

[0163] Thus, by canceling the display of the first skill control and retaining only the distance prompt information when the first virtual character is driving a different virtual vehicle than the target object after the first virtual prop hits the target object, this avoids compatibility conflicts between the non-target vehicle and the subsequent interaction functions of the skill. At the same time, the distance prompt information provides the character with a key position reference, ensuring that the character knows the spatial relationship with the first virtual prop, which is convenient for re-triggering the skill function or adjusting the tactical plan after switching to the target virtual vehicle. This strengthens the rigor of the compatibility between skills and vehicle types, ensures the consistency and stability of the interaction logic, and takes into account the practicality of information and the smoothness of operation. It avoids the experience fragmentation caused by functional limitations and improves the fault tolerance rate and tactical flexibility of skill use in virtual scenes.

[0164] In some embodiments, when the target object is a virtual object in a moving state, the virtual object in the moving state is controlled to carry a marker; the marker moves synchronously along with the movement of the virtual object in the moving state.

[0165] It should be noted that the marker refers to a visual positioning marker bound to the first virtual prop, such as a bright halo, dynamic arrow, numerical code, or floating icon. It has an independent display level and recognizability, used to visually mark the position of a moving virtual object hit by the first virtual prop. A moving virtual object carries a marker. This means establishing a spatial binding relationship between the marker and the moving virtual object, fixing the marker to a preset associated position on the virtual object, such as the geometric center point, surface attachment point, or a preset height above the object. Furthermore, the display state of the marker is synchronized with the visibility of the virtual object; for example, the marker can be displayed through the virtual object when it is obscured, and the marker can be shrunk and displayed at the edge of the interface when the virtual object is out of view.

[0166] The synchronous movement of the marker means that the movement state of the marker is linked with the movement state of the virtual object in real time. That is, when the movement trajectory, speed and direction of the virtual object change, the marker will adjust its position synchronously with the same displacement parameters to ensure that the marker always maintains a preset relative position relationship with the object and avoids positioning deviation caused by asynchrony.

[0167] In actual implementation, when a moving virtual object is outside the field of view of the first virtual character, a marker is displayed on the map of the virtual scene. The marker moves synchronously with the movement of the moving virtual object, indicating the position of the moving virtual object on the map.

[0168] In this way, by configuring synchronized moving markers for virtual objects in a moving state, the target position can be intuitively locked, avoiding the loss of positioning due to object movement. This helps the first virtual character quickly lock onto the target, improving the accuracy and operational efficiency of subsequent skill interactions. The technical effect is to ensure the continuity and visibility of moving target positioning, optimize the smoothness of interaction, provide clear positional references for tactical decisions, and enhance the practicality and user experience of skill use in virtual scenes.

[0169] In some embodiments, when a first virtual character is driving a virtual vehicle, and the virtual vehicle is hit by a third virtual object, a dismantling control is displayed, along with a second dismantling prompt message. The second dismantling prompt message indicates that the virtual vehicle has been hit by the third virtual object and that the third virtual object can be dismantled. The third virtual object is a virtual object launched by a sixth virtual character, who is in a different faction from the first virtual character. In response to a trigger operation on the dismantling control, the first virtual character is controlled to dismantle the third virtual object. That is, when this special virtual object (a virtual object with teleportation capabilities) hits the virtual vehicle, either the virtual character in the driver's seat or the virtual character in the passenger seat can dismantle the virtual object.

[0170] As an example, see Figure 11 , Figure 11 This is a schematic diagram of skill release provided in the embodiments of this application. Figure 8 When the first virtual character is driving the virtual vehicle indicated by 1101, and the virtual vehicle indicated by 1101 is hit by the third virtual prop indicated by 1102, the demolition control 1103 and the second demolition prompt message 1104 are displayed.

[0171] In some embodiments, after the state of the first skill control is switched from the first use state to the teleport state, when the distance between the first virtual character and the first virtual item in the virtual scene is greater than a preset distance threshold, the state of the first skill control is switched from the teleport state to the cooldown state, and a teleportation failure message is displayed. The teleportation failure message is used to indicate that the distance between the first virtual character and the first virtual item in the virtual scene is greater than the preset distance threshold, and teleportation to the location of the first virtual item is not possible.

[0172] In some embodiments, when a seventh virtual character, which is in the same faction as the first virtual character, launches a fourth virtual item and hits a target object in the virtual scene, a teleportation control is displayed, and in response to a trigger operation on the teleportation control, the character is teleported to the location of the fourth virtual item.

[0173] In some embodiments, in response to a second trigger operation of a first skill control in the teleportation state, the first virtual character is teleported to the location of the first virtual item, which can be achieved by: in response to a second trigger operation of a first skill control in the teleportation state, displaying a countdown, and when the countdown is cleared, teleporting the first virtual character to the location of the first virtual item.

[0174] In some embodiments, after the state of the first skill control is switched from the first use state to the teleport state, in response to the third trigger operation on the first skill control, the first virtual item is controlled to be retrieved to the first virtual character according to the launch trajectory; when the first virtual item is retrieved, the state of the first skill control is switched from the teleport state to the cooldown state.

[0175] In some embodiments, in response to a display instruction for the backpack interface, the backpack interface is displayed, and the virtual vehicle control corresponding to the target virtual vehicle is displayed in the backpack interface.

[0176] In actual implementation, the backpack control is displayed, and in response to the triggering operation on the backpack control, a display command for the backpack interface is triggered.

[0177] In some embodiments, a virtual vehicle control corresponding to the target virtual vehicle is displayed; in response to a trigger operation on the virtual vehicle control, the target virtual vehicle is displayed in a virtual scene, and a first virtual character is controlled to drive the target virtual vehicle.

[0178] In actual implementation, after the first virtual character is teleported to the location of the first virtual item in response to the second trigger operation of the first skill control in the teleportation state, the virtual vehicle control corresponding to the target virtual vehicle is displayed; in response to the trigger operation of the virtual vehicle control, the target virtual vehicle is displayed in the virtual scene, and the first virtual character is controlled to drive the target virtual vehicle.

[0179] It should be noted that the virtual vehicle controls are visual operation entry points corresponding one-to-one with the target virtual vehicle, such as icons, buttons, and sliders. The target virtual vehicle refers to the exclusive vehicle that is initially configured and bound to the first virtual character when entering the virtual scene. It can be obtained without additional operations such as picking up, exchanging items, or unlocking skills within the virtual scene. The target virtual vehicle has a preset compatibility relationship with the first virtual character, has carrying capacity and controllable attributes, and is a component of the first virtual character's initial ability system. It is different from non-built-in vehicles that are randomly generated in the virtual scene, need to be acquired separately, or are exclusively bound to other characters. The target virtual vehicle can be directly driven by the first virtual character and has exclusive core control permissions.

[0180] In actual implementation, the virtual vehicle control includes a first virtual vehicle control and a second virtual vehicle control. Accordingly, in response to a trigger operation on the virtual vehicle control, the target virtual vehicle is displayed in the virtual scene, which can be achieved in the following ways: in response to a trigger operation on the first virtual vehicle control, the target virtual vehicle is displayed in the virtual scene; or, in response to a trigger operation on the second virtual vehicle control, a summoning control is displayed, and in response to a trigger operation on the summoning control, the target virtual vehicle is displayed in the virtual scene.

[0181] As an example, see Figure 12 , Figure 12 This is a schematic diagram of skill release provided in the embodiments of this application. Figure 9 The backpack control 1201 is displayed. In response to the trigger operation of the backpack control 1201, a display command for the backpack interface 1202 is triggered. In response to the display command for the backpack interface 1202, the backpack interface 1202 is displayed. The first virtual vehicle control 1203 and the second virtual vehicle control 1204 corresponding to the target virtual vehicle are displayed in the backpack interface 1202. Taking the first virtual vehicle control 1203 as an example, in response to the trigger operation of the first virtual vehicle control 1203, the first virtual character 1204 is controlled to drive the target virtual vehicle 1205.

[0182] As an example, see Figure 13 , Figure 13 This is a schematic diagram of skill release provided in the embodiments of this application. Figure 10 In response to a trigger operation on the second virtual vehicle control 1301, the summon control 1302 is displayed.

[0183] In this way, by configuring a unique target virtual vehicle and corresponding controls that the first virtual character comes with at the beginning of the virtual scene, the vehicle can be quickly summoned and driven directly by the character after being triggered. This not only helps the character quickly improve movement efficiency and familiarize themselves with the virtual scene environment in the early stages, reducing the difficulty of exploration and survival pressure in the early stages, but also reduces the number of steps required for the character to acquire and use the vehicle, avoiding the cumbersome process of unlocking and picking up vehicles in the early stages. The technical effect is to ensure the convenience and smoothness of vehicle use in the early stages, enhance the exclusive compatibility between the character and the vehicle, avoid logical conflicts in the use of vehicles in the early stages, and improve the user experience and immersion in the early stages of the virtual scene.

[0184] It should be noted that when the first virtual character is driving the target virtual vehicle, in response to a command to hold a virtual item, the system controls the first virtual character to hold the virtual item; in response to a command to attack the virtual item, the system controls the first virtual character to inflict damage based on the virtual item while driving the target virtual vehicle. In other words, while driving the target virtual vehicle, the first virtual character can simultaneously drive the target virtual vehicle and use virtual items to inflict damage on enemy virtual characters.

[0185] Furthermore, virtual characters belonging to a different faction than the first virtual character cannot ride the target virtual vehicle summoned by the first virtual character.

[0186] In some embodiments, after controlling the first virtual character to drive the target virtual vehicle, in response to a recall command for the target virtual vehicle, the target virtual vehicle is de-displayed in the virtual scene, and the virtual vehicle controls are controlled to be in a cooling state.

[0187] It should be noted that the cooldown duration for different controls varies; the recall command is a control signal used to trigger the target virtual vehicle to hide from the virtual scene and terminate the current driving state.

[0188] The virtual vehicle control being in a cooldown state means that after the vehicle is recalled, the virtual vehicle control enters a preset untriggerable phase. At this time, the virtual vehicle control will indicate the remaining cooldown time through visual feedback (such as a gray mask, countdown numbers, and progress bars). During this period, user-triggered operations are invalid. The core purpose is to limit the frequency of vehicle recall and summoning.

[0189] As an example, see Figure 14 , Figure 14 This is a schematic diagram of skill release provided in the embodiments of this application. Figure 10 The virtual vehicle control indicated by 1401 is the virtual vehicle control in a cooling state.

[0190] In actual implementation, when the virtual vehicle control is in a cooldown state, in response to the triggering operation on the virtual vehicle control, a non-triggering prompt message is displayed. The non-triggering prompt message is used to indicate that the current virtual vehicle control is in a cooldown state and cannot be triggered.

[0191] In some embodiments, in response to a recall instruction for a target virtual vehicle, before the target virtual vehicle is de-displayed in the virtual scene, a recall instruction for the target virtual vehicle is triggered in response to a triggering operation on the virtual vehicle control.

[0192] In some embodiments, in response to a recall command for a target virtual vehicle, after the target virtual vehicle is de-displayed in the virtual scene, a recall prompt message is displayed. The recall prompt message is used to indicate that the target virtual vehicle has been recalled, and the recall prompt message may include the reason for the recall, such as "Health points exhausted, recalled".

[0193] It should be noted that recalling a target virtual vehicle refers to the exclusive target virtual vehicle that comes with the first virtual character when entering the virtual scene. When the target virtual vehicle has been summoned to the virtual scene and the first virtual character is driving it, in response to the recall command, the vehicle is removed from the virtual scene (e.g., fades away) and its physical operation is terminated. At the same time, the virtual vehicle control enters a cooldown state. The target virtual vehicle can be summoned again after the cooldown period ends. This is different from the operation of completely destroying the vehicle and realizes the temporary recycling and reuse of the target virtual vehicle.

[0194] In some embodiments, the target virtual vehicle has health points and energy points; after controlling the first virtual character to drive the target virtual vehicle, an exit control for controlling the first virtual character to exit the target virtual vehicle is displayed; in response to a triggering operation on the exit control, a recall command for the target virtual vehicle is triggered; or, when at least one of the health points and energy points decreases to zero, a recall command for the target virtual vehicle is automatically triggered.

[0195] It should be noted that Health Points refer to a quantitative parameter of the target virtual vehicle's damage resistance, used to characterize the target virtual vehicle's survival status in the virtual scene. Its value decreases due to factors such as attacks, collisions, and terrain wear. When the value drops to zero, the vehicle will lose its normal operating capability and trigger automatic recall. Energy Points refer to a quantitative parameter of the resources consumed by the target virtual vehicle when performing specific functions (such as acceleration, sprinting, etc.). The Energy Point value decreases with function usage and can be restored through preset rules (such as time recovery, item replenishment). When the Energy Point value drops to zero, the vehicle cannot perform energy-intensive functions. If it drops to zero simultaneously with or alone from Health Points, automatic recall will be triggered.

[0196] The "detachment control" refers to a visual operation entry that is fixedly displayed or dynamically brought up on the interactive interface (such as the lower left corner of the screen or next to the virtual joystick) while the first virtual character is driving the target virtual vehicle. It is an integrated interaction that achieves "the first virtual character detaches from the vehicle and the target virtual vehicle is recalled" by triggering the operation. Unlike the ordinary disembarkation control, which only allows the character to get off the vehicle but does not recall the vehicle, the detachment control can be a button marked "Disembarkation" on the interface, an icon-style control with both feet off the saddle / cockpit, etc. By clicking or long-pressing the control, the user can make the first virtual character land smoothly next to the vehicle within a preset safe range (such as within 1.5m), and at the same time automatically trigger the recall command to cancel the target virtual vehicle from the virtual scene and retain the core data. It can be recalled again after the control cooldown period.

[0197] In other embodiments, in response to a triggering operation on a virtual vehicle control, a recall control is displayed, and in response to a triggering operation on the recall control, a recall command for the target virtual vehicle is triggered.

[0198] Among them, a triggering operation refers to the behavior of a user interacting with the terminal's display interface to trigger a certain function or event. Triggering operations can include one or more of the following: single click, double click, long press, drag, swipe, hover, shortcut key, voice control, and gesture operation.

[0199] In this way, by providing a disengagement control, the "character disengagement and vehicle recall" operations are integrated. The recall is automatically triggered when either the vehicle's health or energy drops to zero. This simplifies the user operation process, avoids the cumbersome steps of disengagement and recall, and can promptly reclaim vehicles when they lose their ability to survive or their operating resources, preventing invalid vehicles from occupying scene resources or affecting the balance of battle. It ensures the smoothness of vehicle use and the coherence of scene logic, improves the safety, convenience, and tactical flexibility of vehicle use in virtual scenes, and takes into account both user experience and the rationality of the game ecosystem.

[0200] In actual implementation, when the first virtual character is in an unsummonable state, in response to the trigger operation of the virtual vehicle control, a "cannot summon" prompt message is displayed. The "cannot summon" prompt message is used to indicate that the target virtual vehicle cannot be summoned in the current state.

[0201] It should be noted that the unsummonable state refers to the state in which the first virtual character is unable to summon the target virtual vehicle due to abnormal status, scene rule restrictions, or failure to meet vehicle association conditions. In the unsummonable state, triggering the virtual vehicle control will only trigger a prompt feedback and will not execute the summoning process. For example, when the first virtual character is swimming (moving in water, the target virtual vehicle cannot be generated in water), when it is subjected to stun / knockback control effects by an enemy virtual character (its own operation permissions are restricted), when it is in an indoor enclosed scene / battle restricted area or other prohibited area (preset rules prohibit vehicle summoning), or when the target virtual vehicle is still in the recall cooldown state (the vehicle itself does not meet the summoning conditions), it is in the unsummonable state. In this case, triggering the virtual vehicle control will display the corresponding unsummonable prompt message.

[0202] As an example, see Figure 15 , Figure 15 This is a schematic diagram of skill release provided in the embodiments of this application. Figure 10 2. In response to a trigger operation on the virtual vehicle control, display the "Cannot Summon" message 1501.

[0203] In some embodiments, a summoning icon is displayed at the associated location of the virtual vehicle control. The summoning icon is used to indicate whether the target virtual vehicle has been summoned. After the first virtual character drives the target virtual vehicle, when the target virtual vehicle is recalled, the state of the summoning icon is switched from the summoned state to the unsummoned state.

[0204] It should be noted that the summoning identifier refers to a visual element that establishes a fixed association with the virtual vehicle control and is used to intuitively indicate the summoning status of the target virtual vehicle, such as icons, indicator lights, color marks, and text labels, and has two mutually exclusive states: "summoned" and "not summoned".

[0205] It is understandable that the associated position of the virtual vehicle control refers to the preset display area based on the virtual vehicle control (such as the inside of the control icon, the upper right / lower right corner of the control, or a fixed position at a preset distance next to the control). This position maintains a visual association with the virtual vehicle control, ensuring that users can quickly obtain the control's functions and summoning status information through the same visual area.

[0206] When the actual summoning status of the target virtual vehicle changes (e.g., from summoned to recalled), the visual status of the summoning icon is automatically updated (from summoned to unsummoned). The switching process is real-time and consistent, ensuring that the icon status and the actual vehicle status are in sync.

[0207] The "Summoned" state is one type of summoning identifier, indicating that the target virtual vehicle has been successfully summoned to the virtual scene, meaning the first virtual character is driving the target virtual vehicle. The summoning identifier in the summoned state can be presented through visual features such as bright colors, specific icons, or dynamic effects, conveying the information that "the target virtual vehicle is currently available in the virtual scene." The "Not Summoned" state is another mutually exclusive state of the summoning identifier, indicating that the target virtual vehicle has not been summoned (initial state) or has been recalled (de-displayed from the virtual scene). The not summoned state identifier can be distinguished from the summoned state through visual features such as dark colors, differentiated icons, or no dynamic effects, conveying the information that "the virtual vehicle is not currently in the scene and a summoning operation can be triggered."

[0208] As an example, see Figure 16 , Figure 16 This is a schematic diagram of skill release provided in the embodiments of this application. Figure 10 3. At the associated location of the virtual vehicle control 1601, the summoning icon indicated by 1602 is displayed. When the target virtual vehicle indicated by 1604 is recalled, the status of the summoning icon is switched from the summoned status indicated by 1602 to the unsummoned status indicated by 1603.

[0209] In this way, by setting a summoning icon at the associated location of the virtual vehicle control and simultaneously switching to an unsummoned state when the vehicle is recalled, intuitive status feedback is provided to users, helping them quickly know whether the vehicle is usable and avoiding invalid operations caused by ambiguous status; reducing cognitive load and ensuring that the icon is consistent with the actual status of the vehicle, optimizing the smoothness of vehicle operation, strengthening the completeness of control functions, and improving the convenience and intuitiveness of interaction.

[0210] In some embodiments, in response to a use command for a first virtual item, a first virtual character is controlled to hold the first virtual item and a crosshair is displayed to indicate the attack location; at the associated position of the crosshair, a graphical element is used to display the number of virtual sub-items in the first virtual item; wherein, the virtual sub-items are used to fill the first virtual item to cause damage based on the virtual sub-items. There is an upper limit to the number of virtual sub-items in the first virtual item.

[0211] In actual implementation, the prop control displaying the first virtual prop responds to a trigger operation on the prop control, triggering a usage command for the first virtual prop. The first virtual prop is the virtual prop that the first virtual character enters the virtual scene with, and it is displayed in the target display position. The target display position was originally used to display the second virtual prop, but when the first virtual character possesses the ability or skill to enter the virtual scene with the first virtual prop, it no longer has the ability to lose the second virtual prop within the virtual scene.

[0212] It should be noted that using graphical elements to display the number of virtual sub-items in the first virtual item means that the remaining number of virtual sub-items is presented in a visually recognizable way at a preset position that is visually associated with the crosshair (such as below or to the right of the crosshair). The status of the graphical element is synchronized with the actual number of sub-items in real time, so that users can quickly perceive the number of sub-items without distraction during aiming. For example, the graphical element can be several parallel squares (each square uniquely corresponds to one virtual sub-item). The square corresponding to an unused sub-item is highlighted in color, while the square corresponding to a used sub-item is darkened in gray. Alternatively, the remaining number can be indicated by filling progress in the squares, numerical labels, etc., so as to achieve intuitive feedback and accurate control of the number of sub-items.

[0213] It should be noted that the first virtual item refers to a virtual item in the virtual scene that can be held by the first virtual character and has an attack function. The first virtual item needs to rely on the matching virtual sub-items to achieve the preset damage effect. The virtual sub-items are resource-type matching items that are pre-matched with the first virtual item and are used to fill the first virtual item, providing basic support for the damage output of the first virtual item (the first virtual item may not be able to cause damage without the sub-items). For example, if the first virtual item is a "virtual repeating crossbow" and the virtual sub-item is a "virtual crossbow bolt", the repeating crossbow needs to be filled with bolts before it can fire and cause damage to the target. Or if the first virtual item is an "energy jet" and the virtual sub-item is an "energy crystal", the energy jet needs to consume energy crystals to release an energy beam to cause damage.

[0214] In some embodiments, the maximum number of virtual sub-props in the first virtual prop is a first quantity, and the number of virtual sub-props in the first virtual prop is a second quantity; when the second quantity is less than the first quantity, a progress bar is displayed at the associated position of the graphical element, and the progress bar is used to show the filling time of the virtual sub-props; when the progress bar indicates that the filling time has reached a preset time threshold, the number of virtual sub-props in the first virtual prop is incremented by one.

[0215] Here, the first quantity is the maximum number of virtual sub-items that the first virtual item can hold, and the second quantity is the number of virtual sub-items that the first virtual item currently holds. When the second quantity has not reached the first quantity (i.e., the current virtual sub-items are not full), a progress bar will be displayed in the associated position of the graphical element displaying the number of sub-items (such as below or beside the graphical element). The progress bar will visualize the cumulative filling time of a single virtual sub-item in real time. When the filling progress of the progress bar reaches the preset time threshold (i.e., the set time required to complete the filling of a single sub-item), the second quantity of the first virtual item will be automatically increased by 1 to realize the automatic replenishment of virtual sub-items until the second quantity reaches the first quantity (the virtual sub-items are full).

[0216] In actual implementation, when the first quantity equals the second quantity, the progress bar is disabled.

[0217] As an example, see Figure 17 , Figure 17 This is a schematic diagram of skill release provided in the embodiments of this application. Figure 10 Fourth; in response to the trigger operation of the prop control 1701, a use command for the first virtual prop is triggered; in response to the use command for the first virtual prop, the first virtual character is controlled to hold the first virtual prop, and the crosshair indicated by 1702 for indicating the attack position is displayed; at the associated position of the crosshair, the number of virtual sub-props in the first virtual prop is displayed using the graphical element indicated by 1703; the maximum number of virtual sub-props in the first virtual prop is 5 (first quantity), and the number of virtual sub-props in the first virtual prop is 4 (second quantity); at the associated position of the graphical element indicated by 1703, the progress bar indicated by 1704 is displayed.

[0218] In some embodiments, a second skill control is displayed; in response to a trigger operation on the second skill control, a first virtual character is controlled to hold a first virtual item and to have a buff effect; wherein the buff effect includes increased damage caused by using the first virtual item, and the number of virtual sub-items contained in the first virtual item is in an infinite state, the virtual sub-items being used to fill the first virtual item to cause damage based on the virtual sub-items.

[0219] Here, a second skill control is displayed in the interactive interface of the virtual scene. When a trigger operation is detected for this second skill control, the first virtual character will be forced to switch to the state of holding the first virtual item. That is, regardless of whether the first virtual character currently holds other virtual items, it will automatically replace them with the first virtual item and complete the holding and binding. At the same time, the first virtual character will be given a preset buff effect. This buff effect includes two aspects: First, when the first virtual character uses the first virtual item it holds to perform an attack action, the damage value is increased compared to when there is no buff effect; Second, the number of virtual sub-items contained in the first virtual item is in an unlimited state, that is, the first virtual item can be used continuously without consuming virtual sub-items or replenishing virtual sub-items.

[0220] It should be noted that different skill controls correspond to different skills; the first virtual item refers to the core attack item that is initially configured and exclusively bound when the first virtual character enters the virtual scene. It can be obtained without additional operations such as scene pickup, item exchange, or task unlocking. As a component of the first virtual character's initial ability system, it has the core function of being held by the first virtual character and relying on virtual sub-items to achieve damage output. It can also obtain buffs such as increased damage and unlimited virtual sub-items by triggering the corresponding skill control. It is different from non-built-in items that need to be obtained or used temporarily in the virtual scene.

[0221] In actual implementation, in response to the second trigger operation of the first skill control for the teleportation state, after teleporting the first virtual character to the location of the first virtual item, in response to the trigger operation of the second skill control, the first virtual character can be controlled to hold the first virtual item and to have a buff effect.

[0222] The second skill control refers to the visual operation entry point in the virtual scene interaction interface used to trigger specific skills, such as icons, buttons, virtual joystick combination keys, etc.

[0223] It should be noted that the increased damage caused by using the first virtual item refers to the fact that during the buff period, when the first virtual character attacks using the first virtual item (including virtual sub-items), the damage value is increased compared to the base damage without the buff (e.g., increased proportionally or by a fixed amount). The damage calculation logic is the same as the basic attack, only amplifying the final damage result. The unlimited number of virtual sub-items means that during the buff period, the virtual sub-items of the first virtual item do not need to consider the current remaining quantity (second quantity) and the upper limit (first quantity) restrictions. They do not consume sub-items during use and do not require additional replenishment. Attack actions relying on sub-items can be executed uninterruptedly. The core is to remove the constraint of the number of sub-items on the attack frequency.

[0224] In actual implementation, in response to the trigger operation of the second skill control, the remaining usage time of the skill corresponding to the second skill control is dynamically displayed using graphical elements, that is, the remaining duration of the buff effect obtained by the first virtual character. When the graphical element indicates that the remaining usage time of the skill corresponding to the second skill control is zero, the buff effect possessed by the first virtual character is withdrawn.

[0225] In this way, by triggering the second skill control, the first virtual character can be forced to hold the first virtual item that comes with it and gain the buffs of increased damage and unlimited virtual sub-items. This simplifies the operation process of item switching and skill activation, and can quickly enhance the character's combat output through core buffs, removing the limitation of sub-item consumption on continuous attacks. It ensures the consistency of the functional linkage between skills and items, improves the convenience of combat operation and tactical burst power, and ensures the stable implementation of skill effects by forcibly activating the built-in item, thus optimizing the player's operation efficiency and experience smoothness in high-intensity combat scenarios.

[0226] Here, graphical elements refer to the visual carriers used to dynamically and intuitively display the remaining usage time of the second skill (i.e., the remaining effective time of the buff effect) after the second skill is triggered. They can be displayed in the associated position of the second skill control (such as inside or beside the control). The state of the graphical element is updated in real time with the remaining time. When the indicated time is zero, it can serve as a visual signal to trigger the withdrawal of the buff effect. Graphical elements can take the form of a circular progress bar (surrounding the skill control and gradually fading as the time decreases), a linear countdown bar (reducing horizontally / vertically along the edge of the control), a dynamically updated digital countdown (directly displaying the remaining seconds), or a gradually darkening skill icon (gradually graying out as the time passes).

[0227] In actual implementation, the increased damage caused by using the first virtual item is displayed by highlighting the crosshair corresponding to the first virtual item.

[0228] In actual implementation, the virtual scene is displayed on the display interface, and in response to the trigger operation of the second skill control, dynamic light effects are displayed on the display interface.

[0229] In some embodiments, in response to a triggering operation on the second skill control, a quantity prompt is displayed; wherein the quantity prompt is used to indicate the number of seventh virtual characters within a preset range of the first virtual character when the second skill control is triggered, and the seventh virtual characters are in different factions from the first virtual character.

[0230] In some embodiments, after the first virtual character holds the first virtual item, a crosshair for indicating the attack position is displayed, and an area indicator box including the enemy virtual character is displayed at the associated position of the crosshair; in response to an attack command, the first virtual character is controlled to launch a virtual sub-item based on the first virtual item, and the virtual sub-item is controlled to automatically lock onto the enemy virtual character to hit the enemy virtual character; wherein, the distance between the enemy virtual character and the first virtual character in the virtual scene meets a preset distance condition.

[0231] In this scenario, the opposing virtual character and the first virtual character are on different factions. In actual implementation, a crosshair is displayed to indicate the attack position, and an area indicator box is displayed at the associated position of the crosshair. In response to a movement command for the crosshair, the crosshair is moved, and the area indicator box is moved synchronously. When the area indicator box includes the opposing virtual character, an area indicator box including the opposing virtual character is displayed at the associated position of the crosshair.

[0232] It should be noted that the area indicator box refers to the visual border element in the shape of a rectangle or circle that is displayed at the position associated with the crosshair and is used to visually define the enemy virtual characters in the virtual scene. It will move synchronously with the crosshair following the movement command. When the area indicator box includes an enemy virtual character, the area indicator box will be highlighted to intuitively indicate the range of enemy targets that can be automatically locked.

[0233] Understandably, controlling virtual sub-items to automatically lock onto enemy virtual characters refers to the automatic identification and binding of the target enemy virtual character based on preset judgment conditions before or after the virtual sub-item is launched by the first virtual item, without requiring the user to manually adjust the aiming operation. By dynamically adjusting the flight trajectory of the virtual sub-item by locking onto the position changes of the enemy virtual character in real time, the control logic ensures that the virtual sub-item always moves towards the target and hits accurately, simplifying the aiming process and improving the convenience and hit rate of attack operations.

[0234] The preset distance conditions can be that the area indicator box is closest to the first virtual character, or that the distance between the area indicator box and the first virtual character is less than a preset threshold.

[0235] As an example, see Figure 18 , Figure 18 This is a schematic diagram of skill release provided in the embodiments of this application. Figure 10 5. In response to the trigger operation of the second skill control 1801, display quantity prompt information 1802, display the crosshair indicated by 1803 to indicate the attack position, and display the area indicator box 1804 including the enemy virtual character at the associated position of the crosshair.

[0236] In this way, by displaying an area indicator box containing enemy virtual characters at the crosshair's associated position, coupled with an automatic lock-on function that meets preset distance conditions, users can quickly identify effective attack targets and trigger the launch of virtual sub-items without manually making precise fine-tuning of the aim. This simplifies the aiming operation process, lowers the operational threshold in high-intensity battles, and avoids the decrease in hit rate caused by long-range lock-on. It significantly improves the convenience and accuracy of attack operations, reduces the number of invalid attacks, optimizes the battle rhythm and operation smoothness, and allows users to focus more on tactical decisions rather than aiming details, enhancing the immersion and fun of virtual scene battles.

[0237] In some embodiments, when the first virtual character is recognized by the eighth virtual character that triggers the second skill control (i.e. activates the skill corresponding to the second skill control), a marking prompt message is displayed. The marking prompt message is used to indicate that the character has been marked, and the eighth virtual character is a virtual character that is in a different faction from the first virtual character.

[0238] As an example, see Figure 19 , Figure 19 This is a schematic diagram of skill release provided in the embodiments of this application. Figure 10 6. When the first virtual character 1901 is recognized by the eighth virtual character whose second skill control is triggered, a marker prompt message 1902 is displayed.

[0239] In some embodiments, a map of the virtual scene is displayed, showing a preset range centered on a first virtual character. The preset range is used to indicate the range of the number of seventh virtual characters that are in a different faction from the first virtual character.

[0240] As an example, see Figure 20 , Figure 20 This is a schematic diagram of skill release provided in the embodiments of this application. Figure 10 7. Display map 2001 of the virtual scene, and display the preset range centered on the first virtual character as indicated by 2002 in map 2001.

[0241] Applying the embodiments described above, the first skill enables tactical linkage where launching a virtual item triggers teleportation upon hit, adapting to different target types and supporting simultaneous teleportation of vehicles and occupants, as well as trajectory adjustment. The second skill forces the user to hold a pre-existing virtual item, granting increased damage and unlimited sub-item buffs, while the auto-lock function linked to the crosshair enhances attack accuracy. Simultaneously, it integrates full-process control of virtual vehicle summoning, driving, recall, and status indicators, adds a virtual item removal mechanism, and optimizes operation guidance through interface elements such as skill status switching, remaining time visualization, and distance prompts. Its technical effects include simplifying the multi-functional triggering process, strengthening the synergy and consistency of skills, items, and vehicles, enriching tactical options such as teleportation raids, vehicle collaboration, and unlimited output, reducing user cognitive load, improving operational efficiency, accuracy, and strategy, avoiding fragmented operations and status confusion, and enhancing the fun and immersion of gameplay.

[0242] The following will describe an exemplary application of the embodiments of this application in a real-world application scenario.

[0243] In related technologies, skills related to displacement and mobility mostly manifest as planar linear displacement, vertical spatial jumps, short-distance sprints, or multi-dimensional spatial movements of limited duration. Some skills support team displacement, but generally suffer from limited displacement space range, insufficient duration, or limited application scenarios. Damage and burst-related skills often enhance output by amplifying virtual item damage, providing specific high-damage virtual items, or creating blinding kill conditions. Some skills have auto-aiming effects, but often suffer from limitations such as limited ammunition and inability to accurately lock onto enemy units. There are shortcomings in the comprehensive combination of resource supply, displacement flexibility, damage accuracy, and team cooperation benefits. The richness and strategic depth of skill dimensions need further improvement, and there is a lack of skill combinations that can take into account multi-dimensional benefits and adapt to diverse combat scenarios.

[0244] Based on this, this application provides a hero skill design that combines resource supply, mobility, damage output, and team buffs. Its skills are rich in dimensions and have outstanding flexibility, cooperation, and strategy, which are significantly different from existing skill characters in the industry. This not only enriches the diversity of skill heroes in the first-person shooter (FPS) genre, but also brings players a brand-new skill shooting tactical experience.

[0245] Next, we will continue to describe the skill release method in the virtual scene provided in the embodiments of this application from the product side.

[0246] The character (hero) (i.e., the first virtual character) provided in this application includes three types of skills: passive skills, active skills, and ultimate active skills. Passive skills provide a vehicle and exclusive virtual items, creating an advantage in the early stages of combat and serving as a team synergy boost and resource backup. Active skills feature throwing capabilities and a second-stage teleportation ability, expanding the combat scenario with flexible landing points and facilitating diverse combat strategies. The ultimate active skill scans for the number of enemies within a certain range to provide battlefield information, while simultaneously enhancing virtual items, locking onto enemy units, and automatically targeting them. Locked-on enemies receive a notification, giving them room to maneuver. This hero's skills comprehensively cover resource supply, mobility, damage output, and team buffs, combining flexibility, cooperation, and strategy. Differentiating itself from existing similar skill sets, it offers users a completely new tactical experience. The following will provide a detailed explanation of each skill.

[0247] For passive skills (i.e., skills corresponding to the virtual vehicle controls), after entering a match, players can find the vehicle (i.e., the virtual vehicle control) in their inventory. Expanding it and clicking the summon button will directly put the player into riding mode. The equipment slot will simultaneously display its usage status (i.e., the summon icon), and quick on / off control is supported. When the vehicle is on cooldown, both the inventory and equipment slots will display a 1-minute countdown. Clicking to use it during this time will display the corresponding cooldown information, and summoning will not be possible. Unlike previous horseback riding operations, players can control the direction of the vehicle using a joystick while riding, and simultaneously perform shooting actions, providing an operational advantage. The vehicle supports swapping positions. Teammates (i.e., virtual characters of the same faction as the first virtual character) can swap positions to drive or ride, achieving team buffs. However, teammates can only drive and cannot shoot simultaneously. When a player swaps to the back seat, there is no driving button, but normal shooting is still possible. Enemies (i.e., virtual characters of a different faction than the first virtual character) will not have any "driving" related interactions when they approach, and cannot ride the vehicle. After the player clicks the dismount button (i.e., disengages from the control), the vehicle (i.e., virtual vehicle) will automatically retract into the backpack (i.e., recall) and a recall prompt will be displayed. If the horse is injured to the point of depletion of health (i.e., life points), automatic recall will be triggered and a corresponding prompt will be displayed. When the player is in a driving state or other scenarios where summoning is not possible, a prompt message "Cannot be summoned in the current state" will be received. The exclusive virtual item can be a built-in bow and arrow (i.e., the first virtual item), which occupies the original virtual pistol display slot in the game, and the player cannot pick up virtual items that could originally be placed in that slot. When used, the crosshair will change to a bow and arrow style, and the number of ammunition (i.e., virtual sub-items) will be displayed in the lower right corner of the crosshair in the form of grids (i.e., graphical elements) (each grid represents one ammunition). There is a charging progress (i.e., progress bar) outside the ammunition slots. Every 10 seconds, the progress bar is fully charged, and the number of ammunition slots increases by 1. The charging progress will stop increasing when all 5 ammunition slots are fully charged. When all 5 ammunition slots are depleted, the ammunition slots will be grayed out, and shooting will not be possible at this time.

[0248] For active skills, there are two release methods: tap to release and hold to release. After tapping to release, the arrow will fly along the preset throwing line. When holding to release, the player can adjust the throwing line angle by moving or rotating the view. After releasing, the arrow will fly along the adjusted preset throwing line. After tapping the skill button, the player will enter a waiting state for the arrow to fly. Only when the arrow lands on the entity (i.e., the target object) will the button light up and switch to the second-stage skill "Teleport" (i.e., teleport state). At the same time, the outer ring of the button will start a countdown for the arrow's existence time (i.e., dynamically displaying the remaining display time of the first virtual item using graphical elements). After the arrow (i.e., the target virtual item) lands on the entity, in addition to the button switching and the outer ring countdown, a countdown progress bar will also be displayed at the bottom center of the screen to clearly convey the remaining existence time of the arrow. If the player taps the "Teleport" button within the countdown, they will be teleported above the arrow and stand there. At this time, the button will be grayed out and display the "Teleported" status. The countdown information on the outer ring of the button and the bottom center of the screen will still be retained until the countdown ends and disappears. The skill button will then enter a cooldown state.

[0249] For the ultimate active skill (i.e. the skill corresponding to the second virtual skill control), clicking the ultimate active skill button (i.e. the second virtual skill control) will enter the berserk state. At this time, the skill button will switch to "Exit" (exit control). Players can manually end the berserk state in advance. At the same time, the outer ring of the button will display the duration countdown of the berserk state. Whether the countdown ends naturally or the player manually exits the berserk state, the skill button will enter the cooldown countdown state. Upon entering berserk mode, players automatically switch to their exclusive bow from the passive skill tree. This bow's damage is increased, and its ammo becomes unlimited. Centered on the player, the skill scans for enemies within a 200-meter radius (the preset range) and displays the number of enemies within that range (without specifying their exact locations). The crosshair is replaced with a highlighted bow-style interface element to highlight the damage enhancement effect, and an auto-aiming frame (area aiming frame) is additionally displayed on the crosshair. Enemy units within the frame that are closest to the player are marked, and the mark is displayed on the upper half of the enemy's body. When the player clicks the fire button (triggering the attack command), the ammo automatically locks onto the marked enemy and deals precise damage. To balance the skill's power, locked-on enemy players will receive a corresponding notification and can find cover to avoid the attack based on the direction of the hit and the lock-on notification.

[0250] The following section will continue to describe the skill release method in the virtual scene provided in the embodiments of this application from a technical perspective.

[0251] See Figure 21 , Figure 21 This is a schematic diagram of the second process of the skill release method provided in the embodiments of this application. The following will be combined with... Figure 21 The steps shown are explained in detail.

[0252] In step 2101, click "Use Horse".

[0253] In some embodiments, the user initiates the use of a vehicle (horse) through an interactive interface (such as the corresponding controls in the backpack item bar or equipment bar), which is the initial instruction to trigger the use of the passive skill.

[0254] In step 2102, it is determined whether the passive skill has completed its cooldown.

[0255] If yes, proceed to step 2104; otherwise, proceed to step 2103.

[0256] In some embodiments, the cooldown status of the vehicle horse skill is automatically detected to verify whether it meets the conditions for reuse. This judgment is the core basis for subsequent process branches to avoid unlimited continuous use of the skill.

[0257] In step 2103, clicking the summon control indicates that the skill is on cooldown.

[0258] In some embodiments, if the skill is not yet on cooldown, after the user clicks to summon the relevant control, the interface will display a "Skill on cooldown" message, clearly informing the user why the skill cannot be used at the moment, thus improving the clarity of the operation feedback.

[0259] In step 2104, the horse riding mode is entered.

[0260] In some embodiments, if the skill has completed its cooldown, the summoning logic will be executed directly, and the user can switch to the state of riding a horse (i.e., a virtual vehicle) without any additional operation, and the horse-riding related operation interaction (such as direction control and shooting function) will be activated simultaneously.

[0261] In step 2105, it is determined whether the rider is still riding a horse.

[0262] If yes, proceed to step 2107; otherwise, proceed to step 2106.

[0263] In some embodiments, the user's current state is continuously monitored to confirm whether the user is still in the interaction mode of riding a vehicle horse, providing a basis for judgment for subsequent process branches of "continue riding" or "stop riding".

[0264] In step 2106, a message is displayed indicating that the horse has been automatically recalled.

[0265] In some embodiments, if it is detected that the user has stopped riding (e.g., by clicking the dismount button), the vehicle and horse are automatically retrieved to the backpack, and the user is notified through an interface prompt that "the horse has been automatically recalled," so that the user is aware of the current status of the vehicle.

[0266] In step 2107, it is determined whether the horse's blood is depleted.

[0267] If no, proceed to step 2105; if yes, proceed to step 2108.

[0268] In some embodiments, while the user is continuously riding a horse, the vehicle's health is monitored in real time to verify whether the health has reached zero due to attacks or other reasons, thus ensuring the rationality and balance of skill usage.

[0269] In step 2108, the skill enters a cooldown period.

[0270] In some embodiments, if the vehicle horse's health is depleted, a recycling mechanism will be automatically triggered, and the cooldown timer for the passive skill will begin. The user can only summon it again after the cooldown is complete.

[0271] See Figure 22 , Figure 22 This is a schematic diagram of the third process of the skill release method provided in the embodiments of this application. The following will be combined with... Figure 22 The steps shown are explained in detail.

[0272] In step 2201, click to use the virtual bow and arrow.

[0273] In some embodiments, users initiate commands to use the built-in virtual bow and arrow through corresponding operation controls (such as virtual item switching buttons or dedicated skill interaction keys), triggering the virtual bow and arrow usage and status detection process.

[0274] In step 2202, it is determined whether the virtual bow and arrow have ammunition.

[0275] If yes, proceed to step 2204; otherwise, proceed to step 2203.

[0276] In some embodiments, the current ammunition level of the virtual bow and arrow is automatically detected to verify whether there is ammunition available for firing. This determination is the key basis for distinguishing between the "fireable" and "rechargeable" processes.

[0277] In step 2203, all ammunition compartments are set to gray, and the charging bar is charging.

[0278] In some embodiments, if the virtual bow and arrow has no available ammunition (i.e., virtual sub-items), the ammunition slots on the interface will be grayed out to visually indicate that shooting is not possible. At the same time, the charging bar outside the ammunition slots will start the charging process, gradually restoring ammunition according to preset rules (such as charging 1 slot every 10 seconds).

[0279] In step 2204, it is determined whether the virtual bow and arrow are fully loaded with ammunition.

[0280] If yes, proceed to step 2206; otherwise, proceed to step 2205.

[0281] In some embodiments, if the virtual bow and arrow have available ammunition, it further detects whether the ammunition has reached its limit (e.g., 5 full slots) to determine whether the current ammunition is in the "not fully filled" replenishment stage or the "fully filled" saturation stage.

[0282] In step 2205, fully charged ammunition slots light up, partially charged ammunition slots turn gray, and the charging bar is charging.

[0283] In some embodiments, if the ammunition is not fully charged, the ammunition slots that have been fully charged will light up on the interface, while the ammunition slots that have not been fully charged will remain grayed out. The charging bar will continue to advance until the ammunition reaches full capacity, and each completed charging segment will light up one ammunition slot.

[0284] In step 2206, all ammunition slots light up, but the charging bar does not charge.

[0285] In some embodiments, if ammunition has reached its maximum limit, all ammunition slots on the interface will light up, clearly indicating that ammunition is sufficient. At this time, the charging bar will stop the charging process until the ammunition is consumed and then the charging will restart.

[0286] See Figure 23 , Figure 23 This is a schematic diagram of the fourth process of the skill release method provided in the embodiments of this application. The following will be combined with... Figure 23 The steps shown are explained in detail.

[0287] In step 2301, click to make the flying arrow.

[0288] In some embodiments, the user initiates the command to use the active skill "Flying Arrow" through the skill interaction control. This is the initial operation that triggers the release of the skill and subsequent processes, clarifying the starting point for skill use.

[0289] In step 2302, it is determined whether the active skill has completed its cooldown.

[0290] If yes, proceed to step 2304; otherwise, proceed to step 2303.

[0291] In some embodiments, the cooldown status of the "Flying Arrow" skill is automatically detected to verify whether it meets the conditions for release again. This judgment is the core basis for distinguishing between the "releaseable" and "non-releaseable" processes, ensuring the balance of skill use.

[0292] In step 2303, clicking the skill control will display a message indicating that the skill is on cooldown.

[0293] In some embodiments, if a skill is not yet on cooldown, the interface will display a "Skill on cooldown" message when the user clicks the skill control, clearly informing the user that the skill cannot be used at the moment, thus improving the clarity of the operation feedback.

[0294] In step 2304, the arrow is released in the direction of the crosshair.

[0295] In some embodiments, if the skill has completed its cooldown, the arrow will be released in the direction the user's current crosshair is pointing and will fly along a preset throwing line, thus realizing the core projection function of the skill.

[0296] In step 2305, it is determined whether the flying arrow lands on a stationary object.

[0297] If yes, proceed to step 2307; otherwise, proceed to step 2306.

[0298] In some embodiments, the landing point of the flying arrow is detected in real time to verify whether it has contacted and stopped on a stationary object. This judgment is a key prerequisite for whether the second stage of the "teleport" skill can be triggered subsequently.

[0299] In step 2306, the skill enters a cooldown period.

[0300] In some embodiments, if the arrow does not land on a stationary object, it means that the second teleportation cannot be triggered, and the skill will directly enter the cooldown timer, completing the skill usage process that did not achieve the full effect.

[0301] In step 2307, the landing location is displayed, the skill control changes to "Teleport", and a teleport countdown is displayed.

[0302] In some embodiments, if the arrow lands on a stationary object, the interface will display a marker indicating the location of the arrow's landing point. At the same time, the original "Arrow" skill control will be replaced with the word "Teleport," and the outer ring of the control will simultaneously display a countdown timer for the teleportation to take effect, informing the user of the second-stage skill's usage window.

[0303] In step 2308, it is determined whether the transmission countdown is in progress.

[0304] If yes, proceed to step 2310; otherwise, proceed to step 2309.

[0305] In some embodiments, the remaining time of the transmission countdown is continuously monitored to verify whether the user initiates the transmission operation within the valid time, providing a basis for judgment for subsequent "trigger transmission" or "timeout cooling" process branches.

[0306] In step 2309, the skill enters a cooldown period.

[0307] In some embodiments, if the teleportation countdown ends and the user does not click to use "teleport", the second stage skill will be invalidated, the entire "flying arrow" skill will enter the cooldown timer, and the skill usage process will end.

[0308] In step 2310, click "Use Transfer".

[0309] In some embodiments, if the user clicks the "Teleport" control during the teleportation countdown, the displacement logic will be executed to teleport the user above the landing point of the flying arrow and make him stand up, thus realizing the two-stage displacement function of the skill.

[0310] In step 2311, the skill enters a cooldown period.

[0311] In some embodiments, after the user triggers the teleportation, the second stage of the skill effect is completed, and the entire "Flying Arrow" skill then enters a cooldown period. After the cooldown ends, it can be used again to form a complete skill cycle.

[0312] See Figure 24 , Figure 24 This is a schematic diagram of the fifth process of the skill release method provided in the embodiments of this application. The following will be combined with... Figure 24 The steps shown are explained in detail.

[0313] In step 2401, click to use the ultimate active skill.

[0314] In some embodiments, the user initiates a command to use the ultimate active skill through a dedicated skill interaction control. This is the initial operation that triggers the complete process of the skill and clarifies the triggering node for skill activation.

[0315] In step 2402, it is determined whether the ultimate active skill has completed its cooldown.

[0316] If yes, proceed to step 2404; otherwise, proceed to step 2403.

[0317] In some embodiments, the cooldown status of the ultimate active skill is automatically detected to verify whether it meets the conditions for reuse. This determination is the core basis for subsequent "releaseable" or "non-releaseable" process branches, ensuring the balance and rationality of skill use.

[0318] In step 2403, clicking the skill control will display a message indicating that the skill is on cooldown.

[0319] In some embodiments, if the skill is not yet on cooldown, the interface will display a "Skill on cooldown" message after the user clicks the skill control, clearly informing the user that the ultimate skill cannot be used at the moment, thus improving the clarity of the operation feedback.

[0320] In step 2404, a virtual bow and arrow are used, the number of nearby enemies is indicated, and an aiming frame appears at the crosshair.

[0321] In some embodiments, if the skill has completed its cooldown, it will automatically switch to the exclusive bow in the passive skill, and scan for enemies within a certain range (e.g., 200m) centered on the user, only indicating the number of enemies (without revealing their specific locations), and generating an exclusive aiming frame at the crosshair to prepare for subsequent lock-on attacks.

[0322] In step 2405, click to shoot.

[0323] In some embodiments, when a user is in the skill active state, they can initiate an attack command through the shooting interaction control, triggering subsequent "lock on enemy" or "attack without target" process branches, which is a key operation for skill damage output.

[0324] In step 2406, it is determined whether there is an enemy within the aiming frame.

[0325] If yes, proceed to step 2408; otherwise, proceed to step 2407.

[0326] In some embodiments, the presence of enemy units within the current crosshair's aiming frame is detected in real time. This determination is the core prerequisite for distinguishing between "precise lock-on damage" and "no target cooldown," ensuring the targeted nature of skill damage.

[0327] In step 2407, the skill enters a cooldown period.

[0328] In some embodiments, if there are no enemy units within the aiming frame, it means that precise lock-on damage cannot be triggered, the skill activation state ends and the cooldown timer begins directly, completing the skill usage process that did not achieve the core damage effect.

[0329] In step 2408, mark the nearest enemy and deal precise damage.

[0330] In some embodiments, if there is an enemy within the aiming frame, the enemy unit closest to the user will be automatically marked (e.g., a mark will be displayed on the upper body of the enemy), and ammunition will automatically lock onto the marked enemy to deal precise damage; the locked enemy will receive a notification to ensure the balance of the battle.

[0331] In step 2409, it is determined whether the ultimate move is within the countdown.

[0332] If yes, proceed to step 2404; otherwise, proceed to step 2410.

[0333] In some embodiments, the countdown timer for the activation of the ultimate active skill is continuously monitored to verify whether the skill is still in the active phase.

[0334] In step 2410, the skill enters a cooldown period.

[0335] In some embodiments, if the countdown to the activation of the ultimate active skill ends, the skill's duration terminates, and a cooldown period begins. Once the cooldown is complete, the skill can be used again, forming a complete cycle of the ultimate skill.

[0336] In some embodiments, based on the core mechanism of the aforementioned active skills, the design has been expanded in terms of the target of the skill, the functional effect and the usage scenario, and new skill application forms adapted to different combat needs have been added, further enriching the flexibility and strategy of the skills, which will be explained in detail below.

[0337] In some embodiments, the arrow can land directly on an enemy unit (i.e., a virtual character that is in a different faction from the first virtual character) and deal damage to it. The landing point will simultaneously display interface information indicating the distance. The interface information will automatically disappear after the damage takes effect, and the skill button will immediately enter a cooldown state, making it impossible to trigger the second teleportation function.

[0338] In other embodiments, after the arrow lands on an enemy unit, the skill refreshes to "Teleport." At this point, the player can click Teleport to teleport directly to the enemy's location. If the enemy unit is moving rapidly in real time, the player will be teleported to the enemy's current location when the player clicks the "Teleport" button. If the player is riding a horse, they will teleport along with the horse. When the player is carrying a teammate, clicking Teleport will teleport the player, teammate, and horse together. However, if the player is driving a car or other vehicle after throwing the arrow and completing its landing point, they cannot teleport; they will only see the arrow's marked location information. To balance the skill mechanism, a "Remove" button will appear after an enemy unit is hit by the arrow. After removal, the arrow will fall to the ground, and the player can still teleport.

[0339] When the arrow lands on a vehicle, the player can teleport to the vehicle's side to ensure sufficient landing space. If the vehicle is in a real-time fast-moving state, the player will be teleported to the vehicle's current location when the player clicks the "Teleport" button. When an enemy vehicle is marked by the arrow, the player will receive a corresponding notification. Both the driver and passenger players in the vehicle can disarm the arrow. After disarming, the arrow will fall to the ground. The player can still see the arrow's marking information for the duration of its existence.

[0340] By applying the above embodiments of this application, and by achieving multi-dimensional synergy in resource supply, displacement mobility, damage output, and team buffs, the character skills in this solution are not only comprehensive in dimensions but also possess outstanding flexibility, collaboration, and strategy, forming a significant difference from existing skill-based characters in the industry. Its technical effects are directly reflected in the following ways: it enriches the diversity of skill-based heroes in the first-person shooter game category, breaks the design limitations of a single skill dimension, and constructs a more in-depth tactical game scenario for players, supporting players to flexibly combine and use various skills and carry out efficient team collaboration, ultimately bringing a novel and unique skill-based shooting game experience, effectively improving the game's playability, strategy, and fun.

[0341] The following description continues to illustrate the exemplary structure of the skill release device 555 in the virtual scene provided in the embodiments of this application as a software module. In some embodiments, such as Figure 2 As shown, the software modules of the skill release device 555 in the virtual scene may include: a segmentation module 5551, a generation module 5552, a filtering module 5553, and a recording module 5554.

[0342] The first display module 5551 is used to display the first virtual character in the virtual scene and to display the first skill control in a normal state; The launching module 5552 is used to respond to a first trigger operation of the first skill control in the normal state, control the first virtual character to launch a first virtual item, and control the first skill control to be in a first use state during the launching of the first virtual item. The first switching module 5553 is used to switch the state of the first skill control from the first use state to the teleport state when the first virtual prop hits the target object in the virtual scene. The teleportation module 5554 is used to teleport the first virtual character to the location of the first virtual item in response to a second trigger operation of the first skill control for the teleportation state.

[0343] In some embodiments, the skill release device in the virtual scene further includes: a second switching module, used to switch the state of the first skill control from the first use state to a cooldown state when the first virtual prop fails to hit the target object after controlling the first skill control to be in a first use state during the process of launching the first virtual prop.

[0344] In some embodiments, the skill release device in the virtual scene further includes: a dynamic display module, used to dynamically display the remaining display time of the first virtual prop using graphical elements when the first virtual prop hits the target object; and to cancel the display of the first virtual prop and control the first skill control to be in a cooldown state when the graphical elements indicate that the remaining display time of the first virtual prop is zero.

[0345] In some embodiments, the skill release device in the virtual scene further includes: a third switching module, configured to switch the state of the first skill control from the transmission state to the second usage state after the first virtual character is transmitted to the location of the first virtual item; the dynamic display module is further configured to, when the first skill control is in the transmission state, cancel the display of the first virtual item and switch the state of the first skill control from the transmission state to the cooldown state when the graphical element indicates that the remaining display time of the first virtual item is zero; or, when the first skill control is in the second usage state, cancel the display of the first virtual item and switch the state of the first skill control from the second usage state to the cooldown state when the graphical element indicates that the remaining display time of the first virtual item is zero.

[0346] In some embodiments, the skill release device in the virtual scene further includes: a first prompt module, used to display distance prompt information at the associated location of the first virtual item after the state of the first skill control is switched from the use state to the teleport state; wherein the distance prompt information is used to indicate the distance between the first virtual character and the first virtual item in the virtual scene.

[0347] In some embodiments, the skill release device in the virtual scene further includes: a cancellation display module, used to, after the control of the first skill control is in a first use state, when the target object hit by the first virtual prop is a second virtual character in the virtual scene, cause damage to the second virtual character and cancel the display of the first virtual prop; and switch the state of the first skill control from the first use state to a cooldown state.

[0348] In some embodiments, the transmission module 5554 is further configured to: transmit the first virtual character to a first position in the virtual scene when the target object hit by the first virtual prop is a third virtual character in the virtual scene and the third virtual character moves while carrying the first virtual prop; the first position being the position where the first virtual prop is located when the second triggering operation is performed; or, transmit the first virtual character to a second position in the virtual scene when the target object hit by the first virtual prop is a third virtual character in the virtual scene and the third virtual character performs a dismantling operation on the first virtual prop; the second position being the position where the first virtual prop is located when the dismantling operation is completed.

[0349] In some embodiments, the transmission module 5554 is further configured to transmit the first virtual character to a third location when the target object is a virtual object in a moving state; wherein the third location is the location reached by the virtual object when the second triggering operation is performed.

[0350] In some embodiments, the first triggering operation includes a click operation and a press operation. The launching module 5552 is further configured to, in response to a click operation on the first skill control, control the first virtual character to launch the first virtual item according to a preset launching trajectory; or, in response to a press operation on the first skill control, display the launching trajectory for the first virtual item; during the execution of the press operation, in response to an adjustment command for the launching trajectory, display the adjusted launching trajectory; and when the press operation is released, control the first virtual character to launch the first virtual item according to the adjusted launching trajectory.

[0351] In some embodiments, the skill release device in the virtual scene further includes: a fourth switching module, used to control the first virtual character to stand on the first virtual prop after the first virtual character is transported to the location of the first virtual prop, and to switch the state of the first skill control from the transport state to the second use state.

[0352] In some embodiments, the dismantling module is configured to display a dismantling control when the first virtual character is hit by a second virtual item; wherein the second virtual item is a virtual item launched by a fourth virtual character that is in a different faction from the first virtual character; the dismantling control is configured to dismantle the second virtual item; and in response to a trigger operation on the dismantling control, the first virtual character is controlled to dismantle the second virtual item.

[0353] In some embodiments, the transmission module 5554 is further configured to respond to a second trigger operation of a first skill control for the transmission state, wherein if the first virtual character is driving a target virtual vehicle, the first virtual character and the target virtual vehicle are transmitted to the location of the first virtual item.

[0354] In some embodiments, the transmission module 5554 is further configured to, when the virtual vehicle is also carrying a fifth virtual character who is in the same faction as the first virtual character, transmit the first virtual character, the fifth virtual character, and the target virtual vehicle to the location of the first virtual item.

[0355] In some embodiments, the skill release device in the virtual scene further includes: a second prompting module, configured to, after the control of the first skill control is in a first usage state, when the first virtual prop hits a target object in the virtual scene, if the first virtual character is driving a virtual vehicle other than the target virtual vehicle, then cancel the display of the first skill control and display distance prompting information at the associated position of the first virtual prop; wherein, the distance prompting information is used to indicate the distance between the first virtual character and the first virtual prop in the virtual scene.

[0356] In some embodiments, the skill release device in the virtual scene further includes: a marking module, used to control the virtual object in the moving state to carry a marking identifier when the target object is a virtual object in a moving state; and to move the marking identifier synchronously with the movement of the virtual object in the moving state.

[0357] In some embodiments, the skill release device in the virtual scene further includes: a second display module, configured to display a virtual vehicle control corresponding to the target virtual vehicle; in response to a trigger operation on the virtual vehicle control, display the target virtual vehicle in the virtual scene, and control the first virtual character to drive the target virtual vehicle.

[0358] In some embodiments, the skill release device in the virtual scene further includes: a recall module, configured to, after controlling the first virtual character to drive the target virtual vehicle, in response to a recall command for the target virtual vehicle, cancel the display of the target virtual vehicle in the virtual scene and control the virtual vehicle control to be in a cooling state.

[0359] In some embodiments, the target virtual vehicle has health points and energy points; the skill release device in the virtual scene further includes: an instruction triggering module, configured to display an exit control for controlling the first virtual character to exit the target virtual vehicle after the first virtual character is controlled to drive the target virtual vehicle; trigger a recall instruction for the target virtual vehicle in response to a triggering operation on the exit control; or, automatically trigger a recall instruction for the target virtual vehicle when at least one of the health points and the energy points decreases to zero.

[0360] In some embodiments, the skill release device in the virtual scene further includes: an identifier display module, used to display a summoning identifier at the associated position of the virtual vehicle control, the summoning identifier being used to identify whether the target virtual vehicle has been summoned; the skill release device in the virtual scene further includes: a fifth switching module, used to switch the state of the summoning identifier from a summoned state to a non-summoned state when the target virtual vehicle is recalled after the first virtual character is controlled to drive the target virtual vehicle.

[0361] In some embodiments, the skill release device in the virtual scene further includes: a control module for displaying a second skill control; in response to a trigger operation on the second skill control, controlling the first virtual character to hold a first virtual item and controlling the first virtual character to have a buff effect; wherein the buff effect includes increased damage caused by using the first virtual item and the number of virtual sub-items contained in the first virtual item being in an infinite state.

[0362] In some embodiments, the skill release device in the virtual scene further includes: a locking module, configured to, after controlling the first virtual character to hold the first virtual item, display a crosshair for indicating the attack position, and display an area indicator box including the enemy virtual character at the associated position of the crosshair; in response to an attack command, control the first virtual character to launch a virtual sub-item based on the first virtual item, and control the virtual sub-item to automatically lock onto the enemy virtual character to hit the enemy virtual character; wherein the distance between the enemy virtual character and the first virtual character in the virtual scene satisfies a preset distance condition.

[0363] This application provides a computer program product, which includes a computer program or computer-executable instructions. When the computer-executable instructions or the computer program are executed by a processor, the processor will execute the skill release method in the virtual scene provided in this application embodiment. For example, ... Figure 3 The method is illustrated above. The processor of the electronic device reads the computer program or computer-executable instructions from a computer-readable storage medium, and executes the computer program or computer-executable instructions, causing the electronic device to perform the skill release method in the virtual scene described in the embodiments of this application.

[0364] This application provides a computer-readable storage medium storing computer-executable instructions or a computer program. When the computer-executable instructions or the computer program are executed by a processor, the processor will execute the skill release method in the virtual scene provided in this application embodiment. For example, ... Figure 3 The methods shown are as follows.

[0365] In some embodiments, the computer-readable storage medium may be a memory such as RAM, ROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; or it may be a variety of devices including one or any combination of the above-mentioned memories.

[0366] In some embodiments, computer-executable instructions may take the form of programs, software, software modules, scripts, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as stand-alone programs or as modules, components, subroutines, or other units suitable for use in a computing environment.

[0367] As an example, computer-executable instructions may, but do not necessarily, correspond to files in a file system. They may be stored as part of a file that holds other programs or data, for example, in one or more scripts in a Hyper Text Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple co-located files (e.g., files that store one or more modules, subroutines, or code sections).

[0368] As an example, computer-executable instructions can be deployed to execute on a single electronic device, or on multiple electronic devices located at one location, or on multiple electronic devices distributed across multiple locations and interconnected via a communication network.

[0369] In summary, the first skill enables tactical coordination, triggering teleportation upon hit by a virtual item, adapting to different target types and supporting simultaneous teleportation of vehicles and passengers, as well as trajectory adjustment. The second skill forces the user to hold a pre-existing virtual item, granting increased damage and unlimited sub-item buffs, while the auto-lock function linked to the crosshair enhances attack accuracy. Simultaneously, it integrates full-process control over virtual vehicle summoning, driving, recall, and status indicators, adds a virtual item dismantling mechanism, and optimizes operation guidance through interface elements such as skill status switching, remaining time visualization, and distance prompts. Its technical effects include simplifying the multi-functional triggering process, strengthening the synergy between skills, items, and vehicles, enriching tactical options such as teleportation raids, vehicle coordination, and unlimited output, reducing user cognitive load, improving operational efficiency, accuracy, and strategy, avoiding fragmented operations and status confusion, and enhancing the fun and immersion of the gameplay.

[0370] The above description is merely an embodiment of this application and is not intended to limit the scope of protection of this application. Any modifications, equivalent substitutions, and improvements made within the spirit and scope of this application are included within the scope of protection of this application.

Claims

1. A method for skill release in a virtual scene, the method comprising: The method comprises: displaying a first virtual character in a virtual scene, and displaying a first skill control in a normal state; in response to a first trigger operation on the first skill control in the normal state, controlling the first virtual character to launch a first virtual prop, and controlling the first skill control to be in a first use state during the launching of the first virtual prop; when the first virtual prop hits a target object in the virtual scene, switching the state of the first skill control from the first use state to a teleport state; in response to a second trigger operation on the first skill control in the teleport state, teleporting the first virtual character to a position where the first virtual prop is located.

2. The method of claim 1, wherein, After the step of controlling the first skill control to be in the first use state during the launching of the first virtual prop, the method further comprises: when the first virtual prop does not hit the target object, switching the state of the first skill control from the first use state to a cooling state.

3. The method of claim 1, wherein, The method further comprises: when the first virtual prop hits the target object, dynamically displaying a remaining display time length of the first virtual prop by using a graphical element; when the graphical element indicates that the remaining display time length of the first virtual prop is zero, canceling the display of the first virtual prop, and controlling the first skill control to be in the cooling state.

4. The method of claim 3, wherein, After the step of teleporting the first virtual character to the position where the first virtual prop is located, the method further comprises: switching the state of the first skill control from the teleport state to a second use state; The step of canceling the display of the first virtual prop and controlling the first skill control to be in the cooling state when the graphical element indicates that the remaining display time length of the first virtual prop is zero comprises: when the graphical element indicates that the remaining display time length of the first virtual prop is zero, canceling the display of the first virtual prop, and switching the state of the first skill control from the teleport state to the cooling state, in a case where the first skill control is in the teleport state; or, when the graphical element indicates that the remaining display time length of the first virtual prop is zero, canceling the display of the first virtual prop, and switching the state of the first skill control from the second use state to the cooling state, in a case where the first skill control is in the second use state.

5. The method of claim 1, wherein, After the step of switching the state of the first skill control from the use state to the teleport state, the method further comprises: displaying distance prompt information at an associated position of the first virtual prop; wherein the distance prompt information is used to prompt the distance between the first virtual character and the first virtual prop in the virtual scene.

6. The method of claim 1, wherein, After the step of controlling the first skill control to be in the first use state, the method further comprises: when the target object hit by the first virtual prop is a second virtual character in the virtual scene, causing damage to the second virtual character, and canceling the display of the first virtual prop; switching the state of the first skill control from the first use state to a cooling state.

7. The method of claim 1, wherein, The transmitting the first virtual character to the position where the first virtual prop is located comprises: When the target object hit by the first virtual prop is a third virtual character in the virtual scene, and the third virtual character carries the first virtual prop to move, the first virtual character is transmitted to a first position in the virtual scene, and the first position is a position where the first virtual prop is located when the second trigger operation is performed. Or, when the target object hit by the first virtual prop is a third virtual character in the virtual scene, and the third virtual character performs a demolition operation on the first virtual prop, the first virtual character is transmitted to a second position in the virtual scene, and the second position is a position where the first virtual prop is located when the demolition operation is completed.

8. The method of claim 1, wherein, The transmitting the first virtual character to the position where the first virtual prop is located comprises: When the target object is a virtual object in a moving state, the first virtual character is transmitted to a third position. The third position is a position reached by the virtual object when the second trigger operation is performed.

9. The method of claim 1, wherein, The first trigger operation comprises a click operation and a press operation, and the controlling the first virtual character to shoot the first virtual prop in response to the first trigger operation of the first skill control in the normal state comprises: In response to the click operation of the first skill control in the normal state, the first virtual character is controlled to shoot the first virtual prop according to a preset shooting trajectory. Or, in response to the press operation of the first skill control in the normal state, a shooting trajectory of the first virtual prop is displayed; in the process of performing the press operation, an adjusted shooting trajectory is displayed in response to an adjustment instruction of the shooting trajectory; and when the press operation is released, the first virtual character is controlled to shoot the first virtual prop according to the adjusted shooting trajectory.

10. The method of claim 1, wherein, After the transmitting the first virtual character to the position where the first virtual prop is located, the method further comprises: The first virtual character is controlled to stand on the first virtual prop, and the state of the first skill control is switched from the transmission state to a second use state.

11. The method of claim 1, wherein, The method further comprises: When the first virtual character is hit by a second virtual prop, a demolition control is displayed. The second virtual prop is a virtual prop shot by a fourth virtual character in a different camp from the first virtual character. In response to a trigger operation of the demolition control, the first virtual character is controlled to demolish the second virtual prop.

12. The method of claim 1, wherein, The transmitting the first virtual character to the position where the first virtual prop is located in response to the second trigger operation of the first skill control in the transmission state comprises: In response to the second trigger operation of the first skill control in the transmission state, if the first virtual character drives a target virtual vehicle, the first virtual character and the target virtual vehicle are transmitted to the position where the first virtual prop is located.

13. The method of claim 12, wherein, The method further includes: When the virtual vehicle also carries a fifth virtual character in the same camp as the first virtual character, the first virtual character, the fifth virtual character, and the target virtual vehicle are teleported to the location of the first virtual prop.

14. The method of claim 12, wherein, The method further includes: When the first virtual prop hits a target object in the virtual scene, if the first virtual character is riding a virtual vehicle other than the target virtual vehicle, the first skill control is hidden, and distance prompt information is displayed at the associated location of the first virtual prop. The distance prompt information is used to prompt the distance between the first virtual character and the first virtual prop in the virtual scene.

15. The method of claim 1, wherein, The method further includes: When the target object is a virtual object in a moving state, the virtual object in the moving state is controlled to carry a marker identifier. The marker identifier is moved synchronously with the movement of the virtual object in the moving state.

16. The method of claim 1, wherein, The method further includes: A virtual vehicle control corresponding to the target virtual vehicle is displayed. In response to a trigger operation on the virtual vehicle control, the target virtual vehicle is displayed in the virtual scene, and the first virtual character is controlled to drive the target virtual vehicle.

17. The method of claim 16, wherein, The method further includes: In response to a recall instruction for the target virtual vehicle, the target virtual vehicle is hidden in the virtual scene, and the virtual vehicle control is controlled to be in a cooling state.

18. The method of claim 17, wherein, The target virtual vehicle has a health value and an energy value; the method further includes: A disengagement control for controlling the first virtual character to disengage from the target virtual vehicle is displayed; in response to a trigger operation on the disengagement control, a recall instruction for the target virtual vehicle is triggered; Or, when at least one of the health value and the energy value decreases to zero, a recall instruction for the target virtual vehicle is automatically triggered.

19. The method of claim 16, wherein, The method further includes: A calling identifier is displayed at the associated location of the virtual vehicle control, and the calling identifier is used to identify whether the target virtual vehicle is called; The method further includes: When the target virtual vehicle is recalled, the state of the calling identifier is switched from a called state to an uncalled state.

20. The method of claim 1, wherein, The method further includes: A second skill control is displayed. In response to a trigger operation on the second skill control, the first virtual character is controlled to hold a first virtual prop, and the first virtual character is controlled to have a gain effect; The gain effect includes increased damage caused by the first virtual prop, and the number of virtual sub-props contained in the first virtual prop is in an infinite state.

21. The method of claim 20, wherein, The method further includes: display a crosshair for indicating an attack position, and display a region indication frame including an enemy virtual character at an associated position of the crosshair; in response to an attack instruction, control the first virtual character to launch a virtual sub-prop based on the first virtual prop, and control the virtual sub-prop to automatically lock the enemy virtual character to hit the enemy virtual character; wherein a distance between the enemy virtual character and the first virtual character in the virtual scene satisfies a preset distance condition.

22. A skill release device in a virtual scene, characterized in that, The apparatus comprises: a first display module configured to display a first virtual character in a virtual scene, and display a first skill control in a normal state; a launch module configured to, in response to a first trigger operation on the first skill control in the normal state, control the first virtual character to launch a first virtual prop, and control the first skill control to be in a first use state during launching of the first virtual prop; a first switching module configured to switch a state of the first skill control from the first use state to a teleport state when the first virtual prop hits a target object in the virtual scene; a teleport module configured to, in response to a second trigger operation on the first skill control in the teleport state, teleport the first virtual character to a position where the first virtual prop is located.

23. An electronic device, comprising: The electronic device comprises: a memory configured to store computer executable instructions or computer programs; a processor configured to execute the computer executable instructions or computer programs stored in the memory to implement the skill release method in the virtual scene according to any one of claims 1 to 21.

24. A computer-readable storage medium storing computer-executable instructions or a computer program, wherein the computer-executable instructions or the computer program comprise the steps of: The computer executable instructions or computer programs are executed by the processor to implement the skill release method in the virtual scene according to any one of claims 1 to 21.

25. A computer program product comprising computer-executable instructions or a computer program, characterized in that, The computer executable instructions or computer programs are executed by the processor to implement the skill release method in the virtual scene according to any one of claims 1 to 21. The computer executable instructions or computer programs are executed by the processor to implement the skill release method in the virtual scene according to any one of claims 1 to 21.