Virtual object control method and apparatus, computer device, and storage medium
By selecting skills and limiting skill points before the game starts, combined with a skill cooldown mechanism, the limitations of virtual object skill usage are solved, the efficiency of virtual object interaction and human-computer interaction is improved, and the fairness and strategy of the game are optimized.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- TENCENT TECHNOLOGY (SHENZHEN) CO LTD
- Filing Date
- 2024-12-09
- Publication Date
- 2026-06-05
AI Technical Summary
The use of virtual objects in existing technologies has significant limitations, resulting in low efficiency in human-computer interaction.
A virtual object control method is provided, which allows players to select multiple skills in the skill configuration interface before the game starts, and limits the sum of the selected skill points. After each skill is used, the player enters a skill cooldown state. The skill point and cooldown mechanism improves the flexibility and interactivity of skill combinations.
It improves the flexibility of interaction between virtual objects and the efficiency of human-computer interaction, and optimizes the competitive fairness and strategy of game matches.
Smart Images

Figure CN122141240A_ABST
Abstract
Description
[0001] This application claims priority to Chinese Patent Application No. 202411771526.X, filed on December 3, 2024, entitled “Interaction Method, Apparatus, Device and Storage Medium for Virtual Characters”, the entire contents of which are incorporated herein by reference. Technical Field
[0002] This application relates to the field of computer technology, and in particular to a virtual object control method, apparatus, computer device, and storage medium. Background Technology
[0003] With the rapid development of computer technology and the widespread adoption of smart devices, video games have become widely used. In video games, users can control virtual objects to unleash skills on other virtual objects.
[0004] In related technologies, the skills of virtual objects are inherent attributes of virtual objects. In each game, only virtual objects can be controlled to use their inherent skills to participate in the game. The interaction between virtual objects is quite limited, resulting in low efficiency of human-computer interaction. Summary of the Invention
[0005] This application provides a virtual object control method, apparatus, computer device, and storage medium, which can improve the flexibility of interaction between virtual objects and improve human-computer interaction efficiency. The technical solution is as follows:
[0006] On the one hand, a method for controlling virtual objects is provided, the method comprising:
[0007] The skill configuration interface displays multiple different skills, each with its own skill points;
[0008] In response to a selection operation in the skill configuration interface, at least one target skill is determined, wherein at least one target skill is a selected skill, and the sum of the skill points of at least one target skill is not greater than a preset skill point.
[0009] In response to the start of a game, a first virtual object is displayed on the game interface, the first virtual object carrying at least one of the target skills;
[0010] In response to the first virtual object's release operation on the first target skill, if the first target skill is not in a skill cooldown state, the first virtual object is controlled to release the first target skill, and each of the target skills is displayed to enter the skill cooldown state, wherein the first target skill is any of the target skills.
[0011] On the other hand, a virtual object control device is provided, the device comprising:
[0012] The first display module is used to display multiple different skills in the skill configuration interface, each of which has its own skill points;
[0013] A skill determination module is used to determine at least one target skill in response to a selection operation in the skill configuration interface, wherein at least one target skill is a selected skill, and the sum of the skill points of at least one target skill is not greater than a preset skill point;
[0014] The second display module is used to display a first virtual object on the game interface in response to the start of the game, the first virtual object carrying at least one of the target skills;
[0015] The control module is used to respond to the release operation of the first virtual object on the first target skill. If the first target skill is not in the skill cooldown state, the control module controls the first virtual object to release the first target skill and displays each of the target skills entering the skill cooldown state. The first target skill is any of the target skills.
[0016] Optionally, the device further includes:
[0017] The skill acquisition module is used to add the skill to the skill library of the currently logged-in account if the skill acquisition conditions for any skill are met. The skill library includes multiple skills that the account has already acquired.
[0018] The first display module is used for:
[0019] The skill configuration interface displays multiple skills from the account's skill library.
[0020] Optionally, the skill acquisition module is used for:
[0021] The skill acquisition interface displays at least one skill that the account has not yet acquired and the target quantity for each skill. The target quantity for each skill represents the amount of virtual resources required to acquire the skill.
[0022] In response to an acquisition operation of any skill on the skill acquisition interface, the target number of virtual resources corresponding to the skill is deducted from the virtual resources of the account, and the skill is added to the skill library of the account.
[0023] Optionally, the skill acquisition module is used for:
[0024] The skill acquisition interface displays at least one skill that the account has not yet acquired and the target task corresponding to each skill. The target task corresponding to the skill represents the task that needs to be completed to acquire the skill.
[0025] If the account completes the target task corresponding to any skill, the skill will be added to the account's skill library.
[0026] Optionally, the first display module is further configured to:
[0027] In response to the selection operation of any skill in the skill configuration interface, if the sum of the skill points of the currently selected skill and the skill points of at least one previously selected skill is greater than the preset skill points, a selection failure message will be displayed.
[0028] Optionally, the control module is used for:
[0029] For any second target skill, if the second target skill is not currently in the skill cooldown state, then the second target skill is displayed as being in the skill cooldown state, and the duration of the second target skill being in the skill cooldown state is equal to the common cooldown duration;
[0030] The second target skill refers to any target skill other than the first target skill, and the common cooldown time represents the minimum waiting time required to release any target skill again after releasing any target skill.
[0031] Optionally, the control module is used for:
[0032] For any second target skill, if the second target skill is currently in the skill cooldown state, then determine the remaining cooldown time of the second target skill in the skill cooldown state;
[0033] If the remaining cooldown time is less than the common cooldown time, then the remaining cooldown time of the second target skill in the skill cooldown state is updated to the common cooldown time;
[0034] If the remaining cooldown time is not less than the common cooldown time, then the remaining cooldown time of the second target skill in the skill cooldown state remains unchanged;
[0035] The second target skill refers to any target skill other than the first target skill, and the common cooldown time represents the minimum waiting time required to release any target skill again after releasing any target skill.
[0036] Optionally, the control module is used for:
[0037] For the first target skill, the independent cooldown time of the first target skill is determined. The independent cooldown time of the first target skill represents the minimum waiting time required to release the first target skill again after it has been released. Each target skill has its own independent cooldown time.
[0038] If the independent cooldown time of the first target skill is less than the common cooldown time, then the first target skill is shown to be in the skill cooldown state, and the duration of the first target skill in the skill cooldown state is equal to the common cooldown time;
[0039] If the independent cooldown duration of the first target skill is not less than the common cooldown duration, then the first target skill is shown to be in the skill cooldown state, and the duration of the first target skill in the skill cooldown state is equal to the independent cooldown duration of the first target skill.
[0040] The common cooldown time refers to the minimum waiting time required to release any target skill again after releasing any target skill.
[0041] Optionally, the game session includes multiple rounds, and the control module is further configured to:
[0042] In response to the start of any round, each of the target skills is shown to be in the cooldown state, and the duration of the target skill in the cooldown state is positively correlated with the independent cooldown duration of the target skill, with each target skill having its own independent cooldown duration.
[0043] Optionally, the control module is used for:
[0044] The first virtual object is controlled to summon the first summoned object, and the first target skill is used to summon the first summoned object;
[0045] Control the first summoned object to release the first skill to the second virtual object, the second virtual object being a virtual object belonging to a different faction than the first virtual object.
[0046] Optionally, the control module is further configured to:
[0047] If the first virtual object performs a defensive action while the second summoned object is releasing its second skill, it will be displayed that the first virtual object has successfully defended against the second skill released by the second summoned object. The second summoned object is the object summoned by the second virtual object.
[0048] Optionally, the control module is used for:
[0049] During the counterattack period following a successful defense, in response to a normal attack, the first virtual object is controlled to launch a counterattack against the second virtual object; or...
[0050] During the non-defense counterattack period after a successful defense, in response to a normal attack operation, the first virtual object is controlled to perform a normal attack on the second summoned object, and it is displayed that the second summoned object is knocked back.
[0051] Optionally, the control module is used for:
[0052] The first summoned object summoned by the first virtual object is displayed using the first display style;
[0053] The second summoned object summoned by the second virtual object is displayed using a second display style, which is different from the first display style.
[0054] Optionally, the control module is further configured to:
[0055] The third virtual object summoned by the third virtual object is displayed using the first display style. The third virtual object is a virtual object belonging to the same faction as the first virtual object.
[0056] Optionally, the control module is configured to perform at least one of the following:
[0057] The skill effect of the first target skill is displayed. After the skill effect is displayed, the first summoned object is displayed. Each target skill has its own skill effect. The coverage of the skill effect of the target skill is positively correlated with the skill points of the target skill.
[0058] The first virtual object is shown to perform a summoning action, and after the summoning action is completed, the first summoned object is displayed.
[0059] Optionally, the first display module is further configured to:
[0060] The skill configuration interface displays multiple skill combinations, each skill combination including at least one of the skills, and the sum of the skill points of the skills in the skill combination is not greater than the preset skill points;
[0061] The skill determination module is used for:
[0062] In response to a selection operation on any of the skill combinations, a skill in the selected skill combination is identified as at least one of the target skills.
[0063] On the other hand, a computer device is provided, the computer device including a processor and a memory, the memory storing at least one computer program, the at least one computer program being loaded and executed by the processor to perform the operations performed by the virtual object control method as described above.
[0064] On the other hand, a computer-readable storage medium is provided that stores at least one computer program, which is loaded and executed by a processor to perform the operations performed by the virtual object control method as described above.
[0065] On the other hand, a computer program product is provided, including a computer program that is loaded and executed by a processor to perform the operations performed by the virtual object control method as described above.
[0066] The methods, apparatus, computer devices, and storage media provided in this application provide players with multiple different skills to choose from in a skill configuration interface before the start of a game. Players can choose which skills to use in the game, and each skill has its own skill points. The skill points are related to the value of the skill. The sum of the skill points of at least one skill selected by the player cannot exceed the preset skill points. On the one hand, this provides players with the freedom to choose skills, and on the other hand, it limits the number of skills that players can choose by using skill points. This allows for flexible combination of skills to be used, thereby improving the flexibility of interaction between virtual objects and improving the efficiency of human-computer interaction.
[0067] Furthermore, for any target skill brought into the game, whenever any target skill is released, all target skills will enter a skill cooldown state. This helps to avoid the release of skills too frequently, optimizing the flexibility of skill combinations while maintaining competitive fairness and skill strategy in the game. Attached Figure Description
[0068] 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 the embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0069] Figure 1 This is a schematic diagram illustrating a restraint relationship provided in an embodiment of this application;
[0070] Figure 2 This is a schematic diagram of a game interface provided in an embodiment of this application;
[0071] Figure 3 This is a schematic diagram of another game interface provided in an embodiment of this application;
[0072] Figure 4 This is a schematic diagram of another game interface provided in an embodiment of this application;
[0073] Figure 5 This is a structural block diagram of a computer system provided in an embodiment of this application;
[0074] Figure 6 This is a flowchart of a virtual object control method provided in an embodiment of this application;
[0075] Figure 7 This is a flowchart of another virtual object control method provided in the embodiments of this application;
[0076] Figure 8 This is a schematic diagram of a skill configuration interface provided in an embodiment of this application;
[0077] Figure 9 This is a schematic diagram of a skill preview window provided in an embodiment of this application;
[0078] Figure 10 This is a schematic diagram of a skill acquisition interface provided in an embodiment of this application;
[0079] Figure 11 This is a schematic diagram of another skill preview window provided in an embodiment of this application;
[0080] Figure 12 This is a schematic diagram of a game interface provided in an embodiment of this application;
[0081] Figure 13 This is a schematic diagram of another game interface provided in an embodiment of this application;
[0082] Figure 14 This is a flowchart of another virtual object control method provided in the embodiments of this application;
[0083] Figure 15 This is a schematic diagram of a summoning object provided in an embodiment of this application;
[0084] Figure 16 This is a schematic diagram of a skill effect provided in an embodiment of this application;
[0085] Figure 17 This is a schematic diagram of another game interface provided in an embodiment of this application;
[0086] Figure 18This is a flowchart of another virtual object control method provided in the embodiments of this application;
[0087] Figure 19 This is a schematic diagram of the structure of a virtual object control device provided in an embodiment of this application;
[0088] Figure 20 This is a schematic diagram of another virtual object control device provided in an embodiment of this application;
[0089] Figure 21 This is a schematic diagram of the structure of a terminal provided in an embodiment of this application;
[0090] Figure 22 This is a schematic diagram of the structure of a server provided in an embodiment of this application. Detailed Implementation
[0091] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.
[0092] It is understood that the terms "first," "second," etc., used in this application may be used to describe various concepts herein, but unless otherwise stated, these concepts are not limited by these terms. These terms are only used to distinguish one concept from another. For example, without departing from the scope of this application, a first virtual object may be referred to as a second virtual object, and similarly, a second virtual object may be referred to as a first virtual object.
[0093] "At least one" refers to one or more virtual objects. For example, at least one virtual object can be one, two, three, or any integer number of virtual objects greater than or equal to one. "Multiple" refers to two or more virtual objects. For example, multiple virtual objects can be two, three, or any integer number of virtual objects greater than or equal to two. "Each" refers to each of the at least one virtual object. For example, each virtual object refers to each of the multiple virtual objects. If the multiple virtual objects are three virtual objects, then each virtual object refers to each of the three virtual objects.
[0094] It should be noted that all information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.), and signals (including but not limited to signals transmitted between user terminals and other devices) involved in this application have been fully authorized by the user or relevant parties, and the collection, use, and processing of related data must comply with the relevant laws, regulations, and standards of the relevant countries and regions. For example, virtual objects involved in this application were obtained with full authorization.
[0095] First, a brief introduction to the terms used in the embodiments of this application:
[0096] Virtual scene: A scene provided (or displayed) by an application while it is running on a terminal. This virtual scene refers to a scene created for virtual characters to perform activities. A virtual scene can be two-dimensional, 2.5-dimensional, or three-dimensional. It can be a simulation of the real world, a semi-simulated / semi-fictional scene, or a purely fictional scene.
[0097] Virtual objects refer to movable objects within a virtual scene. These movable objects can be virtual characters, virtual animals, anime characters, etc. Interactive objects can be manipulated via peripheral devices or by clicking on a touchscreen. Each virtual object has its own shape and volume within the virtual scene, occupying a portion of the scene's space. For example, when the virtual scene is three-dimensional, the virtual object is a three-dimensional model created based on animation skeletal technology. Optionally, the virtual object can be a player character controlled through operations on a terminal device, or it can be a non-player character (NPC) set up for interaction within the virtual scene. In some embodiments, the interactive object can also be referred to as a player or user.
[0098] Player vs Player (PVP) mode: This mode involves interactive objects battling other interactive objects. It refers to interactive objects directly competing or cooperating with other interactive objects in the game. This mode typically includes battles between interactive objects, competitive matches, ranked matches, etc. The main purpose of PVP mode is to allow interactive objects to showcase their skills and strategies in competition with other interactive objects, gaining a sense of accomplishment and rewards.
[0099] This application provides a 3D action game that supports PVP (Player vs. Player) and PVE (Player vs. Environment) modes. In the game, each player controls a chosen virtual object within a virtual environment. Within this virtual environment, virtual objects controlled by different players engage in combat. The combat actions that virtual objects can perform include basic attacks, standard skills, and defense, and there is a cyclical restraint relationship between these three combat actions. This cyclical restraint relationship between the three combat actions can be termed a triangular game.
[0100] Taking a battle between a first virtual object and a second virtual object as an example, the following explains the triangular game theory. When the second virtual object is using a regular skill, if the first virtual object defends, it can defend against the second virtual object's use of a regular skill; that is, defense counters regular skills. Optionally, defense can significantly reduce the damage caused by the regular skill, for example, reducing it by 90%. When the second virtual object is using a normal attack, if the first virtual object uses a regular skill against it, the second virtual object's normal attack is interrupted; that is, regular skills counter normal attacks. When the second virtual object is defending, if the first virtual object uses a normal attack against it, the normal attack is converted into a throw attack, which can then interrupt the second virtual object's defensive action; that is, normal attacks counter defense. The triangular game theory in this embodiment is a cyclical counter-relationship where defense counters regular skills, regular skills counter normal attacks, and normal attacks counter defense. Therefore, players can respond to the opponent's combat behavior, flexibly formulate and change their strategies, increasing the challenge of the operation, promoting interaction between virtual objects, and enhancing the player's gaming experience.
[0101] Based on the aforementioned triangular game, skills in the game include regular skills and special skills. Regular skills are bound by the cyclical restraint relationships in the triangular game; they are restrained by defense, and defense can prevent regular skills, thus significantly reducing the damage received. Special skills are not bound by the cyclical restraint relationships in the triangular game; they are not restrained by defense, and defense cannot interrupt special skills. Optionally, the color of the skill effect when a regular skill is released is different from the color of the skill effect when a special skill is released. For example, when a regular skill is released, the first skill effect is displayed, and this first skill effect is blue; this regular skill can be called a "blue light skill." When a special skill is released, the second skill effect is displayed, and this second skill effect is red; this special skill can be called a "red light skill." Different skills display different effects, allowing players to judge the type of skill used by the enemy through the visual appearance of the enemy's skills during combat, thereby increasing the strategic depth and fun of the combat game and improving the user experience.
[0102] In one embodiment, such as Figure 1As shown, when the first virtual object attacks the second virtual object's defense 12 with normal attack 11, the normal attack 11 of the first virtual object is transformed into a throw attack. This can be understood as the throw attack being automatically released after normal attack 11 successfully hits defense 12. According to the constraints of the triangular game, the throw attack automatically released after normal attack 11 attacks defense 12 can interrupt the second virtual object's defense, thereby causing damage to the second virtual object through the throw. That is, when the second virtual object's defense 12 is attacked by the first virtual object's normal attack 11, the first virtual object releases the throw attack transformed from normal attack 11 against the second virtual object, and even if the second virtual object defends, the first virtual object still releases this throw attack.
[0103] In one embodiment, such as Figure 1 As shown, when the first virtual object defends against the second virtual object's release of regular skill 13 using defense 12, a defensive counterattack period, or "counterattack window," is provided for the first virtual object. Different regular skills correspond to different defensive counterattack periods. For example, if the regular skill is a single-stage action, a certain period during the action can be configured as the defensive counterattack period; if the regular skill is a multi-stage action, a defensive counterattack period can be configured after each stage. During the defensive counterattack period, if the first virtual object performs a normal attack on the second virtual object, this normal attack will be converted into a counterattack attack. Optionally, this counterattack attack is considered a regular skill, and according to the aforementioned triangular game's cyclical restraint relationship, the counterattack attack can be defended by the second virtual object. That is, if the first virtual object successfully defends against the second virtual object's release of regular skill 13 using defense 12, and during the defensive counterattack period after the second virtual object's release of regular skill 13 is defended, if the first virtual object performs a normal attack on the second virtual object, this normal attack will be converted into a counterattack attack. Since this counterattack is considered a standard skill, when the first virtual object launches a counterattack, if the second virtual object defends, according to the cyclical restraint relationship of the aforementioned triangular game, the second virtual object can defend against the first virtual object's counterattack. This also provides the second virtual object with a window of opportunity for defense and counterattack, allowing it to launch a counterattack itself. Thus, players can respond accordingly based on observation and prediction of the enemy's actions, enhancing the strategic depth and user experience of the action game.
[0104] The above describes an example where the first virtual object performs a normal attack 11 during the defensive counterattack period, thus transforming the normal attack 11 into a counterattack attack. Optionally, if the first virtual object fails to perform a normal attack precisely during the defensive counterattack period, but instead performs a normal attack outside of that period, this normal attack will neutralize the opponent's attack and push the opponent away. In one embodiment, the virtual objects in the game also have a first attribute value. Optionally, this first attribute value is an energy value. Optionally, the first attribute value is restored when hitting or being hit by any virtual object. In this embodiment, releasing a regular skill does not consume the first attribute value, while releasing a special skill does consume the first attribute value.
[0105] In one embodiment, the virtual object in the game also has a second attribute value. Optionally, this second attribute value is a stamina value. Optionally, the second attribute value can be automatically restored every preset time interval, restored by using specific virtual items, or restored by releasing specific skills. In this embodiment, the combat behavior of the virtual object also includes a fast movement operation, a hit-and-escape operation, and a behavior termination operation. The virtual object can perform the above-mentioned fast movement operation, hit-and-escape operation, or behavior termination operation by consuming a certain amount of second attribute value. Among them, the fast movement operation can be called "stepping," which refers to moving a preset distance in any direction by consuming a certain amount of second attribute value. This can be used to escape the opponent's normal attacks or skills. The movement speed of the fast movement operation is greater than the movement speed of the normal movement operation. Among them, the hit-and-escape operation can be called "escape dash," which refers to escaping the hit state by consuming a certain amount of second attribute value. The hit state refers to the state of being continuously attacked. By escaping the hit state, one can escape the opponent's continuous attacks. Among them, the behavior termination operation can be called "forced cancellation", which means terminating the current behavior by consuming a certain amount of secondary attribute value. For example, terminating a normal attack or terminating the release of a skill. By terminating the current behavior, you can change your combat moves and flexibly respond to the ever-changing situation in the game.
[0106] The first and second attribute values of the aforementioned virtual objects are key resources in the game. The first attribute value is used to unleash special skills, while the second attribute value is used for quick movement, escape from hit, or action termination. There is also a certain game-theoretic relationship between these two attribute values. For example, the first virtual object consumes its first attribute value to unleash a special skill. If the second virtual object is within the skill's effective range after the skill is unleashed and at the skill's activation time, it will be hit by the skill. Then, during the period between the skill's release and its activation time, the second virtual object can use its second attribute value to move quickly, potentially escaping the skill's effective range and avoiding the special skill. Therefore, although special skills are not bound by the cyclical restraint relationships in the triangular game and are at the top of the strength chain, their hit rate is related to the opponent's second attribute value. If the opponent's second attribute value is sufficient to execute a quick movement, the chance of the special skill missing is high. If the opponent's second attribute value is insufficient to execute a quick movement, the opponent cannot quickly escape the skill's effective range, and the chance of the special skill missing is low. This can be understood as special skills being restrained by the second attribute value to a certain extent. Thus, based on the cyclical restraint relationship in the aforementioned triangular game, a higher-level game relationship is derived, namely, the game relationship between resources.
[0107] In one embodiment, when the first virtual object hits any other virtual object, the first attribute value of the first virtual object is increased by a first amount. Hitting any other virtual object includes hitting the virtual object through any of the following attack methods: normal attack, throw attack, counterattack attack, regular skill, or special skill. Optionally, the first amount increased after hitting a virtual object by different attack methods may be equal or unequal.
[0108] In another embodiment, if the first virtual object is hit by any other virtual object, a second quantity is added to the first attribute value of the first virtual object. The first virtual object being hit includes being hit by any of the following attack methods: normal attack, throw attack, counterattack attack, regular skill, or special skill. Optionally, the second quantity added after being hit by different attack methods may be equal or unequal. Optionally, if the first virtual object is hit by a second virtual object, the second quantity of the first attribute value of the second virtual object is transferred to the first virtual object.
[0109] For example, each first virtual object can have a maximum of the target number of first attribute values. Releasing a special skill requires consuming the target number of first attribute values; that is, releasing a special skill requires consuming all of the first virtual object's first attribute values.
[0110] For example, in response to the start of a game, the first virtual object has a first attribute value equal to the initial quantity, such as one-quarter of the target quantity. Optionally, the game consists of multiple rounds, and at the start of the first round, the first virtual object has a first attribute value equal to the initial quantity. For each round after the first round, the first attribute value from the previous round is inherited.
[0111] In one embodiment, if the second attribute value has not reached its maximum value, the second attribute value is increased by a third value every preset time interval. Optionally, if the second attribute value of the virtual object is less than a fourth value, a prompt effect is displayed on the virtual object. For example, if the second attribute value is stamina, with a maximum value of 5, and the third and fourth values are both 1, meaning the virtual object can have a maximum of 5 stamina points, and 1 stamina point is restored every preset time interval. When the virtual object's stamina value is less than 1 point, a prompt effect, such as a flashing red effect, is displayed on the virtual object.
[0112] For example, performing a fast movement operation consumes 1 stamina point, performing an action termination operation consumes 2 stamina points, and performing a hit-and-run operation consumes 3 stamina points. For example, the hit-and-run operation has a cooldown period, while the fast movement and action termination operations do not.
[0113] For example, if a virtual object achieves a perfect dodge by performing a quick movement, the virtual object's second attribute value will be increased by a fifth amount. A perfect dodge means successfully avoiding an attack within a preset timeframe before being hit by a fast movement. For instance, if an attack is successfully avoided within 0.5 seconds before being hit by a fast movement, the virtual object's stamina will increase by 1 unit.
[0114] Based on the above implementation methods, such as Figure 1As shown, in the three-dimensional action game provided in this application embodiment, in a triangular game, normal attack 11 counters defense 12. After hitting defense 12 with normal attack 11, normal attack 11 is converted into a throw attack, which can interrupt defense 12. Defense 12 counters regular skill 13. After successfully defending against regular skill 13 with defense 12, a counterattack is triggered, releasing a counterattack attack. Regular skill 13 counters normal attack 11. Special skill 15 is not bound by the cyclical counter relationship in the triangular game. Special skill 15 can counter normal attack 11, defense 12, and regular skill 13 in the triangular game. However, special skill 15 is countered by the second attribute value. By consuming the second attribute value to perform a quick movement operation 14, one can escape the effective range of special skill 15. In the triangular game battle, virtual objects consume the second attribute value to increase the success rate of a single game. When the second attribute value is scarce, there is a risk of being suppressed by special skill 15. Players can adopt different behavioral strategies depending on the situation of the game. For example, players can continuously reduce the opponent's health through high-frequency triangular games. Players can also gain a game advantage by consuming secondary attribute values in continuous offensive and defensive transitions. Players can also increase the hit rate of special skills by continuously suppressing the opponent's secondary attribute values.
[0115] For example, the aforementioned defense can also be called blocking, or in other words, a virtual object can completely or partially eliminate the attack of an enemy virtual object through a defensive operation. This defensive operation can be called defense or blocking. Throwing attacks can be called throwing techniques, regular skills can be called "blue light skills," special skills can be called "red light skills," or special skills can also be called "ultimate techniques." For example, the first attribute value required to release an ultimate technique can be called "Qi."
[0116] For example, a rapid movement operation can be called a "stepping step". A hit-and-run operation refers to escaping the attacked state, or in other words, a virtual object can be released from the attacked state through a hit-and-run operation. This hit-and-run operation is also known as the interactive behavior that controls a virtual object to escape the attacked state, and can also be called an "escape flash". The aforementioned behavior termination operation refers to a virtual object being able to terminate its current behavior through a behavior termination operation. This behavior termination operation is also known as the interactive behavior that controls a virtual object to terminate the attacked state, and can also be called a "forced cancellation".
[0117] Figure 2 The diagram illustrates a game interface provided in an exemplary embodiment of this application. The game interface allows for actions such as normal attacks, defense, skill activation, rapid movement, being hit and disengaging, and action termination.
[0118] like Figure 2As shown, the game interface provides a normal attack button 20, a defense button 21, a first skill release button 22, a second skill release button 23, a third skill release button 24, a fast movement button 25, a control button 26, a fourth skill release button 27, and a mode switch button 28.
[0119] The standard attack button 20 is used to perform a standard attack, the defense button 21 is used to perform a defense, and the quick movement button 25 is used to perform a quick movement. The mode switch button 28 is used to switch between target acquisition modes, which include free mode, smart mode, and lock-on mode.
[0120] The four skill release buttons, 22, 23, 24, and 27, are used to release different skills. Buttons 22 and 23 release regular skills, while button 24 releases a special skill. For example, the skills released by buttons 22, 23, and 24 are inherent skills of the virtual object itself. Button 27 releases a skill configured before the game starts; players can freely configure which skills to use. The skill released by button 27 can be either a regular or a special skill. Control button 26 is used to perform a hit-and-run or action termination operation. When the virtual object is under attack, clicking control button 26 controls the virtual object to break free from attack. When the virtual object is under attack, clicking control button 26 controls the virtual object to terminate its current attack.
[0121] The game interface also displays the aforementioned first, second, and third attribute values. For example, the first attribute value is energy, the second attribute value is stamina, and the third attribute value is health. Figure 2 As shown, the game interface displays the energy value of the player character (29) and the energy value of the enemy character (30). The player character's energy value (29) is displayed on the border of their portrait, and the enemy character's energy value (30) is displayed on the border of their portrait. Both energy values are displayed as energy bars. The game interface also displays the player character's health value (31) and the enemy character's health value (32), displayed as health bars. Finally, the game interface displays the player character's stamina value (33) and the enemy character's stamina value (34), displayed as squares.
[0122] exist Figure 2In this example, the player's virtual object's health value of 33 is displayed in the lower right corner of the player's virtual object's health bar. In another implementation, such as... Figure 3 As shown, the player's virtual object's health value of 33 can also be displayed in the lower center of the game interface. The display position of the player's virtual object's health value of 33 can be customized by performing user actions.
[0123] like Figure 2 As shown, in normal gameplay, the game interface displays the nine function buttons mentioned above. In the practice arena, the game interface displays, in addition to the nine function buttons mentioned above, the following: Figure 4 As shown, a configuration button 35 and a reset button 36 are also displayed. The configuration button 35 is used to configure resource data in the practice area, such as the virtual objects used in practice and whether to enable the unlimited firepower function. The reset button 36 is used to reset the resource data configured in the practice area to its initial values.
[0124] Figure 5 This is a structural block diagram of a computer system provided in an embodiment of this application. The computer system 100 includes: a first terminal 101, a server 102, and a second terminal 103. The first terminal 101 and the second terminal 103 are terminals used by users.
[0125] The first terminal 101 has a client 111 installed and running that supports a 3D virtual environment. The client 111 supporting the 3D virtual environment can be any of the following: a 3D map program, a shooting game, an adventure game, a battle game, a multiplayer online battle arena (MOBA) game, a massively multiplayer online role-playing game (MMORG), an action game (ACT), an action role-playing game (ARPG), a role-playing game (RPG), a virtual reality (VR) application, or an augmented reality (AR) program. The first terminal 101 is the terminal used by the first user. The first user uses the first terminal 101 to control a first virtual object located in the 3D virtual scene to perform activities, including: adjusting body posture, walking, running, jumping, riding, driving, aiming, picking up, using throwable items, and attacking other virtual objects. For example, the first virtual object is a virtual character, such as a realistic character or an anime character. For example, the first user controls the first virtual object to perform activities through user interface (UI) controls on the virtual scene screen.
[0126] The first terminal 101 is connected to the server 102 via a wireless network or a wired network.
[0127] Server 102 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. For example, server 102 includes a processor 112 and a memory 122. Memory 122 includes a receiving module 1221, a control module 1222, and a sending module 1223. The receiving module 1221 is used to receive requests sent by clients; the control module 1222 is used to control the rendering of display frames, which include at least a 3D virtual scene and virtual objects within the 3D virtual scene; the sending module 1223 is used to send responses to clients, such as sending display frames to clients. Server 102 provides background services for clients supporting 3D virtual scenes. Optionally, server 102 undertakes the primary computing work, while the first terminal 101 and the second terminal 103 undertake secondary computing work; or, server 102 undertakes secondary computing work, while the first terminal 101 and the second terminal 103 undertake the primary computing work; or, server 102, the first terminal 101, and the second terminal 103 collaborate using a distributed computing architecture.
[0128] The second terminal 103 has a client 113 installed and running that supports a 3D virtual environment. The client 113 supporting the 3D virtual environment can be any of the following: a 3D map program, a shooting game, an adventure game, a fighting game, a MOBA game, an MMORPG, an action game, an action role-playing game, a role-playing game, a VR application, or an AR program. The second terminal 103 is a terminal used by a second user. The second user uses the second terminal 103 to control a second virtual object located in the 3D virtual scene to perform activities, including: adjusting body posture, walking, running, jumping, riding, driving, aiming, picking up, using throwable items, and attacking other virtual objects—at least one of these. For example, the second virtual object is a virtual character, such as a realistic character or an anime character. For example, the second user controls the second virtual object's activities through UI controls on the virtual scene screen.
[0129] Optionally, the first virtual object and the second virtual object reside in the same 3D virtual scene. Optionally, the first virtual object and the second virtual object may belong to the same team, the same organization, the same faction, have a friend relationship, or have temporary communication permissions. Optionally, the first virtual object and the second virtual object may also belong to different factions, different teams, different organizations, or have an adversarial relationship.
[0130] Optionally, the applications installed on the first terminal 101 and the second terminal 103 are the same, or the applications installed on the two terminals are the same type of application on different operating system platforms. The first terminal 101 can refer to one of multiple terminals, and the second terminal 103 can refer to one of multiple terminals. This application only uses the first terminal 101 and the second terminal 103 as examples. The device types of the first terminal 101 and the second terminal 103 may be the same or different. The first terminal 101 and the second terminal 103 can be any electronic product that can interact with an interactive object through one or more methods such as a keyboard, touchpad, touch screen, remote control, voice interaction, or handwriting device. Examples include PCs (Personal Computers), mobile phones, smartphones, PDAs (Personal Digital Assistants), wearable devices, handheld portable gaming devices, PPCs (Pocket PCs), tablets, laptops, desktop computers, smart car systems, smart TVs, smart speakers, smartwatches, and in-vehicle terminals, but are not limited to these.
[0131] Those skilled in the art will understand that the number of terminals described above can be more or less. For example, there may be only one terminal, or there may be dozens or hundreds of terminals, or even more. This application does not limit the number of terminals or the type of device.
[0132] Based on the above Figure 5 The computer system shown in this application provides a virtual object control method. This method can be executed by a first terminal 101, a server 102, or a second terminal 102 in the computer system described above, and this application does not limit the execution of this method. This application describes the method as being executed by a computer device, which can be a terminal or a server. Figure 6 This is a flowchart of a virtual object control method provided in an embodiment of this application. See also... Figure 6 The method includes:
[0133] 601. The computer device displays multiple different skills in the skill configuration interface, and each skill has its own number of skill points.
[0134] The skill configuration interface is used to configure skills used in game matches. The skills displayed in this interface can be of any type. For example, these skills may include damage-dealing skills, which inflict damage on a target; for instance, if a virtual target is hit by a damage-dealing skill, its health is reduced. Alternatively, these skills may include reduction-type skills, which reduce the target's movement speed, health, attack power, skill cooldown speed, or energy. For example, these skills may include control-type skills, which control the target; for instance, if a virtual target is hit by a control-type skill, it is immobilized. Finally, these skills may include amplification-type skills, which provide a buff to the user; for example, if a virtual target uses an amplification-type skill, its attribute values are increased, including but not limited to movement speed, health, attack power, skill cooldown speed, energy, or health.
[0135] Each skill has its own set of skill points, which can be the same or different for different skills. In one possible implementation, the skill points are positively correlated with the skill's value, which reflects the game benefit the skill brings. The higher the skill's value, the higher its skill points. Conversely, the lower the skill's value, the lower its skill points. For example, for different damage-dealing skills, the higher the damage dealt by the skill, the higher its value, and consequently, the higher its skill points.
[0136] In one possible implementation, the skills provided by the skill configuration interface include a first type of skill and a second type of skill. The first type of skill refers to the conventional skills in the above embodiments, also known as "basic moves." The second type of skill refers to the special skills in the above embodiments, also known as "risky moves." Figure 1 As shown, regular skills are subject to the cyclical counter-relationships in the aforementioned triangular game: regular skills counter normal attacks, normal attacks counter defense, and defense counters regular skills. Special skills are not subject to the cyclical counter-relationships in the aforementioned triangular game, but can be dodged by consuming a secondary attribute value (such as stamina) to perform a quick movement. Optionally, regular skills have more skill points than special skills.
[0137] In one possible implementation, the skills provided in the skill configuration interface include independent cooldown durations. The independent cooldown duration of a skill represents the minimum waiting time required to release the target skill again after releasing the skill. Each skill has its own independent cooldown duration.
[0138] For example, the independent cooldown duration of a skill is positively correlated with the skill points it has. The higher the skill points, the longer the independent cooldown duration. Conversely, the lower the skill points, the shorter the independent cooldown duration. For instance, a skill has skill points between 1 and 3. If the skill has 1 skill point, its independent cooldown duration is 30 seconds; if it has 2 skill points, it's 40 seconds; and if it has 3 skill points, it's 50 seconds.
[0139] In one possible implementation, the computer device displays the skill configuration interface before the start of a game, and then stops displaying it after the game begins and continues until the game ends. Skills selected in the skill configuration interface can be used during the game.
[0140] In one possible implementation, a game consists of multiple rounds, including at least one target round. Before the start of each target round, the computer device displays the skill configuration interface. For any given target round, the skill selected in the skill configuration interface before the start of the target round can be used in that target round.
[0141] 602. In response to a selection operation in the skill configuration interface, the computer device determines at least one target skill, wherein the at least one target skill is the selected skill, and the sum of the skill points of the at least one target skill is not greater than the preset skill points.
[0142] The computer device determines at least one selected skill based on the selection operation performed in the skill configuration interface, and the at least one selected skill is the at least one target skill.
[0143] In this embodiment of the application, the sum of skill points of at least one target skill is not greater than the preset skill points, thus limiting the total number of skill points carried into the game. Players can comprehensively consider their own skill level, the difficulty of skill release, skill performance requirements, etc., and balance according to their own game strategy to choose which skills to carry in the game.
[0144] 603. In response to the start of a game, the computer device displays a first virtual object on the game interface, the first virtual object carrying at least one target skill.
[0145] In this embodiment, after the game begins, the first virtual object carries at least one target skill selected in the skill configuration interface. It should be noted that the first virtual object may only possess the at least one target skill, or it may possess other skills in addition to the at least one target skill. These other skills may be inherent skills of the first virtual object itself or skills acquired by the first virtual object during the game. For example, the target skill carried by the first virtual object into the game can also be referred to as an "external skill."
[0146] In one possible implementation, in response to a match start request, a game interface is displayed, which shows a first virtual object. For example, the game interface may also display other virtual objects, where the first virtual object is controlled by the logged-in account, and the other virtual objects are not controlled by the logged-in account. For instance, the other virtual objects may be controlled by an account not logged in, or they may be virtual objects controlled by AI (Artificial Intelligence).
[0147] Optionally, the match start request is triggered by a controller; that is, the match start request is generated when the controller is triggered, thereby entering the game match interface. For example, the controller is a match start control displayed on the skill configuration interface. For example, the controller is a physical button, such as a button on a mouse, keyboard, or game controller. The skill configuration interface displays instruction information for this physical button.
[0148] 604. The computer device responds to the release operation of the first virtual object on the first target skill. If the first target skill is not in the skill cooldown state, it controls the first virtual object to release the first target skill and displays that each target skill has entered the skill cooldown state. The first target skill is any target skill.
[0149] Taking the first target skill as an example, the first virtual object can release the first target skill if it is not in a skill cooldown state. Furthermore, after the first virtual object releases the first target skill, all target skills, including the first target skill, enter a skill cooldown state.
[0150] In one possible implementation, the first virtual object also has other skills besides at least one target skill. The cooldown mechanism of the other skills is independent of the cooldown mechanism of the target skill. Whether the other skills are cooled down or not is not affected by the target skill, so as to ensure that the other skills besides the target skill can be used normally.
[0151] In related technologies, to enhance the enjoyment of matches and avoid the problem of match homogenization, it is common practice to allow some shared personalized resources (such as skills) to be brought into the game. However, the skill-carrying mechanism often faces a contradiction between "diversity" and "complexity." If the number of skills allowed to be brought into the game is small, the game lacks variation and richness. If the number of skills allowed to be brought into the game is large, more controls need to be added, placing a greater operational burden on players.
[0152] In this application embodiment, in order to address the contradiction between the aforementioned "diversity" and "complexity", a scheme based on skill points for skill selection is proposed. Players can combine the skills they bring into the game based on their own situation, taking into account their own skill level, the ease of skill release, skill performance requirements, etc., so that the selected skills are more suitable for their own situation.
[0153] The method provided in this application provides players with multiple different skills to choose from in the skill configuration interface before the start of a game. Players can choose which skills to use in this game, and each skill has its own skill points. The skill points are related to the value of the skill. The sum of the skill points of at least one skill selected by the player cannot exceed the preset skill points. On the one hand, this provides players with the freedom to choose skills, and on the other hand, it limits the number of skills that players can choose by using skill points. This allows for flexible combination of skills to be used, thereby improving the flexibility of interaction between virtual objects and improving the efficiency of human-computer interaction.
[0154] Furthermore, for any target skill brought into the game, whenever any target skill is released, all target skills will enter a skill cooldown state. This helps to avoid the release of skills too frequently, optimizing the flexibility of skill combinations while maintaining competitive fairness and skill strategy in the game.
[0155] Furthermore, since different skills can be combined and incorporated into the game, a unit quantity of skill resources can generate exponential combinations, providing an extremely rich dynamic space for the game. At the same time, it also effectively improves the utilization efficiency of skill resources, reduces the pressure of mass production of skill resources, facilitates maintenance, and reduces development costs.
[0156] Figure 7 This is a flowchart of another virtual object control method provided in this application embodiment. This application embodiment is executed by a computer device. See also... Figure 7 The method includes:
[0157] 701. The computer device displays multiple skills in the account's skill library on the skill configuration interface. The skill library includes multiple skills that the account has acquired, and each skill has its own number of skill points.
[0158] In this embodiment of the application, the multiple skills displayed on the skill configuration interface are the skills that the account logged in on this terminal has already acquired. At least one skill can be selected from the multiple acquired skills and brought into the game.
[0159] Figure 8 This is a schematic diagram of a skill configuration interface provided in an embodiment of this application, such as... Figure 8 As shown, skill points are represented by stars 801, and different skills have their own skill points. Among them, skills 1 to 4 are normal moves, that is, regular skills, while skill 5 is a risky move, that is, a special skill.
[0160] In this implementation, the skills available for selection in the skill configuration interface are those already acquired by the account. This encourages players to acquire skills through human-computer interaction, increasing the enjoyment of the game. Furthermore, it avoids providing too many skills, which would increase the difficulty of selection for players, and thus improves the efficiency of skill selection to some extent.
[0161] In one possible implementation, in response to viewing any skill in the skill configuration interface, a skill preview window is displayed, including a demonstration video of the skill. The demonstration video showcases the skill's execution process, and includes, but is not limited to, the skill's execution conditions, animation, effects, and hit effects. Optionally, the skill preview window may also include detailed skill information, including but not limited to skill points, skill type, damage dealt, and cooldown duration. Figure 9 This is a schematic diagram of a skill preview window provided in an embodiment of this application, such as... Figure 9 As shown, the skill preview window 901 is displayed in the skill configuration interface. The skill preview window 901 displays the skill details and the skill demonstration video 902.
[0162] In one possible implementation, if the currently logged-in account meets the skill acquisition conditions for any skill, the skill is added to the account's skill library. The skill acquisition conditions include at least one of the following.
[0163] The first skill acquisition condition: The skill acquisition interface displays at least one skill that the account has not yet acquired and the target quantity for each skill. The target quantity for a skill represents the amount of virtual resources required to acquire the skill. In response to an acquisition operation for any skill on the skill acquisition interface, the target quantity of virtual resources for the skill is deducted from the account's virtual resources, and the skill is added to the account's skill library.
[0164] The condition for acquiring a skill is to deduct the target amount of virtual resources corresponding to that skill. The amount of virtual resources required to be deducted for different skills can be the same or different, and the types of virtual resources required to be deducted for different skills can also be the same or different.
[0165] Figure 10 This is a schematic diagram of a skill acquisition interface provided in an embodiment of this application, such as... Figure 10 As shown, the skill acquisition interface displays the skills the account has not yet acquired and their corresponding target quantities. Virtual resources include Resource A and Resource B. Skills 1 to 6 require the deduction of Resource A to acquire, while skills 7 to 9 require the deduction of Resource B to acquire.
[0166] In this implementation, skill acquisition is bound to virtual resources, establishing a clear method for skill acquisition. The skill acquisition interface intuitively displays the amount of virtual resources required to acquire a skill, reducing unnecessary complex operations. Skill acquisition can be completed through simple interaction, reducing the operational burden and improving human-computer interaction efficiency.
[0167] The second skill acquisition condition: The skill acquisition interface displays at least one skill that the account has not yet acquired and the target task corresponding to each skill. The target task corresponding to a skill represents the task that needs to be completed to acquire the skill. If the account completes the target task corresponding to any skill, the skill will be added to the account's skill library.
[0168] The conditions for acquiring a skill are essentially the execution of the corresponding target task. Different skills may require the same or different target tasks. For example, target tasks may include, but are not limited to, reaching a preset account level, acquiring a preset number of virtual objects, or achieving a preset number of game wins.
[0169] In this implementation, the skill acquisition interface displays the acquired skills and their corresponding target tasks, allowing players to intuitively understand the tasks required to acquire the skills. This reduces exploration time and unnecessary trial-and-error operations, improves the accuracy of game guidance, and thus enhances human-computer interaction efficiency. Furthermore, linking skill acquisition with completing target tasks encourages players to acquire skills through human-computer interaction.
[0170] In one possible implementation, in response to a viewing operation of any skill on the skill acquisition interface, a skill preview window is displayed, which includes a demonstration video of the skill. The demonstration video showcases the skill's execution process, and includes, but is not limited to, the skill's execution conditions, execution animation, special effects, and hit effects. Optionally, the skill preview interface also includes detailed information about the skill, including but not limited to skill points, skill type, damage dealt, and cooldown duration. Figure 11 This is a schematic diagram of another skill preview window provided in an embodiment of this application, such as... Figure 11 As shown, the skill preview window 1101 is displayed on the skill acquisition interface. The skill preview window 1101 displays detailed information about the skill and a demonstration video of the skill 1102.
[0171] 702. In response to a selection operation in the skill configuration interface, the computer device determines at least one target skill, wherein the at least one target skill is the selected skill, and the sum of the skill points of the at least one target skill is not greater than the preset skill points.
[0172] The computer device determines at least one selected skill based on the selection operation performed in the skill configuration interface, and the at least one selected skill is the at least one target skill.
[0173] For example, if the preset skill points are 4, and each skill has a skill point value between 1 and 3, players can consider their own skill level, the ease of skill execution, and skill performance requirements to balance their gameplay strategy and choose to carry 1 to 3 skills in a game. For instance, choosing to carry 3 skills with low skill points allows for more strategic variations in the game, but also increases the operational pressure. Conversely, choosing to carry 1 skill with high skill points reduces the operational pressure but limits the range of strategic variations.
[0174] In one possible implementation, in response to the selection operation of any skill in the skill configuration interface, if the sum of the skill points of the currently selected skill and the skill points of at least one previously selected skill is greater than the preset skill points, a selection failure message is displayed.
[0175] For example, if the preset skill points are 4, and the sum of the selected skill points is 2, then in response to the selection operation of the skill with 3 skill points, the selection will fail.
[0176] Optionally, if at least one skill has been selected, for any unselected skill, if the sum of the skill points of that skill and the skill points of the at least one selected skill is greater than a preset skill point, then that skill will be displayed as unselectable.
[0177] This implementation, by limiting the total number of skill points that can be selected, helps players weigh the effects of chosen skills against the skill points consumed when configuring their skills, thus creating skill combination strategies and enhancing the game's strategic depth. Furthermore, it allows players to choose skill combinations that suit their skill level, reducing the difficulty of gameplay and improving human-computer interaction efficiency.
[0178] 703. In response to the start of a game, the computer device displays a first virtual object on the game interface, the first virtual object carrying at least one target skill.
[0179] In this embodiment of the application, after the game starts, the first virtual object carries at least one target skill selected in the skill configuration interface.
[0180] In one possible implementation, the release control for the at least one targeted skill is displayed on the game interface. Figure 12 This is a schematic diagram of a game interface provided in an embodiment of this application, such as... Figure 12 As shown, the game interface displays a first virtual object 1201, taking an example where the first virtual object carries target skill A and target skill B. The game interface also displays release controls 1202 for target skill A and 1203 for target skill B. In addition, the area within the dotted box 1204 in the game interface displays other basic function controls, including but not limited to controls for normal attack, normal movement, fast movement, and the release of other skills.
[0181] In this embodiment, players can choose to carry more low-skill-point skills or fewer high-skill-point skills based on their skill level, providing them with options. Furthermore, when there are many skill function controls, choosing to carry fewer high-skill-point skills can reduce the amount of information displayed on the interface and improve the display effect of the game interface.
[0182] Furthermore, the mechanism of using skills to participate in game matches preserves a relatively fair opportunity for both sides to compete, making it a relatively generalized means of competition. It provides a wealth of controls for game changes and a space for learning strategies, making the effects of human-computer interaction more diverse.
[0183] In one possible implementation, the method involves a terminal and a server. The terminal, responding to a selection operation in the skill configuration interface, identifies at least one target skill and sends a resource acquisition request for that target skill to the server. The server, in response to the resource acquisition request, acquires the skill resources for the target skill and returns them to the terminal. Based on these skill resources, the terminal controls a first virtual object to participate in the game using the target skill. The skill resources include, but are not limited to, animation effects, skill release sound effects, and skill attribute data. In this implementation, to control client memory performance, the granularity of skill loading is controlled. For multiple skills, only the skill effects of the selected skills are loaded onto the client, improving transmission efficiency between the client and server, accelerating game response, and avoiding resource redundancy and waste.
[0184] 704. The computer device responds to the release operation of the first virtual object on the first target skill. If the first target skill is not in a skill cooldown state, the computer device controls the first virtual object to release the first target skill. The first target skill can be any target skill.
[0185] Taking the first target skill as an example, the first virtual object can release the first target skill when it is not on cooldown. The release process of this first target skill is detailed below. Figure 11 Examples of implementations.
[0186] 705. The computer equipment displays that each target skill has entered the skill cooldown state.
[0187] After the first virtual object releases the first target skill, all target skills, including the first target skill, enter a skill cooldown state.
[0188] In one possible implementation, the release control for the at least one target skill is displayed on the game interface. After the first virtual object releases the first target skill, the release control for the at least one target skill in the game interface is displayed as untriggerable, indicating that at least one target skill has entered a skill cooldown state.
[0189] Figure 13 This is a schematic diagram of another game interface provided in an embodiment of this application, such as... Figure 13As shown, taking a first virtual object carrying target skill A and target skill B as an example, the game interface displays release controls 902 for target skill A and 903 for target skill B. After the first virtual object releases either target skill, both release controls 902 and 903 for target skill A and target skill B are displayed as untriggerable, indicating that both target skill A and target skill B have entered a skill cooldown state.
[0190] In one possible implementation, after the first target skill is released, the duration of the skill cooldown state for different target skills varies, specifically including the following three situations.
[0191] The first scenario: For any second target skill, if the second target skill is not currently on cooldown, then it will be displayed as being on cooldown, and the duration of the second target skill's cooldown will be equal to the global cooldown duration. Here, the second target skill refers to any target skill other than the first target skill, and the global cooldown duration represents the minimum waiting time required to cast any target skill again after casting any other target skill.
[0192] Since the skill being used is not the second target skill and the second target skill is not currently on cooldown, after using the first target skill, it is only necessary to cool down the second target skill for the duration of the global cooldown. Therefore, the duration of the second target skill on cooldown is equal to the global cooldown.
[0193] For example, if the common cooldown time is 20 seconds, then for any second target skill that is not currently in a skill cooldown state, the second target skill will be cooled down for 20 seconds. It should be noted that in the cooling mechanism of this application embodiment, since any target skill must cool down for at least the common cooldown time, no other target skills will be released during the cooling phase of the second target skill.
[0194] In this implementation, a common cooldown time is set for the target skill. After any target skill is released, if the target skill is not currently on cooldown, the target skill will enter a cooldown state and continue for the common cooldown time. This helps to limit the frequent release of skills, avoid the phenomenon of breaking the game balance due to the continuous use of target skills, and improve the fairness of the game.
[0195] The second scenario: For any second target skill, if the second target skill is currently in a skill cooldown state, then the remaining cooldown time of the second target skill in the skill cooldown state is determined. After releasing the first target skill, it is necessary to update the remaining cooldown time of the second target skill in the skill cooldown state. In this embodiment, the remaining cooldown time of the second target skill is determined by judging the difference between the remaining cooldown time of the second target skill and the common cooldown time. Then, it is divided into the following two scenarios: (1) If the remaining cooldown time is less than the common cooldown time, then the remaining cooldown time of the second target skill in the skill cooldown state is updated to the common cooldown time; (2) If the remaining cooldown time is not less than the common cooldown time, then the remaining cooldown time of the second target skill in the skill cooldown state remains unchanged.
[0196] The second target skill refers to any target skill other than the first target skill. The common cooldown time represents the minimum waiting time required to release any target skill again after releasing any target skill.
[0197] Since the next release of a target skill requires at least the global cooldown time, if the remaining cooldown time is less than the global cooldown time, the duration the second target skill remains on cooldown should be equal to the global cooldown time. Conversely, if the remaining cooldown time is not less than the global cooldown time, then the remaining cooldown time covers the global cooldown time, and therefore the duration the second target skill remains on cooldown should be equal to the remaining cooldown time.
[0198] Alternatively, it can be understood that after releasing the first target skill, for the second target skill that is currently on cooldown, two cooldown durations are configured for the second target skill. One is the duration that the current skill cooldown state still needs to continue (i.e., the remaining cooldown duration), and the other is the common cooldown duration. The two cooldown durations are independent of each other and can be timed simultaneously. Only when both the remaining cooldown duration and the common cooldown duration have been completed will the second target skill be removed from the skill cooldown state.
[0199] For example, if the remaining cooldown time is 30 seconds and the global cooldown time is 20 seconds, and the global cooldown time has expired 20 seconds after the first target skill is released, but the remaining cooldown time has not expired, then the second target skill will remain in the cooldown state. If the remaining cooldown time expires 30 seconds after the first target skill is released, then the second target skill can be taken out of the cooldown state.
[0200] For example, if the remaining cooldown time is 10 seconds and the global cooldown time is 20 seconds, and the remaining cooldown time has expired 10 seconds after the first target skill is released, but the global cooldown time has not expired, then the second target skill will remain in the cooldown state. If the global cooldown time expires 20 seconds after the first target skill is released, then the second target skill can be taken out of the cooldown state.
[0201] In this implementation, a common cooldown period is set for the target skill. After any target skill is released, for the target skill currently on cooldown, the greater of the common cooldown period and the remaining cooldown period of the target skill is used as the remaining cooldown time for the target skill. This ensures that the cooldown logic of the target skill itself is not disrupted, and that the target skill can only be released again after at least the common cooldown period. Therefore, this scheme can take into account both the common cooldown mechanism and the independent cooldown mechanism of the target skill, improve the rationality of skill cooldown, and help maintain the balance of the game.
[0202] The third scenario: For the first target skill, determine the independent cooldown time of the first target skill. The independent cooldown time of the first target skill represents the minimum waiting time required to release the first target skill again after it has been released. Each target skill has its own independent cooldown time.
[0203] For example, the independent cooldown duration of a target skill is positively correlated with the skill points of the target skill.
[0204] This application embodiment determines how long the first target skill needs to cool down by judging the difference between the independent cooldown time and the common cooldown time. Then, it is divided into the following two cases: (1) If the independent cooldown time of the first target skill is less than the common cooldown time, the first target skill is displayed as being in a skill cooldown state, and the duration of the first target skill being in a skill cooldown state is equal to the common cooldown time; (2) If the independent cooldown time of the first target skill is not less than the common cooldown time, the first target skill is displayed as being in a skill cooldown state, and the duration of the first target skill being in a skill cooldown state is equal to the independent cooldown time of the first target skill.
[0205] The common cooldown duration represents the minimum waiting time required to cast any target skill again after casting any target skill.
[0206] Each target skill has its own independent cooldown mechanism. After casting any target skill, at least the independent cooldown time of the first target skill must elapse before it can be cast again. Multiple target skills, however, share a common cooldown mechanism; after casting any target skill, at least the common cooldown time must elapse before any other target skill can be cast again. Therefore, for the first target skill, if its independent cooldown time is less than the common cooldown time, it means the common cooldown time covers the independent cooldown time, and thus the duration of the first target skill's cooldown should be equal to the common cooldown time. If its independent cooldown time is not less than the common cooldown time, it means the independent cooldown time covers the common cooldown time, and thus the duration of the first target skill's cooldown should be equal to its independent cooldown time.
[0207] Alternatively, it can be understood that after releasing the first target skill, two cooldown periods are configured for the second target skill: one is the independent cooldown period of the first target skill itself, and the other is the common cooldown period. The two cooldown periods are independent of each other and can be timed simultaneously. Only when both the independent cooldown period and the common cooldown period have been completed will the first target skill be taken out of the skill cooldown state.
[0208] For example, the independent cooldown time is 30 seconds and the public cooldown time is 20 seconds. In the 20th second after the first target skill is released, although the public cooldown time has expired, the independent cooldown time has not yet expired. Therefore, the first target skill will continue to be in the skill cooldown state. In the 30th second after the first target skill is released, the independent cooldown time will also expire, and the first target skill can be taken out of the skill cooldown state.
[0209] For example, the independent cooldown time is 10 seconds and the public cooldown time is 20 seconds. In the 10th second after the first target skill is released, although the independent cooldown time has expired, the public cooldown time has not yet expired. Therefore, the first target skill will continue to be in the skill cooldown state. In the 20th second after the first target skill is released, the public cooldown time will also expire, and the first target skill can be taken out of the skill cooldown state.
[0210] In this implementation, a common cooldown duration is set for the target skill. After any target skill is released, the greater of the common cooldown duration and the skill's independent cooldown duration is used as the duration the target skill remains on cooldown. This ensures that the cooldown logic of the target skill itself is not disrupted, and that the target skill cannot be released again until at least the common cooldown duration has elapsed. Therefore, this scheme can take into account both the common and independent cooldown mechanisms of target skills, improving the rationality of skill cooldowns and helping to maintain the balance of the game.
[0211] It should be noted that, in the above implementation, since the relationship between the common cooldown duration and the independent cooldown duration cannot be determined, there are two cases. In another possible implementation, the common cooldown duration is set to be no greater than the minimum value among the independent cooldown durations of multiple target skills. The independent cooldown duration of the target skill must be no less than the common cooldown duration. Therefore, the duration for which the first target skill is in a skill cooldown state must be equal to the independent cooldown duration of the first target skill.
[0212] In this embodiment, each target skill has its own independent cooldown time, and multiple target skills have the same common cooldown time. After releasing any target skill, the minimum common cooldown time required to release any target skill again helps to prevent players from using only one target skill, ensuring that each target skill has a chance to be used, improving the utilization rate of target skills, and reducing the pressure of balancing target skills.
[0213] The method provided in this application provides players with multiple different skills to choose from in the skill configuration interface before the start of a game. Players can choose which skills to use in this game, and each skill has its own skill points. The skill points are related to the value of the skill. The sum of the skill points of at least one skill selected by the player cannot exceed the preset skill points. On the one hand, this provides players with the freedom to choose skills, and on the other hand, it limits the number of skills that players can choose by using skill points. This allows for flexible combination of skills to be used, thereby improving the flexibility of interaction between virtual objects and improving the efficiency of human-computer interaction.
[0214] Furthermore, for any target skill brought into the game, whenever any target skill is released, all target skills will enter a skill cooldown state. This helps to avoid the release of skills too frequently, optimizing the flexibility of skill combinations while maintaining competitive fairness and skill strategy in the game.
[0215] In some embodiments, such as Figure 14 As shown, in step 704 above, the process of controlling the first virtual object to release the first target skill includes steps 7041-7042.
[0216] 7041. In response to the release operation of the first virtual object on the first target skill, if the first target skill is not in the skill cooldown state, control the first virtual object to summon the first summoned object, and the first target skill is used to summon the first summoned object.
[0217] The first target skill is used to summon a target. For example, the target can be an active object in a virtual scene, such as a virtual character, virtual animal, or anime character.
[0218] In one possible implementation, a first summoned object summoned by a first virtual object is displayed using a first display style; a second summoned object summoned by a second virtual object is displayed using a second display style, which is different from the first display style. Optionally, a third summoned object summoned by a third virtual object, which is a virtual object belonging to the same faction as the first virtual object, is displayed using the first display style. That is, different display styles are used to display summoned objects from different factions.
[0219] For example, the first display style refers to displaying the summoned object as blue, and the second display style refers to displaying the summoned object as red.
[0220] In this implementation, different display styles are used to show summoned targets from different factions, making the faction affiliation of the summoned target immediately clear, eliminating the need for players to make additional judgments and improving the efficiency of information transmission during the game. Furthermore, because players can quickly distinguish between summoned targets from their own and the enemy's factions, it avoids confusion leading to mistarget selection or wasted skills, thus improving human-computer interaction efficiency.
[0221] In one possible implementation, the appearance of the first summoned object is the same as that of the first virtual object. In another possible implementation, the 3D mesh model of the first summoned object is the same as that of the first virtual object, but the texture of the first summoned object differs from that of the first virtual object; the texture precision of the virtual object is higher than that of the summoned object. In yet another possible implementation, the 3D mesh model of the first summoned object is obtained by subtracting polygons from the 3D mesh model of the first virtual object; polygon reduction refers to reducing the number of meshes in the 3D mesh model. In yet another possible implementation, the texture of the surface area of the first summoned object is a monochrome texture; for example, a blue texture is rendered for summoned objects of the same faction, and a red texture is rendered for summoned objects of different factions.
[0222] In this implementation, the first summoned object released by the first virtual object reuses the 3D mesh model of the first virtual object, which helps improve the reuse rate of game resources. Furthermore, the texture precision of the first summoned object is lower than that of the first virtual object, or the number of meshes in the 3D mesh model of the first summoned object is lower than that of the 3D mesh model of the first virtual object, which helps save memory. Moreover, by reducing the number of meshes in the 3D mesh model of the first summoned object, compatibility with more device models can be ensured while sacrificing detail. Additionally, by adding color effects to the first summoned object, the lack of detail in its display can be masked, ensuring the display effect of the first summoned object.
[0223] Figure 15This is a schematic diagram of a summoning object provided in an embodiment of this application, such as... Figure 15 As shown, the first summoned object 1501 is summoned by the first virtual object and is displayed in blue. The second summoned object 1502 is summoned by the second virtual object and is displayed in red.
[0224] In one possible implementation, the computer device displays the skill effect of a first target skill. After the skill effect is displayed, the first summoned target is displayed. Each target skill has its own skill effect, and the coverage of the skill effect is positively correlated with the skill points of the target skill. That is, the higher the skill points of the target skill, the larger the coverage of the skill effect; the lower the skill points of the target skill, the smaller the coverage of the skill effect.
[0225] Figure 16 This is a schematic diagram of a skill effect provided in an embodiment of this application, such as... Figure 16 As shown, skill effect 1601 is displayed when the virtual object releases a target skill with 1 skill point, skill effect 1602 is displayed when the virtual object releases a target skill with 2 skill points, and skill effect 1603 is displayed when the virtual object releases a target skill with 3 skill points. The coverage area of skill effect 1601 is smaller than that of skill effect 1602, and the coverage area of skill effect 1602 is smaller than that of skill effect 1603.
[0226] In this implementation, each target skill has its own skill effect, and the coverage of the skill effect is positively correlated with the skill points, making the skill effects of high skill points more eye-catching, making it easier for players to quickly identify the skill level and effect, and improving the efficiency of transmitting game information.
[0227] In one possible implementation, the first virtual object is shown to perform a summoning action, and after the summoning action is completed, the first summoned object is displayed.
[0228] In the embodiments of this application, the release process of the target skill includes two parts: the first part is that the first virtual object makes a summoning action, and the second part is that the summoned object is displayed and the summoned object releases the skill.
[0229] Optionally, different target skills may share the same summoning animation, meaning all target skills may share the same summoning animation. Alternatively, each target skill may have its own unique summoning animation, and the summoning animations for different target skills may differ.
[0230] Optionally, the summoning action has a cooldown period, which refers to the minimum time required for the next execution of the summoning action after it has been performed. Optionally, the summoned object also has a cooldown period, which refers to the minimum time required for the next summoned object to be summoned after it has been summoned. The cooldown periods of the summoning action and the summoned object are independent of each other and can be timed synchronously. The target skill can only be released after both the cooldown periods of the summoning action and the summoned object have been completed. For example, different target skills may have the same summoning action, and the cooldown period of the summoning action is the aforementioned common cooldown period. The cooldown period of the summoned object corresponding to the target skill is the independent cooldown period of that target skill. This design achieves both the condition of different target skills sharing a common cooldown period and the visual requirement of a pre-summoning action for summoning an object. Combined with the display flow of the summoning action, the target skill is designed as a combination of summoning action and summoned object, achieving the effect of combining the common cooldown period and the independent cooldown period through their respective cooldown periods.
[0231] In this implementation, the virtual object is controlled to perform a summoning action before the summoned object is displayed, forming a clear display logic. This avoids the visual abruptness caused by the sudden appearance of the summoned object.
[0232] 7042. Control the first summoned object to release the first skill to the second virtual object, which is a virtual object belonging to a different faction than the first virtual object.
[0233] The first skill is the skill released by the first summoned target. Optionally, the first skill can be a first-type skill, which is subject to the cyclical restraint relationship in the triangular game, meaning that the first skill can restrain normal attacks, and defensive actions can restrain the first skill. Furthermore, the first skill is automatically released by the first summoned target, without requiring the player to perform any additional skill release operation.
[0234] In this embodiment, the skill released by the summoned object is a first-type skill. When the second summoned object of the second virtual object releases the second skill, the first virtual object can defend against the second skill by performing a defensive action, that is, performing step 7043 below. Of course, when the second summoned object releases the second skill, the first virtual object may not perform a defensive action, that is, it may not perform step 7043 below.
[0235] 7043. If the first virtual object performs a defensive action while the second summoned object is releasing its second skill, it will be displayed that the first virtual object has successfully defended against the second skill released by the second summoned object. The second summoned object is the object summoned by the second virtual object.
[0236] In the game matches of this application embodiment, there exists a cyclical counter-relationship between normal attacks, defensive actions, and first-type skills. Defensive actions counter first-type skills, first-type skills counter normal attacks, and normal attacks counter defensive actions. The second skill belongs to this first-type skill; therefore, if the second summoned object releases the second skill and the first virtual object performs a defensive action, the first virtual object successfully defends against the second skill released by the second summoned object. Specifically, when the first virtual object successfully defends against the second skill, the damage caused by the second skill to the first virtual object is reduced, for example, by 10%, or to zero. For example, the damage caused by the second skill to the first virtual object refers to reducing the first virtual object's health, etc.
[0237] In this implementation, the first virtual object can defend against the second skill released by the second summoned object through defensive behavior. This allows players to flexibly adjust their strategies based on their opponent's actions, increasing the dynamism and fun of the game and introducing more tactical possibilities. Furthermore, defensive behavior can effectively defend against the summoned object's skills, thereby avoiding damage and improving the efficiency of human-computer interaction.
[0238] In one possible implementation, after the first virtual object successfully defends against the second skill of the second summoned object in step 7043 above, the following two situations may also be included.
[0239] The first scenario: During the counterattack period after a successful defense, in response to a normal attack, control the first virtual object to launch a counterattack against the second virtual object.
[0240] The defensive counterattack period refers to the time between successfully defending against the second skill and before the second skill is fully released. For example, the defensive counterattack period could be the second second after successfully defending against the first type of skill, or the second to third second after successfully defending against the first type of skill.
[0241] Optionally, different skills have their own defensive counterattack periods, and the duration of the defensive counterattack periods for different skills can be the same or different.
[0242] Optionally, the attack power of a counterattack is greater than that of a normal attack, and the amount of third attribute value reduced by a counterattack is greater than that reduced by a normal attack. Alternatively, the attack power of a counterattack is equal to that of a normal attack, and the amount of third attribute value reduced by a counterattack is equal to that reduced by a normal attack.
[0243] Optionally, a counterattack effect is displayed when the first virtual object launches a counterattack. No counterattack effect is displayed when the first virtual object launches a normal attack. Therefore, players can determine whether their current normal attack is a normal attack or a counterattack considered a first-type skill by checking if a counterattack effect is displayed. Normal attacks can counter defensive actions, while counterattacks are countered by defensive actions.
[0244] Optionally, if this counterattack is considered a Type 1 skill, then according to the aforementioned triangular game's cyclical restraint relationship, the counterattack can be defended by the second virtual object, and the counterattack will not be interrupted by the Type 1 skill released by the second virtual object. That is, if the second skill released by the second summoned object is successfully defended by the first virtual object, and the first virtual object performs a normal attack during the defense and counterattack period, then that normal attack will directly transform into a counterattack against the second virtual object.
[0245] Since this counterattack is considered a Type 1 skill, when the first virtual object launches a counterattack, if the second virtual object defends, according to the aforementioned triangular game's cyclical restraint relationship, the second virtual object can defend against the first virtual object's counterattack. This also provides the second virtual object with a window of opportunity for defense and counterattack, allowing it to launch a counterattack itself. Thus, players can respond accordingly based on their observation and prediction of the enemy's actions. This process presents high-intensity strategic changes and frequent, intense offensive and defensive transitions, enhancing the strategic depth and user experience of the action game.
[0246] In this implementation, if the first virtual object successfully defends against the second summoned object's second skill, the first virtual object can directly launch a counterattack against the second virtual object during the defense counterattack period. Successfully defending against the second summoned object's second skill provides a certain degree of combat advantage, which encourages players to actively participate in the game and increases the success rate of defensive skills, thereby improving the efficiency of human-computer interaction. Furthermore, setting the counterattack target to the second virtual object can put pressure on the summoner's main body, increasing the targeting of the counterattack and maintaining the balance of the game.
[0247] Figure 17 This is a schematic diagram of another game interface provided in an embodiment of this application, such as... Figure 17 As shown in the game interface 171, the second summoned object 1702 is releasing its second skill at the first virtual object 1701. During this time, the first virtual object 1701 performs a defensive action, successfully defending against the second summoned object's second skill. As shown in the game interface 172, during the defensive counterattack phase, the first virtual object 303's normal attack is converted into a counterattack attack against the second virtual object 1703.
[0248] The second scenario: During the non-defense counterattack period after a successful defense, in response to a normal attack operation, the first virtual object is controlled to perform a normal attack on the second summoned object, and the second summoned object is shown to be knocked back.
[0249] The non-defense counterattack period refers to the time between successfully defending against the second skill and the completion of the second skill's release, excluding the defense counterattack period.
[0250] The first scenario above illustrates an example where the first virtual object performs a normal attack during the defensive counterattack period, which then transforms into a counterattack against the second virtual object. In the second scenario, if the first virtual object fails to perform a normal attack precisely within the defensive counterattack period, but instead performs it outside of that period, this attack will neutralize the second summoned object's second skill, knocking the second summoned object back and removing it from the display—essentially, directly removing the second summoned object. For example... Figure 17 As shown, in the game interface 173, during non-defense and counterattack periods, after the first virtual object 1701 performs a normal attack, the second summoned object 1702 is no longer displayed.
[0251] In this embodiment, the target skill is used to summon a summoned object. The summoned object is an independent combat unit that interacts with the virtual objects of the opposing faction. Players do not need to control the summoned object. On the one hand, this increases the combat performance after the skill is released, enhancing the dynamic confrontation and diversity in the battle. On the other hand, it reduces the operational pressure on players and helps improve the efficiency of human-computer interaction.
[0252] Furthermore, summoning targets is a powerful, off-hand attack method. Countering this type of attack has relatively limited solutions, often requiring the expenditure of other resources for defense. To increase the diversity of gameplay, the skills released by summoned targets are equated to those released by virtual objects. Defensive actions can successfully defend against these skills. Moreover, normal attacks performed during the defensive counterattack phase automatically transform into counterattack attacks, ignoring the summoned target and directly targeting the first virtual object. Normal attacks during the defensive counterattack phase can also repel summoned targets, increasing the flexibility and variety of gameplay strategies.
[0253] In some embodiments, step 701 above further includes: displaying multiple skill combinations on the skill configuration interface, wherein each skill combination includes at least one skill, and the sum of the skill points of the skills in the skill combination is not greater than a preset number of skill points. Then step 702 above can be replaced by step 7021 below: in response to a selection operation on any skill combination, determining the skills in the selected skill combination as at least one target skill.
[0254] In one possible implementation, the skill configuration interface sorts and displays multiple skill combinations according to their usage frequency. This usage frequency can be the sum of usage frequency from multiple accounts within a preset time period, or it can be the usage frequency from the currently logged-in account within a preset time period.
[0255] In one possible implementation, the skill configuration interface sorts and displays multiple skill combinations according to their relevance to the first virtual object. The relevance between the skill combination and the first virtual object indicates the degree of compatibility between the two.
[0256] In this implementation, pre-configured skill combinations are provided in the skill configuration interface, eliminating the need for players to select skills one by one, thus saving configuration time, reducing the difficulty of player decision-making, and improving the efficiency of human-computer interaction.
[0257] In some embodiments, a game session comprises multiple rounds. In response to the start of any round, each target skill is displayed as being on cooldown, and the duration of the target skill being on cooldown is positively correlated with the independent cooldown duration of the target skill, with each target skill having its own independent cooldown duration.
[0258] For example, the duration of the target skill being in a cooldown state is equal to a preset multiple of the target skill's independent cooldown duration. This preset multiple can be a value greater than 1 or a value less than 1.
[0259] In this implementation, at the beginning of each round, all target skills are in a cooldown state. Players need to wait for the right time to release skills to avoid entering a high-intensity skill confrontation phase at the beginning of the round, which helps to smooth the rhythm of the game.
[0260] Figure 18 This is a flowchart of another virtual object control method provided in the embodiments of this application, such as... Figure 18 As shown, after the interactive object (player) performs the release operation of the target skill, it first checks whether the summoning action has completed its cooldown. If the summoning action has not completed its cooldown, the release of the target skill fails. If the summoning action has completed its cooldown, it checks whether the summoned object of the target skill has completed its cooldown. If the summoned object has not completed its cooldown, the release of the target skill fails. If the summoned object has completed its cooldown, the virtual object is displayed performing the summoning action.
[0261] Determine if the summoning action was interrupted. If interrupted, the target skill fails to be cast. If uninterrupted, the target belongs to the same faction. If they belong to the same faction, the summoned target is displayed in blue; if they belong to different factions, it is displayed in red. Control the summoned target to cast its skill. After the summoned target casts its skill, the target skill enters a cooldown state.
[0262] Figure 19 This is a schematic diagram of the structure of a virtual object control device provided in an embodiment of this application. See also... Figure 19 The device includes:
[0263] The first display module 1901 is used to display multiple different skills in the skill configuration interface, each skill having its own skill points;
[0264] The skill determination module 1902 is used to determine at least one target skill in response to a selection operation in the skill configuration interface. The at least one target skill is the selected skill, and the sum of the skill points of the at least one target skill is not greater than the preset skill points.
[0265] The second display module 1903 is used to display a first virtual object on the game interface in response to the start of the game, the first virtual object carrying at least one target skill;
[0266] The control module 1904 is used to respond to the release operation of the first virtual object on the first target skill. If the first target skill is not in the skill cooldown state, it controls the first virtual object to release the first target skill and displays that each target skill has entered the skill cooldown state. The first target skill is any target skill.
[0267] The virtual object control device provided in this application provides players with multiple different skills to choose from on the skill configuration interface before the start of a game. Players can select which skills to use in the game, and each skill has its own skill points. The skill points are related to the value of the skill, and the sum of the skill points of at least one skill selected by the player cannot exceed the preset skill points. This provides players with the freedom to choose skills while limiting the number of skills a player can choose, allowing for flexible combinations of desired skills. This improves the flexibility of interaction between virtual objects and enhances the efficiency of human-computer interaction. Furthermore, for at least one target skill brought into the game, each time any target skill is released, all target skills enter a skill cooldown state, which helps avoid excessive skill release. While optimizing the flexibility of skill combinations, it also maintains the competitive fairness and skill strategy within the game.
[0268] Optionally, see Figure 20The device also includes:
[0269] The skill acquisition module 1905 is used to add a skill to the account's skill library if the currently logged-in account meets the skill acquisition conditions for any skill. The skill library includes multiple skills that the account has already acquired.
[0270] The first display module 1901 is used for:
[0271] The skill configuration interface displays multiple skills from the account's skill library.
[0272] Optionally, see Figure 20 Skill acquisition module 1905 is used for:
[0273] The skill acquisition interface displays at least one skill that the account has not yet acquired and the target quantity for each skill. The target quantity for a skill represents the amount of virtual resources required to acquire the skill.
[0274] In response to the acquisition of any skill in the skill acquisition interface, the target amount of virtual resources corresponding to the skill is deducted from the account's virtual resources, and the skill is added to the account's skill library.
[0275] Optionally, see Figure 20 Skill acquisition module 1905 is used for:
[0276] The skill acquisition interface displays at least one skill that the account has not yet acquired, along with the target task for each skill. The target task for a skill represents the task that needs to be completed to acquire the skill.
[0277] Once an account completes the target task corresponding to any skill, the skill will be added to the account's skill library.
[0278] Optionally, see Figure 20 The first display module 1901 is also used for:
[0279] In response to the selection of any skill in the skill configuration interface, if the sum of the skill points of the currently selected skill and the skill points of at least one previously selected skill is greater than the preset skill points, a selection failure message will be displayed.
[0280] Optionally, see Figure 20 Control module 1904 is used for:
[0281] For any second target skill, if the second target skill is not currently on cooldown, then the second target skill is displayed as being on cooldown, and the duration of the second target skill being on cooldown is equal to the global cooldown duration.
[0282] The second target skill refers to any target skill other than the first target skill. The common cooldown time represents the minimum waiting time required to release any target skill again after releasing any target skill.
[0283] Optionally, see Figure 20 Control module 1904 is used for:
[0284] For any second target skill, if the second target skill is currently on cooldown, then determine the remaining cooldown duration of the second target skill.
[0285] If the remaining cooldown time is less than the global cooldown time, then the remaining cooldown time of the second target skill that is on cooldown will be updated to the global cooldown time.
[0286] If the remaining cooldown time is not less than the common cooldown time, then the remaining cooldown time of the second target skill in the skill cooldown state remains unchanged;
[0287] The second target skill refers to any target skill other than the first target skill. The common cooldown time represents the minimum waiting time required to release any target skill again after releasing any target skill.
[0288] Optionally, see Figure 20 Control module 1904 is used for:
[0289] For the first target skill, determine the independent cooldown time of the first target skill. The independent cooldown time of the first target skill represents the minimum time required to wait before the first target skill can be used again after it has been used. Each target skill has its own independent cooldown time.
[0290] If the independent cooldown time of the first target skill is less than the common cooldown time, then the first target skill is displayed as being in a cooldown state, and the duration of the first target skill being in a cooldown state is equal to the common cooldown time.
[0291] If the independent cooldown duration of the first target skill is not less than the common cooldown duration, then the first target skill is displayed as being in a skill cooldown state, and the duration of the first target skill being in a skill cooldown state is equal to the independent cooldown duration of the first target skill.
[0292] The common cooldown duration represents the minimum waiting time required to cast any target skill again after casting any target skill.
[0293] Optionally, see Figure 20 The game consists of multiple rounds, and the control module 1904 is also used for:
[0294] At the start of any round, each target skill is displayed as being on cooldown. The duration of the cooldown is positively correlated with the independent cooldown duration of each target skill.
[0295] Optionally, see Figure 20 Control module 1904 is used for:
[0296] Control the first virtual object to summon the first summoned object; the first target skill is used to summon the first summoned object.
[0297] Control the first summoned object to release the first skill to the second virtual object, which is a virtual object belonging to a different faction than the first virtual object.
[0298] Optionally, see Figure 20 The control module 1904 is also used for:
[0299] If the first virtual object performs a defensive action while the second summoned object is releasing its second skill, it will be displayed that the first virtual object has successfully defended against the second skill released by the second summoned object. The second summoned object is the object summoned by the second virtual object.
[0300] Optionally, see Figure 20 Control module 1904 is used for:
[0301] During the counterattack phase following a successful defense, in response to a normal attack, control the first virtual object to launch a counterattack against the second virtual object; or...
[0302] During the non-defense counterattack period after a successful defense, in response to a normal attack, control the first virtual object to perform a normal attack on the second summoned object, and display that the second summoned object has been knocked back.
[0303] Optionally, see Figure 20 Control module 1904 is used for:
[0304] The first summoned object summoned by the first virtual object is displayed using the first display style;
[0305] The second summoned object summoned by the second virtual object is displayed using a second display style, which is different from the first display style.
[0306] Optionally, see Figure 20 The control module 1904 is also used for:
[0307] The third virtual object summoned by the third virtual object is displayed using the first display style. The third virtual object is a virtual object belonging to the same faction as the first virtual object.
[0308] Optionally, see Figure 20 Control module 1904 is used to perform at least one of the following:
[0309] The skill effect of the first target skill is displayed. After the skill effect is displayed, the first summoned target is displayed. Each target skill has its own skill effect. The coverage of the skill effect of the target skill is positively correlated with the skill points of the target skill.
[0310] The first virtual object is shown to perform a summoning action. After the summoning action is completed, the first summoned object is displayed.
[0311] Optionally, see Figure 20 The first display module 1901 is also used for:
[0312] The skill configuration interface displays multiple skill combinations. Each skill combination includes at least one skill, and the sum of the skill points of the skills in the skill combination is no greater than the preset skill points.
[0313] Skill Determination Module 1902 is used for:
[0314] In response to a selection operation on any skill combination, the skills in the selected skill combination are identified as at least one target skill.
[0315] It should be noted that the virtual object control device provided in the above embodiments is only an example of the division of the above functional modules. In practical applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the computer device can be divided into different functional modules to complete all or part of the functions described above. In addition, the virtual object control device and the virtual object control method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.
[0316] This application also provides a computer device, which includes a processor and a memory. The memory stores at least one computer program, which is loaded and executed by the processor to implement the operations performed in the virtual object control method of the above embodiments.
[0317] Optionally, the computer device is provided as a terminal. Figure 21 A schematic diagram of the structure of a terminal 2100 provided in an exemplary embodiment of this application is shown.
[0318] Terminal 2100 includes a processor 2101 and a memory 2102.
[0319] Processor 2101 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 2101 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). Processor 2101 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 2101 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 2101 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.
[0320] The memory 2102 may include one or more computer-readable storage media, which may be non-transitory. The memory 2102 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 2102 are used to store at least one computer program, which is used by the processor 2101 to implement the virtual object control method provided in the method embodiments of this application.
[0321] In some embodiments, the terminal 2100 may also optionally include: a peripheral device interface 2103 and at least one peripheral device. The processor 2101, memory 2102, and peripheral device interface 2103 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 2103 via a bus, signal line, or circuit board. Optionally, the peripheral device includes at least one of: a radio frequency circuit 2104, a display screen 2105, a camera assembly 2106, an audio circuit 2107, and a power supply 2108.
[0322] Peripheral device interface 2103 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 2101 and memory 2102. In some embodiments, processor 2101, memory 2102 and peripheral device interface 2103 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 2101, memory 2102 and peripheral device interface 2103 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0323] The radio frequency (RF) circuit 2104 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 2104 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 2104 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals back into electrical signals. Optionally, the RF circuit 2104 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The RF circuit 2104 can communicate with other devices through at least one wireless communication protocol. This wireless communication protocol includes, but is not limited to: metropolitan area networks (MANs), various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks (WLANs), and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 2104 may also include circuitry related to NFC (Near Field Communication), which is not limited in this application.
[0324] Display screen 2105 is used to display a UI (User Interface). This UI may include graphics, text, icons, videos, and any combination thereof. When display screen 2105 is a touch display screen, it also has the ability to collect touch signals on or above its surface. These touch signals can be input as control signals to processor 2101 for processing. In this case, display screen 2105 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one display screen 2105, disposed on the front panel of terminal 2100; in other embodiments, there may be at least two display screens, disposed on different surfaces of terminal 2100 or in a folded design; in still other embodiments, display screen 2105 may be a flexible display screen, disposed on a curved or folded surface of terminal 2100. Furthermore, display screen 2105 may be configured as a non-rectangular, irregular shape, i.e., a non-rectangular screen. The display screen 2105 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0325] The camera assembly 2106 is used to acquire images or videos. Optionally, the camera assembly 2106 includes a front-facing camera and a rear-facing camera. The front-facing camera is disposed on the front panel of the terminal 2100, and the rear-facing camera is disposed on the back of the terminal 2100. In some embodiments, there are at least two rear-facing cameras, which are any one of a main camera, a depth-sensing camera, a wide-angle camera, and a telephoto camera, to achieve background blurring by fusion of the main camera and the depth-sensing camera, panoramic shooting by fusion of the main camera and the wide-angle camera, VR (Virtual Reality) shooting, or other fusion shooting functions. In some embodiments, the camera assembly 2106 may also include a flash. The flash may be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cool light flash, which can be used for light compensation at different color temperatures.
[0326] The audio circuit 2107 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, converting them into electrical signals that are input to the processor 2101 for processing, or to the radio frequency circuit 2104 for voice communication. For stereo sound acquisition or noise reduction purposes, multiple microphones may be used, each positioned at a different location on the terminal 2100. The microphone may also be an array microphone or an omnidirectional microphone. The speaker is used to convert electrical signals from the processor 2101 or the radio frequency circuit 2104 into sound waves. The speaker may be a conventional diaphragm speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can convert electrical signals not only into audible sound waves but also into inaudible sound waves for purposes such as distance measurement. In some embodiments, the audio circuit 2107 may also include a headphone jack.
[0327] Power supply 2108 is used to power the various components in terminal 2100. Power supply 2108 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 2108 includes a rechargeable battery, the rechargeable battery can support wired charging or wireless charging. The rechargeable battery can also be used to support fast charging technology.
[0328] In some embodiments, the terminal 2100 further includes one or more sensors 2109. The one or more sensors 2109 include, but are not limited to: an acceleration sensor 2110, a gyroscope sensor 2111, a pressure sensor 2112, an optical sensor 2113, and a proximity sensor 2114.
[0329] Accelerometer 2110 can detect the magnitude of acceleration along the three coordinate axes of a coordinate system established by terminal 2100. For example, accelerometer 2110 can be used to detect the components of gravitational acceleration along the three coordinate axes. Processor 2101 can control display screen 2105 to display the user interface in either a landscape or portrait view based on the gravitational acceleration signal acquired by accelerometer 2110. Accelerometer 2110 can also be used for games or for acquiring user motion data.
[0330] The gyroscope sensor 2111 can detect the orientation and rotation angle of the terminal 2100. The gyroscope sensor 2111 can work in conjunction with the accelerometer sensor 2110 to collect the user's 3D movements on the terminal 2100. Based on the data collected by the gyroscope sensor 2111, the processor 2101 can perform the following functions: motion sensing (e.g., changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.
[0331] The pressure sensor 2112 can be disposed on the side bezel of the terminal 2100 and / or on the lower layer of the display screen 2105. When the pressure sensor 2112 is disposed on the side bezel of the terminal 2100, it can detect the user's grip signal on the terminal 2100, and the processor 2101 can perform left / right hand recognition or quick operation based on the grip signal collected by the pressure sensor 2112. When the pressure sensor 2112 is disposed on the lower layer of the display screen 2105, the processor 2101 can control the operable controls on the UI interface based on the user's pressure operation on the display screen 2105. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.
[0332] An optical sensor 2113 is used to collect ambient light intensity. In one embodiment, the processor 2101 can control the display brightness of the display screen 2105 based on the ambient light intensity collected by the optical sensor 2113. Optionally, when the ambient light intensity is high, the display brightness of the display screen 2105 is increased; when the ambient light intensity is low, the display brightness of the display screen 2105 is decreased. In another embodiment, the processor 2101 can also dynamically adjust the shooting parameters of the camera assembly 2106 based on the ambient light intensity collected by the optical sensor 2113.
[0333] The proximity sensor 2114, also known as a distance sensor, is installed on the front panel of the terminal 2100. The proximity sensor 2114 is used to detect the distance between the user and the front of the terminal 2100. In one embodiment, when the proximity sensor 2114 detects that the distance between the user and the front of the terminal 2100 is gradually decreasing, the processor 2101 controls the display screen 2105 to switch from a screen-on state to a screen-off state; when the proximity sensor 2114 detects that the distance between the user and the front of the terminal 2100 is gradually increasing, the processor 2101 controls the display screen 2105 to switch from a screen-off state to a screen-on state.
[0334] Those skilled in the art will understand that Figure 21 The structure shown does not constitute a limitation on terminal 2100 and may include more or fewer components than shown, or combine certain components, or use different component arrangements.
[0335] Optionally, the computer device is provided as a server. Figure 22This is a schematic diagram of a server structure provided in an embodiment of this application. The server 2200 can vary significantly due to different configurations or performance. It may include one or more Central Processing Units (CPUs) 2201 and one or more memories 2202. The memories 2202 store at least one computer program, which is loaded and executed by the processor 2201 to implement the methods provided in the above-described method embodiments. Of course, the server may also have wired or wireless network interfaces, a keyboard, and input / output interfaces for input and output. The server may also include other components for implementing device functions, which will not be elaborated upon here.
[0336] This application also provides a computer-readable storage medium storing at least one computer program, which is loaded and executed by a processor to implement the operations performed by the virtual object control method of the above embodiments.
[0337] This application also provides a computer program product, including a computer program that is loaded and executed by a processor to perform operations as described in the virtual object control method of the above embodiments.
[0338] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.
[0339] The above description is only an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of the present application should be included within the protection scope of the present application.
Claims
1. A method for controlling virtual objects, characterized in that, The method includes: The skill configuration interface displays multiple different skills, each with its own skill points; In response to a selection operation in the skill configuration interface, at least one target skill is determined, wherein at least one target skill is a selected skill, and the sum of the skill points of at least one target skill is not greater than a preset skill point. In response to the start of a game, a first virtual object is displayed on the game interface, the first virtual object carrying at least one of the target skills; In response to the first virtual object's release operation on the first target skill, if the first target skill is not in a skill cooldown state, the first virtual object is controlled to release the first target skill, and each of the target skills is displayed to enter the skill cooldown state, wherein the first target skill is any of the target skills.
2. The method according to claim 1, characterized in that, The method further includes: If the currently logged-in account meets the skill acquisition conditions for any skill, the skill will be added to the account's skill library, which includes multiple skills already acquired by the account. The skill configuration interface displays multiple different skills, including: The skill configuration interface displays multiple skills from the account's skill library.
3. The method according to claim 2, characterized in that, The step of adding the skill to the account's skill library when the currently logged-in account meets the skill acquisition conditions for any skill includes: The skill acquisition interface displays at least one skill that the account has not yet acquired and the target quantity for each skill. The target quantity for each skill represents the amount of virtual resources required to acquire the skill. In response to an acquisition operation of any skill on the skill acquisition interface, the target number of virtual resources corresponding to the skill is deducted from the virtual resources of the account, and the skill is added to the skill library of the account.
4. The method according to claim 2, characterized in that, The step of adding the skill to the account's skill library when the currently logged-in account meets the skill acquisition conditions for any skill includes: The skill acquisition interface displays at least one skill that the account has not yet acquired and the target task corresponding to each skill. The target task corresponding to the skill represents the task that needs to be completed to acquire the skill. If the account completes the target task corresponding to any skill, the skill will be added to the account's skill library.
5. The method according to claim 1, characterized in that, The method further includes: In response to the selection operation of any skill in the skill configuration interface, if the sum of the skill points of the currently selected skill and the skill points of at least one previously selected skill is greater than the preset skill points, a selection failure message will be displayed.
6. The method according to claim 1, characterized in that, The display of each target skill being in a cooldown state includes: For any second target skill, if the second target skill is not currently in the skill cooldown state, then the second target skill is displayed as being in the skill cooldown state, and the duration of the second target skill being in the skill cooldown state is equal to the common cooldown duration; The second target skill refers to any target skill other than the first target skill, and the common cooldown time represents the minimum waiting time required to release any target skill again after releasing any target skill.
7. The method according to claim 1, characterized in that, The display of each target skill being in a cooldown state includes: For any second target skill, if the second target skill is currently in the skill cooldown state, then determine the remaining cooldown time of the second target skill in the skill cooldown state; If the remaining cooldown time is less than the common cooldown time, then the remaining cooldown time of the second target skill in the skill cooldown state is updated to the common cooldown time; If the remaining cooldown time is not less than the common cooldown time, then the remaining cooldown time of the second target skill in the skill cooldown state remains unchanged; The second target skill refers to any target skill other than the first target skill, and the common cooldown time represents the minimum waiting time required to release any target skill again after releasing any target skill.
8. The method according to claim 1, characterized in that, The display of each target skill being in a cooldown state includes: For the first target skill, the independent cooldown time of the first target skill is determined. The independent cooldown time of the first target skill represents the minimum waiting time required to release the first target skill again after releasing the first target skill. Each target skill has its own independent cooldown time. If the independent cooldown time of the first target skill is less than the common cooldown time, then the first target skill is shown to be in the skill cooldown state, and the duration of the first target skill in the skill cooldown state is equal to the common cooldown time; If the independent cooldown duration of the first target skill is not less than the common cooldown duration, then the first target skill is shown to be in the skill cooldown state, and the duration of the first target skill in the skill cooldown state is equal to the independent cooldown duration of the first target skill. The common cooldown time refers to the minimum waiting time required to release any target skill again after releasing any target skill.
9. The method according to claim 1, characterized in that, The game consists of multiple rounds, and the method further includes: At the start of any round, each of the target skills is shown to be in a cooldown state, and the duration of the target skill being in a cooldown state is positively correlated with the independent cooldown duration of the target skill, with each target skill having its own independent cooldown duration.
10. The method according to claim 1, characterized in that, The control of the first virtual object to release the first target skill includes: The first virtual object is controlled to summon the first summoned object, and the first target skill is used to summon the first summoned object; Control the first summoned object to release the first skill to the second virtual object, the second virtual object being a virtual object belonging to a different faction than the first virtual object.
11. The method according to claim 10, characterized in that, The method further includes: If the first virtual object performs a defensive action while the second summoned object is releasing its second skill, it will be displayed that the first virtual object has successfully defended against the second skill released by the second summoned object. The second summoned object is the object summoned by the second virtual object.
12. The method according to claim 11, characterized in that, When the second summoned object is releasing its second skill, if the first virtual object performs a defensive action, and after displaying that the first virtual object has successfully defended against the second skill released by the second summoned object, the method further includes: During the counterattack period following a successful defense, in response to a normal attack, the first virtual object is controlled to launch a counterattack against the second virtual object; or... During the non-defense counterattack period after a successful defense, in response to a normal attack operation, the first virtual object is controlled to perform a normal attack on the second summoned object, and it is displayed that the second summoned object is knocked back.
13. The method according to claim 11, characterized in that, The method further includes: The first summoned object summoned by the first virtual object is displayed using the first display style; The second summoned object summoned by the second virtual object is displayed using a second display style, which is different from the first display style.
14. The method according to claim 13, characterized in that, The method further includes: The third virtual object summoned by the third virtual object is displayed using the first display style. The third virtual object is a virtual object belonging to the same faction as the first virtual object.
15. The method according to claim 10, characterized in that, The control of the first virtual object to summon the first summoned object includes at least one of the following: The skill effect of the first target skill is displayed. After the skill effect is displayed, the first summoned object is displayed. Each target skill has its own skill effect. The coverage of the skill effect of the target skill is positively correlated with the skill points of the target skill. The first virtual object is shown to perform a summoning action, and after the summoning action is completed, the first summoned object is displayed.
16. The method according to claim 1, characterized in that, The method further includes: The skill configuration interface displays multiple skill combinations, each skill combination including at least one of the skills, and the sum of the skill points of the skills in the skill combination is not greater than the preset skill points; The step of determining at least one target skill in response to a selection operation in the skill configuration interface includes: In response to a selection operation on any of the skill combinations, a skill in the selected skill combination is identified as at least one of the target skills.
17. A virtual object control device, characterized in that, The device includes: The first display module is used to display multiple different skills in the skill configuration interface, each of which has its own skill points; A skill determination module is used to determine at least one target skill in response to a selection operation in the skill configuration interface, wherein at least one target skill is a selected skill, and the sum of the skill points of at least one target skill is not greater than a preset skill point; The second display module is used to display a first virtual object on the game interface in response to the start of the game, the first virtual object carrying at least one of the target skills; The control module is used to respond to the release operation of the first virtual object on the first target skill. If the first target skill is not in the skill cooldown state, the control module controls the first virtual object to release the first target skill and displays each of the target skills entering the skill cooldown state. The first target skill is any of the target skills.
18. A computer device, characterized in that, The computer device includes a processor and a memory, the memory storing at least one computer program, which is loaded and executed by the processor to perform the operations performed by the virtual object control method as described in any one of claims 1 to 16.
19. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores at least one computer program, which is loaded and executed by a processor to perform the operations performed by the virtual object control method as described in any one of claims 1 to 16.
20. A computer program product, comprising a computer program, characterized in that, The computer program is loaded and executed by a processor to perform the operations performed by the virtual object control method as described in any one of claims 1 to 16.