Virtual object control method and device, computer device, and storage medium

By responding to interruption events during skill release, pausing the release, and shortening the cooldown time according to the release progress, the problem of low control efficiency caused by virtual object skill cooldown is solved, improving the smoothness of the game and the user experience.

CN122399345APending Publication Date: 2026-07-17TENCENT TECHNOLOGY (SHENZHEN) CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2025-01-15
Publication Date
2026-07-17

AI Technical Summary

Technical Problem

In existing technologies, virtual objects need a cooldown period after releasing a skill before they can release it again, resulting in low control efficiency.

Method used

In response to skill interruption events, the virtual object's skill release is stopped and the cooldown time is shortened according to the release progress, while the cooldown time is adjusted based on the virtual object's state.

Benefits of technology

It improves the control efficiency of virtual objects, enhances the smoothness of the game and the fairness of competition, reduces waiting time costs, and improves the user experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

This application discloses a method, apparatus, computer device, and storage medium for controlling virtual objects, belonging to the field of computer technology. When a virtual object releases its first skill, the skill immediately enters a cooldown state. If the first skill is interrupted during its release, the system not only stops the release but also shortens the cooldown time based on the skill's progress. This reduces the duration the skill remains in the cooldown state, allowing it to end quickly even if the skill is not successfully released. This avoids the situation where the skill is interrupted and requires a long wait for cooldown, providing appropriate compensation for interrupted skill release. This significantly enhances game smoothness and competitive fairness, allowing users to quickly control the virtual object to release the first skill again, reducing waiting time costs and improving control efficiency.
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Description

Technical Field

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

[0002] The variety of video games is constantly increasing, including genres such as shooting games and role-playing games. In video games, players can control virtual objects within a virtual environment, such as controlling virtual objects to unleash their skills. Skills have fixed cooldown times; currently, after a virtual object uses a skill, it needs to wait for that cooldown period before it can use the skill again. However, this results in low efficiency in controlling virtual objects. Summary of the Invention

[0003] This application provides a method, apparatus, computer device, and storage medium for controlling virtual objects, which can improve the efficiency of controlling virtual objects. The technical solution is as follows:

[0004] On the one hand, a method for controlling a virtual object is provided, the method comprising:

[0005] In response to the release of the first skill, the system displays that the first skill has entered a cooldown state, controls the virtual object to release the first skill, and the cooldown state has a corresponding cooldown duration. During the cooldown duration, the virtual object cannot release the first skill again.

[0006] In response to a skill interruption event, the virtual object is controlled to stop releasing the first skill. Based on the state of the virtual object when the release of the first skill is stopped, the cooldown time is shortened. The skill interruption event is the event that interrupts the release of the first skill by the virtual object.

[0007] On the other hand, a control device for a virtual object is provided, the device comprising:

[0008] The display module is used to respond to the release operation of the first skill, display that the first skill has entered a cooldown state, control the virtual object to release the first skill, the cooldown state has a cooldown time, and the virtual object cannot release the first skill again during the cooldown time;

[0009] The display module is also configured to respond to a skill interruption event, control the virtual object to stop releasing the first skill, and display the shortened cooldown time based on the state of the virtual object when the release of the first skill is stopped. The skill interruption event is an event that interrupts the release of the first skill by the virtual object.

[0010] In one possible implementation, the virtual object is located in a virtual scene, and the virtual scene displays the skill option corresponding to the first skill; the display module is used to respond to a trigger operation on the skill option, display that the skill option has entered the cooldown state, and control the virtual object to release the first skill;

[0011] The display module is configured to respond to the skill interruption event, control the virtual object to stop releasing the first skill, and display a cooldown reduction effect on the skill option based on the state of the virtual object when the release of the first skill is stopped, the cooldown reduction effect indicating that the cooldown time has been shortened.

[0012] In another possible implementation, the display module is used to display the duration corresponding to the cooling time reduction state.

[0013] In another possible implementation, the display module is used to display the cooling time being reduced by a first duration, where the first duration is the product of the shortening ratio corresponding to the state and a preset cooling time, and the preset cooling time is the maximum cooling time corresponding to the cooling state.

[0014] In another possible implementation, the display module is configured to, when the virtual object is in a skill-activated state at the time the release of the first skill is aborted, display, based on a second duration, the duration corresponding to the reduction of the cooldown time from the skill-activated state, wherein the skill-activated state indicates that the first skill has produced a skill effect, and the second duration is the duration during which the virtual object is in the skill-activated state.

[0015] In another possible implementation, the display module is configured to display a third duration of cooldown reduction when the virtual object is in the skill active state at the time the release of the first skill is aborted. The third duration is the product of a first ratio and a preset cooldown duration. The first ratio is the ratio of a fourth duration to a preset active duration. The fourth duration is the difference between the preset active duration and the second duration. The preset cooldown duration is the maximum cooldown duration corresponding to the cooldown state. The preset active duration is the maximum duration for which the virtual object can maintain the skill active state.

[0016] In another possible implementation, the display module is further configured to, in response to the release operation, display that the attribute value of the virtual object decreases; and in response to the skill interruption event, display that the attribute value of the virtual object increases based on the state of the virtual object when the release of the first skill is aborted.

[0017] In another possible implementation, the display module is configured to, in response to the skill interruption event, display that the attribute value of the virtual object has increased by the value corresponding to the state; or, in response to the skill interruption event, display that the attribute value of the virtual object has been restored.

[0018] In another possible implementation, the display module is configured to, in response to the skill interruption event, if the virtual object is in a skill-activated state when the release of the first skill is aborted, display the attribute value of the virtual object increased by the value corresponding to the skill-activated state based on a second duration, wherein the skill-activated state indicates that the first skill has produced a skill effect, and the second duration is the duration during which the virtual object is in the skill-activated state.

[0019] In another possible implementation, the display module is configured to, in response to the skill interruption event, display the restored attribute values ​​of the virtual object when the virtual object is in a ready state at the time the release of the first skill is aborted, and the ready state indicates that the virtual object is performing a preparatory action to release the first skill.

[0020] In another possible implementation, the display module is further configured to, in response to the skill interruption event, control the virtual object to stop releasing the first skill, and display that the cooldown time has shortened based on a fifth duration and the preset duration of the first skill, wherein the fifth duration is the duration of the first skill when the release of the first skill is stopped.

[0021] In another possible implementation, the display module is configured to respond to the skill interruption event, control the virtual object to stop releasing the first skill, and display that the cooldown time has decreased by a sixth duration, wherein the sixth duration is the product of a second ratio and a preset cooldown time, the second ratio is the ratio of a seventh duration to a preset duration, the seventh duration is the difference between the preset duration and the fifth duration, and the preset cooldown time is the maximum cooldown time corresponding to the cooldown state.

[0022] In another possible implementation, the skill interruption event includes at least one of the following: the virtual object is attacked, the virtual object is hit by a skill released by another virtual object, or the virtual object's health is reduced to a preset value.

[0023] In another possible implementation, the skill interruption event includes the virtual object being hit by a second skill released by another virtual object. The display module is configured to respond to the virtual object being hit by the second skill, and, in the case where the first skill counters the second skill, control the virtual object to stop releasing the first skill, and display the shortened cooldown time based on the state of the virtual object when the release of the first skill is stopped.

[0024] In another possible implementation, the display module is further configured to, in response to the virtual object being hit by the second skill, control the virtual object to stop releasing the first skill if the first skill does not counter the second skill.

[0025] 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.

[0026] 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 implement the operations performed by the virtual object control method as described above.

[0027] In another aspect, a computer program product is provided, comprising a computer program that, when executed by a processor, implements the operations performed by the virtual object control method as described above.

[0028] In the solution provided in this application embodiment, when a virtual object releases its first skill, the first skill immediately enters a cooldown state. If the first skill is interrupted during its release, not only is the release of the first skill stopped, but the cooldown time is also shortened based on the progress of the skill release. This reduces the duration the first skill is in a cooldown state, allowing it to end as quickly as possible if the skill is not successfully released. This avoids the situation where the first skill is interrupted and requires a long wait for it to cool down, providing appropriate compensation for interrupted skill release. This greatly enhances the smoothness and fairness of the game, allowing users to quickly control the virtual object to release the first skill again, reducing waiting time costs and improving control efficiency. Furthermore, shortening the cooldown time according to the progress of the skill release ensures flexibility and diversity in cooldown reduction, thereby improving the user experience. Attached Figure Description

[0029] 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.

[0030] Figure 1 This is a structural block diagram of a computer system provided in an embodiment of this application;

[0031] Figure 2 This is a flowchart of a virtual object control method provided in an embodiment of this application;

[0032] Figure 3 This is a flowchart of a virtual object control method provided in an embodiment of this application;

[0033] Figure 4 This is a flowchart of another virtual object control method provided in the embodiments of this application;

[0034] Figure 5 This is a flowchart of another virtual object control method provided in the embodiments of this application;

[0035] Figure 6 This is a flowchart of another virtual object control method provided in the embodiments of this application;

[0036] Figure 7 This is a flowchart of another virtual object control method provided in the embodiments of this application;

[0037] Figure 8 This is a schematic diagram of a virtual scene provided in an embodiment of this application;

[0038] Figure 9 This is a schematic diagram of another virtual scene provided in an embodiment of this application;

[0039] Figure 10 This is a schematic diagram of another virtual scene provided in an embodiment of this application;

[0040] Figure 11 This is a flowchart of another virtual object control method provided in the embodiments of this application;

[0041] Figure 12 This is a schematic diagram of the structure of a virtual object control device provided in an embodiment of this application;

[0042] Figure 13 This is a schematic diagram of the structure of a terminal provided in an embodiment of this application;

[0043] Figure 14This is a schematic diagram of the structure of a server provided in an embodiment of this application. Detailed Implementation

[0044] 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.

[0045] The terms “first,” “second,” “third,” “fourth,” “fifth,” “sixth,” etc., used in this application may be used to describe various concepts, but unless otherwise stated, these concepts are not limited by these terms. These terms are used only to distinguish one concept from another. For example, without departing from the scope of this application, a first duration may be referred to as a second duration, and similarly, a second duration may be referred to as a first duration.

[0046] As used in this application, the terms "at least one," "multiple," "each," and "any" have different meanings: at least one includes one, two, or more; multiple includes two or more; each refers to each of the corresponding multiples; and any refers to any one of the multiples. For example, multiple skills include three skills, where each refers to each of the three skills, and any refers to any one of the three skills, which could be the first skill, the second skill, or the third skill.

[0047] 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 involved in this application have been authorized by the user or fully authorized by all 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, the information involved in this application, the data used to render virtual scenes, and events were all obtained with full authorization.

[0048] First, a brief introduction to the terms used in the embodiments of this application:

[0049] World game: refers to a game that allows users to explore within a game world; the map area of ​​a world game is often quite large. In this application, the map in the world game is the world map.

[0050] RPG (Role-Playing Game): A game where users assume the role of a specific character, complete quests, interact with other characters, or explore a game world. In RPGs, users control virtual characters, moving within a virtual environment. Furthermore, users can choose different character types to role-play, explore new locations, solve puzzles, form new groups, or participate in the story. By completing game quests, exploring virtual environments, and developing the skills and attributes of their virtual characters, users advance the game's story. These games typically feature complex plots and world-building, and users can freely choose the behavior and development path of their virtual characters.

[0051] MOBA (Multiplayer Online Battle Arena) games are a type of game where multiple player-controlled virtual objects compete in a virtual arena, aiming to capture or destroy enemy arenas. For example, a MOBA game might divide players into at least two opposing factions, with each team occupying their own map area and competing against each other with a specific victory condition. This victory condition may include, but is not limited to, capturing or destroying enemy arenas, eliminating enemy virtual objects, surviving within a specified time and scenario, acquiring a resource, or achieving a higher score than the opponent within a specified time. For instance, a MOBA game could divide players into two opposing factions, distributing their virtual objects across a virtual arena to compete, with the goal of destroying or capturing all of the enemy's arenas.

[0052] MMORPGs (Multiplayer Online Role-Playing Games) support a large number of players simultaneously playing in a virtual game world. Players assume specific roles and improve their characters' abilities, levels, and equipment by completing quests, engaging in combat, and exploring. They can also explore virtual environments together through multiplayer online collaboration. In MMORPGs, multiple players can participate in the same game within the same virtual environment through matchmaking. During the game, different players can control virtual objects to attack each other and compete for game resources, or they can cooperate to win game resources. In this embodiment, each virtual object corresponds to its own virtual environment, and different virtual environments are two parallel virtual worlds, with game progress in different virtual environments being independent of each other. For example, in a level-based RPG, after completing a game, a player can choose to restart the game, create a new virtual object, and review the game's story in a new virtual environment.

[0053] Taking shooting games as an example, these games can display virtual scenes from either a first-person or third-person perspective. Shooting games displaying virtual scenes from a first-person perspective are also called FPS (First-Person Shooter). The first-person perspective is the viewpoint observed through a virtual camera positioned on the chest of the virtual object; or, the first-person perspective is the viewpoint observed through a virtual camera positioned on the head of the virtual object; or, the first-person perspective is the viewpoint observed through a virtual camera positioned on the neck of the virtual object. In the virtual environment viewpoint corresponding to the first-person perspective, the head or torso of the virtual object's 3D model cannot be seen, but the arms or feet of the virtual object may be visible. The third-person perspective is the viewpoint observed through a virtual camera positioned behind or behind the virtual object's head. Optionally, the third-person perspective is the viewpoint observed through a virtual camera positioned behind or behind the virtual object. In the virtual environment displayed from a third-person perspective, the head or torso of a virtual object's 3D model can be seen. When a shooting game is running on the terminal, a virtual scene is displayed, in which virtual objects can control virtual items to perform remote attacks.

[0054] Virtual scene: A virtual scene is a scene displayed (or provided) by an application when it runs on a terminal. This virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional environment, or a purely fictional environment. The virtual world can be any of a two-dimensional virtual world, a 2.5-dimensional virtual world, or a three-dimensional virtual world; this application does not limit it. The following embodiments use a three-dimensional virtual world as an example.

[0055] Virtual objects refer to the movable objects that users interact with in a virtual world. Virtual objects can be virtual characters, virtual animals, anime characters, etc., such as people and animals displayed in a 3D virtual world. Optionally, virtual objects are 3D models created based on animation skeletal technology. Each virtual object has its own shape and volume in the 3D virtual world, occupying a portion of the space within that world.

[0056] Skill cooldown: This refers to the period during which a virtual object in a game cannot use a skill again after it has been used. This period is also known as the cooldown time.

[0057] Figure 1 This is a structural block diagram of a computer system provided in an embodiment of this application. See also... Figure 1 The computer system includes a first terminal 101, a server 102, and a second terminal 103.

[0058] The first terminal 101 has an application 111 installed and running that supports virtual scenes. Optionally, the application 111 can be any one of a 3D map program, a virtual reality (VR) application, an augmented reality (AR) application, an open-world game program, an RPG (role-playing game) program, a turn-based game program, or a turn-based RPG program. The first terminal 101 is a terminal used by a first user, who uses the first terminal 101 to control a first virtual object located in the virtual scene to perform activities, including but not limited to: adjusting body posture, walking, running, jumping, riding, driving, aiming, picking up, fighting, using throwable items, and attacking other virtual objects. For example, the first virtual object is a virtual character, such as a simulated character or an anime character. For example, the first user controls the first virtual object to perform activities through UI controls on the virtual scene screen.

[0059] The second terminal 103 has an application 131 installed and running that supports virtual scenes. The second terminal 103 is used by a second user who uses it to control a second virtual object located in the virtual scene. Optionally, the first virtual object and the second virtual object are in the same virtual scene. The first virtual object and the second virtual object belong to different factions, or they belong to the same faction.

[0060] The first terminal 101 is connected to the server 102 via a wireless or wired network, and the second terminal 103 is also connected to the server 102 via a wireless or wired network. The server 102 provides background services for applications supporting 3D virtual scenes. The server 102 includes at least one of a single server, multiple servers, or a virtualization center. For example, the server 102 includes a processor and a memory. The memory further includes a receiving module, a control module, and a sending module. The receiving module receives requests sent by clients, such as skill release requests or information acquisition requests. The control module controls the rendering of the virtual scene. The sending module sends responses to clients, such as sending information to clients. Optionally, the server 102 undertakes the main computational work, and the first terminal 101 and the second terminal 103 undertake secondary computational work; or, the server 102 undertakes secondary computational work, and the first terminal 101 and the second terminal 103 undertake the main computational work; or, the server 102, the first terminal 101, and the second terminal 103 collaborate using a distributed computing architecture.

[0061] Optionally, the applications installed on the first terminal 101 and the second terminal 103 are the same, or the applications installed on the three 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 embodiment 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, and these device types include at least one of the following: smartphones, smartwatches, smart TVs, tablets, wearable devices, in-vehicle terminals, MP3 players, MP4 players, laptops, and desktop computers. The following embodiments use smartphones as an example.

[0062] Furthermore, during the process of the first terminal 101 controlling the virtual object to release a skill through the application 111, for example, displaying a cooldown countdown for the first skill to indicate that the first skill has entered a cooldown state, the screen displayed by the first terminal 101 through the application 111 is as follows: Figure 1As shown in (1)-(2) in the diagram. The first terminal 101 responds to the release operation of the first skill by displaying screen (1) through the application 111. In screen (1), the cooldown countdown 112 of the first skill is displayed, and the virtual object 113 is shown to start releasing the first skill. During the release of the first skill by the virtual object 113, the cooldown countdown 112 gradually decreases from the preset cooldown time of the first skill. Taking the cooldown countdown 112 as 20 seconds when a skill interruption event occurs as an example, the first terminal 101 displays screen (2) through the application 111. In screen (2), the cooldown countdown 112 is displayed as 20 seconds. At this time, the first terminal 101 responds to the skill interruption event by displaying screen (3) through the application 111, taking the state of the virtual object when the release of the first skill is stopped as an example, and the cooldown time is shortened by 8 seconds. In screen (2), the virtual object 113 stops releasing the first skill, the cooldown countdown 112 is shortened to 12 seconds, and the first terminal 101 will display a screen after the application 111 displays screen (2) showing the cooldown countdown continuing to decrease from 12 seconds.

[0063] 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.

[0064] Figure 2 This is a flowchart of a virtual object control method provided in an embodiment of this application. Taking the method executed by a terminal as an example, as follows... Figure 2 As shown, the method includes:

[0065] 201. When the terminal responds to the release operation of the first skill, it displays that the first skill has entered the cooldown state, controls the virtual object to release the first skill, and the cooldown state has a corresponding cooldown time. During the cooldown time, the virtual object cannot release the first skill again.

[0066] In this embodiment, a virtual object in a virtual scene possesses a first skill, which the user can control via a terminal to release. When the virtual object releases its first skill, the skill enters a cooldown state, during which the virtual object cannot release the skill again. Once the cooldown period is reached, the cooldown ends, and the user can then control the virtual object to release the skill again. Furthermore, during the release of the first skill, a skill interruption event may occur, causing the virtual object to stop releasing the skill. The cooldown period is then shortened based on the virtual object's state at the time of interruption, ensuring the cooldown ends as quickly as possible so the user can control the virtual object to release the skill again.

[0067] The first skill can be any type of skill, such as an attack skill, a defense skill, or a support skill. The cooldown duration for the first skill can also be any duration, such as 30 seconds or 45 seconds. A cooldown state indicates that the first skill is unavailable, and the cooldown duration indicates the length of time the first skill remains in a cooldown state after being released. Once the cooldown duration is reached, the cooldown ends, and the first skill can be released again by the virtual object. The cooldown state can be represented in any form, such as by dimming the skill option or skill icon, or by displaying a cooldown countdown that gradually decreases from the corresponding cooldown duration, ending when the countdown ends. Releasing the first skill refers to controlling the virtual object to release the first skill. This release operation can be of any type, such as triggering the displayed skill option or using control keys on an external device.

[0068] In this embodiment of the application, once the terminal detects the release operation of the first skill, it immediately displays in the virtual scene that the first skill has entered a cooldown state, and controls the virtual object in the virtual scene to release the first skill, so that the screen displayed by the terminal can show that the release operation of the first skill has been successfully triggered.

[0069] 202. In response to a skill interruption event, the terminal controls the virtual object to stop releasing the first skill. Based on the state of the virtual object when the first skill is stopped, the cooldown time is shortened. The skill interruption event is the event that interrupts the virtual object from releasing the first skill.

[0070] In this embodiment, during the process of a virtual object releasing its first skill in a virtual scene, an event may occur that interrupts the release of the first skill, i.e., a skill interruption event. In this case, the virtual object will be controlled to stop releasing the first skill to show the scene of the virtual object being interrupted in releasing the first skill. Considering that the first skill was not successfully released and that the state of the virtual object when the release of the first skill was stopped can reflect the progress of the release of the first skill, the cooldown time is shortened by combining the state of the virtual object when the release of the first skill was stopped, so as to reduce the time that the first skill is in the cooldown state. This allows the cooldown state to end as soon as possible when the first skill is interrupted during the release process, so that the virtual object can release the first skill again as soon as possible.

[0071] In this embodiment of the application, the state of the virtual object when the release of the first skill is stopped may be any state.

[0072] For example, when a virtual object releases its first skill, it will first perform a preparation action before it can release the first skill to make it take effect. The process of the virtual object performing the preparation action can also be called the skill pre-animation phase. When the release of the first skill is stopped, it is in the skill pre-animation phase, and the virtual object is in the preparation state at this time.

[0073] For example, a virtual object will perform a charging action during the process of releasing its first skill before it can release the skill and make it take effect. The charging action of the virtual object will affect the effect of the subsequent first skill. For example, the charging action of the virtual object will increase the damage value of the first skill. The charging action of the virtual object can also be called the skill charging phase. When the release of the first skill is stopped, it is in the skill charging phase. At this time, the virtual object is in the charging state.

[0074] For example, during the process of a virtual object releasing its first skill, it will perform a preparation action or a charging action before it can release the first skill to make the first skill take effect; the process of a virtual object releasing its first skill to make the first skill take effect can also be called the skill activation phase; when the release of the first skill is stopped, it is in the skill activation phase, and at this time the virtual object's state is the skill activation state.

[0075] In this embodiment of the application, during the process of a virtual object releasing its first skill, the state of the virtual object may change. The state of the virtual object can reflect the progress of the virtual object releasing its first skill. Therefore, based on the state of the virtual object when the release of the first skill is stopped, the cooldown time is shortened so as to shorten the cooldown time of the first skill according to the progress of the virtual object releasing its first skill, thus ensuring the flexibility and diversity of the cooldown time reduction.

[0076] In the solution provided in this application embodiment, when a virtual object releases its first skill, the first skill immediately enters a cooldown state. If the first skill is interrupted during its release, not only is the release of the first skill stopped, but the cooldown time is also shortened based on the progress of the skill release. This reduces the duration the first skill is in a cooldown state, allowing it to end as quickly as possible if the skill is not successfully released. This avoids the situation where the first skill is interrupted and requires a long wait for it to cool down, providing appropriate compensation for interrupted skill release. This greatly enhances the smoothness and fairness of the game, allowing users to quickly control the virtual object to release the first skill again, reducing waiting time costs and improving control efficiency. Furthermore, shortening the cooldown time according to the progress of the skill release ensures flexibility and diversity in cooldown reduction, thereby improving the user experience.

[0077] exist Figure 2Based on the illustrated embodiment, this application embodiment takes controlling the release of the first skill of a virtual object through the skill options displayed in the virtual scene as an example. For details, please refer to the following embodiment.

[0078] Figure 3 This is a flowchart of a virtual object control method provided in an embodiment of this application. Taking the method executed by a terminal as an example, as follows... Figure 3 As shown, the method includes:

[0079] 301. The terminal displays the skill options corresponding to the first skill in the virtual scene.

[0080] In this embodiment, the virtual object is located in a virtual scene, and the virtual scene displays skill options corresponding to the first skill, which can be used to control the virtual object to release the first skill.

[0081] The skill options can be of any type, such as buttons or virtual roulette wheels.

[0082] In one possible implementation, the skill options in the virtual scene are in a ready state.

[0083] In this embodiment, the ready state refers to the first skill being ready and not in a cooldown state; that is, the skill option can be triggered to cause the virtual object to release the first skill. When the skill option is in the ready state, the user can trigger the skill option through the terminal to control the virtual object to release the first skill.

[0084] The ready state can be represented in any form. For example, in a virtual scene, highlighting the skill option indicates that the skill option is in a ready state.

[0085] In one possible implementation, the terminal displays the virtual scene from the first-person perspective of the virtual object, and displays the skill options corresponding to the first skill in the virtual scene; or, the terminal displays the virtual scene from the third-person perspective, and displays the virtual object and the skill options corresponding to the first skill in the virtual scene.

[0086] In this embodiment, when displaying a virtual scene from the first-person perspective of a virtual object, the virtual object may not be displayed in the virtual scene, or only a portion of the virtual object may be displayed. Alternatively, when displaying a virtual scene from the first-person perspective of a virtual object, the virtual object may be displayed in the virtual scene.

[0087] 302. In response to the trigger operation of the skill option, the terminal displays that the skill option has entered the cooldown state, controls the virtual object to release the first skill, and the cooldown state has a corresponding cooldown time. During the cooldown time, the virtual object cannot release the first skill again.

[0088] In this embodiment of the application, the skill option is used to release the first skill. The user triggers the displayed skill option through the terminal. In response to the triggering operation of the skill option, the terminal controls the virtual object to release the first skill and displays that the skill option has entered a cooldown state. This shows that the skill option cannot be triggered, and also reflects that the first skill is cooling down and cannot be released again. It also reflects that the release operation of the first skill has been successfully triggered.

[0089] The trigger action for skill options can be any type of action, such as a click action, a swipe action, etc.

[0090] In one possible implementation, step 302 includes: the terminal responding to a trigger operation on the skill option, displaying a cooldown countdown on the skill option, and controlling the virtual object to release the first skill.

[0091] In this embodiment, the skill option displays a cooldown countdown, indicating that the skill option is in a cooldown state, and can show the remaining time before the first skill ends its cooldown state, enriching the displayed content and ensuring the display effect.

[0092] The cooldown countdown gradually decreases from the start of the cooldown duration. When the cooldown countdown ends, the cooldown state ends, and the skill option can be triggered again.

[0093] In one possible implementation, if the skill option is in a ready state before the skill is triggered, then step 302 includes: in response to the triggering operation of the skill option, displaying the skill option switching from a ready state to a cooldown state, and controlling the virtual object to release the first skill.

[0094] In this embodiment of the application, after the user triggers the skill option through the terminal, the terminal displays the skill option switching from a ready state to a cooldown state to reflect the change in whether the first skill can be released, thereby improving the display effect.

[0095] For example, when a skill option is ready, it is highlighted; when a skill option is on cooldown, it is dimmed.

[0096] Optionally, when a skill option switches from a ready state to a cooldown state, the skill option will also automatically switch back to a ready state. That is, the method also includes: when the duration of the skill option being in a cooldown state reaches the cooldown duration, displaying that the skill option has switched from a cooldown state to a ready state.

[0097] In this embodiment of the application, when the cooldown period of the skill option reaches the cooldown duration, it indicates that the cooldown of the first skill has ended, and the skill option is then switched to the ready state to indicate that the first skill can be released again.

[0098] Optionally, the skill options display a cooldown countdown. After the cooldown countdown ends, the skill options switch from a cooldown state to a ready state.

[0099] For example, when a skill option is ready, it is highlighted; when a skill option is on cooldown, it is dimmed and a cooldown countdown is displayed on the skill option. The cooldown countdown gradually decreases from the cooldown duration, and the skill option is highlighted after the cooldown countdown ends.

[0100] 303. In response to a skill interruption event, the terminal controls the virtual object to stop releasing the first skill. Based on the state of the virtual object when the first skill is stopped, a cooldown reduction effect is displayed on the skill options. The cooldown reduction effect indicates that the cooldown time has been shortened. The skill interruption event is the event that interrupts the virtual object from releasing the first skill.

[0101] In this embodiment of the application, by displaying a cooldown reduction effect on the skill option, it is indicated that the cooldown time has been shortened, achieving a strong reminder effect of the reduced cooldown time, so that users can see that the cooldown time of the first skill has been shortened, which can improve the display effect of the reduced cooldown time and thus improve the user experience.

[0102] The cooldown reduction effect can be any form of effect. For example, the cooldown reduction effect can be represented by flashing light, or by flashing skill options, or by flashing skill options.

[0103] In one possible implementation, the skill interruption event includes at least one of the following: the virtual object is attacked, the virtual object is hit by a skill released by another virtual object, or the virtual object's health is reduced to a preset value.

[0104] In this embodiment, if a virtual object is attacked while releasing its first skill, the release of the first skill will be interrupted; or, if a virtual object is hit by a skill released by another virtual object while releasing its first skill, the release of the first skill will be interrupted; or, if the virtual object's health is reduced to a preset value, indicating that the virtual object can no longer release its first skill, the release of the first skill will be interrupted. Skill interruption events include at least one of the above, which can enrich skill interruption events and enhance the interactive effects in the virtual scene.

[0105] The preset value can be any value. For example, if the preset value is 0, the virtual object is considered "dead" when its health is reduced to 0, and the virtual object cannot continue to release its first skill.

[0106] It should be noted that the embodiments of this application are illustrated by using the skill options displayed in the virtual scene to control the release of the first skill of the virtual object. In another embodiment, it is not necessary to perform the above steps 301-303. Instead, other methods are adopted. In response to the release operation of the first skill, the first skill is displayed as entering a cooldown state, and the virtual object is controlled to release the first skill. In response to the skill interruption event, the virtual object is controlled to stop releasing the first skill. Based on the state of the virtual object when the release of the first skill is stopped, the cooldown time is displayed as shortened.

[0107] In the solution provided in this application embodiment, when a virtual object releases its first skill, the first skill immediately enters a cooldown state. If the first skill is interrupted during its release, not only is the release of the first skill stopped, but the cooldown time is also shortened based on the progress of the skill release. This reduces the duration the first skill is in a cooldown state, allowing it to end as quickly as possible if the skill is not successfully released. This avoids the situation where the first skill is interrupted and requires a long wait for it to cool down, providing appropriate compensation for interrupted skill release. This greatly enhances the smoothness and fairness of the game, allowing users to quickly control the virtual object to release the first skill again, reducing waiting time costs and improving control efficiency. Furthermore, shortening the cooldown time according to the progress of the skill release ensures flexibility and diversity in cooldown reduction, thereby improving the user experience.

[0108] Furthermore, the system controls the release of the first skill by displaying skill options in the virtual scene. The display status of the skill options indicates whether the first skill has been released. If the release of the first skill is interrupted, a cooldown reduction effect is displayed on the skill options to indicate that the cooldown time has been shortened, providing a strong reminder that the cooldown time has been reduced. This enhances the display effect of the cooldown reduction and reflects whether the first skill has been successfully released, making it easier for users to know the release status of the first skill and thus improving the user experience.

[0109] In the above Figure 2 Based on the embodiments shown, in the embodiments of this application, if the virtual object is interrupted when releasing the first skill, the cooldown time will be shortened according to the duration corresponding to the state of the virtual object when the release of the first skill is stopped. For details, please refer to the following embodiments.

[0110] Figure 4 This is a flowchart of a virtual object control method provided in an embodiment of this application. Taking the method executed by a terminal as an example, as follows... Figure 4 As shown, the method includes:

[0111] 401. The terminal displays virtual objects in a virtual scene, and the virtual objects possess primary skills.

[0112] In this embodiment of the application, virtual objects are displayed in a virtual scene so that users can see the virtual objects in the virtual scene and thus better control the virtual objects.

[0113] For example, when a virtual scene is displayed from the first-person perspective of a virtual object, the virtual object can be displayed in the virtual scene.

[0114] It should be noted that this embodiment of the application uses the display of virtual objects in a virtual scene as an example for illustration. In another embodiment, step 401 above does not need to be performed; instead, only the virtual scene is displayed, and the virtual objects are not displayed in the virtual scene. For example, if the displayed virtual scene is a virtual scene observed from the first-person perspective of the virtual objects, then the virtual objects are not displayed in the virtual scene.

[0115] 402. The terminal responds to the release operation of the first skill, displays that the first skill has entered the cooldown state, controls the virtual object to release the first skill, and the cooldown state has a corresponding cooldown time. During the cooldown time, the virtual object cannot release the first skill again.

[0116] It should be noted that step 402 is the same as step 201 above, and will not be repeated here.

[0117] 403. The terminal responds to the skill interruption event, controls the virtual object to stop releasing the first skill, and displays the duration corresponding to the reduced cooldown time. The skill interruption event is the event that interrupts the virtual object from releasing the first skill, and the state is the state of the virtual object when the release of the first skill is stopped.

[0118] In this embodiment, during the process of a virtual object releasing its first skill, the state of the virtual object may change. The state of the virtual object can reflect the progress of the release of the first skill. When the release of the first skill is stopped, the progress of the release of the first skill may be shortened by different durations. The duration corresponding to the reduced cooldown time will be displayed to ensure that the reduction of cooldown time matches the progress of the release of the first skill when the release of the first skill is stopped, thus ensuring the diversity of cooldown time reduction and improving the user experience.

[0119] The duration of different states of the virtual object when the first skill is suspended may be the same or different.

[0120] In one possible implementation, the process of displaying the cooling time reduction includes: displaying the cooling time reduced by a first duration, where the first duration is the product of the reduction ratio corresponding to the state and a preset cooling time, and the preset cooling time is the maximum cooling time corresponding to the cooling state.

[0121] In this embodiment of the application, the virtual object will be in multiple different states during the process of releasing the first skill. Each state corresponds to a shortening ratio. When the release of the first skill is stopped, if the virtual object is in any state, the cooldown time will be shortened according to the corresponding shortening ratio to ensure the accuracy of the cooldown time shortening.

[0122] The preset cooldown time is the maximum cooldown time after the first skill is released each time. The preset cooldown time is any fixed value, such as 10 seconds or 30 seconds.

[0123] In this embodiment of the application, when the virtual object releases the first skill according to step 402 above, the cooldown time corresponding to the cooldown state is equal to the preset cooldown time. After the cooldown time is shortened according to step 403 above, the time for the first skill to end the cooldown state this time will be reduced. However, when the first skill is released again, when the first skill enters the cooldown state, the cooldown time corresponding to the cooldown state is still the same as the preset cooldown time.

[0124] For example, when the release of the first skill is stopped, the virtual object's state includes a ready state, a charging state, or a skill-activated state. The reduction ratio corresponding to the ready state is 100%, the charging state is 50%, and the skill-activated state is 20%. Taking a preset cooldown time of 30 seconds as an example, if the virtual object is in the ready state when the release of the first skill is stopped, the first duration is 30 seconds, so the cooldown time of the first skill is reduced to 0, and the first skill can immediately end its cooldown state. If the virtual object is in the charging state when the release of the first skill is stopped, the first duration is 15 seconds, so the cooldown time of the first skill is reduced to 15 seconds, and the cooldown state will end after the first skill has been in the cooldown state for 15 seconds. If the virtual object is in the skill-activated state when the release of the first skill is stopped, the first duration is 6 seconds, so the cooldown time of the first skill is reduced to 24 seconds, and the cooldown state will end after the first skill has been in the cooldown state for 24 seconds.

[0125] In one possible implementation, the process of displaying the duration corresponding to the cooldown reduction state includes: if the virtual object is in a skill-activated state when the release of the first skill is stopped, based on the second duration, displaying the duration corresponding to the cooldown reduction skill-activated state, where the skill-activated state indicates that the first skill has produced a skill effect, and the second duration is the duration during which the virtual object is in a skill-activated state.

[0126] In this embodiment, if the virtual object is in a skill-activated state when the release of the first skill is stopped, the cooldown time will be reduced by different durations depending on the duration the virtual object is in a skill-activated state. That is, the cooldown time will be shortened according to the duration of the skill effect of the first skill, so as to ensure that the reduction of the cooldown time matches the duration of the skill effect of the first skill, ensuring the diversity of cooldown time reduction, compensating for the duration when the first skill is interrupted and not activated, so as to ensure the balance of the game and improve the user experience.

[0127] The second duration corresponds to the duration during which the first skill has produced its effect. In this embodiment, different second durations correspond to different durations of the skill's active state. Optionally, the duration of the skill's active state is negatively correlated with the second duration; that is, the longer the second duration, the shorter the duration of the skill's active state; or, the shorter the second duration, the longer the duration of the skill's active state.

[0128] For example, during the process of a virtual object releasing its first skill, if the terminal releases the first skill and reaches the skill activation stage, the first skill has already taken effect, and the virtual object is in the skill activation state. Taking the maximum duration of the skill activation stage as 5 seconds as an example, during the skill activation stage, it can cause damage to other virtual objects around the virtual object. If the first skill is interrupted when the first skill activation stage lasts for 3 seconds, then the second duration is 3 seconds.

[0129] Optionally, the process of displaying the shortening of the cooldown time based on the second duration includes: when the virtual object is in a skill-activated state when the release of the first skill is stopped, displaying a reduction of the cooldown time by a third duration, where the third duration is the product of a first ratio and a preset cooldown time, the first ratio is the ratio of a fourth duration to a preset activation time, the fourth duration is the difference between the preset activation time and the second duration, the preset cooldown time is the maximum cooldown time corresponding to the cooldown state, and the preset activation time is the maximum duration for which the virtual object can maintain the skill-activated state.

[0130] The preset effective duration is arbitrary. For example, if the first skill deals damage to other virtual objects around the virtual object within 5 seconds, the preset effective duration is 5 seconds. The fourth duration corresponds to the unused duration when the first skill is interrupted. For example, if the preset effective duration is 5 seconds, and the first skill deals damage to other virtual objects around the virtual object within 5 seconds, but the first skill is interrupted after 3 seconds of its effect, then the fourth duration is 2 seconds. The first ratio represents the proportion of the unused duration to the preset effective duration, and the third duration represents the duration that can be shortened based on the proportion of the unused duration to the preset effective duration.

[0131] In this embodiment of the application, if the virtual object is in a skill-activated state when the release of the first skill is stopped, the cooldown time will be shortened according to the proportion of the time during which the first skill is not activated to the preset activation time, so as to compensate as much as possible for the time during which the first skill is interrupted and thus ensure the balance of the game and improve the user experience.

[0132] For example, the first skill will deal damage to other virtual objects around the virtual object within 5 seconds. If the first skill is interrupted when its effect lasts for 3 seconds, then the fourth duration is 2 seconds. The first ratio is 2 / 5. Taking the preset cooldown duration of 30 seconds as an example, the third duration is 12 seconds. The duration after reducing the cooldown duration by the third duration is 18 seconds. That is, the cooldown duration of the first skill will end after 18 seconds. After the cooldown ends, the virtual object can release the first skill again.

[0133] It should be noted that the embodiments of this application are described using the duration corresponding to the reduced cooldown time as an example. In another embodiment, it is not necessary to perform the above step 403. Instead, other methods are adopted to control the virtual object to stop releasing the first skill in response to the skill interruption event. Based on the state of the virtual object when the release of the first skill is stopped, the cooldown time is shortened.

[0134] In the solution provided in this application embodiment, when a virtual object releases its first skill, the first skill immediately enters a cooldown state. If the first skill is interrupted during its release, not only is the release of the first skill stopped, but the cooldown time is also shortened based on the progress of the skill release. This reduces the duration the first skill is in a cooldown state, allowing it to end as quickly as possible if the skill is not successfully released. This avoids the situation where the first skill is interrupted and requires a long wait for it to cool down, providing appropriate compensation for interrupted skill release. This greatly enhances the smoothness and fairness of the game, allowing users to quickly control the virtual object to release the first skill again, reducing waiting time costs and improving control efficiency. Furthermore, shortening the cooldown time according to the progress of the skill release ensures flexibility and diversity in cooldown reduction, thereby improving the user experience.

[0135] In the above Figure 2 Based on the embodiments shown, in the embodiments of this application, when a virtual object releases its first skill, it will consume the attribute value of the virtual object. If the virtual object is interrupted during the release of its first skill, the attribute value consumed by the virtual object in releasing its first skill will also be compensated. For details of the process, please refer to the following embodiments.

[0136] Figure 5This is a flowchart of a virtual object control method provided in an embodiment of this application. Taking the method executed by a terminal as an example, as follows... Figure 5 As shown, the method includes:

[0137] 501. The terminal responds to the release operation of the first skill, displays that the first skill has entered the cooldown state and the attribute value of the virtual object has decreased, controls the virtual object to release the first skill, the cooldown state has a corresponding cooldown time, and the virtual object cannot release the first skill again during the cooldown time.

[0138] In this embodiment, when a virtual object releases its first skill, it consumes the attribute value of the virtual object. When the terminal controls the virtual object to release the first skill, it not only displays that the first skill will enter a cooldown state, but also displays that the attribute value of the virtual object is reduced, so as to reflect the effect of the virtual object consuming part of its attribute value to release the first skill.

[0139] The attribute values ​​of virtual objects can be of any type. For example, the energy consumed by a virtual object to release its first skill is the virtual object's health or mana.

[0140] For example, the first skill will consume 50 mana from the virtual object. In response to the release of the first skill, the screen will show that the first skill has entered a cooldown state and that the virtual object's mana has decreased by 50. Control the virtual object to release the first skill.

[0141] In one possible implementation, step 501 includes: in response to the release operation of the first skill, if the attribute value of the virtual object is not less than a first value, displaying that the first skill has entered a cooldown state, displaying that the attribute value of the virtual object has decreased by the first value, and controlling the virtual object to release the first skill.

[0142] The first value is the attribute value required for the virtual object to release its first skill. The first value can be any value, for example, 50 or 60.

[0143] In this embodiment, since the virtual object needs to consume a first value of attribute value to release the first skill, if the attribute value of the virtual object is not less than the first value, it means that the attribute value of the virtual object can meet the consumption of the first skill. Only under these circumstances can the first skill be successfully released, thus ensuring the balance of the game.

[0144] Optionally, the attribute value of the virtual object may not meet the consumption of the first skill. That is, the method also includes: in response to the release operation of the first skill, if the attribute value of the virtual object is less than a first value, displaying a failure prompt message, the failure prompt message indicating that the attribute value of the virtual object is insufficient, causing the release of the first skill to fail.

[0145] In this embodiment, if the attribute value of the virtual object does not meet the consumption of the first skill, even if the release operation of the first skill is triggered, the virtual object will not be controlled to release the first skill. Instead, a failure prompt message will be displayed to indicate the reason for the failure of the first skill release, thereby improving the user experience.

[0146] 502. The terminal responds to the skill interruption event, controls the virtual object to stop releasing the first skill, and displays the shortened cooldown time and the increased attribute value of the virtual object based on the state of the virtual object when the first skill is stopped. The skill interruption event is the event that interrupts the virtual object from releasing the first skill.

[0147] In this embodiment, since the release of the first skill by a virtual object consumes the virtual object's attribute value, and the release of the first skill is interrupted, resulting in the first skill not being fully released and the attribute value being wasted, in the event of the first skill being interrupted, the attribute value of the virtual object will be increased based on the state of the virtual object when the release of the first skill is stopped, in order to compensate as much as possible for the energy value consumed by the release of the first skill due to the interruption, so as to ensure the balance of the game and improve the user experience.

[0148] In this embodiment of the application, during the process of a virtual object releasing its first skill, the state of the virtual object may change. The state of the virtual object can reflect the progress of the virtual object releasing its first skill. Therefore, based on the state of the virtual object when the release of the first skill is stopped, the increase in the attribute value of the virtual object is displayed so as to compensate for the attribute value consumed by the virtual object in releasing the first skill according to the progress of the release of the first skill, thus ensuring the flexibility and diversity of the increase in the attribute value of the virtual object.

[0149] In one possible implementation, the process of adding attribute values ​​to a virtual object includes the following two items.

[0150] The first item: In response to a skill interruption event, display the value corresponding to the increase in the attribute value of the virtual object.

[0151] In this embodiment, during the process of a virtual object releasing its first skill, the state of the virtual object may change. The state of the virtual object can reflect the progress of the release of the first skill. When the release of the first skill is stopped, the different progress of the release of the first skill may increase different attribute values. The value corresponding to the increase of the attribute value of the virtual object will be displayed to ensure that the increase of the attribute value matches the progress of the release of the first skill when the release of the first skill is stopped, ensuring the diversity of the increase of the attribute value, thereby improving the user experience.

[0152] Optionally, the first item includes: displaying the attribute value of the virtual object by increasing a second value, the second value being the product of the increase ratio corresponding to the state and the first value, the first value being the attribute value required for the virtual object to release the first skill.

[0153] In this embodiment of the application, the virtual object will be in multiple different states during the process of releasing the first skill. Each state corresponds to an increase ratio. When the release of the first skill is stopped, the virtual object will be in any state, and the attribute value of the virtual object will be increased according to the corresponding increase ratio to ensure the accuracy of the increase of the attribute value of the virtual object.

[0154] For example, when the release of the first skill is stopped, the virtual object's state includes a ready state, a charging state, or a skill-activated state. The increase percentage for the ready state is 100%, the increase percentage for the charging state is 50%, and the increase percentage for the skill-activated state is 20%. Taking the virtual object consuming 30 mana to release the first skill as an example, the first value is 30. If the virtual object is in the ready state when the release of the first skill is stopped, the second value is 30, which increases the virtual object's attribute value by 30. If the virtual object is in the charging state when the release of the first skill is stopped, the second value is 15, which increases the virtual object's attribute value by 15. If the virtual object is in the skill-activated state when the release of the first skill is stopped, the second value is 6, which increases the virtual object's attribute value by 6.

[0155] Optionally, the first item includes: in response to a skill interruption event, if the virtual object is in a skill-activated state when the release of the first skill is aborted, based on a second duration, displaying that the attribute value of the virtual object is increased by the value corresponding to the skill-activated state, the skill-activated state indicating that the first skill produces a skill effect, and the second duration being the duration for which the virtual object is in a skill-activated state.

[0156] In this embodiment, if the virtual object is in a skill-activated state when the release of the first skill is stopped, the attribute value of the virtual object will be increased by different values ​​depending on the duration of the skill-activated state. That is, the attribute value of the virtual object will be increased according to the duration of the skill effect of the first skill, so as to ensure that the increase of the attribute value of the virtual object matches the duration of the skill effect of the first skill, ensuring the diversity of attribute value increase, so as to compensate for the attribute value consumed by the virtual object in releasing the first skill, thereby ensuring the balance of the game and improving the user experience.

[0157] Optionally, the process of displaying the shortening of the cooldown time based on the second duration includes: when the virtual object is in a skill-activated state when the release of the first skill is stopped, displaying an increase of a third value in the attribute value of the virtual object, where the third value is the product of a first ratio and the first value, the first ratio is the ratio of the fourth duration to the preset activation duration, the fourth duration is the difference between the preset activation duration and the second duration, the first value is the attribute value consumed by the virtual object to release the first skill, and the preset activation duration is the maximum duration for which the virtual object can maintain the skill-activated state.

[0158] In this embodiment, if the virtual object is in a skill-activated state when the release of the first skill is stopped, the attribute value of the virtual object will be increased according to the proportion of the duration during which the first skill is not activated to the preset activation duration. This is to compensate for the attribute value consumed by the virtual object when releasing the first skill as much as possible, so as to ensure the balance of the game and improve the user experience.

[0159] For example, the first skill will deal damage to other virtual objects around the virtual object within 5 seconds. If the first skill is interrupted when its effect lasts for 3 seconds, then the fourth skill will last for 2 seconds. The first skill's value is 2 / 5. Taking the first skill costing 30 mana as an example, the first value is 30, and the third value is 12, which will increase the virtual object's mana by 12.

[0160] The second item: In response to a skill interruption event, restore the attribute values ​​of the virtual object.

[0161] In this embodiment of the application, since the virtual object is interrupted during the release of the first skill, the virtual object has consumed the attribute value corresponding to the first skill but has failed to complete the release of the first skill. Therefore, the attribute value consumed by releasing the first skill will be restored to avoid the waste of attribute value caused by the virtual object failing to complete the release of the first skill, thus ensuring the balance of the game and improving the user experience.

[0162] For example, taking the consumption of mana when releasing the first skill as an example, before the virtual object releases the first skill, the virtual object's mana is 50. Releasing the first skill will consume 20 mana. Then, when releasing the first skill according to step 501 above, the virtual object's mana will be reduced to 30. If the virtual object is interrupted during the release of the first skill, the virtual object's mana will be restored, that is, the virtual object's mana will be restored to 50.

[0163] Optionally, the second item includes: in response to a skill interruption event, if the virtual object is in a ready state when the release of the first skill is aborted, displaying the restoration of the virtual object's attribute values, and the ready state instructing the virtual object to perform the preparatory action for releasing the first skill.

[0164] In this embodiment, if the virtual object is in a ready state when the release of the first skill is stopped, the first skill has not yet produced an effect. Therefore, the attribute values ​​of the virtual object can be restored to the attribute values ​​before the release of the first skill. This ensures the balance of the game and avoids the situation where the first skill has already produced an effect but the attribute values ​​of the virtual object are still restored to the attribute values ​​before the release of the first skill. This ensures the balance of the game and improves the user experience.

[0165] For example, taking the consumption of mana when releasing the first skill as an example, before the virtual object releases the first skill, the virtual object's mana is 50. Releasing the first skill will consume 20 mana. When releasing the first skill according to step 501 above, the virtual object's mana is reduced to 30. When the release of the first skill is stopped, it is in the skill pre-cast phase. At this time, the virtual object's state is the preparation state, so the virtual object's mana is restored to 50.

[0166] It should be noted that the embodiments of this application are illustrated by taking the example that releasing the first skill by a virtual object consumes the attribute value of the virtual object. When the virtual object releases the first skill, the attribute value of the virtual object will decrease, and when the first skill is interrupted, the attribute value of the virtual object will increase. In another embodiment, it is not necessary to execute the above steps 501-502. Instead, other methods are adopted. In response to the release operation of the first skill, the first skill is displayed as entering a cooldown state, and the virtual object is controlled to release the first skill. In response to the skill interruption event, the virtual object is controlled to stop releasing the first skill, and based on the state of the virtual object when the release of the first skill is stopped, the cooldown time is displayed as shortened.

[0167] In the solution provided in this application embodiment, when a virtual object releases its first skill, the first skill immediately enters a cooldown state. If the first skill is interrupted during its release, not only is the release of the first skill stopped, but the cooldown time is also shortened based on the progress of the skill release. This reduces the duration the first skill is in a cooldown state, allowing it to end as quickly as possible if the skill is not successfully released. This avoids the situation where the first skill is interrupted and requires a long wait for it to cool down, providing appropriate compensation for interrupted skill release. This greatly enhances the smoothness and fairness of the game, allowing users to quickly control the virtual object to release the first skill again, reducing waiting time costs and improving control efficiency. Furthermore, shortening the cooldown time according to the progress of the skill release ensures flexibility and diversity in cooldown reduction, thereby improving the user experience.

[0168] Furthermore, when a virtual object releases its first skill, it consumes the virtual object's attribute points. When the terminal controls the virtual object to release the first skill, it not only displays that the first skill will enter a cooldown state, but also shows that the virtual object's attribute points are decreasing, to reflect the effect of the virtual object consuming some attribute points to release the first skill. However, if the virtual object is interrupted during the release of the first skill, the first skill will not be completed, resulting in a situation where the first skill is not completed and attribute points are wasted. Therefore, when the first skill is interrupted, the virtual object's attribute points will be increased based on the virtual object's state at the time of the interruption, in order to compensate as much as possible for the energy points consumed by the first skill due to the interruption, in order to ensure the balance of the game and thus improve the user experience.

[0169] In the above Figures 2 to 5 Based on the embodiments shown, this application takes the example of a skill interruption event being hit by a second skill released by another virtual object. It can combine the restraint relationship between the first skill and the second skill to determine whether to shorten the cooldown time. For details, please refer to the following embodiments.

[0170] Figure 6 This is a flowchart of a virtual object control method provided in an embodiment of this application. Taking the method executed by a terminal as an example, as follows... Figure 6 As shown, the method includes:

[0171] 601. The terminal responds to the release operation of the first skill, displays that the first skill has entered the cooldown state, controls the virtual object to release the first skill, and the cooldown state has a corresponding cooldown time. During the cooldown time, the virtual object cannot release the first skill again.

[0172] It should be noted that step 601 is the same as step 201 above, and will not be repeated here.

[0173] 602. When the terminal responds to the virtual object being hit by the second skill, and the first skill counters the second skill, it controls the virtual object to stop releasing the first skill. Based on the state of the virtual object when the first skill is stopped, the cooldown time is shortened. The skill interruption event is the event that interrupts the virtual object from releasing the first skill.

[0174] In this embodiment, a skill interruption event includes a virtual object being hit by a second skill released by another virtual object. Different skills have a counter-relationship. If a virtual object is hit by a second skill while releasing its first skill, interrupting the release of the first skill, and if the first skill counters the second skill, the cooldown time of the first skill will be shortened. This allows players to consider the counter-relationships between skills when releasing skills to interact with other virtual objects, enriching gameplay, enhancing strategy, and ultimately improving the user experience.

[0175] The second skill can be any skill, and the first skill is a skill that counters the second skill. For example, the second skill is an attack skill, and the first skill is a defensive skill.

[0176] In one possible implementation, there is a counter-relationship between skill types, with the skill type of the first skill countering the skill type of the second skill.

[0177] For example, defensive skills counter offensive skills, offensive skills counter status skills, and status skills counter defensive skills.

[0178] 603. When the terminal responds to the virtual object being hit by the second skill, if the first skill does not counter the second skill, it controls the virtual object to stop releasing the first skill.

[0179] In this embodiment, if the virtual object is hit by the second skill while releasing the first skill, the release of the first skill is interrupted. If the first skill does not counter the second skill, the cooldown time of the first skill will not be shortened. In this way, players can consider the counter relationship between skills when releasing skills to interact with other virtual objects, which can enrich the gameplay, enhance the strategic nature of the game, and thus improve the user experience.

[0180] It should be noted that the embodiment of this application takes the example of a skill interruption event where a virtual object is hit by a second skill released by another virtual object. It can combine the restraint relationship between the first skill and the second skill to determine whether to shorten the cooldown time. In another embodiment, it is not necessary to execute the above steps 602-603. Instead, other methods are adopted to respond to the skill interruption event, control the virtual object to stop releasing the first skill, and display the shortened cooldown time based on the state of the virtual object when the release of the first skill is stopped.

[0181] In the solution provided in this application embodiment, when a virtual object releases its first skill, the first skill immediately enters a cooldown state. If the first skill is interrupted during its release, not only is the release of the first skill stopped, but the cooldown time is also shortened based on the progress of the skill release. This reduces the duration the first skill is in a cooldown state, allowing it to end as quickly as possible if the skill is not successfully released. This avoids the situation where the first skill is interrupted and requires a long wait for it to cool down, providing appropriate compensation for interrupted skill release. This greatly enhances the smoothness and fairness of the game, allowing users to quickly control the virtual object to release the first skill again, reducing waiting time costs and improving control efficiency. Furthermore, shortening the cooldown time according to the progress of the skill release ensures flexibility and diversity in cooldown reduction, thereby improving the user experience.

[0182] It should be noted that the above Figures 2 to 6 The illustrated embodiment uses the state of the virtual object when the release of the first skill is stopped to shorten the cooldown time as an example. In the embodiments of this application, the cooldown time is shortened by combining the duration of the first skill when the release of the first skill is stopped and the preset duration. For details, please refer to the following embodiments.

[0183] Figure 7 This is a flowchart of a virtual object control method provided in an embodiment of this application. Taking the method executed by a terminal as an example, as follows... Figure 7 As shown, the method includes:

[0184] 701. The terminal responds to the release operation of the first skill, displays that the first skill has entered the cooldown state, controls the virtual object to release the first skill, and the cooldown state has a corresponding cooldown time. During the cooldown time, the virtual object cannot release the first skill again.

[0185] It should be noted that step 701 is the same as step 201 above, and will not be repeated here.

[0186] 702. In response to a skill interruption event, the terminal controls the virtual object to stop releasing the first skill. Based on the fifth duration and the preset duration of the first skill, the terminal displays a shortened cooldown time. The fifth duration is the duration of the first skill when the release of the first skill is stopped. The skill interruption event is the event that interrupts the release of the first skill by the virtual object.

[0187] In this embodiment, the first skill has a preset duration, which is the maximum duration when the first skill is released. The first skill is considered complete only when its duration reaches the preset duration after the virtual object releases it. Since the release of the first skill is interrupted, the cooldown time is shortened based on both the initial duration and the preset duration. This reduces the time the first skill is in a cooldown state, allowing it to end as quickly as possible if the skill is not successfully released. This ensures that the reduction in cooldown time matches the duration of the first skill when its release is interrupted, guaranteeing diversity in cooldown reduction and improving the user experience.

[0188] The fifth duration corresponds to the time elapsed from when the virtual object begins releasing its first skill to when it stops releasing it. The preset duration is arbitrary; for example, it could be 3 seconds. For instance, if the virtual object's skill release involves a pre-cast animation and a skill activation phase, the preset duration would be the total duration of both phases.

[0189] In one possible implementation, step 702 includes: in response to a skill interruption event, controlling the virtual object to stop releasing the first skill, displaying a reduction of the cooldown duration by a sixth duration, the sixth duration being the product of a second ratio and a preset cooldown duration, the second ratio being the ratio of a seventh duration to a preset duration, the seventh duration being the difference between the preset duration and the fifth duration, and the preset cooldown duration being the maximum cooldown duration corresponding to the cooldown state.

[0190] The seventh duration corresponds to the time the first skill was interrupted before it could continue. For example, if the preset duration is 5 seconds and the first skill is interrupted after 3 seconds, then the seventh duration is 2 seconds. The second ratio corresponds to the proportion of the time the first skill was interrupted before it could continue to the preset duration. The sixth duration corresponds to the time that could be shortened based on the proportion of the time the first skill was interrupted before it could continue to the preset duration.

[0191] In this embodiment, if the release of the first skill is interrupted, the cooldown time will be shortened according to the proportion of the duration that the first skill could not be sustained when it was interrupted to the preset duration. This is to compensate for the duration that the first skill could not be sustained due to the interruption, so as to ensure the balance of the game and improve the user experience.

[0192] For example, if the preset duration is 5 seconds, and the first skill is interrupted after 3 seconds, then the seventh duration is 2 seconds, and the second ratio is 2 / 5. Taking the preset cooldown duration of 30 seconds as an example, the sixth duration is 12 seconds. After reducing the cooldown duration by the third duration, the duration is 18 seconds. That is, the cooldown state can end after the first skill has been in the cooldown state for 18 seconds. After the cooldown state ends, the virtual object can release the first skill again.

[0193] In one possible implementation, step 702 includes: in response to the virtual object being hit by the second skill, and in the case that the first skill counters the second skill, controlling the virtual object to stop releasing the first skill, and displaying a shortened cooldown time based on the fifth duration and the preset duration of the first skill.

[0194] It should be noted that the process of shortening the cooling time described above is the same as step 602 above, and will not be repeated here.

[0195] Optionally, the method further includes: in response to the virtual object being hit by the second skill, if the first skill does not counter the second skill, controlling the virtual object to stop releasing the first skill.

[0196] It should be noted that the process of the virtual object suspending the release of the first skill is the same as step 603 above, and will not be repeated here.

[0197] In the solution provided in this application embodiment, when a virtual object releases its first skill, the first skill immediately enters a cooldown state. If the first skill is interrupted during its release, not only is the release of the first skill stopped, but the cooldown time is also shortened based on the progress of the skill release. This reduces the duration the first skill is in a cooldown state, allowing it to end as quickly as possible if the skill is not successfully released. This avoids the situation where the first skill is interrupted and requires a long wait for it to cool down, providing appropriate compensation for interrupted skill release. This greatly enhances the smoothness and fairness of the game, allowing users to quickly control the virtual object to release the first skill again, reducing waiting time costs and improving control efficiency. Furthermore, shortening the cooldown time according to the progress of the skill release ensures flexibility and diversity in cooldown reduction, thereby improving the user experience.

[0198] It should be noted that the above-mentioned multiple optional embodiments can be combined in any way, and this application will not elaborate on them one by one here.

[0199] Based on the embodiments shown above, in this embodiment, during the process of a virtual object releasing a first skill, the method determines whether to shorten the cooldown time of the first skill based on whether the time of the skill interruption event exceeds the casting time. That is, the method further includes: during the process of a virtual object releasing a first skill, if the casting time has not yet been exceeded, the cooldown time is shortened to 0; if the casting time has already been exceeded, the cooldown time is no longer shortened.

[0200] In this embodiment, if the first skill is interrupted before the casting time, it means the first skill has not yet taken effect, and the cooldown time is shortened to 0, which is equivalent to immediately ending the cooldown of the first skill, meaning the first skill immediately ends its cooldown and can be cast again. If the first skill is interrupted after the casting time, it means the first skill has already taken effect, and the cooldown time is no longer shortened to avoid the first skill frequently taking effect, thus ensuring game balance.

[0201] The casting time point refers to the point in time when a skill begins to take effect, or the point in time when a hidden effect begins to occur on the virtual object releasing the skill. For example, the process of a virtual object releasing its first skill involves a pre-cast animation and a skill activation phase. During the pre-cast animation, the virtual object is merely performing a preparatory action to release the first skill; during the skill activation phase, the first skill has already taken effect, so the casting time point is the end of the pre-cast animation, which is also the beginning of the skill activation phase. The pre-cast animation refers to the time from when the virtual object begins to release its first skill until the casting time point. Interruption occurs when the virtual object is unable to continue releasing its skill due to the effects of other skills. Interruptions can occur before the casting time point, i.e., during the pre-cast animation; or they can occur after the casting time point, i.e., during the charging phase or the skill activation phase.

[0202] For example, when a virtual object releases its first skill, it initially stands still. Then, it begins to prepare to release a virtual bullet. After 0.4 seconds, this preparation animation ends, and the virtual object releases a virtual bullet that damages other virtual objects in the vicinity. From the moment the virtual object begins releasing its first skill until 0.4 seconds later, the first skill has no effect. Therefore, 0.4 seconds is the casting time, the period from the moment the virtual object begins releasing its first skill to 0.4 seconds is the pre-cast animation, and the time from 0.4 seconds until the skill's activation is the skill's active phase.

[0203] For example, when a virtual object releases its first skill, it appears to be charging up in place. The duration of this charge-up affects the skill's effect; a longer charge-up time results in greater damage. After one second, the charge-up ends, and the virtual object releases a virtual bullet that damages other virtual objects in the vicinity. From the start of the skill's release until one second later, the skill has already produced an implicit effect. Therefore, the point at which the skill begins to be released is the casting time, or 0 seconds. The period from the start of the skill release to one second is the charging phase, and the time from one second later until the skill's release ends is the skill's active phase.

[0204] For example, the virtual scene displayed on the terminal, such as Figure 8 As shown, a virtual object and the skill button 801 of the first skill are displayed in the virtual scene. At this time, the skill button 801 is in a ready state and is highlighted. At this time, the skill button 801 can be triggered. At this time, the magic value 802 of the virtual object is 100.

[0205] exist Figure 8 Based on the virtual scene shown, the user clicks the skill button 801 on the terminal, which is equivalent to triggering the release of the first skill. The virtual scene displayed on the terminal is as follows. Figure 9 As shown. Taking the first skill as an example, which consumes 30 mana, in... Figure 9 In the middle, the skill button 801, which displays the first skill, switches from the ready state to the cooldown state. The skill button 801 is dimmed, and a cooldown countdown is displayed in the skill button 801. At this time, the cooldown countdown is 30 seconds and will gradually decrease. At this time, the skill button 801 cannot be triggered. The virtual object's magic value 802 decreases from 100 to 70, and the virtual object is shown to perform the action of releasing the first skill, so that the virtual object can start releasing the first skill.

[0206] In the above Figure 9 Based on the virtual scene shown, if the virtual object releases its first skill without interruption, after the countdown in skill button 801 ends, skill button 801 will switch from cooldown state to ready state, and skill button 801 will be highlighted.

[0207] In the above Figure 9 Based on the virtual scene shown, if the virtual object is interrupted during the release of its first skill, taking the virtual object being killed as an example, and if the virtual object is killed before the casting time has elapsed (i.e., during the skill's pre-cast phase), then the virtual scene displayed on the terminal will be as follows: Figure 10 As shown. In Figure 10 In the game, once the virtual object is killed, the countdown in skill button 801 immediately ends, and skill button 801 switches from a cooldown state to a ready state. Skill button 801 is highlighted and displays a glowing effect 803 to indicate that the first skill's cooldown is over. If the casting time has already passed when the virtual object is killed, meaning the first skill has already produced an effect visible to the user, the cooldown time of the first skill remains unchanged. This way, the user can know that the first skill has already taken effect based on the previously observed effect, and understand why the first skill is still on cooldown.

[0208] Based on the embodiments shown above, this application also provides a flowchart of a method for controlling a virtual object, such as... Figure 11 As shown, the method includes:

[0209] 1101. The terminal displays virtual objects and the skill button corresponding to the first skill in the virtual scene, and the user clicks the skill button through the terminal.

[0210] 1102. The terminal will control the virtual object to release its first skill in the virtual scene, display the skill button to enter the cooldown state, and display a cooldown countdown on the skill button.

[0211] 1103. During the process of the virtual object releasing the first skill, the terminal determines whether the first skill is interrupted; if the first skill is not interrupted, proceed to step 1104; if the first skill is interrupted, proceed to step 1105.

[0212] 1104. The cooldown countdown displayed on the skill button on the terminal gradually decreases, but does not shorten the cooldown duration.

[0213] 1105. The terminal determines whether the time of interruption exceeds the spell casting time. If it exceeds the spell casting time, proceed to step 1106. If it does not exceed the spell casting time, proceed to step 1107.

[0214] 1106. When the terminal controls the virtual object to stop releasing the first skill, the cooldown countdown on the skill button will gradually decrease, but the cooldown time will not be shortened.

[0215] 1107. The terminal controls the virtual object to stop releasing the first skill and displays a cooldown reduction effect on the skill button to indicate that the skill button's cooldown has ended.

[0216] In this embodiment, developers set a corresponding casting time for each skill during game development. When any skill is released, it immediately enters a cooldown period. If the skill is not interrupted during its release, it is successfully released, and the cooldown countdown gradually decreases from the preset cooldown duration. If the skill is interrupted, it checks whether the casting time has elapsed since the interruption. If the casting time has not elapsed, the full cooldown duration is returned, causing the skill to immediately end its cooldown and displaying the corresponding cooldown reduction effect. If the casting time has elapsed since the interruption, the cooldown duration remains unchanged. This immediate cooldown after skill release makes the display of skill cooldowns more direct, concise, and straightforward, easily understood by users, without increasing their cognitive load, and avoids the negative experience of interrupted skills, thus improving the user experience.

[0217] Figure 12 This is a schematic diagram of the structure of a virtual object control device provided in an embodiment of this application, such as... Figure 12 As shown, the device includes:

[0218] Display module 1201 is used to respond to the release operation of the first skill, display that the first skill has entered the cooldown state, control the virtual object to release the first skill, the cooldown state has a corresponding cooldown time, and the virtual object cannot release the first skill again during the cooldown time;

[0219] The display module 1201 is also used to respond to a skill interruption event, control the virtual object to stop releasing the first skill, and display the shortened cooldown time based on the state of the virtual object when the first skill is stopped. The skill interruption event is the event that interrupts the release of the first skill by the virtual object.

[0220] In one possible implementation, the virtual object is located in a virtual scene, and the skill option corresponding to the first skill is displayed in the virtual scene; the display module 1201 is used to respond to the trigger operation of the skill option, display that the skill option has entered a cooldown state, and control the virtual object to release the first skill;

[0221] Display module 1201 is used to respond to a skill interruption event, control the virtual object to stop releasing the first skill, and display a cooldown reduction effect on the skill option based on the state of the virtual object when the first skill is stopped. The cooldown reduction effect indicates that the cooldown time has been shortened.

[0222] In another possible implementation, the display module 1201 is used to display the duration corresponding to the cooling time reduction state.

[0223] In another possible implementation, the display module 1201 is used to display the cooling time reduction by a first duration, where the first duration is the product of the shortening ratio corresponding to the state and a preset cooling time, and the preset cooling time is the maximum cooling time corresponding to the cooling state.

[0224] In another possible implementation, the display module 1201 is used to display the duration corresponding to the skill activation state of the cooldown time reduction when the virtual object is in the skill activation state at the time of pausing the release of the first skill. The skill activation state indicates that the first skill produces a skill effect, and the second duration is the duration of the virtual object in the skill activation state.

[0225] In another possible implementation, the display module 1201 is used to display a third duration of cooldown reduction when the virtual object is in a skill-activated state when the release of the first skill is stopped. The third duration is the product of a first ratio and a preset cooldown duration. The first ratio is the ratio of a fourth duration to a preset activation duration. The fourth duration is the difference between the preset activation duration and the second duration. The preset cooldown duration is the maximum cooldown duration corresponding to the cooldown state. The preset activation duration is the maximum duration for which the virtual object can maintain the skill-activated state.

[0226] In another possible implementation, the display module 1201 is also used to display a decrease in the attribute value of the virtual object in response to a release operation; and to display an increase in the attribute value of the virtual object in response to a skill interruption event, based on the state of the virtual object when the release of the first skill is stopped.

[0227] In another possible implementation, the display module 1201 is used to display the value corresponding to the increase in the attribute value of the virtual object in response to the skill interruption event; or, in response to the skill interruption event, to display the restoration of the attribute value of the virtual object.

[0228] In another possible implementation, the display module 1201 is used to respond to a skill interruption event. When the release of the first skill is stopped and the virtual object is in a skill-effective state, the display module 1201 displays the attribute value of the virtual object increased by the value corresponding to the skill-effective state based on a second duration. The skill-effective state indicates that the first skill has produced a skill effect. The second duration is the duration for which the virtual object is in a skill-effective state.

[0229] In another possible implementation, the display module 1201 is used to respond to a skill interruption event, and when the virtual object is in a ready state when the release of the first skill is aborted, display the restored attribute values ​​of the virtual object, and the ready state indicates that the virtual object performs the preparatory action for releasing the first skill.

[0230] In another possible implementation, the display module 1201 is also used to respond to a skill interruption event, control the virtual object to stop releasing the first skill, and display a shortened cooldown time based on the fifth duration and the preset duration of the first skill, wherein the fifth duration is the duration of the first skill when the release of the first skill is stopped.

[0231] In another possible implementation, the display module 1201 is used to respond to a skill interruption event, control the virtual object to stop releasing the first skill, and display the cooldown time reduced by a sixth duration. The sixth duration is the product of a second ratio and a preset cooldown time. The second ratio is the ratio of a seventh duration to a preset duration. The seventh duration is the difference between the preset duration and the fifth duration. The preset cooldown time is the maximum cooldown time corresponding to the cooldown state.

[0232] In another possible implementation, the skill interruption event includes at least one of the following: the virtual object is attacked, the virtual object is hit by a skill released by another virtual object, or the virtual object's health is reduced to a preset value.

[0233] In another possible implementation, the skill interruption event includes the virtual object being hit by a second skill released by another virtual object. The display module 1201 is used to respond to the virtual object being hit by the second skill. If the first skill counters the second skill, the display module controls the virtual object to stop releasing the first skill. Based on the state of the virtual object when the release of the first skill is stopped, the display module shows that the cooldown time has been shortened.

[0234] In another possible implementation, the display module 1201 is also used to control the virtual object to stop releasing the first skill in response to the virtual object being hit by the second skill, provided that the first skill does not counter the second skill.

[0235] 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.

[0236] 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 by the virtual object control method of the above embodiments.

[0237] Optionally, the computer device is provided as a terminal. Figure 13 This diagram illustrates a structural block diagram of a terminal 1300 provided in an exemplary embodiment of this application. The terminal 1300 includes a processor 1301 and a memory 1302.

[0238] Processor 1301 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1301 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 1301 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 1301 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content required to be displayed on the screen. In some embodiments, processor 1301 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.

[0239] The memory 1302 may include one or more computer-readable storage media, which may be non-transitory. The memory 1302 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 1302 are used to store at least one computer program, which is executed by the processor 1301 to implement the virtual object control method provided in the method embodiments of this application.

[0240] In some embodiments, the terminal 1300 may also optionally include a peripheral device interface 1303 and at least one peripheral device. The processor 1301, memory 1302, and peripheral device interface 1303 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 1303 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of the following: a radio frequency circuit 1304, a display screen 1305, a camera assembly 1306, an audio circuit 1307, and a power supply 1308.

[0241] Peripheral device interface 1303 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 1301 and memory 1302. In some embodiments, processor 1301, memory 1302 and peripheral device interface 1303 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 1301, memory 1302 and peripheral device interface 1303 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.

[0242] The radio frequency (RF) circuit 1304 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1304 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 1304 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals back into electrical signals. Optionally, the RF circuit 1304 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 1304 can communicate with other terminals through at least one wireless communication protocol. This wireless communication protocol includes, but is not limited to: the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 1304 may also include circuitry related to NFC (Near Field Communication), which is not limited in this application.

[0243] Display screen 1305 is used to display a UI (User Interface). This UI may include graphics, text, icons, videos, and any combination thereof. When display screen 1305 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 1301 for processing. In this case, display screen 1305 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 1305, disposed on the front panel of terminal 1300; in other embodiments, there may be at least two display screens, disposed on different surfaces of terminal 1300 or in a folded design; in still other embodiments, display screen 1305 may be a flexible display screen, disposed on a curved or folded surface of terminal 1300. Furthermore, display screen 1305 may be configured as a non-rectangular, irregular shape, i.e., a non-rectangular screen. The display screen 1305 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).

[0244] The camera assembly 1306 is used to acquire images or videos. Optionally, the camera assembly 1306 includes a front-facing camera and a rear-facing camera. The front-facing camera is disposed on the front panel of the terminal, and the rear-facing camera is disposed on the back of the terminal. 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 1306 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.

[0245] The audio circuit 1307 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, converting the sound waves into electrical signals that are input to the processor 1301 for processing, or input to the radio frequency circuit 1304 for voice communication. For stereo sound acquisition or noise reduction purposes, multiple microphones may be used, each located at a different part of the terminal 1300. The microphone may also be an array microphone or an omnidirectional microphone. The speaker is used to convert electrical signals from the processor 1301 or the radio frequency circuit 1304 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 1307 may also include a headphone jack.

[0246] Power supply 1308 is used to power the various components in terminal 1300. Power supply 1308 can be AC ​​power, DC power, a disposable battery, or a rechargeable battery. When power supply 1308 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged via a wired line, and a wireless rechargeable battery is a battery that is charged via a wireless coil. The rechargeable battery can also be used to support fast charging technology.

[0247] Those skilled in the art will understand that Figure 13 The structure shown does not constitute a limitation on terminal 1300 and may include more or fewer components than shown, or combine certain components, or use different component arrangements.

[0248] Optionally, the computer equipment is provided as a server. Figure 14This is a schematic diagram of a server structure provided in an embodiment of this application. The server 1400 can vary significantly due to different configurations or performance. It may include one or more Central Processing Units (CPUs) 1401 and one or more memories 1402. The memories 1402 store at least one computer program, which is loaded and executed by the processor 1401 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.

[0249] 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.

[0250] This application also provides a computer program product, including a computer program that, when executed by a processor, implements the operations performed by the control method of the virtual object described in the above embodiments.

[0251] 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.

[0252] 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 a virtual object, characterized in that, The method includes: In response to the release of the first skill, the system displays that the first skill has entered a cooldown state, controls the virtual object to release the first skill, and the cooldown state has a corresponding cooldown duration. During the cooldown duration, the virtual object cannot release the first skill again. In response to a skill interruption event, the virtual object is controlled to stop releasing the first skill. Based on the state of the virtual object when the release of the first skill is stopped, the cooldown time is shortened. The skill interruption event is the event that interrupts the release of the first skill by the virtual object.

2. The method according to claim 1, characterized in that, The virtual object is located in a virtual scene, and the virtual scene displays the skill options corresponding to the first skill; The response to the release operation of the first skill, displaying that the first skill has entered a cooldown state, and controlling the virtual object to release the first skill, includes: In response to a trigger operation on the skill option, the skill option is displayed to enter the cooldown state, and the virtual object is controlled to release the first skill; The response to the skill interruption event, controlling the virtual object to stop releasing the first skill, and displaying the shortened cooldown time based on the state of the virtual object when the first skill release is stopped, includes: In response to the skill interruption event, the virtual object is controlled to stop releasing the first skill. Based on the state of the virtual object when the release of the first skill is stopped, a cooldown reduction effect is displayed on the skill option, indicating that the cooldown duration has been shortened.

3. The method according to claim 1, characterized in that, The method of displaying the shortened cooldown time based on the state of the virtual object when the release of the first skill is aborted includes: The duration corresponding to the state where the cooling time decreases is displayed.

4. The method according to claim 3, characterized in that, The display of the cooling time decreasing the duration corresponding to the state includes: The display shows that the cooling time is reduced by a first duration, where the first duration is the product of the shortening ratio corresponding to the state and a preset cooling time, and the preset cooling time is the maximum cooling time corresponding to the cooling state.

5. The method according to claim 3, characterized in that, The display of the cooling time decreasing the duration corresponding to the state includes: If the virtual object is in a skill-activated state when the release of the first skill is stopped, the cooldown time is reduced by the duration corresponding to the skill-activated state based on the second duration. The skill-activated state indicates that the first skill produces a skill effect, and the second duration is the duration during which the virtual object is in the skill-activated state.

6. The method according to claim 5, characterized in that, When the virtual object is in a skill-activated state when the release of the first skill is aborted, the method of displaying the cooldown time reduction corresponding to the skill-activated state based on the second duration includes: When the virtual object is in the active state of the skill when the release of the first skill is stopped, the cooldown time is reduced by a third time. The third time is the product of a first ratio and a preset cooldown time. The first ratio is the ratio of a fourth time to a preset active time. The fourth time is the difference between the preset active time and the second time. The preset cooldown time is the maximum cooldown time corresponding to the cooldown state. The preset active time is the maximum time that the virtual object can maintain the active state of the skill.

7. The method according to claim 1, characterized in that, The method further includes: In response to the release operation, the attribute value of the virtual object is displayed as decreased; In response to the skill interruption event, based on the state of the virtual object when the release of the first skill was aborted, the attribute value of the virtual object is increased.

8. The method according to claim 7, characterized in that, In response to the skill interruption event, based on the state of the virtual object when the release of the first skill is aborted, the display shows an increase in the attribute value of the virtual object, including: In response to the skill interruption event, the attribute value of the virtual object is increased by the value corresponding to the state; or... In response to the skill interruption event, the attribute values ​​of the virtual object are restored.

9. The method according to claim 8, characterized in that, The response to the skill interruption event, displaying the virtual object's attribute value increased by the value corresponding to the state, includes: In response to the skill interruption event, if the virtual object is in a skill-activated state when the release of the first skill is aborted, the attribute value of the virtual object is increased by the value corresponding to the skill-activated state based on a second duration. The skill-activated state indicates that the first skill produces a skill effect, and the second duration is the duration during which the virtual object is in the skill-activated state.

10. The method according to claim 8, characterized in that, The response to the skill interruption event, displaying the restored attribute values ​​of the virtual object, includes: In response to the skill interruption event, if the virtual object is in a ready state when the release of the first skill is aborted, the attribute values ​​of the virtual object are restored, and the ready state indicates that the virtual object performs the preparatory action for releasing the first skill.

11. The method according to any one of claims 1 to 10, characterized in that, In response to the release operation of the first skill, after displaying that the first skill has entered a cooldown state and controlling the virtual object to release the first skill, the method further includes: In response to the skill interruption event, the virtual object is controlled to stop releasing the first skill. Based on the fifth duration and the preset duration of the first skill, the cooldown time is shortened. The fifth duration is the duration of the first skill when the release of the first skill is stopped.

12. The method according to claim 11, characterized in that, In response to the skill interruption event, controlling the virtual object to stop releasing the first skill, and displaying a shortened cooldown time based on the fifth duration and the preset duration of the first skill, includes: In response to the skill interruption event, the virtual object is controlled to stop releasing the first skill, and the cooldown time is reduced by a sixth duration. The sixth duration is the product of a second ratio and a preset cooldown time. The second ratio is the ratio of a seventh duration to a preset duration. The seventh duration is the difference between the preset duration and the fifth duration. The preset cooldown time is the maximum cooldown time corresponding to the cooldown state.

13. The method according to any one of claims 1 to 10, characterized in that, The skill interruption event includes at least one of the following: the virtual object is attacked, the virtual object is hit by a skill released by another virtual object, or the virtual object's health is reduced to a preset value.

14. The method according to any one of claims 1 to 10, characterized in that, The skill interruption event includes the virtual object being hit by a second skill released by another virtual object. In response to the skill interruption event, controlling the virtual object to stop releasing the first skill, and based on the state of the virtual object when the first skill is stopped, displaying the shortened cooldown time includes: In response to the virtual object being hit by the second skill, and in the case where the first skill counters the second skill, the virtual object is controlled to stop releasing the first skill, and the cooldown time is shortened based on the state of the virtual object when the release of the first skill is stopped.

15. The method according to claim 14, characterized in that, In response to the release operation of the first skill, after displaying that the first skill has entered a cooldown state and controlling the virtual object to release the first skill, the method further includes: In response to the virtual object being hit by the second skill, if the first skill does not counter the second skill, control the virtual object to stop releasing the first skill.

16. A control device for a virtual object, characterized in that, The device includes: The display module is used to respond to the release operation of the first skill, display that the first skill has entered a cooldown state, control the virtual object to release the first skill, the cooldown state has a cooldown time, and the virtual object cannot release the first skill again during the cooldown time; The display module is also configured to respond to a skill interruption event, control the virtual object to stop releasing the first skill, and display the shortened cooldown time based on the state of the virtual object when the release of the first skill is stopped. The skill interruption event is an event that interrupts the release of the first skill by the virtual object.

17. 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 15.

18. 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 control method for the virtual object as described in any one of claims 1 to 15.

19. A computer program product, characterized in that, It includes a computer program that, when executed by a processor, implements the operations performed by the control method for the virtual object as described in any one of claims 1 to 15.