Virtual character reviving method and device, equipment, storage medium and program product

By introducing virtual resurrection elements and their related interactive mechanisms into virtual game scenarios, players can accelerate the resurrection process by triggering events. This solves the problem of monotonous resurrection mechanisms in existing technologies, realizes a more in-depth and diverse resurrection process, and enhances player participation and game experience.

CN121490397APending Publication Date: 2026-02-10TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202610020415.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-01-07
Publication Date
2026-02-10

AI Technical Summary

Technical Problem

The existing virtual character resurrection mechanism is too monotonous, which limits the dynamic interaction space and strategic depth of players during the resurrection process. Furthermore, the low player participation corresponding to the dead virtual character and the lack of cooperative combat possibilities weaken the social experience of the game.

Method used

By displaying virtual resurrection elements transformed from virtual characters and their related elements in a virtual game scene, players can change the resurrection progress by triggering element events. If preset conditions are met, the player can successfully resurrect, increasing the dynamic interaction and strategic depth of the resurrection process.

Benefits of technology

It accelerated the resurrection process of virtual characters, expanded the interactive space for players during the resurrection phase, enriched game strategies, and enhanced the diversity and social experience of the game.

✦ Generated by Eureka AI based on patent content.

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Abstract

The embodiment of the invention discloses a virtual character reviving method and device, equipment, a storage medium and a program product, and the method comprises the steps: responding to a virtual death event of a first virtual character in a virtual game scene, and displaying a virtual reviving element converted from the first virtual character in the virtual game scene, displaying a virtual associated element of the virtual reactivation element; in response to a first element event triggered by the second virtual character for the virtual associated element, displaying first change information corresponding to the first attribute information of the virtual reactivated element; and when the first attribute information of the virtual revival element meets a first preset condition, displaying revival success indication information corresponding to the first virtual character. According to the method, a novel reviving mechanism can be provided, and the dynamic interaction space of the player in the reviving link is expanded, so that the game strategy depth and diversity of the reviving link are improved.
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Description

Technical Field

[0001] This application relates to the field of computer technology, and in particular to a method, apparatus, device, storage medium, and program product for reviving a virtual character. Background Technology

[0002] The resurrection mechanism in games allows virtual characters who have lost all their health to regain it, thus restoring their ability to function normally within the virtual game environment. The resurrection mechanism is one of the core elements of game design, directly impacting the gaming experience, difficulty, and pace.

[0003] In related technologies, resurrection mechanisms generally employ fixed rules, such as resurrecting virtual characters after a specific period of time, resurrecting virtual characters at a designated location, or resurrecting virtual characters using resurrection skills or items. However, current resurrection mechanisms are too monotonous, limiting the dynamic interaction space for players during the resurrection phase and restricting the depth and diversity of game strategies during this phase. Summary of the Invention

[0004] This application provides a method, apparatus, device, storage medium, and program product for reviving virtual characters, which can provide a novel revival mechanism, expand the dynamic interaction space of players in the revival process, and thus help to improve the depth and diversity of game strategies in the revival process.

[0005] The first aspect of this application provides a method for reviving a virtual character, the method comprising:

[0006] In response to a virtual death event of a first virtual character in a virtual game scene, a virtual resurrection element transformed from the first virtual character is displayed in the virtual game scene, and virtual associated elements of the virtual resurrection element are also displayed.

[0007] In response to a first element event triggered by the second virtual character for the virtual associated element, first change information corresponding to the first attribute information of the virtual resurrection element is displayed;

[0008] When the first attribute information of the virtual resurrection element meets the first preset condition, the resurrection success indication information corresponding to the first virtual character is displayed.

[0009] A second aspect of this application provides a virtual character resurrection device, the device comprising:

[0010] The first display module is configured to respond to a virtual death event of a first virtual character in a virtual game scene, display a virtual resurrection element transformed from the first virtual character in the virtual game scene, and display virtual associated elements of the virtual resurrection element;

[0011] The second display module is used to respond to a first element event triggered by the second virtual character for the virtual associated element, and to display first change information corresponding to the first attribute information of the virtual resurrection element;

[0012] The third display module is used to display the resurrection success indication information corresponding to the first virtual character when the first attribute information of the virtual resurrection element meets the first preset condition.

[0013] A third aspect of this application provides a computer device, the device comprising a processor and a memory:

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

[0015] The processor is configured to perform the steps of the virtual character resurrection method as described in the first aspect above, according to the computer program.

[0016] A fourth aspect of this application provides a computer-readable storage medium for storing a computer program for performing the steps of the virtual character resurrection method described in the first aspect.

[0017] A fifth aspect of this application provides a computer program product or computer program including computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the steps of the virtual character resurrection method described in the first aspect.

[0018] As can be seen from the above technical solutions, the embodiments of this application have the following advantages:

[0019] This application provides a method for reviving a virtual character, proposing a novel revival mechanism based on virtual revival elements and virtual associated elements. The method includes: responding to a virtual death event of a first virtual character in a virtual game scene, displaying a virtual revival element transformed from the first virtual character in the virtual game scene, and displaying virtual associated elements that help accelerate revival, thereby reviving the first virtual character based on the virtual revival element and virtual associated elements; then, to revive the first virtual character, a second virtual character can trigger a first element event (such as picking up a virtual associated element) for the virtual associated element. In response to this first element event, first change information corresponding to the first attribute information of the virtual revival element is displayed to reflect accelerated revival progress; when the first attribute information of the virtual revival element meets a first preset condition, a revival success indication information corresponding to the first virtual character is displayed to indicate that the first virtual character has been successfully revived. Thus, through the above method, the deceased first virtual character is directly transformed into a virtual revival element supporting revival. By making the first attribute information of the virtual revival element meet the first preset condition, the first virtual character can be successfully revived. For the player corresponding to the first virtual character, they participate in the revival process through the virtual revival element. During this process, the second virtual character can trigger the corresponding first element event based on the virtual associated element, thereby changing the first attribute information of the virtual resurrection element. This shortens the time required for the first attribute information of the virtual resurrection element to meet the first preset condition, accelerating the resurrection progress of the first virtual character and expanding the dynamic interaction space of the player corresponding to the second virtual character during the resurrection phase. Furthermore, since the resurrection mechanism based on the virtual resurrection element and its associated virtual associated elements involves rich player interactions, it is beneficial for players to formulate more in-depth and diverse game strategies during the resurrection phase. Attached Figure Description

[0020] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0021] Figure 1 An architecture diagram of a computer system provided in an embodiment of this application;

[0022] Figure 2 This is a schematic diagram illustrating an application scenario of the virtual character resurrection method provided in the embodiments of this application;

[0023] Figure 3 A flowchart illustrating the virtual character resurrection method provided in this application embodiment;

[0024] Figure 4 A schematic diagram illustrating the death of a first virtual character as provided in an embodiment of this application;

[0025] Figure 5 This application provides a schematic diagram illustrating a successful revival.

[0026] Figure 6 This is a schematic diagram illustrating a failed resurrection process provided in an embodiment of this application.

[0027] Figure 7 A schematic diagram of the shock-repelling defense skill provided in an embodiment of this application;

[0028] Figure 8 A schematic diagram illustrating the shield defense skill provided in an embodiment of this application;

[0029] Figure 9 A schematic diagram illustrating the fast-forward change information of the resurrection countdown provided in an embodiment of this application;

[0030] Figure 10 A schematic diagram of the interaction flow of the virtual character resurrection method provided in the embodiments of this application;

[0031] Figure 11 This is an overall schematic diagram of the virtual character resurrection method provided in the embodiments of this application;

[0032] Figure 12 This is a schematic diagram of the structure of the virtual character resurrection device provided in the embodiments of this application;

[0033] Figure 13 This is a schematic diagram of the structure of the terminal device provided in the embodiments of this application;

[0034] Figure 14 This is a schematic diagram of the server structure provided in an embodiment of this application. Detailed Implementation

[0035] To enable those skilled in the art to better understand the present application, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present application, and not all embodiments. Based on the embodiments in the present application, all other embodiments obtained by those of ordinary skill in the art without creative effort are within the scope of protection of the present application.

[0036] The terms “first,” “second,” “third,” “fourth,” etc. (if present) in the specification, claims, and accompanying drawings of this application are used to distinguish similar objects and are not necessarily used to describe a particular order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this application described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms “comprising” and “having,” and any variations thereof, are intended to cover a non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.

[0037] It should be noted that this application may display prompt interfaces, pop-ups, or output voice prompts before and during the collection of user data. These prompt interfaces, pop-ups, or voice prompts are used to inform the user that their data is being collected. This ensures that the application only begins the steps for collecting user data after receiving confirmation from the user regarding the prompt interface or pop-up; otherwise (i.e., without user confirmation), the steps for collecting user data end, meaning no user data is collected. In other words, all user data collected in this application is collected with the user's consent and authorization, and the collection, use, and processing of related user data must comply with the relevant laws, regulations, and standards of the relevant countries and regions.

[0038] The resurrection mechanism in games is usually a topic of great interest to players. During combat, the resurrection mechanism can often help turn the tide of battle and secure victory. Common resurrection mechanisms include active and passive resurrection mechanisms. Active resurrection mechanisms refer to the use of specific resurrection skills or items to revive the virtual character controlled by the player or a teammate. Passive resurrection mechanisms refer to the automatic resurrection triggered after certain conditions are met, such as reviving a virtual character after a specific period of time or at a designated location.

[0039] In addition, some related technologies also have mechanisms for reviving virtual characters based on the assistance of teammates. For example, in multiplayer online battle arena (MOBA) games, the following two schemes are provided for reviving characters based on the assistance of teammates.

[0040] Option 1: When a virtual character dies, a preset area will appear in the death zone. The virtual character can only move within this area. A progress bar effect will appear at the edge of the area, indicating the resurrection cooldown. When the progress bar effect surrounds the entire area, it means that the area can be used as a resurrection point. At this time, the game background can automatically pin a flag signal marker at the location to indicate the resurrection point. When a surviving teammate stands in this area, a new area will appear under their feet. This new area will gradually expand from the center towards the area marking the resurrection point. Once the area is full, the deceased virtual character can be resurrected.

[0041] Option 2: A virtual character's resurrection skill involves entering a weakened state for a preset duration (e.g., 4.5 seconds) when about to die. Upon entering this weakened state, the virtual character recovers a preset amount of health (e.g., 70%). Simultaneously, a preset number of resurrection spots (e.g., 3 beacon towers) appear around the virtual character. When a teammate's character stands at a resurrection spot, they can light it up. Each lit resurrection spot increases the preset amount of health (e.g., 10%) for both the virtual character and the teammate's character. If all preset number of resurrection spots are lit, the virtual character recovers to 100% health.

[0042] As can be seen from the above methods, the current resurrection mechanism is too monotonous. Even the resurrection scheme based on the assistance of teammates only requires teammates to reach a specific location and stay there for a preset time. This monotonous resurrection mechanism limits the depth and diversity of players' game strategies. Furthermore, in the current resurrection mechanism, the dead virtual character needs to rely on the surviving virtual character to be resurrected, resulting in low player participation for the dead virtual character, a lack of possibility for teamwork, limiting the dynamic interaction space of players in the resurrection process, and weakening the social experience of the game.

[0043] To address the problems existing in the aforementioned related technologies, this application provides a method for reviving a virtual character. In this method, in response to a virtual death event of a first virtual character in a virtual game scene, a virtual revival element transformed from the first virtual character is displayed in the virtual game scene, along with virtual associated elements that help accelerate revival. The first virtual character is then revived based on the virtual revival element and the virtual associated elements. Next, to revive the first virtual character, a second virtual character can trigger a first element event (such as picking up a virtual associated element) on the virtual associated elements. In response to this first element event, first change information corresponding to the first attribute information of the virtual revival element is displayed to accelerate the revival process. When the first attribute information of the virtual revival element meets a first preset condition, a revival success indication message corresponding to the first virtual character is displayed to indicate that the first virtual character has been successfully revived. Thus, through this method, the deceased first virtual character is directly transformed into a virtual revival element supporting revival. By ensuring that the first attribute information of the virtual revival element meets the first preset condition, the first virtual character can be successfully revived. For the player corresponding to the first virtual character, they participate in the revival process through the virtual revival element. During this process, the second virtual character can trigger the corresponding first element event based on the virtual associated element, thereby changing the first attribute information of the virtual resurrection element. This shortens the time required for the first attribute information of the virtual resurrection element to meet the first preset condition, accelerating the resurrection progress of the first virtual character and expanding the dynamic interaction space of the player corresponding to the second virtual character during the resurrection phase. Furthermore, since the resurrection mechanism based on the virtual resurrection element and its associated virtual associated elements involves rich player interactions, it is beneficial for players to formulate more in-depth and diverse game strategies during the resurrection phase.

[0044] Furthermore, opposing players can also interfere with the resurrection of the first virtual character by triggering actions on virtual resurrection elements or related virtual elements within the virtual game environment. This allows opposing players to develop resurrection interference strategies, thus providing a richer resurrection mechanism and enhancing the strategic depth and diversity of the resurrection phase. Additionally, the player controlling the first virtual character can activate defensive skills to protect the virtual resurrection element that transforms from the deceased first virtual character. These defensive skills can resist damage inflicted on the virtual resurrection element by opposing players, expanding the interactive space for the player controlling the first virtual character during the resurrection phase. This allows players to combine game situation data to formulate game strategies more advantageous to their own position.

[0045] To facilitate understanding of the virtual character resurrection method provided in this application, the computer system used to implement the virtual character resurrection method will be described exemplarily below.

[0046] See Figure 1 , Figure 1 An architecture diagram of a computer system provided in an embodiment of this application. Figure 1 The computer system 100 described herein is a system architecture for implementing the virtual character resurrection method in the embodiments of this application. The computer system 100 includes a terminal device 120 and a server 140.

[0047] The terminal device 120 has a client application for a game installed and running. This game application can be any game application that supports the resurrection of virtual characters controlled by the player, such as, but not limited to, MOBA, action game (ACT), role-playing game (RPG), strategy game (SLG), and first-person shooter / third-person shooter (FPS / TPS) games. This embodiment of the application does not limit the type of game application. The client application can be, for example, an application (App) or a mini-program on the terminal device 120, or it can be in the form of a webpage. This embodiment of the application does not limit the form of the client application on the terminal device 120.

[0048] Terminal device 120 can be a user-operated terminal device, where the user can be any player in a game application. The virtual character resurrection method in this embodiment can be implemented through the client in terminal device 120. Specifically, in response to a virtual death event of a first virtual character in a virtual game scene, the client running in terminal device 120 displays a virtual resurrection element transformed from the first virtual character in the virtual game scene, and displays the virtual associated elements of the virtual resurrection element; in response to a first element event triggered by a second virtual character for the virtual associated elements, the client displays first change information corresponding to the first attribute information of the virtual resurrection element; when the first attribute information of the virtual resurrection element meets a first preset condition, the client displays a resurrection success indication information corresponding to the first virtual character.

[0049] Terminal device 120 can refer to one of a plurality of terminal devices, and this embodiment only uses terminal device 120 as an example. The device types of terminal device 120 include, but are not limited to, at least one of: smartphone, tablet computer, wearable device, personal computer (PC), laptop computer, and desktop computer. Those skilled in the art will understand that the number of terminal devices 120 can be more or less. For example, there may be only one terminal device 120, or there may be multiple or more terminal devices 120. This application embodiment does not limit the number or type of terminal devices 120.

[0050] Terminal device 120 can be connected to server 140 via wireless network or wired network.

[0051] Server 140 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud servers, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDN), and big data and artificial intelligence platforms.

[0052] For example, server 140 is used to provide background services for clients running on terminal device 120. Server 140 includes processor 144 and memory 142. Memory 142 is used to store relevant computer programs, such as computer programs related to the background services to be provided. Processor 144 is used to execute the computer programs stored in memory 142 to provide the corresponding background services to the clients.

[0053] Optionally, server 140 undertakes the main computing work and terminal device 120 undertakes the secondary computing work; or, server 140 undertakes the secondary computing work and terminal device 120 undertakes the main computing work; or, server 140 and terminal device 120 adopt a distributed computing architecture for collaborative computing.

[0054] See Figure 2 , Figure 2 This is a schematic diagram illustrating an application scenario of the virtual character resurrection method provided in this application embodiment. The method is executed by a computer device, which may be, for example, a computer device... Figure 1 The terminal device 120 shown. The steps of the virtual character revival method executed by the terminal device 120 are as follows:

[0055] In terminal device 120, the client application of the game responds to a virtual death event of the first virtual character in the virtual game scene. It displays a virtual resurrection element transformed from the first virtual character in the virtual game scene, along with its associated virtual elements. For example, if the virtual resurrection element is a virtual blood cocoon and the associated virtual elements are multiple virtual light spots, please refer to... Figure 2 As shown in the interface diagram 201, after the first virtual character experiences a virtual death event in the virtual game scene, the terminal device 120 can display a virtual blood cocoon 202 transformed from the first virtual character in the virtual game scene, and multiple virtual light spots, such as virtual light spots 203, can be displayed around the virtual blood cocoon 202.

[0056] In terminal device 120, the client of the game application responds to a first element event triggered by a second virtual character for a virtual associated element, displaying first change information corresponding to the first attribute information of the virtual resurrection element. Here, the second virtual character is a virtual character controlled by another player, who may, for example, be a teammate of the first virtual character. The first attribute information of the virtual resurrection element may represent a resurrection countdown, etc., corresponding to the virtual resurrection element. For example, such as... Figure 2 As shown in the interface diagram 204, after the virtual blood cocoon 202 and virtual light spot 203 appear in the virtual game scene, the second virtual character 205 can go to the location of the virtual light spot 203 and trigger a pick-up operation on the virtual light spot 203 (i.e., trigger the first element event). In response to the above-mentioned pick-up operation triggered by the second virtual character 205, the change of the resurrection countdown 206 corresponding to the virtual blood cocoon 202 can be displayed, such as the resurrection countdown fast-forwarding from 60 seconds to 50 seconds.

[0057] When the first attribute information of the virtual resurrection element meets the first preset condition, the client of the game application in the terminal device 120 can display the resurrection success indication information corresponding to the first virtual character. For example, as shown below... Figure 2 As shown in the interface diagram 207, if the resurrection countdown 206 corresponding to the virtual blood cocoon 202 is 0 seconds, it can be determined that the first attribute information of the virtual resurrection element meets the first preset condition. At this time, the virtual blood cocoon 202 can be canceled and the first virtual character 208 with a full health bar can be directly displayed. In addition, the resurrection success indication information 209 can be displayed in the virtual game scene.

[0058] It should be noted that the terminal device 120 can be a terminal device used by any player participating in this game. For example, the terminal device 120 can be a terminal device used by the player controlling the first virtual character, a terminal device used by the player controlling the second virtual character, or a terminal device used by the player controlling other virtual characters in this game.

[0059] It should be understood that Figure 2 The application scenarios shown are merely examples. In practical applications, the virtual character resurrection method provided in this application embodiment can also be applied to other scenarios. No limitation is made here on the application scenarios of the virtual character resurrection method provided in this application embodiment.

[0060] The following describes in detail the virtual character resurrection method provided in this application through method embodiments.

[0061] See Figure 3 , Figure 3 This is a flowchart illustrating a virtual character revival method provided in an embodiment of this application. This virtual character revival method can be executed by a computer device; for ease of description, the following description uses a terminal device as the executing entity for this virtual character revival method. Figure 3 As shown, the method for reviving a virtual character includes the following steps:

[0062] S301: In response to a virtual death event of the first virtual character in the virtual game scene, display a virtual resurrection element transformed from the first virtual character in the virtual game scene, and display the virtual associated elements of the virtual resurrection element.

[0063] A virtual game scene refers to a scene corresponding to a virtual game world, where players can control virtual characters to move within the scene. For example, players can control virtual characters to move, attack other virtual characters, and collect virtual resources. This virtual game scene can include virtual characters, virtual resources, and virtual facilities from the virtual game world. A virtual game scene can be, for example, a three-dimensional scene, a 2.5-dimensional scene, or a two-dimensional scene. This application does not impose any limitations on the virtual game scene or its form.

[0064] The first virtual character refers to the virtual character to be resurrected, which can be any virtual character provided by the game application and controlled by the player. This application does not specifically limit the first virtual character.

[0065] A virtual death event refers to the death of a first virtual character. The character does not disappear immediately after death and can trigger a resurrection mechanism, meaning the first virtual character has a chance to revive after death. For example, if the first virtual character is attacked and its health points become 0, a virtual death event can be considered to have been triggered. This application does not specifically limit the triggering conditions for virtual death events.

[0066] Virtual resurrection elements refer to the virtual elements upon which the resurrection mechanism is based, that is, the first virtual character who died can be resurrected through the virtual resurrection element. For example, its specific forms can be virtual blood cocoons (i.e., virtual elements that present a cocoon-like structure), virtual resurrection fruits, virtual resurrection of non-player characters (NPCs), virtual resurrection of animals, or virtual resurrection of plants, etc. This application does not specifically limit the form of virtual resurrection elements.

[0067] It should be noted that the virtual resurrection element in this application is transformed from the first virtual character. The display position of the virtual resurrection element can be the position where the virtual death event of the first virtual character occurs. That is, after the first virtual character dies, it can be resurrected through the virtual resurrection element transformed from itself.

[0068] Virtual associated elements refer to elements associated with a virtual resurrection element, used to accelerate the resurrection of the first virtual character. For example, if a teammate virtual character (i.e., a virtual character with a teammate relationship to the first virtual character) triggers an operation on a virtual associated element, it can speed up the resurrection process of the first virtual character. The display position of the virtual associated element in the virtual game scene can be randomly located around the virtual resurrection element (such as above, below, to the left, to the right, or surrounding the virtual resurrection element), or it can be located in a preset fixed position. This application does not specifically limit the display position of the virtual associated element. The virtual associated element can be represented in the virtual game scene as at least one virtual light spot, a virtual NPC, or a virtual pet, etc. This application embodiment does not specifically limit the form of representation of the virtual associated element or its corresponding number.

[0069] For example, refer to Figure 4 , Figure 4 This is a schematic diagram illustrating the death of a first virtual character as provided in an embodiment of this application, such as... Figure 4 As shown, taking the virtual resurrection element as a virtual blood cocoon and the virtual associated element as a virtual light spot as an example, when the life value of the first virtual character becomes 0, it is considered that the first virtual character has triggered a virtual death event. In response to the virtual death event, the terminal device can display the virtual blood cocoon 401 transformed from the dead first virtual character, and display multiple virtual light spots, such as virtual light spot 402, around the virtual blood cocoon 401.

[0070] On the terminal device used by the player controlling the first virtual character, a message can be displayed: "You've fallen but aren't out of the game. Your teammates can revive you after a short delay." Simultaneously, all the original skill controls for the first virtual character in the game interface are grayed out, meaning that after a virtual death event occurs, the first virtual character can no longer use its original skills.

[0071] S302: In response to the first element event triggered by the second virtual character for the virtual associated element, display the first change information corresponding to the first attribute information of the virtual resurrected element.

[0072] The second virtual character refers to a virtual character that helps revive the first virtual character based on virtual association elements. For example, in a game where there are different factions, it can be a teammate of the first virtual character. In a game where there are no different factions, it can be any virtual character that participates in the same game as the first virtual character. This application does not specifically limit the second virtual character.

[0073] The first element event refers to a related event triggered by a virtual associated element, used to change the first attribute information of the virtual resurrected element. For example, it can be an operation such as picking up an item, a debuff operation (e.g., an attack operation), a buff operation (e.g., a healing operation), gifting virtual resources, or releasing a specific skill. Specifically, taking a virtual light spot as an example, a picking up operation can be triggered on the virtual light spot, in which case the first element event is considered to have been triggered. Alternatively, taking a virtual NPC as an example, an attack operation can be triggered on the virtual NPC, in which case the first element event is considered to have been triggered. This application does not specifically limit the triggering method of the first element event.

[0074] The first attribute information of a virtual resurrection element refers to the attribute information used to determine whether the first virtual character has been successfully resurrected. For example, it could be a resurrection countdown for the virtual resurrection element; resurrection occurs when the countdown ends. As the game progresses, the countdown can change at a preset speed. Furthermore, a first element event triggered by a second virtual character on a virtual associated element can accelerate the countdown, thus speeding up the resurrection of the first virtual character. Alternatively, the first attribute information could be the accumulation progress of a virtual associated element, which only changes when triggered by a first element event by a second virtual character on the virtual associated element. When the accumulation progress reaches its maximum, the first virtual character is resurrected. This application does not specifically limit the first attribute information or its form.

[0075] The first change information corresponding to the first attribute information is used to reflect the change of the first attribute information of the virtual resurrection element, such as the preset progress change of the resurrection countdown after being triggered by the second virtual character to pick up the virtual light point.

[0076] For example, taking a virtual associated element as a virtual light spot, the first element event being a pick-up operation triggered on the virtual light spot, and the first attribute information being a resurrection countdown with the resurrection countdown at full capacity, the player controlling the second virtual character can move the second virtual character to the position of the virtual light spot using a movement control. In this case, the second virtual character can trigger a pick-up operation on the virtual light spot by default, or, in response to the second virtual character reaching the position of the virtual light spot, the terminal device can display a pick-up control. The player controlling the second virtual character can trigger a pick-up operation on the virtual light spot by clicking the pick-up control. In response to this pick-up operation, the change in the resurrection countdown progress can be displayed, such as adding the corresponding fast-forward increment of the virtual light spot to the original resurrection countdown progress.

[0077] It should be noted that in practical applications, there may be one second virtual character triggering the first element event for the virtual associated element, or there may be multiple second virtual characters triggering the first element event for the virtual associated element at the same time. This application embodiment does not limit the number of second virtual characters that trigger the first element event for the virtual associated element.

[0078] S303: When the first attribute information of the virtual resurrection element meets the first preset condition, display the resurrection success indication information corresponding to the first virtual character.

[0079] The first preset condition refers to the measurement condition used to determine whether the first virtual character has been successfully resurrected. For example, if the first attribute information is a resurrection countdown, it can be that the countdown progress of the resurrection countdown reaches a preset upper limit threshold (such as 0 or 100). If the first attribute information is the accumulation progress of a virtual associated element, it can be that the accumulation progress reaches a preset upper limit threshold (such as 0 or 100). In this regard, this application does not specifically limit the first preset condition.

[0080] The resurrection success indication information corresponding to the first virtual character is used to indicate that the first virtual character has been successfully resurrected. For example, it can indicate that the first virtual character has been successfully resurrected. This application does not specifically limit the resurrection success indication information.

[0081] For example, taking the first attribute information as the resurrection countdown and the first preset condition as requiring the resurrection countdown progress to reach 100 seconds, when the resurrection countdown progress corresponding to the virtual resurrection element is 100 seconds, it is considered that the resurrection is successful. The terminal device can then display the resurrection success indication information corresponding to the first virtual character, while simultaneously canceling the display of the virtual resurrection element, that is, transforming the virtual resurrection element into the first virtual character with full health. For example, refer to... Figure 5 , Figure 5 A schematic diagram illustrating a successful revival is provided in this application embodiment, as shown below. Figure 5 As shown, "Successfully revived!" can be displayed on the terminal device, and all skill controls can be restored to full display. The health bar of the first virtual character 501 is now at full capacity.

[0082] In the virtual character resurrection method provided in this application embodiment, a novel resurrection mechanism based on virtual resurrection elements and virtual associated elements is proposed. Through this method, the first virtual character that dies is directly transformed into a virtual resurrection element supporting resurrection. By ensuring that the first attribute information of the virtual resurrection element meets a first preset condition, the first virtual character can be successfully resurrected. For the player corresponding to the first virtual character, they participate in the resurrection process through the virtual resurrection element. During this process, the second virtual character can change the first attribute information of the virtual resurrection element by triggering the corresponding first element event for the virtual associated element. This shortens the time required for the first attribute information of the virtual resurrection element to meet the first preset condition, accelerates the resurrection progress of the first virtual character, and expands the dynamic interaction space of the player corresponding to the second virtual character in the resurrection process. Furthermore, since the resurrection mechanism based on virtual resurrection elements and their associated virtual associated elements involves rich player interactions, it is beneficial for players to formulate more in-depth and diverse game strategies during the resurrection process.

[0083] • The third virtual character interferes with the resurrection of the first virtual character

[0084] In one possible implementation, a third virtual character can interfere with the resurrection of the first virtual character by triggering an element destruction event on the virtual resurrection element. That is, the method provided in this application embodiment may further include the following steps S11-S12 (not shown in the figure):

[0085] S11: In response to the element destruction event triggered by the third virtual character against the virtual resurrection element, display the second change information corresponding to the second attribute information of the virtual resurrection element.

[0086] The third virtual character refers to a virtual character that interferes with the resurrection of the first virtual character. For example, in a game where there are different factions, it can be any virtual character controlled by an enemy player. Here, an enemy player is a player who is hostile to the player controlling the first virtual character. This application does not specifically limit the third virtual character.

[0087] Element destruction events are used to destroy the secondary attribute information of virtual resurrection elements. Triggered element destruction events can accelerate the death of virtual resurrection elements, preventing the first virtual character from resurrecting based on the virtual resurrection element, thereby interfering with the resurrection of the first virtual character. For example, it can be triggered by operations such as picking up items, debuff operations (e.g., attack operations, and restriction operations), buff operations (e.g., healing operations), gifting virtual resources, or releasing specific skills. This application does not specifically limit the triggering method of element destruction events.

[0088] The second attribute information of the virtual resurrection element is used to reflect the survival ability of the virtual resurrection element. Enemy players can trigger related operations on the virtual resurrection element to change the second attribute information of the virtual resurrection element in order to interfere with the resurrection process of the first virtual character. For example, it can be the virtual health value of the virtual resurrection element. The virtual health value can be represented by virtual stamina value (a parameter used to indicate the survival ability of the virtual resurrection element) or health bar, etc. In this regard, this application does not specifically limit the second attribute information and its form of expression.

[0089] The second change information corresponding to the second attribute information is used to reflect the change of the second attribute information of the virtual resurrected element after the virtual resurrected element is destroyed by the element destruction event. For example, the virtual blood cocoon reduces its corresponding virtual stamina value after being attacked by the enemy virtual character.

[0090] For example, taking an element destruction event triggered by an attack operation, where the second attribute information is virtual stamina value, and the initial state of the virtual stamina value is full, the third virtual character can trigger an attack operation on the virtual resurrection element. For example, the player controlling the third virtual character can trigger an attack operation by clicking the attack skill control, etc. At this time, it is considered that an element destruction event has been triggered. In response to the element destruction event, the virtual stamina value corresponding to the virtual resurrection element can be displayed as decreasing.

[0091] It should be noted that in practical applications, there may be one third virtual character triggering an element destruction event against the virtual resurrection element, or there may be multiple third virtual characters triggering an element destruction event against the virtual resurrection element simultaneously. This application embodiment does not limit the number of third virtual characters that trigger an element destruction event against the virtual resurrection element.

[0092] S12: If the second attribute information of the virtual resurrection element meets the second preset condition before the first attribute information of the virtual resurrection element meets the first preset condition, then the virtual resurrection element is canceled from display, and the resurrection failure indication information corresponding to the first virtual character is displayed.

[0093] The second preset condition refers to the measurement condition used to determine whether a virtual resurrection element is alive. For example, it may require the virtual endurance value of the virtual resurrection element to reach a preset threshold (such as 0). When the virtual endurance value of the virtual resurrection element reaches the preset threshold, the virtual resurrection element is considered dead, and the virtual resurrection element is canceled from display. This means that the first virtual character cannot be resurrected based on the virtual resurrection element, that is, the resurrection of the first virtual character fails. This application does not specifically limit the second preset condition.

[0094] The resurrection failure indication information corresponding to the first virtual character is used to indicate that the resurrection of the first virtual character has failed. For example, it can be "the first virtual character has failed to resurrect". This application does not specifically limit the resurrection failure indication information.

[0095] For example, taking the first preset condition of requiring the resurrection countdown to reach 100 seconds as an example, and the second preset condition of requiring the virtual resurrection element's virtual endurance value to reach 0 units as an example, if the virtual resurrection element's virtual endurance value is 0 units before the resurrection countdown corresponding to the virtual resurrection element reaches 100 seconds, it is considered that the resurrection has failed. In this case, the virtual resurrection element can be removed from display, and the resurrection failure indication information corresponding to the first virtual character can be displayed on the terminal device. For example, refer to... Figure 6 , Figure 6 This is a schematic diagram of a failed resurrection provided in an embodiment of this application, as shown below. Figure 6 As shown, in the event of a failed resurrection, the virtual resurrection element can be hidden, and a resurrection failure indication message, such as "Resurrection Failed" 601, can be displayed. Furthermore, on the terminal device of the player controlling the first virtual character, all skill controls can be hidden, and the perspective can be switched to that of the teammate player, such as displaying the second virtual character 602 controlled by the teammate player in the virtual game scene.

[0096] Therefore, the above method provides a mechanism for determining resurrection failure, allowing enemy players to control a third virtual character to actively trigger element destruction events to interfere with the resurrection process, instead of passively waiting for resurrection to complete. This increases the competitive dimension in the game, enhances the operational choices and strategic depth of the game.

[0097] In another possible implementation, a third virtual character can interfere with the resurrection of the first virtual character by competing for virtual associated elements. That is, the method provided in this application embodiment may further include the following steps S21-S22 (not shown in the figure):

[0098] S21: In response to the second element event triggered by the third virtual character for the virtual associated element, display the third change information corresponding to the second attribute information of the virtual resurrection element.

[0099] A second-element event refers to a related event triggered by a virtual associated element, used to change the second attribute information of the virtual resurrection element. By triggering a second-element event, the death of the virtual resurrection element can be accelerated, preventing the first virtual character from resurrecting based on the virtual resurrection element, thereby interfering with the resurrection of the first virtual character. For example, it can be triggered by operations such as picking up, debuffing (e.g., attacking), buffing (e.g., healing), gifting virtual resources, or releasing specific skills. Specifically, taking a virtual light spot as an example, a picking up or attacking operation can be triggered on the virtual light spot, which is considered to have triggered a second-element event. This application does not specifically limit the triggering method of the second-element event.

[0100] The third change information corresponding to the second attribute information is used to reflect the change in the second attribute information of the virtual resurrected element after the virtual associated element is triggered by the second element event. For example, after the virtual light spot is picked up by the enemy virtual character, the virtual stamina value corresponding to the virtual blood cocoon is reduced.

[0101] For example, taking the second element event triggered by a pickup operation, where the second attribute information is virtual stamina value and the initial state of the virtual stamina value is full, the third virtual character can trigger a pickup operation for the virtual associated element. For example, in response to the third virtual character reaching the position of the virtual light spot, a pickup control can be displayed on the terminal device. The player controlling the third virtual character can trigger the pickup operation by clicking the pickup skill control, etc. At this time, it is considered that the second element event has been triggered. In response to the second element event, the virtual stamina value corresponding to the virtual resurrection element can be reduced.

[0102] It should be noted that in practical applications, there may be one third virtual role that triggers a second element event for at least one virtual associated element, or there may be multiple third virtual roles that trigger a second element event for at least one virtual associated element. This application embodiment does not limit the number of third virtual roles that trigger a second element event for a virtual associated element, or the number of virtual associated elements whose second element events are triggered.

[0103] S22: If the second attribute information of the virtual resurrection element meets the second preset condition before the first attribute information of the virtual resurrection element meets the first preset condition, then the virtual resurrection element is canceled from display, and the resurrection failure indication information corresponding to the first virtual character is displayed.

[0104] The operation method for this step can be referred to step S12 above, and will not be repeated here.

[0105] Therefore, the above method provides an alternative mechanism for determining resurrection failure, allowing the opposing player to control a third virtual character to actively trigger a second-element event on the virtual associated element, consuming the second attribute information of the virtual resurrection element and interfering with the resurrection process without passively waiting for resurrection to complete. Furthermore, both the third and second virtual characters need to trigger corresponding operations on the virtual associated element to achieve their respective goals. This achieves the effect of both sides vying for the virtual associated element, thereby increasing the competitive dimension of the game and enhancing the range of operational choices and strategic depth.

[0106] In one possible implementation, the third virtual character can trigger a specific operation on the virtual resurrection element to change the first attribute information of the virtual resurrection element, thereby interfering with the resurrection of the first virtual character. That is, the method provided in this application embodiment may further include the following step S31 (not shown in the figure):

[0107] S31: In response to the resurrection interference event triggered by the third virtual character against the virtual resurrection element, display the fourth change information corresponding to the first attribute information of the virtual resurrection element. The change direction corresponding to the fourth change information is opposite to the change direction corresponding to the first change information.

[0108] A resurrection interference event refers to an event triggered by a virtual resurrection element that interferes with the resurrection of the first virtual character. It alters the primary attribute information of the virtual resurrection element, extending the time required for the primary attribute information to meet a preset condition, thus interfering with resurrection. For example, it can be triggered by debuff operations (such as attack operations), buff operations (such as healing operations), gifting virtual resources, or releasing specific skills. Specifically, taking a virtual blood cocoon as an example, an attack operation can be triggered on the virtual blood cocoon, which is considered to have triggered a resurrection interference event. This application does not specifically limit the triggering method of the resurrection interference event.

[0109] The fourth change information corresponding to the first attribute information is used to reflect the change of the first attribute information after the virtual resurrection element is triggered by the resurrection interference event. For example, after the third virtual character triggers an attack operation on the virtual resurrection element, the resurrection countdown will produce a preset rollback progress change.

[0110] It should be noted that the first change information is a change generated to revive the first virtual character, while the fourth change information is a change generated to interfere with the revival of the first virtual character. Therefore, the direction of change corresponding to the fourth change information is opposite to the direction of change corresponding to the first change information. For example, taking the first attribute information as a revival countdown, and the preset upper limit threshold of the revival countdown progress as 100 seconds, the direction of change of the first change information can be from the current time progress to 100 seconds, and the direction of change of the fourth change information can be from the current time progress to 0 seconds. In this regard, this application does not specifically limit the respective change directions of the first and fourth change information.

[0111] For example, taking a virtual resurrection element as a virtual blood cocoon, and triggering a resurrection interference event through an attack operation, with the first attribute information being a resurrection countdown and the preset upper limit threshold of the resurrection countdown being 100 seconds, the player controlling the third virtual character can trigger an attack operation on the virtual blood cocoon by clicking the attack skill control. In response to this attack operation, the resurrection countdown can be displayed, such as subtracting a preset countdown from the current countdown. This preset countdown can be a fixed countdown (e.g., 10 seconds) or it can be determined based on the attack operation. In this regard, this application does not specifically limit the preset countdown.

[0112] Therefore, through the above method, the opposing player can control a third virtual character to actively trigger a resurrection interference event against the virtual resurrection element, preventing the first attribute information from changing along the direction of change corresponding to the first change information, thus interfering with the resurrection process. This eliminates the need to passively wait for the resurrection to complete, thereby increasing the confrontation dimension in the game process and enhancing the operational choices and strategic aspects of the game.

[0113] In one possible implementation, the third virtual character can attack the second virtual character during the process of the second virtual character triggering the first element event, thereby triggering the cancellation of the display of the virtual associated element and interfering with the revival of the first virtual character. That is, the method provided in this application embodiment may further include the following step S41 (not shown in the figure):

[0114] S41: During the process of the second virtual character triggering the first element event against the virtual associated element, in response to the character attack event triggered by the third virtual character against the second virtual character, the virtual associated element is canceled from display, and it is determined that the first element event failed to trigger.

[0115] The character attack event is used to attack a second virtual character. By triggering the character attack event, the second virtual character is prevented from accelerating its resurrection progress by triggering the first element event, thereby interfering with the resurrection of the first virtual character. For example, it can be triggered by debuff operations (such as attack operations and restriction operations). This application does not specifically limit the triggering method of the character attack event.

[0116] For example, using virtual associated elements as virtual light spots, second virtual characters as teammate virtual characters, and third virtual characters as enemy virtual characters, the first element event is triggered by a pick-up operation, and the character attack event is triggered by an attack operation. While the teammate virtual character is picking up the virtual light spot, the enemy virtual character can attack the teammate virtual character. For instance, the player controlling the enemy virtual character can trigger an attack operation on the teammate virtual character by clicking the attack skill control. In this case, it is considered that a character attack event has been triggered on the teammate virtual character. In response to this character attack event, the virtual light spot can be de-displayed, and the first element event is determined to have failed to trigger. That is, the virtual light spot picked up by the teammate virtual character is de-displayed, meaning that the virtual light spot is invalid, and the teammate virtual character cannot trigger the first element event by picking up the virtual light spot to accelerate the resurrection process.

[0117] Therefore, by using the above method, the third virtual character can attack the second virtual character during the process of the second virtual character triggering the first element event on the virtual associated element, causing the virtual associated element to become invalid. This would cancel the display of the virtual associated element, making it impossible to accelerate the resurrection progress through the virtual associated element. This would allow the enemy player to interfere with the resurrection progress, thereby increasing the confrontation dimension in the game process and enhancing the operational choices and strategic aspects of the game.

[0118] • Defense mechanisms against third-party virtual characters

[0119] In one possible implementation, the virtual resurrection element is configured with defensive skills, enabling the virtual resurrection element to protect itself through these skills. That is, the method provided in this application embodiment may further include the following step S51 (not shown in the figure):

[0120] S51: In response to the first object's use of the defensive skill, display the defensive effect corresponding to the virtual resurrection element. The first object is the player object controlling the first virtual character. The defensive effect is used to defend against the third virtual character. The virtual faction to which the third virtual character belongs is different from the virtual faction to which the first and second virtual characters belong.

[0121] The first object is the player who controls the first virtual character in the virtual game scene. The virtual faction to which the third virtual character belongs is different from that of the first and second virtual characters. That is, the second virtual character is used to help revive the first virtual character, and the third virtual character is used to interfere with the revival of the first virtual character. For example, the third virtual character is an enemy virtual character, and the second virtual character is a teammate virtual character.

[0122] Defensive skills are used to support the first object in protecting the virtual resurrection element. By using defensive skills, damage caused to the virtual resurrection element by a third virtual character can be defended. For example, defensive skills may include, but are not limited to, knockback defensive skills or shield defensive skills. This application does not specifically limit the defensive skills.

[0123] The defensive effect is the effect that can be achieved after using a defensive skill. It is used to defend against damage caused by a third virtual character to the virtual resurrection element. For example, it can make all third virtual characters within the range of the defensive skill move away from the virtual resurrection element, or it can make all debuffs triggered by the third virtual character against the virtual resurrection element invalid during the duration of the defensive skill. This application does not specifically limit the defensive effect.

[0124] For example, the first object can trigger the use operation by clicking the defense skill control, etc. In response to the use operation triggered by the defense skill, the defense effect corresponding to the virtual resurrection element can be displayed, such as making all third virtual characters within the skill's range move away from the virtual resurrection element, that is, the position of all third virtual characters within the skill's range can be controlled to change to a position outside the skill's range.

[0125] Therefore, the virtual resurrection element is equipped with defensive skills. These skills allow players to actively defend against damage inflicted on the virtual resurrection element by enemy virtual characters, thus ensuring the smooth progress of the resurrection process. Furthermore, the player controlling the first virtual character is provided with dynamic interaction space during the resurrection phase, rather than simply waiting to be resurrected. This allows players to choose appropriate defensive opportunities based on the game situation, enabling them to formulate game strategies that are more advantageous to their own circumstances, thereby enhancing the strategic depth and fun of the game.

[0126] In one possible implementation, when the first object uses a defensive skill, it changes the first attribute information of the virtual resurrection element. That is, the method provided in this application embodiment may further include the following step S52 (not shown in the figure):

[0127] S52: In response to the first object's use of the defensive skill, display the fifth change information corresponding to the first attribute information of the virtual resurrection element. The change direction of the fifth change information is opposite to the change direction of the first change information.

[0128] The fifth change information corresponding to the first attribute information is used to reflect the change in the first attribute information after the first object uses a defensive skill, such as the preset rollback progress change of the resurrection countdown after the defensive skill is triggered.

[0129] It should be noted that the first change information is the change that occurs to revive the first virtual character, while the fifth change information is the consumption incurred after triggering the defensive skill. Therefore, the direction of change corresponding to the fifth change information is opposite to the direction of change corresponding to the first change information. For example, taking the first attribute information as a revival countdown, and the preset upper limit threshold of the revival countdown progress as 100 seconds, the direction of change of the first change information can be from the current time progress to 100 seconds, and the direction of change of the fifth change information can be from the current time progress to 0 seconds. In this regard, this application does not specifically limit the respective change directions of the first and fifth change information.

[0130] For example, taking the first attribute information as a resurrection countdown, and the preset upper limit threshold of the resurrection countdown progress as 100 seconds, the first object can trigger a use operation for the defense skill by clicking the defense skill control. In response to the use operation, the resurrection countdown can be displayed to change, such as subtracting a preset countdown from the current countdown progress, such as changing from 50 seconds to 40 seconds. The preset countdown progress can be a fixed countdown progress (such as 10 seconds), or it can be determined according to the defense skill (such as different defense skills corresponding to different countdown progress). In this regard, this application does not specifically limit the preset countdown progress.

[0131] Therefore, by using the above method, when the first object uses a defensive skill to protect the virtual resurrection element, it is necessary to consume the first attribute information of the virtual resurrection element accordingly, so as to avoid the abuse of defensive skills, thereby balancing the cost of offensive and defensive strategies and ensuring the fairness and strategic depth of the game.

[0132] As an example, the first object can trigger a knockback defense skill and / or a shield defense skill, that is, S51 above may include any one of the following steps S511-S512 (not shown in the figure):

[0133] S511: In response to the first object's use of the Knockback Defense skill, display the Knockback Defense effect, which includes moving a third virtual character within the skill's range away from the virtual resurrection element.

[0134] The knockback defense skill refers to a skill that achieves defense by knocking back enemy virtual characters. Its corresponding defense effect is the knockback defense effect. The knockback defense effect is used to make all third virtual characters within the skill's effective range move away from the virtual resurrection element. The skill's effective range refers to the area where the knockback defense skill can take effect. For example, it can be a circular area centered on the virtual resurrection element with a preset distance as its radius. This circular area can be formed by special symbols and can be configured by the game application's design object. This application does not specifically limit the skill's effective range.

[0135] For example, you can refer to Figure 7 , Figure 7 This is a schematic diagram of the shock-repelling defense skill provided in the embodiments of this application, as shown below. Figure 7 As shown in interface a, in response to the death event of the first virtual character, all the skill controls originally displayed in the game interface are grayed out, and a knockback defense skill control 701 is additionally displayed. The first target can click on the knockback defense skill control 701 to trigger a use operation for the knockback defense skill. In response to this use operation, the knockback defense effect can be displayed, such as... Figure 7 As shown in interface b, the third virtual character 702, which was originally within the skill's effective range of the knockback defense skill, can be moved to a position outside the skill's effective range.

[0136] It should be noted that the knockback defense skill control has a preset skill cooldown time (CD), such as 10 seconds. The skill cooldown time can be configured by the game application's design team; therefore, this application does not specifically limit the skill cooldown time. Figure 7 As shown in interface c, after clicking the knockback defense skill control 701, the knockback defense skill control 701 has a 10-second skill cooldown time.

[0137] Additionally, if the first target triggers an action against a knockback defense skill, it will also consume the first attribute information of the virtual resurrection element, such as... Figure 7 As shown in interface b, releasing the knockback defense skill consumes 703 resurrection countdown bars, reducing the resurrection countdown bars from 3 to 2 as shown in interface c.

[0138] S512: In response to the first object's use of the shield defense skill, display the shield defense effect, which includes resisting the attack effect of a third virtual character on the virtual resurrection element during the skill's duration.

[0139] A shield defense skill refers to a skill that achieves defense by resisting attacks from enemy virtual characters during the skill's effective period. The corresponding defensive effect is the shield defense effect. The shield defense effect is used to resist all attacks from third-party virtual characters against the virtual resurrection element during the skill's effective period; that is, all attacks from third-party virtual characters against the virtual resurrection element are ineffective during this period. The skill's effective period refers to the time during which the shield defense skill is effective, such as 10 seconds, which can be configured by the game application's designers. This application does not specifically limit the skill's effective period.

[0140] For example, you can refer to Figure 8 , Figure 8 This is a schematic diagram of the shield defense skill provided in the embodiments of this application, as shown below. Figure 8 As shown in interface a, in response to the death event of the first virtual character, all the skill controls originally displayed in the game interface are grayed out, and a shield defense skill control 801 can be additionally displayed. The first target can click on the shield defense skill control 801 to trigger the use operation for the shield defense skill. In response to this use operation, the shield defense effect can be displayed, such as displaying a protective layer around the virtual blood cocoon, etc. Figure 8 As shown in interface b, during the skill's active period, the shield defense skill can be used to resist the attack effect of the third virtual character 802 on the virtual resurrection element 803, meaning that the virtual stamina value 804 corresponding to the virtual resurrection element 803 will not change.

[0141] It should be noted that the shield defense skill control has a preset skill cooldown time (CD), such as 10 seconds. This cooldown time can be configured by the game application's design team. Figure 8 As shown in interface c, after clicking the shield defense skill control 801, the shield defense skill control 801 has a 10-second skill cooldown time.

[0142] Additionally, if the first target triggers an action against a shield defense skill, it will also consume the first attribute information of the virtual resurrection element, such as... Figure 8 As shown in interface b, the release of the shield defense skill will consume 805 resurrection countdown bars, reducing the resurrection countdown bars from 3 to 2 as shown in interface c.

[0143] Therefore, by using the above methods, the shock defense skill can defend against attacks from enemy virtual characters targeting virtual resurrection elements in space, preventing virtual resurrection elements from being attacked at close range; the shield defense skill can provide defense in the time dimension, directly offsetting the attack effect of enemy virtual characters targeting virtual resurrection elements. Through these two methods, virtual resurrection elements can be precisely protected from different dimensions, increasing the resurrection success rate.

[0144] In another possible implementation, the virtual resurrection element is configured with mobility, allowing it to evade attacks from a third virtual character by moving. Simultaneously, the associated virtual element also moves along with the virtual resurrection element. Therefore, the method provided in this application embodiment may further include the following step S61 (not shown in the figure):

[0145] S61: In response to a movement control operation triggered by the first object, display the movement effect corresponding to the virtual resurrection element and the follow movement effect corresponding to the virtual associated element in the virtual game scene. The first object is the player object that controls the first virtual character, and the follow movement effect is determined based on the movement effect.

[0146] The movement control operation is used to control the movement of the virtual resurrected element. For example, the movement control operation can be triggered by clicking, double-clicking, sliding, or long-pressing the movement control. This application does not specifically limit the triggering method of the movement control operation.

[0147] The movement effect refers to the rendering effect when the virtual resurrected element moves. It is used to reflect the movement path and movement form of the virtual resurrected element. This application does not specifically limit the movement effect.

[0148] The "follow-movement effect" refers to the rendering effect when a virtual associated element moves alongside a virtual resurrected element. It reflects the movement path and shape of the virtual associated element and is determined based on the movement effect; that is, the follow-movement effect must be consistent with the movement effect of the virtual resurrected element. For example, if a virtual associated element is located around a virtual resurrected element, and the virtual resurrected element moves to the left while maintaining its shape, then the follow-movement effect of the virtual associated element would be: always located around the virtual resurrected element, moving to the left while maintaining its shape. This application does not specifically limit the follow-movement effect in this regard.

[0149] For example, the first object can trigger a movement control operation to move to the left by long-pressing the movement control and swiping left. In response to this movement control operation, the virtual resurrection element can be controlled to move to the left to avoid attacks from enemy virtual characters. The movement effect of the virtual resurrection element moving to the left is displayed in the virtual game scene; that is, the movement path is to the left in the virtual game scene, and the shape of the virtual resurrection element remains unchanged during the movement. Simultaneously, in response to this movement control operation, a virtual associated element can also be controlled to move to the left along with the virtual resurrection element. The following movement effect of the virtual associated element moving to the left is displayed in the virtual game scene. For example, taking a virtual light spot surrounding the virtual resurrection element as an example, the following movement effect of the virtual light spot when the virtual resurrection element moves to the left can be: the virtual light spot always surrounds the virtual resurrection element, its movement path is consistent with the movement path of the virtual resurrection element, and the shape of the virtual light spot remains unchanged during the movement.

[0150] It should be understood that the first object can control the virtual resurrection element to move in any direction, which is mainly used to avoid attacks from enemy virtual characters. This application does not specifically limit the movement direction of the virtual resurrection element and the virtual associated element.

[0151] Therefore, by using the above method, when the virtual resurrection element is equipped with movement ability, players can actively control the virtual resurrection element to avoid attacks from enemy virtual characters by moving. This allows players to determine a more advantageous movement path based on the game situation. At the same time, the virtual associated elements also move with the virtual resurrection element, thereby increasing the operational depth and strategic choices in the resurrection process, making the game more strategic and enhancing the player's gaming experience.

[0152] • The second virtual character interferes with the third virtual character's disruption of the virtual resurrection element.

[0153] In one possible implementation, a second virtual character is supported in triggering an element repair event for the virtual resurrection element to repair the second attribute information of the virtual resurrection element. This makes it more time-consuming for the enemy player to change the second attribute information of the virtual resurrection element through the triggered related operations. That is, the method provided in this application embodiment may also include the following step S71 (not shown in the figure):

[0154] S71: In response to the element repair event triggered by the second virtual character for the virtual resurrection element, display the fourth change information corresponding to the second attribute information of the virtual resurrection element. The change direction corresponding to the fourth change information is opposite to the change direction corresponding to the second change information.

[0155] An element repair event refers to an event triggered on a virtual resurrection element that interferes with a third virtual character's destruction of the virtual resurrection element. It is used to repair the second attribute information of the virtual resurrection element after an element destruction event has been triggered. By triggering an element repair event, the time required for a third virtual character to change the second attribute information through the element destruction event, thus ensuring the second attribute information meets a second preset condition, is extended, thereby interfering with the enemy virtual character's destruction of the virtual resurrection element. For example, it can be triggered through buff operations (such as healing operations), debuff operations (such as attack operations and restriction operations), or virtual resource gifting operations. This application does not specifically limit the triggering method of the element repair event.

[0156] The fourth change information corresponding to the second attribute information is used to reflect the change of the second attribute information of the virtual resurrected element after the virtual resurrected element is triggered by the element repair event. For example, the virtual blood cocoon increases its corresponding virtual stamina value after being healed by the second virtual character.

[0157] It should be noted that the second change information is a change generated to consume the second attribute information, while the fourth change information is a change generated to repair the second attribute information. Therefore, the direction of change corresponding to the fourth change information is opposite to the direction of change corresponding to the second change information. For example, taking the second attribute information as a virtual stamina value, and the initial virtual stamina value as 100 units, the direction of change of the second change information can be a change from the current virtual stamina value to 0 units, and the direction of change of the fourth change information can be a change from the current virtual stamina value to 100 units. In this regard, this application does not specifically limit the respective directions of change of the second and fourth change information corresponding to the second attribute information.

[0158] For example, the second attribute information is initially 100 units of virtual stamina. The third virtual character needs to reduce the virtual stamina by triggering an element destruction event to meet the corresponding preset conditions. In this case, taking the element repair event triggered by the healing operation as an example, the second virtual character can trigger the healing operation on the virtual resurrection element. For example, the object controlled by the second virtual character can trigger the healing operation by clicking the healing skill control, etc. In response to the healing operation, the virtual stamina value corresponding to the virtual resurrection element can be increased.

[0159] Therefore, by using the above method, the second attribute information of the virtual resurrection element can be repaired by the second virtual character, so that when the enemy player changes the second attribute information of the virtual resurrection element through the relevant operation, it will take more time. This reduces the time that the enemy player misses the resurrection opportunity due to the operation triggered by the virtual resurrection element, balances the random variables in the game process, and improves the fault tolerance rate in the game process.

[0160] As an example, the first element event includes at least one of the following: picking up a virtual associated element, applying a buff skill to a virtual associated element, applying a debuff skill to a virtual associated element, defeating a virtual associated element, or supporting virtual resources based on a virtual associated element.

[0161] Element repair events include at least one of the following: events that apply buff skills to virtual resurrection elements, or events that pay virtual resources based on virtual resurrection elements.

[0162] The "Pick Up Virtual Related Elements" event is used to change the first attribute information of a virtual resurrection element by picking up the virtual related element. For example, when a second virtual character arrives at the location of the virtual related element, the "Pick Up Virtual Related Elements" event can be triggered by default. Alternatively, when an NPC arrives at the location of the virtual related element, a pick-up control can be displayed in the game interface. The player controlling the second virtual character can trigger the "Pick Up Virtual Related Elements" event by clicking the pick-up control. For example, if the first attribute information is a resurrection countdown and the initial countdown progress is 0 seconds, triggering the "Pick Up Virtual Related Elements" event can increase the countdown progress corresponding to the virtual related element by adding it to the current countdown progress.

[0163] Events that apply buff skills to virtual associated elements are used to change the first attribute information of virtual resurrection elements by applying buff skills to virtual associated elements. For example, events that apply buff skills to virtual associated elements can be implemented by triggering buff operations, such as healing operations. For example, if the virtual associated element is a virtual NPC, the first attribute information is a resurrection countdown, and the initial time progress of the resurrection countdown is 0 seconds, triggering a healing operation on the virtual NPC can increase the time progress corresponding to the virtual NPC on the current time progress of the resurrection countdown.

[0164] Events that apply debuffs to virtual associated elements are used to change the first attribute information of virtual resurrection elements by applying debuffs to virtual associated elements. For example, events that apply debuffs to virtual associated elements can be implemented by triggering debuff operations, such as attack operations. For instance, if the virtual associated element is a virtual NPC, and its first attribute information is a resurrection countdown, and the initial timer progress of the resurrection countdown is 0 seconds, triggering an attack operation on the virtual NPC can increase the timer progress corresponding to the virtual NPC on the current timer progress of the resurrection countdown.

[0165] The event of defeating a virtual associated element allows you to change the first attribute information of the virtual resurrected element upon defeating it. For example, you can continuously attack the virtual associated element by clicking the attack skill control until it dies. For instance, if the virtual associated element is a virtual NPC, its first attribute is a resurrection countdown, and the initial countdown progress is 0 seconds, defeating the virtual NPC will increase the current countdown progress by the progress corresponding to the virtual NPC.

[0166] The event of paying virtual resources based on a virtual associated element is used to change the first attribute information of a virtual resurrection element by paying virtual resources (such as virtual diamonds or virtual platform currency) to the virtual associated element. For example, when a second virtual character arrives at the location of the virtual associated element, a payment control can be displayed in the game interface. The player controlling the second virtual character can trigger the event of paying virtual resources based on the virtual associated element by clicking the payment control and paying the corresponding virtual resources. For example, if the virtual associated element is a virtual NPC, its first attribute information is a resurrection countdown, and the initial progress of the resurrection countdown is 0 seconds, triggering the event of paying virtual resources based on the virtual NPC can increase the progress of the virtual NPC's countdown by adding the progress of the virtual NPC to the current progress of the resurrection countdown.

[0167] Events that target the buff skills of virtual resurrection elements are used to change the secondary attribute information of virtual resurrection elements by applying the buff skills. For example, events that target the buff skills of virtual resurrection elements can be implemented by triggering buff operations, such as healing operations. For example, if the initial secondary attribute information is a full virtual stamina value, and the third virtual character needs to reduce the virtual stamina value by triggering an element destruction event to meet the corresponding preset conditions, then triggering a healing operation can increase the virtual stamina value.

[0168] The event of paying virtual resources based on a virtual resurrection element is used to indicate that the secondary attribute information of the virtual resurrection element is changed by paying virtual resources (such as virtual diamonds or virtual platform currency) to the virtual resurrection element. For example, when the second virtual character arrives at the location of the virtual resurrection element, a payment control can be displayed in the game interface. The player controlling the second virtual character can trigger the event of paying virtual resources based on the virtual resurrection element by clicking the payment control and paying the corresponding virtual resources. For example, if the secondary attribute information is initially a full virtual stamina value, and the third virtual character needs to trigger an element destruction event to reduce the virtual stamina value to meet the corresponding preset condition, then triggering the event of paying virtual resources based on the virtual resurrection element can increase the virtual stamina value.

[0169] Therefore, by using the above method, the trigger operation types supported by virtual association elements and virtual resurrection elements are distinguished. This differentiated operation design can guide players to formulate corresponding game strategies based on the game situation, thereby improving the game's playability and strategic depth.

[0170] The first attribute of the virtual resurrection element is the relevant mechanism during the resurrection countdown.

[0171] In one possible implementation, the first attribute information of the virtual resurrection element is the resurrection countdown corresponding to the first virtual character, and the first preset condition is that the resurrection countdown progress reaches the progress limit. The second virtual character can change the resurrection countdown progress by triggering the first element event. That is, the above S302 may include the following step S81 (not shown in the figure):

[0172] S81: In response to the first element event triggered by the second virtual character for the virtual associated element, display the fast-forward change information corresponding to the countdown progress of the resurrection countdown.

[0173] Fast-forward change information is used to show how the countdown to resurrection of the virtual resurrection element changes from the current timer progress along the upper limit of the progress (such as 100 seconds), such as the resurrection countdown progress changing from 20 seconds to 30 seconds.

[0174] For example, taking the virtual associated element as a virtual light spot, and the first element event as triggering a pick-up operation for the virtual light spot, when the second virtual character arrives at the position of the virtual light spot, a pick-up operation can be triggered for the virtual light spot by default, that is, the first element event is triggered. In response to the first element event, the fast-forward change information corresponding to the resurrection countdown can be displayed, such as adding the progress range corresponding to the virtual light spot to the current progress of the resurrection countdown.

[0175] In practical applications, the second virtual character can trigger the first element event for at least one virtual associated element. These at least one virtual associated elements can be the same or different. Correspondingly, after the first element event is triggered, the fast-forward change information of the resurrection countdown will also change with the virtual associated element whose first element event is triggered.

[0176] Therefore, by using the above method, triggering the first element event on the virtual associated element can accelerate the countdown of resurrection, allowing the second virtual character to assist in the resurrection of the first virtual character, thereby expanding the dynamic interaction space of the player object corresponding to the second virtual character in the resurrection process.

[0177] As an example, at least one virtual associated element can be displayed in a virtual game scene. These at least one virtual associated element can be the same or different. Then, the fast-forward range of the resurrection countdown can be determined based on the type of the virtual associated element that specifically triggers the first element event by the second virtual character. That is, the above S81 may include the following steps S811-S812 (not shown in the figure):

[0178] S811: When at least one identical virtual associated element is displayed, in response to the first element event triggered by the second virtual character for the first associated element, the countdown progress of the resurrection countdown is fast-forwarded by a preset progress range, where the first associated element is any virtual associated element.

[0179] When at least one identical virtual associated element is displayed in a virtual game scene, each virtual associated element corresponds to the same preset progress range (such as 10 seconds). The preset progress range is used to indicate the speed-up range of the resurrection countdown when the corresponding virtual associated element is triggered by the first element event. For example, it can be 10 seconds. This application does not specifically limit the preset progress range.

[0180] The first associated element refers to the virtual associated element that is triggered by the first element event. It can be any one of at least one identical virtual associated element displayed in the virtual game scene. This application does not specifically limit the first associated element.

[0181] For example, taking any one of multiple identical virtual light spots as the first associated element, and the first element event as triggering a pick-up operation for that virtual light spot, when the second virtual character arrives at the location of that virtual light spot, a pick-up operation can be triggered for that virtual light spot by default. That is, the first element event is triggered for that virtual light spot. In response to the first element event, a preset fast-forward progress can be displayed based on the current progress of the resurrection countdown. For example, if the preset progress for that virtual light spot is 10 seconds and the current progress is 50 seconds, the resurrection countdown progress can be fast-forwarded from 50 seconds to 60 seconds.

[0182] For example, if the first associated element is any one of multiple identical virtual NPCs, and the first element event is triggering an attack operation against that virtual NPC, the player controlling the second virtual character can trigger an attack operation against that virtual NPC by clicking on the attack skill control, which means that the first element event is triggered against that virtual NPC. In response to the first element event, a preset fast-forward progress can be displayed based on the current progress of the resurrection countdown. For example, if the preset progress for that virtual NPC is 20 seconds and the current progress is 50 seconds, the resurrection countdown progress can be fast-forwarded from 50 seconds to 70 seconds.

[0183] S812: When multiple different virtual associated elements are displayed, in response to the first element event triggered by the second virtual character for the second associated element, the target progress of the resurrection countdown is displayed. The second associated element is any virtual associated element, and the target progress is determined according to the second associated element.

[0184] When multiple different virtual associated elements are displayed in a virtual game scene, each virtual associated element can correspond to a different preset progress range. For example, a virtual light spot with a larger area corresponds to a preset progress range of 20 seconds, and a virtual light spot with a smaller area corresponds to a preset progress range of 5 seconds. In this regard, this application does not specifically limit the preset progress range corresponding to each virtual associated element.

[0185] The second associated element refers to the virtual associated element that is triggered by the first element event. It can be any one of multiple different virtual associated elements displayed in the virtual game scene. This application does not specifically limit the second associated element.

[0186] The target progress range can be determined based on the second associated element. For example, the preset progress range corresponding to the second associated element can be used as the target progress range. In this regard, this application does not specifically limit the target progress range.

[0187] For example, taking any one of multiple different virtual light spots as the second associated element, and the first element event as triggering a pick-up operation for that virtual light spot, when the second virtual character arrives at the location of that virtual light spot, a pick-up operation can be triggered for that virtual light spot by default. That is, the first element event is triggered for that virtual light spot. In response to the first element event, the target progress range of the resurrection countdown can be displayed based on the current progress of the countdown. For example, if the preset progress range corresponding to that virtual light spot is 20 seconds, the preset progress range can be used as the target progress range. And if the current progress is 10 seconds, the countdown progress of the resurrection countdown can be fast-forwarded from 10 seconds to 30 seconds.

[0188] For example, you can refer to Figure 9 , Figure 9 This is a schematic diagram of the fast-forward change information of the resurrection countdown provided in an embodiment of this application, such as... Figure 9 As shown in interface a, the object controlling the second virtual character can move the second virtual character 902 to the position of the virtual light spot 903 by clicking the movement control 901, as shown in the example. Figure 9 As shown in interface b, when the second virtual character 902 reaches the position of the virtual light spot 903, a pickup operation can be triggered for the virtual light spot 903 by default. Taking the time progress corresponding to the virtual light spot 903 as 2 bars as an example, in response to this operation, the time progress of the resurrection countdown 904 can be displayed to change from 1 bar to 3 bars.

[0189] Therefore, the above method can distinguish the resurrection countdown fast-forward rules corresponding to the same and different virtual associated elements, making the resurrection countdown fast-forward rules more realistic. This ensures both the stability of the fast-forward rules when facing the same virtual associated elements and the flexibility when facing different virtual associated elements. Furthermore, it allows teammates to determine which virtual associated element triggers the first element event to more efficiently complete the resurrection process when facing different types of virtual associated elements, thus enriching the game's strategic depth and enhancing player participation in decision-making.

[0190] As an example, the resurrection countdown is configured with a preset progress change rate, and the countdown progress moves towards the progress limit according to the progress change rate; the progress change rate is a preset fixed rate, or determined according to the first character information of the first virtual character; the progress limit is a preset fixed limit, or determined according to the second character information of the first virtual character.

[0191] The preset progress change rate is the base speed on which the resurrection countdown changes. For example, it can be one unit per second in the resurrection countdown. This application does not specifically limit the preset progress change rate.

[0192] The progress change speed can be a preset fixed speed, that is, the progress change speed can be a fixed value, such as advancing one unit every 1 second in the resurrection countdown, or advancing one unit every 2 seconds in the resurrection countdown, etc. In this regard, this application does not specifically limit the preset fixed speed.

[0193] The first character information of the first virtual character refers to the relevant information of the first virtual character used to determine the rate of progress change, such as the character type, character level, virtual equipment equipped by the first virtual character before death, and virtual resources in the virtual backpack of the first virtual character. This application does not specifically limit the first character information of the first virtual character.

[0194] Alternatively, the progress rate can be determined based on the first character's character information. For example, if the first character's character type is used as an example, the progress rate can be determined based on the first virtual character's character type. For instance, if the first virtual character's character type supports fast resurrection, the progress rate can be set to be faster, such as advancing five units per second in the resurrection countdown, thus facilitating the rapid reaching of the resurrection countdown's progress limit.

[0195] For example, taking the character level as the first character's information, the progress rate can be determined based on the character level of the first virtual character. For instance, if the character level of the first virtual character is high, the progress rate can be set to be faster, such as setting it to advance five units every second in the resurrection countdown, thus facilitating the rapid reaching of the resurrection countdown's progress limit.

[0196] For example, taking the virtual equipment equipped by the first virtual character before death as an example, the progress change rate can be determined based on the virtual equipment equipped by the first virtual character before death. For instance, if the virtual equipment equipped by the first virtual character before death includes virtual equipment with resurrection attributes (such as virtual resurrection potions), the progress change rate can be set to be faster, such as setting it to advance five units every second in the resurrection countdown, thus facilitating the rapid reaching of the resurrection countdown progress limit.

[0197] For example, taking the virtual resources in the virtual backpack of the first virtual character as an example, the progress change rate can be determined based on the virtual resources in the virtual backpack of the first virtual character. For example, if the virtual backpack of the first virtual character includes virtual resources with resurrection attributes, the progress change rate can be set to be faster, such as setting it to advance five units every second in the resurrection countdown, so as to quickly reach the progress limit of the resurrection countdown.

[0198] The resurrection countdown progresses towards its maximum based on the rate of change. For example, if the maximum progress is 100 seconds, divided into 100 units, the resurrection countdown progress advances by one unit for every second the game duration increases, until the game duration reaches 100 seconds. If the virtual stamina value has not been depleted, the resurrection countdown progress reaches its maximum, meaning it has reached its maximum progress.

[0199] The progress limit can be a preset fixed limit, that is, the progress limit can be a fixed value, such as 100 seconds or 200 seconds, etc. In this regard, this application does not specifically limit the preset fixed limit.

[0200] The second role information of the first virtual character refers to the relevant information of the first virtual character used to determine the progress limit, such as the first virtual character's role type, role level, virtual equipment equipped by the first virtual character before death, and virtual resources in the first virtual character's virtual backpack. This application does not specifically limit the second role information of the first virtual character.

[0201] Alternatively, the progress limit can be determined based on the second character information of the first virtual character. For example, if the second character information is the character type, the progress limit can be determined based on the character type of the first virtual character. For instance, if the character type of the first virtual character supports quick resurrection, the progress limit can be set lower, such as to 60 seconds, to facilitate quickly reaching the progress limit of the resurrection countdown.

[0202] For example, taking the second character's information as their character level, the progress cap can be determined based on the first virtual character's character level. For instance, if the first virtual character's character level is high, the progress cap can be set lower, such as 60 seconds, to facilitate quickly reaching the resurrection countdown's progress cap.

[0203] For example, taking the second character's information as the virtual equipment equipped by the first virtual character before death as an example, the progress limit can be determined based on the virtual equipment equipped by the first virtual character before death. For instance, if the virtual equipment equipped by the first virtual character before death includes virtual equipment with resurrection attributes (such as virtual resurrection potions), the progress limit can be set lower, such as 60 seconds, to facilitate quickly reaching the progress limit of the resurrection countdown.

[0204] For example, taking the virtual resources in the virtual backpack of the first virtual character as an example, the progress limit can be determined based on the virtual resources in the first virtual character's virtual backpack. For instance, if the first virtual character's virtual backpack includes virtual resources with resurrection attributes, the progress limit can be set lower, such as 60 seconds, to facilitate quickly reaching the resurrection countdown progress limit.

[0205] Therefore, using the above method, the rate of change and the upper limit of the resurrection countdown can both be fixed values, or they can be dynamically determined based on the character information of the first virtual character. This ensures basic fairness in the game based on a unified resurrection standard, while also allowing for differentiated configurations based on character information to enrich the strategic depth of the game. Furthermore, it facilitates flexible selection based on different gameplay needs, thereby improving the flexibility of the settings and helping to adapt to various game scenarios.

[0206] • Mechanisms related to the second attribute information of the virtual resurrection element being virtual health points

[0207] In one possible implementation, the second attribute information of the virtual resurrection element is the virtual health value of the virtual resurrection element, the second preset condition is that the virtual health value reaches the lower limit of health value, and the third virtual character can trigger relevant operations to consume the virtual health value. That is, the above S11 may include the following step S91 (not shown in the figure):

[0208] S91: In response to the element destruction event triggered by the third virtual character against the virtual resurrection element, display the reduction change information corresponding to the virtual health value. The reduction change information is determined according to the event attribute of the element destruction event.

[0209] Reduced change information is used to reflect the change in the virtual health value of the virtual resurrection element from the current virtual health value along the direction of the lower limit of health value (such as 0 units), such as the virtual health value changing from 90 units to 70 units.

[0210] The event attributes of an element destruction event are used to indicate relevant attribute information of the element destruction event. For example, taking the element destruction event triggered by an attack operation as an example, the event attributes can be relevant attribute information of the attack operation, such as attack type, attack intensity, etc. In this regard, this application does not specifically limit the event attributes of the element destruction event.

[0211] The reduction in change information can be determined based on the event attributes of the element destruction event. The magnitude of the reduction in change information can be determined by the type of event attribute. For example, taking the event attribute as attack type, if the attack type is a strong attack type, the reduction in change information can be determined to be large, such as a reduction of 20 units; or, if the attack type is a normal attack type, the reduction in change information can be determined to be moderate, such as a reduction of 10 units; or, if the attack type is a weak attack type, the reduction in change information can be determined to be small, such as a reduction of 5 units. In this regard, this application does not specifically limit the method of determining the reduction in change information.

[0212] For example, using a virtual resurrection element as a virtual blood cocoon, an element destruction event is triggered by an attack. Virtual health is represented by virtual stamina, which initially starts at full. A third virtual character can then attack the virtual blood cocoon. For instance, the player controlling the third virtual character can trigger an attack by clicking on an attack skill control. This is considered an element destruction event triggered on the virtual blood cocoon. In response to this event, the corresponding reduction in virtual stamina is displayed. For example, if the attack skill is a powerful attack and the reduction is 20 units, the virtual stamina will decrease by 20 units from its initial full state.

[0213] Therefore, by using the above methods, opposing players can reduce the virtual health of virtual resurrection elements by triggering element destruction events against them. This allows a third virtual character to interfere with the resurrection of the first virtual character, ensuring the game's competitive interactivity. Furthermore, the event attributes of element destruction events can determine reduction and change information, enabling opposing players to develop game strategies that quickly deplete virtual health by combining different types of element destruction events, thus increasing the game's strategic depth.

[0214] In another possible implementation, the second attribute information of the virtual resurrection element is the virtual health value of the virtual resurrection element, and the second preset condition is that the virtual health value reaches the lower limit of the health value. In this case, at least one virtual associated element can be displayed in the virtual game scene. These at least one virtual associated element can be the same or different. Then, the reduction of the virtual health value can be determined based on the type of virtual associated element that specifically triggers the second element event by the third virtual character. That is, the above S21 may include the following steps S911-S912 (not shown in the figure):

[0215] S911: When at least one identical virtual associated element is displayed, in response to a second element event triggered by a third virtual character for the third associated element, display virtual life value reduced by a preset life value, where the third associated element is any virtual associated element.

[0216] When at least one identical virtual associated element is displayed in a virtual game scene, each virtual associated element corresponds to the same preset life value (such as 10 units of virtual stamina). The preset life value is used to indicate the reduction in virtual life value when the corresponding virtual associated element is triggered by the second element event. For example, it can be 10 units of virtual stamina. This application does not specifically limit the preset life value.

[0217] The third associated element refers to the virtual associated element that is triggered by the second element event. It can be any one of at least one identical virtual associated element displayed in the virtual game scene. This application does not specifically limit the third associated element.

[0218] For example, if virtual health is represented by virtual stamina, and the third associated element is any one of multiple identical virtual light spots, and the second element event is triggering a pickup operation for that virtual light spot, then when the third virtual character arrives at the location of that virtual light spot, a pickup operation can be triggered for that virtual light spot by default. That is, the second element event is triggered for that virtual light spot. In response to the second element event, a preset reduction in health can be displayed based on the current virtual stamina value. For example, if the preset health value corresponding to that virtual light spot is 10 units of virtual stamina, and the current virtual stamina value is 80 units, the virtual stamina value is reduced from 80 units to 70 units.

[0219] For example, if virtual health is represented by virtual stamina, and the third associated element is any one of multiple identical virtual NPCs, and the second element event is an attack operation triggered against that virtual NPC, then the player controlling the third virtual character can trigger an attack operation against that virtual NPC by clicking on the attack skill control, which means that the second element event is triggered against that virtual NPC. In response to the second element event, a preset reduction in health can be displayed based on the current virtual stamina value. For example, if the preset health value corresponding to that virtual NPC is 20 units of virtual stamina value, and the current virtual stamina value is 80 units, then the virtual stamina value is reduced from 80 units to 60 units.

[0220] S912: When multiple different virtual associated elements are displayed, in response to the second element event triggered by the third virtual character for the fourth associated element, the virtual health value is reduced by the target health value. The fourth associated element is any virtual associated element, and the target health value is determined according to the fourth associated element.

[0221] When multiple different virtual associated elements are displayed in a virtual game scene, each virtual associated element can correspond to a different preset health value. For example, a virtual light spot with a larger area corresponds to a preset health value of 20 units of virtual stamina, while a virtual light spot with a smaller area corresponds to a preset health value of 5 units of virtual stamina. In this regard, this application does not specifically limit the preset health value corresponding to each virtual associated element.

[0222] The fourth associated element refers to the virtual associated element that is triggered by the second element event. It can be any one of the multiple different virtual associated elements displayed in the virtual game scene. This application does not specifically limit the fourth associated element.

[0223] The target health value can be determined based on the fourth associated element. For example, the preset health value corresponding to the fourth associated element can be used as the target health value. In this regard, this application does not specifically limit the target health value.

[0224] For example, if virtual health is represented by virtual stamina, and the fourth associated element is any one of multiple different virtual light spots, and the second element event is triggering a pickup operation for that virtual light spot, then when the third virtual character arrives at the location of that virtual light spot, a pickup operation can be triggered for that virtual light spot by default. That is, the second element event is triggered for that virtual light spot. In response to the second element event, the target health value to be reduced can be displayed based on the current virtual stamina value. For example, if the preset health value corresponding to that virtual light spot is 20 units of virtual stamina, then that preset health value can be used as the target health value. And if the current virtual stamina value is 60 units, then the virtual stamina value is reduced from 60 units to 40 units.

[0225] Therefore, the above method can distinguish the rules for reducing virtual health points corresponding to the same and different virtual associated elements, making the rules more realistic. This ensures both the stability of the reduction rules when facing the same virtual associated elements and the flexibility when facing different virtual associated elements. Furthermore, it allows opposing players to determine which type of virtual associated element triggers the second element event to more efficiently deplete virtual resurrection elements, thus enriching the game's strategic depth and enhancing player participation in decision-making.

[0226] As an example, the virtual health value is initially a preset fixed health value, or it is determined based on the third character information of the first virtual character.

[0227] The initial virtual health value can be a preset fixed health value, that is, the initial virtual health value can be a fixed value, such as 100 units, 200 units or 0 units of virtual stamina value, etc. In this application, there is no specific limitation on the preset fixed health value.

[0228] The third role information of the first virtual character refers to the relevant information of the first virtual character used to determine the virtual life value in the initial state, such as the role type, role level, virtual equipment equipped by the first virtual character before death, and virtual resources in the virtual backpack of the first virtual character. In this regard, this application does not specifically limit the first role information of the first virtual character.

[0229] Alternatively, the initial virtual health value can be determined based on the third character information of the first virtual character. For example, taking the third character information as the character type, the initial virtual health value can be determined based on the character type of the first virtual character. For instance, if the first virtual character's character type supports quick resurrection, the initial virtual health value can be set to a larger value, such as 200 units of virtual stamina. This would cause the third virtual character to take more time to consume the virtual health value of the virtual resurrection element when triggering related operations on the virtual resurrection element or related virtual elements, thus extending the survival time of the virtual resurrection element and helping to improve the resurrection success rate of the first virtual character.

[0230] For example, taking the third character's information as their character level, the initial virtual health value can be determined based on the first virtual character's character level. For instance, if the first virtual character's character level is high, the initial virtual health value can be set to a larger value, such as 200 units of virtual stamina, which can extend the survival time of the virtual resurrection element and help improve the resurrection success rate of the first virtual character.

[0231] For example, taking the third character's information as the virtual equipment equipped by the first virtual character before death, the initial virtual health value can be determined based on the virtual equipment equipped by the first virtual character before death. For instance, if the virtual equipment equipped by the first virtual character before death includes virtual equipment with resurrection attributes (such as virtual resurrection potions), the initial virtual health value can be set to a larger value, such as 200 units of virtual stamina, thereby extending the survival time of the virtual resurrection element and helping to improve the resurrection success rate of the first virtual character.

[0232] For example, taking the virtual resources in the virtual backpack of the first virtual character as an example, the initial virtual health value can be determined based on the virtual resources in the first virtual character's virtual backpack. For instance, if the first virtual character's virtual backpack includes virtual resources with resurrection attributes, the initial virtual health value can be set to a larger value, such as 200 units of virtual stamina, thereby extending the survival time of the virtual resurrection element and helping to improve the resurrection success rate of the first virtual character.

[0233] Therefore, using the above method, the initial virtual health value can be a fixed value, ensuring consistency across different game scenarios and reducing the complexity of system configuration and maintenance. Alternatively, the initial virtual health value can be determined based on the character information of the first virtual character. This allows for adaptation to the attribute differences of different deceased virtual characters, making the virtual health value setting more realistic. Furthermore, differentiated configuration based on character information enriches the depth of game strategy.

[0234] • Mechanism of action of virtual related elements

[0235] In one possible implementation, after the second virtual character triggers the first element event in response to the virtual associated element, the virtual associated element can produce a corresponding effect on the second virtual character. That is, the method provided in this application embodiment may further include the following step S101 (not shown in the figure):

[0236] S101: In response to the first element event triggered by the second virtual character for the virtual associated element, display the first effect of the virtual associated element on the second virtual character.

[0237] The first effect refers to the effect that the virtual associated element responds to when the second virtual character triggers the first element event in response to the virtual associated element. For example, it can be a benefit effect, such as increasing the virtual character's corresponding virtual health, increasing the virtual character's corresponding attack ability, increasing the virtual character's corresponding healing ability, or increasing the virtual character's corresponding movement ability. This application does not specifically limit the first effect.

[0238] For example, taking a virtual associated element as a virtual light spot, and triggering the first element event by picking up the virtual light spot, when the second virtual character arrives at the position of the virtual light spot, the picking operation can be triggered for the virtual light spot by default, that is, the first element event is triggered for the virtual light spot. In response to the first element event, the beneficial effect of the virtual light spot on the second virtual character can be displayed, such as increasing the virtual health value of the second virtual character.

[0239] Therefore, through the above methods, virtual associated elements not only have the function of accelerating the resurrection process, but also have corresponding elemental functions, which can provide certain buffs to teammate virtual characters. This enriches the functional dimensions of virtual associated elements, enhances the fun of the game, and helps to improve the player's gaming experience.

[0240] In one possible implementation, after the third virtual character triggers the second element event in response to the virtual associated element, the virtual associated element can produce a corresponding effect on the third virtual character. That is, the method provided in this application embodiment may further include the following step S111 (not shown in the figure):

[0241] S111: In response to a second element event triggered by a third virtual character for a virtual associated element, display the second effect of the virtual associated element on the third virtual character.

[0242] The second effect refers to the effect that the virtual associated element responds to when the third virtual character triggers the second element event in response to the virtual associated element. For example, it can be a debuff effect, such as reducing the virtual character's corresponding virtual health, reducing the virtual character's corresponding attack ability, reducing the virtual character's corresponding healing ability, or reducing the virtual character's corresponding movement ability. This application does not specifically limit the second effect.

[0243] For example, taking a virtual associated element as a virtual light spot, and triggering a second element event by picking up the virtual light spot, when a third virtual character arrives at the position of the virtual light spot, a pick-up operation can be triggered for the virtual light spot by default, that is, a second element event is triggered for the virtual light spot. In response to the second element event, the detrimental effect of the virtual light spot on the third virtual character can be displayed, such as reducing the virtual health value of the third virtual character.

[0244] Therefore, through the above methods, virtual associated elements not only have the function of accelerating the resurrection process, but also have corresponding elemental effects, which can provide certain debuffs to enemy virtual characters. This enriches the functional dimensions of virtual associated elements, enhances the fun of the game, and helps to improve the player's gaming experience.

[0245] • Overall illustrative explanation of the virtual character resurrection method

[0246] Finally, combining Figure 10 and Figure 11 The virtual character resurrection method provided in this application is illustrated with an overall example. Figure 10 This is a schematic diagram of the interaction flow of the virtual character resurrection method provided in the embodiments of this application, such as... Figure 10 As shown, taking the virtual resurrection element as the virtual blood cocoon, the virtual associated element as the virtual light spot, the first object as player B, the second object (i.e. the player object controlling the second virtual character) as player A, the first object and the second object as teammates, and the player controlling the third virtual character as the enemy player as an example, on the terminal side, when the first virtual character controlled by player B falls down, the backend side can read player B's health bar data to determine player B's downed state (i.e., determine that the first virtual character controlled by player B has experienced a virtual death event).

[0247] Next, the location where the first virtual character controlled by player B falls transforms into a virtual blood cocoon with a resurrection countdown and virtual stamina. Simultaneously, virtual light spots randomly generate around the virtual blood cocoon. The original skill control display (Head-Up Display, HUD) on the terminal device is all grayed out and rendered unusable. Two skill controls can be replaced with knockback defense skill controls and shield defense skill controls, and a resurrection prompt message can automatically pop up. Furthermore, the virtual blood cocoon does not have movement abilities; that is, the display position cannot be changed after the first virtual character transforms into the virtual blood cocoon.

[0248] For reference Figure 11 , Figure 11 This is a schematic diagram of the overall method for reviving virtual characters provided in the embodiments of this application, as shown below. Figure 11 As shown in the interface diagram 1101, from player B's perspective, the first virtual character transforms into a virtual blood cocoon. Multiple virtual light spots surround the virtual blood cocoon. The original skill controls are grayed out, and two of the grayed-out skill controls are replaced with a knockback defense skill control and a shield defense skill control. (See diagram 1101 for details.) Figure 11 As shown in the interface diagram 1102, from the perspective of player A, the first virtual character becomes a virtual blood cocoon. The virtual blood cocoon is surrounded by multiple virtual light spots. Player A can accelerate the resurrection progress of the first virtual character based on the virtual light spots.

[0249] Next, both Player A and the opposing player can discover the virtual blood cocoon and the surrounding virtual light spots. The opposing player can attack the virtual blood cocoon, the virtual light spots, and the surviving player. Player A can control a second virtual character to move to the location of the virtual light spot to pick it up. Figure 11 As shown in Figure 1103 of the interface, player A controls the second virtual character to move to the position of a virtual light spot. By default, a pick-up operation can be triggered for that virtual light spot. In response to the pick-up operation, the countdown progress of the resurrection countdown is accelerated by two segments.

[0250] Meanwhile, Player B can wait for their defensive skill to activate. When the virtual blood cocoon is attacked, Player B can choose to release the defensive skill to defend against enemy players and protect the virtual blood cocoon. At this time, the backend can read the virtual light point pickup information, whether Player B has triggered the release of the defensive skill, and the virtual stamina value data in real time to dynamically present the resurrection countdown and changes in the virtual stamina value. Figure 11 As shown in Figure 1104 of the interface, when player B clicks the Knockback Defense skill control, the third virtual character within the skill's effective range will be moved away from the virtual blood cocoon. Furthermore, releasing the Knockback Defense skill also consumes the resurrection countdown progress, causing the resurrection countdown to regress by one unit. Additionally, as... Figure 11As shown in Figure 1105 of the interface, after releasing the knockback defense skill, the knockback defense skill control will enter a 10-second skill cooldown period.

[0251] If the resurrection countdown reaches full before the virtual stamina is depleted, the resurrection is successful, and a resurrection success message will pop up. This means that player B's first virtual character's health bar is fully restored, achieving resurrection, and all skill controls are restored. Figure 11 As shown in Figure 1106, the game interface can display a successful resurrection indicator from the perspective of player A, or it can display a successful resurrection indicator and the full health bar of the first virtual character from the perspective of player B.

[0252] If the virtual stamina is depleted, the virtual blood cocoon disappears, indicating a failed resurrection. This means that the first virtual character controlled by player B is completely dead, and the camera can follow player A's viewpoint. Figure 11 As shown in Figure 1107 of the interface, the virtual blood cocoon disappears, all skill controls disappear, and player B's perspective follows player A's perspective.

[0253] Finally, if you successfully revive or the enemy player fails to attack, you can continue fighting and participate in the subsequent game process.

[0254] Based on the virtual character resurrection method provided in the preceding embodiments, this application also provides a virtual character resurrection device. The following, in conjunction with... Figure 12 To explain, Figure 12 This is a schematic diagram of the structure of the virtual character resurrection device 1200 provided in the embodiments of this application. The device includes:

[0255] The first display module 1201 is used to respond to a virtual death event of a first virtual character in a virtual game scene, display a virtual resurrection element transformed from the first virtual character in the virtual game scene, and display virtual associated elements of the virtual resurrection element;

[0256] The second display module 1202 is used to respond to a first element event triggered by the second virtual character for the virtual associated element and display first change information corresponding to the first attribute information of the virtual resurrection element;

[0257] The third display module 1203 is used to display the resurrection success indication information corresponding to the first virtual character when the first attribute information of the virtual resurrection element meets the first preset condition.

[0258] Optionally, the device further includes:

[0259] The element destruction module is used to respond to an element destruction event triggered by a third virtual character against the virtual resurrection element and display the second change information corresponding to the second attribute information of the virtual resurrection element.

[0260] The first resurrection failure module is used to cancel the display of the virtual resurrection element and display the resurrection failure indication information corresponding to the first virtual character if the second attribute information of the virtual resurrection element meets the second preset condition before the first attribute information of the virtual resurrection element meets the first preset condition.

[0261] Optionally, the device further includes:

[0262] The fourth display module is used to respond to the second element event triggered by the third virtual character for the virtual associated element, and to display the third change information corresponding to the second attribute information of the virtual resurrection element;

[0263] The second resurrection failure module is used to cancel the display of the virtual resurrection element and display the resurrection failure indication information corresponding to the first virtual character if the second attribute information of the virtual resurrection element meets the second preset condition before the first attribute information of the virtual resurrection element meets the first preset condition.

[0264] Optionally, the device further includes:

[0265] The resurrection interference module is used to respond to a resurrection interference event triggered by a third virtual character against the virtual resurrection element, and to display the fourth change information corresponding to the first attribute information of the virtual resurrection element, wherein the change direction corresponding to the fourth change information is opposite to the change direction corresponding to the first change information.

[0266] Optionally, the device further includes:

[0267] The character attack module is used to, in the process of the second virtual character triggering the first element event against the virtual associated element, respond to the character attack event triggered by the third virtual character against the second virtual character, cancel the display of the virtual associated element, and determine that the first element event triggering failed.

[0268] Optionally, the virtual resurrection element is equipped with defensive skills, and the device further includes:

[0269] A defense module is used to respond to a first object's use of the defense skill and display the defense effect corresponding to the virtual resurrection element. The first object is the player object that controls the first virtual character. The defense effect is used to defend against a third virtual character. The virtual faction to which the third virtual character belongs is different from the virtual factions to which the first virtual character and the second virtual character belong.

[0270] Optionally, the device further includes:

[0271] The fifth display module is used to respond to the first object's use operation triggered by the defense skill and display the fifth change information corresponding to the first attribute information of the virtual resurrection element, wherein the change direction of the fifth change information is opposite to the change direction of the first change information.

[0272] Optionally, the defense module includes any one of the following units:

[0273] A knockback defense unit is used to display a knockback defense effect in response to the first object's use of the knockback defense skill. The knockback defense effect includes moving the third virtual character, which is located within the skill's range of the knockback defense skill, away from the virtual resurrection element.

[0274] A shield defense unit is used to display a shield defense effect in response to the first object's use of the shield defense skill. The shield defense effect includes resisting the attack effect of the third virtual character on the virtual resurrection element during the skill's active period.

[0275] Optionally, the virtual resurrection element is configured with mobility, and the device further includes:

[0276] A movement module is used to respond to a movement control operation triggered by a first object, and to display the movement effect corresponding to the virtual resurrection element and the follow movement effect corresponding to the virtual associated element in the virtual game scene. The first object is a player object that controls the first virtual character, and the follow movement effect is determined based on the movement effect.

[0277] Optionally, the device further includes:

[0278] The element repair module is used to respond to the element repair event triggered by the second virtual character for the virtual resurrection element, and to display the fourth change information corresponding to the second attribute information of the virtual resurrection element, wherein the change direction corresponding to the fourth change information is opposite to the change direction corresponding to the second change information.

[0279] Optionally, the first element event includes at least one of the following: picking up the virtual associated element, applying a buff skill to the virtual associated element, applying a debuff skill to the virtual associated element, defeating the virtual associated element, or paying virtual resources based on the virtual associated element.

[0280] The element repair event includes at least one of the following: an event that applies a buff skill to the virtual resurrection element, or an event that pays virtual resources based on the virtual resurrection element.

[0281] Optionally, the first attribute information of the virtual resurrection element is the resurrection countdown corresponding to the first virtual character, and the first preset condition is that the time progress of the resurrection countdown reaches the progress limit.

[0282] The second display module 1202 is specifically used for:

[0283] In response to the first element event triggered by the second virtual character in relation to the virtual associated element, fast-forward change information corresponding to the resurrection countdown is displayed.

[0284] Optionally, the second display module 1202 is specifically used for:

[0285] When at least one of the same virtual associated elements is displayed, in response to the first element event triggered by the second virtual character for the first associated element, the countdown progress of the resurrection countdown is fast-forwarded by a preset progress range, wherein the first associated element is any one of the virtual associated elements;

[0286] When multiple different virtual associated elements are displayed, in response to the first element event triggered by the second virtual character for the second associated element, the target progress range of the resurrection countdown is displayed, where the second associated element is any one of the virtual associated elements, and the target progress range is determined based on the second associated element.

[0287] Optionally, the resurrection countdown is configured with a preset progress change rate, and the countdown progress moves toward the upper limit of the progress according to the progress change rate;

[0288] The progress change rate is a preset fixed rate, or is determined based on the first character information of the first virtual character;

[0289] The progress limit is a preset fixed limit, or it can be determined based on the second role information of the first virtual character.

[0290] Optionally, the second attribute information of the virtual resurrection element is the virtual health value of the virtual resurrection element, and the second preset condition is that the virtual health value reaches the lower limit of the health value;

[0291] The element destruction module is specifically used for:

[0292] In response to the element destruction event triggered by the third virtual character against the virtual resurrection element, information on the reduction or change of the virtual health value is displayed, and the information on the reduction or change is determined based on the event attributes of the element destruction event.

[0293] Optionally, the second attribute information of the virtual resurrection element is the virtual health value of the virtual resurrection element, and the second preset condition is that the virtual health value reaches the lower limit of the health value;

[0294] The fourth display module is specifically used for:

[0295] When at least one of the same virtual associated elements is displayed, in response to the second element event triggered by the third virtual character for the third associated element, the virtual health value is reduced by a preset health value, wherein the third associated element is any one of the virtual associated elements;

[0296] When multiple different virtual associated elements are displayed, in response to the second element event triggered by the third virtual character for the fourth associated element, the virtual health value is reduced by a target health value, wherein the fourth associated element is any one of the virtual associated elements, and the target health value is determined based on the fourth associated element.

[0297] Optionally, the virtual health value is initially a preset fixed health value, or it is determined based on the third role information of the first virtual character.

[0298] Optionally, the device further includes:

[0299] The sixth display module is used to respond to the first element event triggered by the second virtual character in response to the virtual associated element, and to display the first effect of the virtual associated element on the second virtual character.

[0300] Optionally, the device further includes:

[0301] The seventh display module is used to respond to the second element event triggered by the third virtual character in response to the virtual associated element, and to display the second effect of the virtual associated element on the third virtual character.

[0302] This application also provides a computer device, which may specifically be a terminal device or a server. The terminal device and server provided in this application will be described below from the perspective of hardware physicalization.

[0303] See Figure 13 , Figure 13 This is a schematic diagram of the structure of the terminal device provided in the embodiments of this application. For example... Figure 13As shown, for ease of explanation, only the parts related to the embodiments of this application are shown. For specific technical details not disclosed, please refer to the method section of the embodiments of this application. The terminal can be any terminal device including mobile phones, tablets, personal digital assistants (PDAs), point-of-sale (POS) terminals, in-vehicle computers, etc. Taking a computer as an example:

[0304] Figure 13 This is a block diagram illustrating a portion of the structure of a computer associated with the terminal provided in an embodiment of this application. (Reference) Figure 13 The computer includes: a radio frequency (RF) circuit 1210, a memory 1220, an input unit 1230 (including a touch panel 1231 and other input devices 1232), a display unit 1240 (including a display panel 1241), a sensor 1250, an audio circuit 1260 (connected to a speaker 1261 and a microphone 1262), a wireless fidelity (WiFi) module 1270, a processor 1280, and a power supply 1290, etc. Those skilled in the art will understand that... Figure 13 The computer architecture shown does not constitute a limitation on the computer and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0305] The memory 1220 can be used to store software programs and modules. The processor 1280 executes various computer functions and data processing by running the software programs and modules stored in the memory 1220. The memory 1220 may mainly include a program storage area and a data storage area. The program storage area may store the operating system, application programs required for at least one function (such as sound playback function, image playback function, etc.), etc.; the data storage area may store data created according to the use of the computer (such as audio data, telephone directory, etc.). In addition, the memory 1220 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.

[0306] The processor 1280 is the control center of the computer, connecting various parts of the computer through various interfaces and lines. It performs various computer functions and processes data by running or executing software programs and / or modules stored in the memory 1220, and by calling data stored in the memory 1220. Optionally, the processor 1280 may include one or more processing units; preferably, the processor 1280 may integrate an application processor and a modem processor, wherein the application processor mainly handles the operating system, user interface, and applications, and the modem processor mainly handles wireless communication. It is understood that the modem processor may also not be integrated into the processor 1280.

[0307] In this embodiment, the processor 1280 included in the terminal is used to execute the steps in the virtual character resurrection method described in the foregoing embodiments.

[0308] See Figure 14 , Figure 14 This is a schematic diagram of the structure of a server 1300 provided in an embodiment of this application. The server 1300 can vary significantly due to different configurations or performance, and may include one or more central processing units (CPUs) 1322 (e.g., one or more processors) and memory 1332, and one or more storage media 1330 (e.g., one or more mass storage devices) for storing application programs 1342 or data 1344. The memory 1332 and storage media 1330 can be temporary or persistent storage. The program stored in the storage media 1330 may include one or more modules (not shown in the diagram), each module including a series of instruction operations on the server. Furthermore, the CPU 1322 may be configured to communicate with the storage media 1330 and execute the series of instruction operations stored in the storage media 1330 on the server 1300.

[0309] Server 1300 may also include one or more power supplies 1326, one or more wired or wireless network interfaces 1350, one or more input / output interfaces 1358, and / or one or more operating systems, such as Windows Server. TM Mac OS X TM Unix TM Linux TM FreeBSD TM etc.

[0310] The steps performed by the server in the above embodiments can be based on this Figure 14The server structure shown is as follows. The CPU 1322 is used to execute the steps in the virtual character resurrection methods described in the foregoing embodiments.

[0311] This application also provides a computer-readable storage medium for storing a computer program that performs the steps in the virtual character resurrection method described in the foregoing embodiments.

[0312] This application also provides a computer program product or computer program that includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the steps in the virtual character resurrection method described in the foregoing embodiments.

[0313] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.

[0314] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be an indirect coupling or communication connection between apparatuses or units through some interfaces, and may be electrical, mechanical, or other forms.

[0315] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0316] Furthermore, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or as a software functional unit.

[0317] If the integrated unit is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or all or part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing computer programs, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0318] It should be understood that in this application, "at least one (item)" means one or more, and "more than" means two or more. "And / or" is used to describe the relationship between related objects, indicating that three relationships can exist. For example, "A and / or B" can represent three cases: only A exists, only B exists, and both A and B exist simultaneously, where A and B can be singular or plural. The character " / " generally indicates that the preceding and following related objects are in an "or" relationship. "At least one (item) of the following" or similar expressions refer to any combination of these items, including any combination of single or plural items. For example, at least one (item) of a, b, or c can represent: a, b, c, "a and b", "a and c", "b and c", or "a and b and c", where a, b, and c can be single or multiple.

[0319] The above-described embodiments are only used to illustrate the technical solutions of this application, and are not intended to limit them. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that modifications can still be made to the technical solutions described in the foregoing embodiments, or equivalent substitutions can be made to some of the technical features. Such modifications or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application.

Claims

1. A method for reviving a virtual character, characterized in that, The method includes: In response to a virtual death event of a first virtual character in a virtual game scene, a virtual resurrection element transformed from the first virtual character is displayed in the virtual game scene, and virtual associated elements of the virtual resurrection element are also displayed. In response to a first element event triggered by the second virtual character for the virtual associated element, first change information corresponding to the first attribute information of the virtual resurrection element is displayed; When the first attribute information of the virtual resurrection element meets the first preset condition, the resurrection success indication information corresponding to the first virtual character is displayed.

2. The method according to claim 1, characterized in that, The method further includes: In response to an element destruction event triggered by a third virtual character against the virtual resurrection element, the second change information corresponding to the second attribute information of the virtual resurrection element is displayed; If the second attribute information of the virtual resurrection element meets the second preset condition before the first attribute information of the virtual resurrection element meets the first preset condition, then the virtual resurrection element is canceled from display, and the resurrection failure indication information corresponding to the first virtual character is displayed.

3. The method according to claim 1 or 2, characterized in that, The method further includes: In response to a second element event triggered by a third virtual character for the virtual associated element, third change information corresponding to the second attribute information of the virtual resurrection element is displayed; If the second attribute information of the virtual resurrection element meets the second preset condition before the first attribute information of the virtual resurrection element meets the first preset condition, then the virtual resurrection element is canceled from display, and the resurrection failure indication information corresponding to the first virtual character is displayed.

4. The method according to any one of claims 1 to 3, characterized in that, The method further includes: In response to a resurrection interference event triggered by a third virtual character against the virtual resurrection element, a fourth change information corresponding to the first attribute information of the virtual resurrection element is displayed, wherein the change direction corresponding to the fourth change information is opposite to the change direction corresponding to the first change information.

5. The method according to any one of claims 1 to 4, characterized in that, The method further includes: During the process of the second virtual character triggering the first element event against the virtual associated element, in response to the character attack event triggered by the third virtual character against the second virtual character, the virtual associated element is canceled from display, and it is determined that the first element event triggering failed.

6. The method according to any one of claims 1 to 5, characterized in that, The virtual resurrection element is equipped with defensive skills, and the method further includes: In response to the use of the defensive skill by the first object, the defensive effect corresponding to the virtual resurrection element is displayed. The first object is the player object that controls the first virtual character. The defensive effect is used to defend against a third virtual character. The virtual faction to which the third virtual character belongs is different from the virtual factions to which the first virtual character and the second virtual character belong.

7. The method according to claim 6, characterized in that, The method further includes: In response to the first object's use of the defensive skill, the fifth change information corresponding to the first attribute information of the virtual resurrection element is displayed, and the change direction of the fifth change information is opposite to the change direction of the first change information.

8. The method according to claim 6 or 7, characterized in that, The response to the first object's use of the defensive skill triggering the display of the defensive effect corresponding to the virtual resurrection element includes any of the following: In response to the first object's use of the knockback defense skill, the knockback defense effect is displayed, which includes moving the third virtual character within the skill's range away from the virtual resurrection element; In response to the first object's use of the shield defense skill, the shield defense effect is displayed, which includes resisting the attack effect of the third virtual character on the virtual resurrection element during the skill's active period.

9. The method according to any one of claims 1 to 8, characterized in that, The virtual resurrection element is configured with mobility, and the method further includes: In response to a movement control operation triggered by a first object, the movement effect corresponding to the virtual resurrection element and the follow movement effect corresponding to the virtual associated element are displayed in the virtual game scene. The first object is the player object that controls the first virtual character, and the follow movement effect is determined based on the movement effect.

10. The method according to any one of claims 2 to 9, characterized in that, The method further includes: In response to the element repair event triggered by the second virtual character for the virtual resurrection element, the fourth change information corresponding to the second attribute information of the virtual resurrection element is displayed, and the change direction corresponding to the fourth change information is opposite to the change direction corresponding to the second change information.

11. The method according to claim 10, characterized in that, The first element event includes at least one of the following: picking up the virtual associated element, applying a buff skill to the virtual associated element, applying a debuff skill to the virtual associated element, defeating the virtual associated element, or paying virtual resources based on the virtual associated element. The element repair event includes at least one of the following: an event that applies a buff skill to the virtual resurrection element, or an event that pays virtual resources based on the virtual resurrection element.

12. The method according to any one of claims 1 to 11, characterized in that, The first attribute information of the virtual resurrection element is the resurrection countdown corresponding to the first virtual character, and the first preset condition is that the time progress of the resurrection countdown reaches the progress limit. The first change information corresponding to the first attribute information of the virtual resurrection element, which is displayed in response to the first element event triggered by the second virtual character for the virtual associated element, includes: In response to the first element event triggered by the second virtual character in relation to the virtual associated element, fast-forward change information corresponding to the resurrection countdown is displayed.

13. The method according to claim 12, characterized in that, The step of displaying fast-forward information corresponding to the resurrection countdown's progress in response to the first element event triggered by the second virtual character for the virtual associated element includes: When at least one of the same virtual associated elements is displayed, in response to the first element event triggered by the second virtual character for the first associated element, the countdown progress of the resurrection countdown is fast-forwarded by a preset progress range, wherein the first associated element is any one of the virtual associated elements; When multiple different virtual associated elements are displayed, in response to the first element event triggered by the second virtual character for the second associated element, the target progress range of the resurrection countdown is displayed, where the second associated element is any one of the virtual associated elements, and the target progress range is determined based on the second associated element.

14. The method according to claim 12 or 13, characterized in that, The resurrection countdown is configured with a preset progress change rate, and the countdown progress moves toward the upper limit of the progress according to the progress change rate. The progress change rate is a preset fixed rate, or is determined based on the first character information of the first virtual character; The progress limit is a preset fixed limit, or it can be determined based on the second role information of the first virtual character.

15. The method according to any one of claims 2 to 14, characterized in that, The second attribute information of the virtual resurrection element is the virtual health value of the virtual resurrection element, and the second preset condition is that the virtual health value reaches the lower limit of the health value; The response to the element destruction event triggered by the third virtual character against the virtual resurrection element, displaying the second change information corresponding to the second attribute information of the virtual resurrection element, includes: In response to the element destruction event triggered by the third virtual character against the virtual resurrection element, information on the reduction or change of the virtual health value is displayed, and the information on the reduction or change is determined based on the event attributes of the element destruction event.

16. The method according to any one of claims 3 to 14, characterized in that, The second attribute information of the virtual resurrection element is the virtual health value of the virtual resurrection element, and the second preset condition is that the virtual health value reaches the lower limit of the health value; The third change information corresponding to the second attribute information of the virtual resurrection element, in response to the second element event triggered by the third virtual character for the virtual associated element, includes: When at least one of the same virtual associated elements is displayed, in response to the second element event triggered by the third virtual character for the third associated element, the virtual health value is reduced by a preset health value, wherein the third associated element is any one of the virtual associated elements; When multiple different virtual associated elements are displayed, in response to the second element event triggered by the third virtual character for the fourth associated element, the virtual health value is reduced by a target health value, wherein the fourth associated element is any one of the virtual associated elements, and the target health value is determined according to the fourth associated element.

17. The method according to claim 15 or 16, characterized in that, The virtual health value is initially a preset fixed health value, or it is determined based on the third role information of the first virtual character.

18. The method according to any one of claims 1 to 17, characterized in that, The method further includes: In response to the first element event triggered by the second virtual character in relation to the virtual associated element, the first effect of the virtual associated element on the second virtual character is displayed.

19. The method according to any one of claims 3 to 18, characterized in that, The method further includes: In response to the second element event triggered by the third virtual character in relation to the virtual associated element, the second effect of the virtual associated element on the third virtual character is displayed.

20. A virtual character resurrection device, characterized in that, The device includes: The first display module is configured to respond to a virtual death event of a first virtual character in a virtual game scene, display a virtual resurrection element transformed from the first virtual character in the virtual game scene, and display virtual associated elements of the virtual resurrection element; The second display module is used to respond to a first element event triggered by the second virtual character for the virtual associated element, and to display first change information corresponding to the first attribute information of the virtual resurrection element; The third display module is used to display the resurrection success indication information corresponding to the first virtual character when the first attribute information of the virtual resurrection element meets the first preset condition.

21. A computer device, characterized in that, The device includes a processor and a memory; The memory is used to store computer programs; The processor is configured to execute the virtual character resurrection method according to any one of claims 1 to 19 according to the computer program.

22. A computer-readable storage medium, characterized in that, The computer-readable storage medium is used to store a computer program that, when executed by an electronic device, implements the virtual character resurrection method according to any one of claims 1 to 19.

23. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by a processor, it implements the virtual character resurrection method according to any one of claims 1 to 19.