Virtual object control method, virtual object control device, terminal device, and computer program
By displaying shared skill points across multiple skill widgets in MOBA games, the method enhances skill activation flexibility and diversity, addressing the limitations of existing technologies and improving gameplay.
Patent Information
- Application Number
- JP2024560948
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2022-08-03
- Filing Date
- 2023-05-29
- Publication Date
- 2025-05-09
- Estimated Expiration
- 2043-05-29
AI Technical Summary
Existing technologies for controlling virtual objects in MOBA games limit the combination methods of skill activation, resulting in a lack of flexibility and diversity in skill usage.
The method involves displaying at least two skill widgets that share the same set of skill points in the user interface, allowing users to determine and use specific skill points to activate skills corresponding to those points, thereby enabling multiple combination methods for skill activation.
This approach increases the flexibility and diversity of skill activation combinations, allowing users to strategically select different skill points and widgets to achieve various skill activation methods, enhancing the gameplay experience.
Smart Images

Figure 2025514720000001_ABST
Abstract
Description
[Technical field]
[0001] This application claims priority to a Chinese patent application with application number 202210928035.6, filed on August 3, 2022, entitled "Method, device, equipment, storage medium and program product for controlling virtual objects," the entire contents of which are incorporated herein by reference.
[0002] The present embodiment relates to the technical fields of computers and the Internet, and in particular to a method, device, equipment, storage medium and program product for controlling a virtual object. [Background technology]
[0003] A competitive game is a game in which multiple user accounts compete in the same scene. Optionally, the competitive game may be a Multiplayer Online Battle Arena (MOBA) game.
[0004] In a typical MOBA game, a user controls virtual objects to activate skills in a virtual environment. Each virtual object has a set of skills. For example, if a virtual object has a first skill, a second skill, and a third skill, three skill widgets corresponding to the three skills are provided on the user interface, and the user can control the virtual object to use the corresponding skills by triggering the skill widgets. Summary of the Invention [Problem to be solved by the invention]
[0005] In the related technology, when a virtual object is controlled to use a combined skill, only a simple combination of the three skills is possible, so there are few ways to combine the skills to be activated. [Means for solving the problem]
[0006] The embodiments of the present application provide a method, device, equipment, storage medium and program product for controlling a virtual object.
[0007] A method for controlling a virtual object provided according to one aspect of an embodiment of the present application is executed by a terminal device and includes the steps of: displaying at least two skill widgets on a user interface that share the same skill point set, where the skill point set includes at least two skill points, each skill widget corresponding to a skillset, and each skillset including at least one skill; determining a first skill point to be used from the at least two skill points in response to an operation on a first skill widget of the at least two skill widgets; and controlling a first virtual object to activate a skill corresponding to the first skill point in the skillset corresponding to the first skill widget.
[0008] A virtual object control device provided according to one aspect of an embodiment of the present application includes a widget display module for displaying on a user interface at least two skill widgets sharing the same skill point set, where the skill point set includes at least two skill points, each skill widget corresponds to a skillset, and each skillset includes at least one skill; a skill point determination module for determining a first skill point to be used from the at least two skill points in response to an operation on a first skill widget of the at least two skill widgets; and a control module for controlling a first virtual object to activate a skill corresponding to the first skill point from the skillset corresponding to the first skill widget.
[0009] A terminal device provided according to one aspect of the present embodiment includes a processor and a memory, wherein a computer program is stored in the memory, and the above method is realized by loading and executing the computer program by the processor.
[0010] A computer-readable storage medium according to one aspect of the present embodiment stores a computer program, and the above method is realized by loading and executing the computer program by a processor.
[0011] According to one aspect of the present embodiment, there is provided a computer program product including a computer program stored in a computer-readable storage medium, the computer program being read by a processor of a terminal device from the computer-readable storage medium and executed by the processor to cause the terminal device to execute the method. Effect of the Invention
[0012] The technical means provided in the embodiment of the present application has the following beneficial effects: support at least two skill widgets to share the same skill point set, and when a user operates a first skill widget of the at least two skill widgets, determine a first skill point to be used from the skill point set, and at the same time control a first virtual object to activate a skill corresponding to the first skill point in the skill set corresponding to the first skill widget. This realizes that the current skill corresponding to the currently triggered skill widget is determined by the skill point. Therefore, when there are at least two skill points and at least two skill widgets, there are multiple possible combination ways for skill activation based on the selection of different skill points and the selection of different skill widgets, thereby realizing the diversification of skill activation combinations, and thus increasing the flexibility and diversity of skill activation combinations. [Brief description of the drawings]
[0013] [Figure 1] FIG. 1 is a schematic diagram of an implementation environment of the technical means provided in one embodiment of the present application. [Diagram 2] FIG. 2 is a schematic diagram of a user interface provided in one embodiment of the present application. [Diagram 3] FIG. 3 is a schematic diagram of a user interface provided in another embodiment of the present application. [Figure 4] FIG. 4 is a schematic diagram of a user interface provided in another embodiment of the present application. [Diagram 5] FIG. 5 is a schematic diagram of a user interface of the related art shown as an example. [Figure 6] FIG. 6 is a schematic diagram of a user interface of the related art shown as an example. [Figure 7] FIG. 7 is a schematic diagram of a user interface of the related art shown as an example. [Figure 8] FIG. 8 is a schematic diagram of a user interface of the related art shown as an example. [Figure 9] FIG. 9 is a schematic diagram of a user interface of the related art shown as an example. [Figure 10] FIG. 10 is a flowchart of a method for controlling a virtual object provided in an embodiment of the present application. [Figure 11] FIG. 11 is a flowchart of a method for controlling a virtual object provided in another embodiment of the present application. [Figure 12] FIG. 12 is a flowchart of a method for controlling a virtual object provided in another embodiment of the present application. [Figure 13] FIG. 13 is a flowchart of a method for controlling a virtual object provided in another embodiment of the present application. [Figure 14] FIG. 14 is a block diagram of a method for controlling a virtual object provided in one embodiment of the related art. [Figure 15] FIG. 15 is a block diagram of a method for controlling a virtual object provided in an embodiment of the present application. [Figure 16] FIG. 16 is a block diagram of a method for controlling a virtual object provided in another embodiment of the present application. [Figure 17] FIG. 17 is a block diagram of skill switching logic provided in one embodiment of the present application. [Figure 18] FIG. 18 is a block diagram of a Cool Down Time (CD) switching logic provided in one embodiment of the present application. [Figure 19] FIG. 19 is a block diagram of a virtual object control device provided in one embodiment of the present application. [Figure 20] FIG. 20 is a block diagram of a virtual object control device provided in another embodiment of the present application. [Figure 21] FIG. 21 is a structural block diagram of a terminal device provided in one embodiment of the present application. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0014] In order to make the objectives, technical means and advantages of the present application clearer, the embodiments of the present application will be further described in detail below in combination with the drawings.
[0015] First, the terms used in the embodiments of the present invention will be briefly explained.
[0016] Virtual environment: A virtual environment displayed (or provided) when an application runs on a terminal. The virtual environment may be a world that simulates the real world, a 3D world that is half simulation and half fiction, or a completely fictional 3D world. The virtual environment may be one of a 2D virtual environment, a 2.5D virtual environment, and a 3D virtual environment. Optionally, the virtual environment is used for a battle between at least two virtual objects, for example, providing a battle environment for the at least two virtual objects. The virtual environment may have virtual resources available to the at least two virtual objects. Optionally, the virtual environment includes symmetrical lower left and upper right corner areas, and virtual objects belonging to two opposing camps each occupy one of the areas and have the goal of winning by destroying a target structure / base / outpost / crystal at the back of the other camp's area.
[0017] Virtual object: refers to a movable object and a non-moving object in a virtual environment. The movable object may be at least one of a virtual person, a virtual animal, and an animated character. The non-moving object may be at least one of a virtual building, a virtual plant, and a virtual terrain. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual object may be a three-dimensional virtual model. Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual object realizes different appearances by wearing different skins. In some embodiments, the virtual object may be realized by a 2.5-dimensional or two-dimensional model. The embodiment of the present application is not limited thereto. Exemplarily, according to the control method of the virtual object, the virtual object may be divided into a user-controlled virtual object and a non-user-controlled virtual object (e.g., a server-controlled virtual object). The user-controlled virtual object is an object that is controlled by a client and is movable in the virtual environment. A server-controlled virtual object is a virtual object controlled by an automatic control algorithm or an artificial intelligence program on a client or server. A server-controlled virtual object includes movable objects and immovable objects in a virtual environment. Exemplarily, an immovable object may respond to or affect the movement of a movable object. For example, a movable object may destroy an immovable object, or a movable object may become invisible when the movable object enters an immovable object. Exemplarily, a virtual object in this application is a client-controlled virtual object. Exemplarily, a virtual object in this application may be another client- or server-controlled virtual object.
[0018] MOBA game: A game in which different virtual teams belonging to at least two opposing camps compete in a virtual environment, each occupying a map area and aiming for some victory condition. The victory condition includes at least one of occupying a base or destroying the base of the opposing camp, killing the virtual object of the opposing camp, ensuring one's own survival at a specified scene / time point, seizing some resource, and having a higher score than the opponent at a specified time point. The battle arena may be played in rounds (i.e., competitive battle). The map of the battle arena in each round may or may not be the same. Each virtual team includes one or more virtual objects, for example, one, two, three, five. In some embodiments, the MOBA game is a game in which several bases are provided in the virtual environment, and user-controlled virtual objects of different camps compete in the virtual environment to occupy the bases or destroy the bases of the opposing camp. For example, in a MOBA game, users are divided into two opposing camps, and user-controlled virtual objects are distributed in the virtual environment to compete against each other, with the victory condition being to destroy or capture all of the enemy's bases. The duration of one round of a MOBA game is from the start of the game to the time the victory condition is achieved.
[0019] UI (User Interface) widget: A widget that is displayed on a user interface and allows a user to perform man-machine interaction. For example, a user can control a virtual object or realize a client function via the UI widget. The UI widget is any visible widget or element that can be seen on the user interface of an application, and may be, for example, a picture, an input field, a text box, a button, a tag, or other widget. Some of these UI widgets may be skill widgets that, for example, control a virtual object to activate a skill in response to a user's operation. A user can control a virtual object to activate a skill by triggering the skill widget. The UI widget according to the embodiment of the present application includes at least one of a skill widget, a move widget, a system function widget, and an evolution widget (used to trigger the evolution of a certain skill into another skill).
[0020] Cool Down Time (CD): Also called skill cool down time, this is the time interval during which a skill can be used. In other words, it is the time you must wait after activating a skill before you can activate it again.
[0021] Skill Points: Resources for managing skill activation times. For example, n (e.g., 2, 3, etc.) skill points indicate that a skill is activated n times (the n skills do not have to be the same). In some embodiments, skill points are generated as a boost over time, and some can accumulate. In some embodiments, after all skill points are consumed, the skill goes into a full-time cooldown time, but if there are skill points, the skill cooldown time changes.
[0022] 1 is a schematic diagram of a technical means implementation environment provided in an embodiment of the present application. The technical means implementation environment realizes a virtual object control system. The technical means implementation environment includes a terminal device 10 and a server 20.
[0023] The terminal device 10 is an electronic device such as a smartphone, a tablet PC, a game machine, an e-book reader, a multimedia playback device, a wearable device, a PC (Personal Computer), an in-vehicle terminal, an intelligent robot, etc. A client of a target application (e.g., a game application) is installed in the terminal device 10. Optionally, the target application may be an application that is downloaded and installed, or a click-to-run application. The embodiment of the present application is not limited thereto.
[0024] In the present embodiment, the target application may be any one of a simulation program, a battle royal shooting game, a virtual reality (VR) application, an augmented reality (AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, a first-person shooting game (FPS), a multiplayer gunfight survival game, a third-person shooting game (TPS), a multiplayer online battle arena game, a simulation game (SLG), a social application, and an interactive entertainment application. In the present embodiment, the target application is an MOBA game, and will be described by way of example. Note that, for different applications, the forms of virtual objects provided are different, and the corresponding functions are also different, but these can all be designed according to actual needs, and the present embodiment is not limited thereto. Optionally, a client of the target application is installed and running in the terminal device 10.
[0025] The virtual environment is a scene that is displayed (or provided) when a client of a target application (e.g., a game application) runs on a terminal device. In the case of a competitive game, the virtual environment is a scene constructed for virtual objects to act (e.g., compete), such as a virtual house, a virtual island, a virtual map, etc.
[0026] The virtual object may be a virtual character, a virtual vehicle, a virtual object, etc. that the user account controls in the target application. The embodiment of the present application is not limited thereto. In an example where the target application is a MOBA game application, the virtual object is a game character that the user account controls in the game application. The virtual object may be in the form of a person, an animal, a cartoon, or other form. The embodiment of the present application is not limited thereto. The virtual object may be represented in a three-dimensional form or in a two-dimensional form. The embodiment of the present application is not limited thereto. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual object is a three-dimensional solid model constructed based on a skeletal animation technique. Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment. The movement of the virtual object includes at least one of adjusting the body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing. Exemplarily, the virtual object is a virtual person, such as a virtual human character or a cartoon person character.
[0027] The server 20 is used to provide background services to clients of a target application installed and running on the terminal device 10. For example, the server 20 may be a background server of the above-mentioned game application. The server 20 may be one server, a cluster server consisting of multiple servers, or a cloud computing server center. Optionally, the server 20 provides background services to target applications on multiple terminal devices 10 simultaneously.
[0028] In some embodiments, the terminal device 10 includes a first terminal device 11 (not shown) and a second terminal device 12 (not shown). A first client of the target application is installed on the first terminal device, and a second client of the target application is installed on the second terminal device. A first user account of a first user controls a first virtual object in the first client of the target application, and a second user account of a second user controls a second virtual object in the second client of the target application. Optionally, the first virtual object and the second virtual object are in the same virtual environment. Optionally, the first virtual object and the second virtual object belong to the same faction, team, organization, have a friend relationship, or have temporary communication rights. Optionally, the first virtual object and the second virtual object belong to different factions, teams, organizations, or have an enemy relationship. Optionally, the clients installed on the first terminal device and the second terminal device are the same. Or, the clients installed on both terminals belong to different operation system platforms. The first terminal device broadly refers to one of the multiple terminal devices, and the second terminal device broadly refers to another one of the multiple terminal devices. This embodiment will be described by taking only the first terminal device and the second terminal device as examples.
[0029] The terminal device 10 and the server 20 can communicate with each other via a network.
[0030] The above description of the virtual environment and the description of the technical means implementation environment are combined to describe the method for controlling a virtual object provided in the embodiment of the present application. The method is described by taking as an example a case where the execution subject of the method is a client running on a terminal device shown in Figure 1. The target application is installed and running on the terminal device. The target application supports the virtual environment.
[0031] For illustrative purposes, the method for controlling a virtual object provided in the present application is applied to a MOBA game.
[0032] First, the skill level-up mechanism in MOBA games will be described. A virtual object in a MOBA game has a character level. The virtual object can increase its character level by acquiring experience points. Experience points can be acquired based on the duration of a battle, the virtual object killing other virtual objects, the virtual object killing neutral monsters, and the like. Each time the character level of a virtual object increases by one, one skill level-up chance is acquired, and the virtual object can level up a skill. As an example, a case where a virtual object has three skills will be described. Immediately after the start of a battle, the character level of the virtual object is level 1. At this time, the virtual object has one skill level-up chance, and the user can select either the first skill or the second skill to level up. After leveling up the first skill or the second skill, the virtual object acquires the skill. As an example, the user must level up the skill once at the start of a battle before the virtual object can acquire the skill and use it. In other words, a level 1 virtual object can only use one skill. For a level 2 virtual object, if two level-up chances are used separately for two skills, the virtual object can use two skills. If two level-up chances are used for the same skill, the virtual object can still only use one skill. Exemplarily, the virtual object can only use the skill level-up chance acquired at each level to level up one of the designated skills. For example, at levels 1 to 3, one of skill 1 and skill 2 can be leveled up, and at level 4, one of skill 1, skill 2, and skill 3 can be leveled up. After the virtual object has leveled up a skill for the first time and obtained the skill, the virtual object can continue to level up the skill. By leveling up, the numerical value of some attribute of the skill can be increased.For example, leveling up can improve at least one of the following: the duration, distance, area, attack value, defense value, shield value, and size of the virtual object model of the skill. For example, if skill 1 can deal 100 points of physical damage to a hit virtual object and stun it for 3 seconds before leveling up, after leveling up, it can deal 200 points of physical damage to a hit virtual object and stun it for 6 seconds. In other words, leveling up only changes the magnitude of the skill mechanism's numerical value based on the skill mechanism that the skill originally has, and cannot give the skill a new attribute.
[0033] In an alternative embodiment, the skill of the virtual object has a skill level, and each time the skill is leveled up, the skill level can be increased by one. If the virtual object has four skills, the highest skill level of the virtual object's skills 1, 2, and 3 is level 4, i.e., it can be leveled up four times, and the highest skill level of skill 4 is level 3, i.e., it can be leveled up three times. If the virtual object has three skills, the highest skill level of the virtual object's skills 1 and 2 is level 6, i.e., it can be leveled up six times, and the highest skill level of skill 3 is level 3, i.e., it can be leveled up three times. If the skill level of each skill is 1 or more, the virtual object can acquire the skill. If the skill level of a skill is less than 1, the virtual object cannot use the skill, and the skill widget corresponding to the skill is displayed in a grayed out state. A grayed out UI widget cannot accept a trigger operation by the user.
[0034] Based on the skill level-up mechanism, this embodiment provides a skill evolution mechanism. The skill evolution mechanism can evolve a skill of a virtual object into another skill. For example, if the skill 1 before evolution of the virtual object is the first skill, when skill 1 is evolved, skill 1 changes from the first skill to the second skill. The first skill and the second skill may be two completely different skills, or the second skill may be a skill obtained by improving the first skill and adding a new skill mechanism. For example, if the skill 1 before evolution can deal 100 points of physical damage to the virtual object it hits and stun it for 3 seconds, after evolution, it can deal 200 points of physical damage to the virtual object it hits and stun it for 6 seconds, and reduce its defense value by 50% for 3 seconds.
[0035] Based on the skill evolution mechanism, the present embodiment provides a skillset mechanism for skills. In the skillset mechanism, one skill widget corresponds to multiple skills. Optionally, one skill widget corresponds to at least two skills, and can control a virtual object to activate different skills under different trigger conditions. For example, even if the virtual object responds to a touch or swipe operation on a first skill widget in the same manner, if the virtual object satisfies a first condition, a first skill in the skillset corresponding to the first skill widget is activated, and if the virtual object does not satisfy the first condition, a second skill in the skillset corresponding to the first skill widget is activated. Optionally, the first condition is that a second skill corresponding to the first skill widget of the first virtual object hits a second virtual object, in which case, when the first skill widget is triggered again, the first virtual object activates the first skill corresponding to the first skill widget. In another embodiment, a plurality of skills corresponding to a first skill widget are set in advance, and when the first skill widget is triggered for the first time, a first skill corresponding to the first skill widget is activated, when the first skill widget is triggered for the second time, a second skill corresponding to the first skill widget is activated, and when the first skill widget is triggered for the third time, a third skill corresponding to the first skill widget is activated. The embodiment of the present application does not limit the configuration type of the skillset corresponding to the skill widget.
[0036] Optionally, the skills in the skillset are skills of the same attribute. For example, all of them are defensive skills, and one skillset includes multiple different defensive skills. Optionally, the skills in the skillset are skills of different attributes. For example, one skillset includes both defensive and offensive attribute skills. For example, one skillset includes two offensive attribute skills and one defensive attribute skill. That is, when a first skill widget is triggered, the client may control a virtual object to activate an offensive attribute skill in the skillset corresponding to the first skill widget, or may control a virtual object to activate a defensive attribute skill in the skillset corresponding to the first skill widget. Naturally, different skills in the skillset have different trigger conditions.
[0037] Based on the skill set mechanism, the present embodiment provides a skill combination mechanism. In the present embodiment, a skill point is provided as a resource for managing the number of times a virtual object activates a skill. In some embodiments, some skill points can be accumulated. Referring to FIG. 2, a user interface 100 displays a virtual object 101, a first skill widget 102, a second skill widget 103, a third skill widget 104, and a skill point set 105 of three skill points held by the virtual object 101. The skill points in the skill point set 105 can be consumed. When the virtual object 101 activates a skill corresponding to the first skill widget 102, one skill point is consumed. Optionally, when the virtual object 101 activates a skill corresponding to the second skill widget 103, a skill point is also consumed. Optionally, when the virtual object 101 activates the skill corresponding to the third skill widget 104, the skill points are not consumed (i.e., the skill points are shared by the first skill widget 102 and the second skill widget 103, but not shared with the third skill widget 104). After all three skill points in the skill point set 105 are consumed, the user cannot perform trigger operations on the first skill widget 102 and the second skill widget 103. That is, the first skill widget 102 and the second skill widget 103 are in an unselectable state, and at the same time, the virtual object 101 cannot activate the skill corresponding to the first skill widget 102 and the skill corresponding to the second skill widget 103. However, the virtual object 101 can activate the skill corresponding to the third skill widget 104 in response to the user's trigger operation on the third skill widget 104.
[0038] In the present embodiment, the skill points in the skill point set 105 can be restored after being consumed. In some embodiments, one skill widget corresponds to one skill set. Assume that the skill set corresponding to the first skill widget 102 has three skills A1, A2, and A3, the skill set corresponding to the second skill widget 103 has three skills B1, B2, and B3, and the third skill widget 104 corresponds to a skill C. A virtual object 101 having three skill points can activate different skills in response to a user's trigger operation. Optionally, when the virtual object 101 has three skill points, when the user performs a trigger operation on the first skill widget 102 or the second skill widget 103, the virtual object 101 activates the skill A1 or the skill B1. When the first skill point is consumed and only the second and third skill points remain, the virtual object 101 activates skill A2 or skill B2 when the user continues to perform a trigger operation on the first skill widget 102 or the second skill widget 103. When the second skill point is consumed and only the third skill point remains, the virtual object 101 activates skill A3 or skill B3 when the user continues to perform a trigger operation on the first skill widget 102 or the second skill widget 103. Therefore, for a virtual object 101 having three skill points, the combination of skills activated corresponding to the first skill widget 102 and the second skill widget 103 is at least one of A1A2A3, B1A2A3, A1B2A3, A1A2B3, B1B2A3, B1A2B3, A1B2B3, and B1B2B3.
[0039] The embodiment of the present application does not limit the number of skill points in the skill point set 105. The combination format in which skills are activated by consuming skill points is also not limited. Furthermore, the number of skill widgets corresponding to skills that consume skill points is also not limited. For example, all skills in a skill set corresponding to three skill widgets may consume skill points when activated, or only one or two of them may consume skill points. Referring to FIG. 3, in response to a user's trigger operation on the first skill widget 102, the client controls the virtual object 101 to activate the skill corresponding to the first skill widget 102. At this time, the number of skill points in the skill point set 105 changes to two, and when the virtual object 101 finishes activating the skill, the first skill widget 102 enters a cooldown state. As shown in FIG. 4, when all the skill points in the skill point set 105 are consumed, both the first skill widget 102 and the second skill widget 103 enter a cooldown state (also referred to as a non-selectable state).
[0040] In the related art, some skill combination methods are provided. In some embodiments, in the schematic diagram of the user interface 500 shown in FIG. 5, when the first virtual object 501 hits the second virtual object (not shown) with the first skill corresponding to the second skill widget 502, the cooldown time of the second skill widget 502 is reset, and when the second skill widget 502 is triggered again, the virtual object 501 is controlled to activate the second skill corresponding to the second skill widget 502. However, the first skill and the second skill corresponding to the second skill widget 502 are different skills. Only when a certain condition is met, the virtual object 501 can be controlled to activate the second skill, and the second skill and the first skill of the virtual object 501 are different. Optionally, the attack value brought by the second skill is increased by 25%.
[0041] In some other embodiments, in the schematic diagram of the user interface 600 shown in Fig. 6, the fourth skill icon 602 is disabled. Optionally, when the virtual object 601 activates the first skill corresponding to the first skill icon 603, the fourth skill corresponding to the fourth skill icon 602 can copy the first skill, and the skill corresponding to the fourth skill icon 602 becomes the first skill corresponding to the first skill icon. Depending on the difference in the skill activated by the virtual object 601, the skill that the fourth skill icon 602 can copy varies.
[0042] In some other embodiments, the cooldown time of the skill is reset under some condition. For example, when other existing exchange conditions are achieved in the game, a specific skill is reset, and the skill is activated multiple times. These conditions may be a certain skill hitting a target, defeating a target, activating a skill several times, or hitting a target with a specific symbol. In the schematic diagram of the user interface 700 shown in FIG. 7, when the first virtual object 701 activates the third skill and the third skill hits the second virtual object 702, a mark 703 indicating that the second virtual object 702 has been marked is displayed above the head of the second virtual object 702. At the same time, the skill cooldown time of the third skill of the first virtual object 701 is adjusted to 0 based on the fact that the second virtual object 702 has been marked. In other words, the first virtual object 701 can activate the third skill immediately in response to the user's trigger operation on the third skill widget 704.
[0043] In some other embodiments, in the schematic diagram of the user interface 800 shown in FIG. 8, the third skill widget 801 is enlarged and multiple third skills are accumulated. That is, in response to the user's trigger operation on the third skill widget 801, the virtual object can activate the third skill multiple times in succession. In some other embodiments, some skills can be accumulated in the form of skill beans. That is, a certain type of skill bean is set as a resource for the number of activations of a certain skill, and if the skill beans are not consumed, the virtual object can activate the skill multiple times, and the skill is not included in the CD or is not included in the full CD. In the schematic diagram of the user interface 900 shown in FIG. 9, the number 3 is displayed on the second skill widget 901, indicating that three second skills are accumulated. That is, in response to the user's consecutive trigger operations on the second skill widget 901, the client can control the virtual object to activate the second skill multiple times in succession.
[0044] In the related technology, the combination of skills is relatively simple. One of them is that if a condition is met, another skill corresponding to the skill widget appears (effectively, it is two types of stages corresponding to one skill). However, if the skill is not activated within the threshold time, the other skill cannot be activated this time. Alternatively, skills are accumulated in the form of skill beans, but the accumulation of the skill is for the same skill, and the same skill can be activated multiple times in succession by controlling the virtual object, but different skills cannot be activated (effectively, it is several stages corresponding to one skill). Therefore, the combination of skills in the related technology is relatively simple.
[0045] Unlike these, the present embodiment introduces the concept of skill points. In some embodiments, there are three skill widgets on the user interface, and the virtual object can be controlled to activate a skill only by consuming skill points in response to an operation on the first skill widget or the second skill widget. In other embodiments, the skill widget that consumes the skill points corresponds to a skill set, and the skill set includes multiple skills. Optionally, the total number of skill points is three, and the skills in the skill set are also three, and each skill is different. The skills in the skill set correspond to the skill points. Therefore, when the number of skill points is different, the user's operation on the skill widget is also different, and more and different combinations of skills can be activated by the virtual object.
[0046] FIG. 10 shows a flowchart of a method for controlling a virtual object provided in an embodiment of the present application. An entity that executes each step of the method is a terminal device 10 in the technical means implementation environment shown in FIG. 1, and for example, an entity that executes each step may be a client of the target application. In the following method embodiment, for convenience of explanation, an entity that executes each step is simply described as a "client". The method includes at least one of the following steps (1001 to 1003).
[0047] Step 1001: Display at least two skill widgets in a user interface that share a same skill point collection, where the skill point collection includes at least two skill points, each skill widget corresponds to a skillset, and each skillset includes at least one skill.
[0048] The user interface is a user interface of the client, and is used for displaying contents and providing man-machine interaction services. Exemplarily, the user interface is a user interface of the competitive match, and is used for displaying a virtual environment screen corresponding to the competitive match. Optionally, the user interface includes a display layer and a widget layer. The widget layer is located above the display layer, and the display layer is used for displaying contents, and the widget layer is used for arranging UI widgets.
[0049] A skill widget is a widget for activating a skill, for example, a UI widget displayed on a user interface for controlling a virtual object and activating a skill in response to a user's operation. This application limits the number of skill widgets to at least two. This allows for more combinations between skills, making the game more interesting. The style, layout, size, etc. of the skill widget can be set and adjusted according to actual usage needs.
[0050] A skillset is a collection of skills, for example a collection of multiple different skills. Each skill in a skillset shares one skill widget. For example, under different conditions, in response to a user's operation on the same skill widget, the client controls a virtual object to activate different skills. Optionally, in the present embodiment, the skill widget currently supports is indicated by the current skill points. For example, the skills corresponding to each skill widget are different in response to selecting different skill points. Also, for example, the skills corresponding to each skill widget are different in response to a different number of skill points. The present embodiment is not limited thereto.
[0051] A skill point set is a set of skill points, and the number of skill points in the skill point set changes. Illustratively, each time a user consumes a skill point, the skill points in the skill point set decrease. Optionally, when the skill points are consumed, there are no skill points in the skill point set. In some embodiments, the skill points in the skill point set are restored over time. The display position and display style of the skill points can also be set and adjusted according to actual usage needs.
[0052] In some embodiments, at least one of the at least two skill widgets has a corresponding skillset that includes at least two skills, and in some other embodiments, each skillset includes at least two skills, although this application is not limited in this respect.
[0053] In some embodiments, among the skill sets corresponding to the at least two skill widgets, a first skill set includes at least two skills, and different skills included in the first skill set correspond to different skill points.
[0054] The first skillset refers to any one of at least two skillsets. Optionally, the number of skills in the first skillset corresponds to the number of skill points, for example, when the skill point set includes three skill points, the first skillset includes three skills. The number of skills in the first skillset may be less than the number of skill points, for example, when the skill point set includes three skill points, the first skillset includes two skills.
[0055] Exemplarily, there are skills a1 and a2 in the first skillset, and the skills a1 and a2 correspond to different skill points. For example, there are a total of two skill points in the skill point set, which are skill point 1 and skill point 2. Optionally, skill point 1 corresponds to skill a1, and skill point 2 corresponds to skill a2. Skill point 1 allows a skill widget corresponding to the first skillset to be used to activate skill a1. Skill point 2 allows a skill widget corresponding to the first skillset to be used to activate skill a2. In addition, skill point 2 does not correspond to skill a1, and skill point 1 does not correspond to skill a2.
[0056] Optionally, the skill currently corresponding to the skill widget may be related to the current number of skill points in the skill point set, for example, if the current number of skill points in the skill point set is 2, the skill widget corresponds to skill a1, and if the current number of skill points in the skill point set is 1, the skill widget corresponds to skill a2.
[0057] In some embodiments, the skills in a skillset are different. Optionally, the skills in a skillset are of the same attribute. For example, the skills in a skillset are all of a defensive attribute. Or, the skills in a skillset are all of an offensive attribute. Optionally, the skills in a skillset are of different attributes. For example, there are offensive attribute skills and defensive attribute skills in a skillset.
[0058] Exemplarily, there is a difference in attack value between skills of the same attribute in one skillset. For example, the attack value provided by skill a1 is 100, and the attack value provided by skill a2 is 200. In some embodiments, there is a difference in defense value between skills of the same attribute in one skillset. For example, the defense value provided by skill a1 to the virtual object is 100, and the defense value provided by skill a2 to the virtual object is 200. In some other embodiments, different skills in one skillset may correspond to different forms of the virtual object. For example, skill a1 makes the virtual object a first form, and skill a2 makes the virtual object a second form. The first form and the second form are two different forms. The specific form may be at least one of a human form, an animal form, a running form, and a flying form, but the present application is not limited thereto.
[0059] The technical means provided in the embodiment of the present application provides a skill set with multiple skills, a skill widget corresponds to a skill set, and a skill can be selected from the skill set as the skill currently supported by the skill widget. When a skill widget corresponds to a skill set and the skill set includes at least two skills, the user can selectively control which skill in the skill set the virtual object activates according to the actual situation. Therefore, more needs of the user can be met, and the control methods of the virtual object and the combination methods of skill activation are more diverse.
[0060] Step 1002: In response to an operation on a first skill widget of the at least two skill widgets, a first skill point to be used is determined from the at least two skill points.
[0061] The first skill widget may be any one of at least two skill widgets. Optionally, the first skill widget may be selected by a user using a touch device or a finger to target the first skill widget from a display of a terminal device where a client is present, or the user may operate the first skill widget via an external device (e.g., a steering wheel, a joystick, a mouse, a keyboard, etc.). The embodiment of the present application is not limited thereto.
[0062] In some embodiments, the operation may be at least one of a click operation, a swipe operation, a touch operation, etc. This application is not limited in this respect. For example, in response to a user's click operation on a first skill widget, the client determines a first skill point to use from among the at least two skill points.
[0063] The embodiment of the present application is not limited to a method of determining the first skill point. For example, one skill point may be randomly selected from at least two skill points to be used as the first skill point, or the first skill point currently used and the first skill point to be used next may be determined in a front-to-back order. Furthermore, the first skill point currently used and the first skill point to be used next may be determined in a back-to-front order. Optionally, the first skill point may be set by a user. For example, the first skill point for each operation is determined sequentially according to the order set by the user.
[0064] In some embodiments, the client determines a first skill point to use from the at least two skill points based on a skill point usage order, the skill point usage order being used to define a usage order of the at least two skill points, the skill point usage order being adjustable and set by a user or a fixed order preset by an application.
[0065] Optionally, when the skill point use order is from front to back / left to right, the skill points in the skill point set are selected sequentially from front to back / left to right. For example, in FIG. 2, the skill point set 105 includes three skill points. When the skill point use order is from left to right, when the first skill point is used according to the order from left to right, the leftmost skill point in the skill point set 105 disappears, and the skill point set 105 is updated to the skill point set 105 shown in FIG. 3 (with only two skill points remaining). The present application does not limit the order of skill point use. The present application also does not limit the format of the skill points. In the schematic diagram of the user interface 100 shown in FIG. 2 or FIG. 3, the skill points appear above the life bar of the virtual object 101 in the form of a moon. Optionally, the skill points may be displayed in other formats, such as a sun, a monster, a star, a number, a grid, and the like.
[0066] Optionally, all the skill points may or may not be displayed on the user interface. For example, only a skill point widget may be displayed on the user interface, without displaying the specific number of skill points, and all the skill points may be displayed only when the user clicks on a skill point widget that has skill points. In some other embodiments, the skill points may not be displayed on the user interface at all. For example, the number of skill points may not be displayed on the user interface at all, but there may be a voice announcement such as "User xxx has acquired 3 skill points." When a user uses a skill point, there may be an announcement such as "User xxx has used 1 skill point. There are still 2 skill points remaining." In addition, the present application does not limit the display location of the skill points on the user interface. Optionally, the skill points are displayed in the virtual environment (i.e., the display layer) where the virtual objects exist. Optionally, the skill points appear in the spatial layer of the user interface, where the user can touch or click.
[0067] In the present embodiment, the next skill point to be used is determined based on the skill point usage order, so that the user can clearly determine the skill points to be used and can re-determine the skill to control the virtual object and activate according to the skill points to be used. This helps the user understand the state of the competition in real time and is also friendly to novice users.
[0068] Step 1003: Control a first virtual object to activate a skill corresponding to a first skill point in a skill set corresponding to a first skill widget.
[0069] The first virtual object refers to a virtual object controlled by a current user account registered in a client in a terminal device. The first virtual object for the terminal device is also called a master virtual object in the current user interface corresponding to the terminal device. The virtual object has already been described in detail above, so it will not be repeated here.
[0070] There is a correspondence between the skills and skill points in each skill set. For example, the skills in the skill set correspond one-to-one to the skill points in the skill point set. The correspondence between the skills and skill points in the skill set may be set by the user, or the correspondence between the skills and skill points in the skill set may be random. The embodiment of the present application is not limited to this.
[0071] For example, there are three skills in the skillset corresponding to a first skill widget, and there are three skill points in the skill point collection. In response to an operation on the first skill widget, if a first skill point in the skill point collection is used, the client controls the first virtual object to activate the first skill in the skillset corresponding to the first skill widget. In response to an operation on the first skill widget, if a second skill point in the skill point collection is used, the client controls the first virtual object to activate the second skill in the skillset corresponding to the first skill widget. In response to an operation on the first skill widget, if a third skill point in the skill point collection is used, the client controls the first virtual object to activate the third skill in the skillset corresponding to the first skill widget.
[0072] In some embodiments, the user interface displays unused skill points among the at least two skill points. That is, the unused skill points are displayed on the user interface, and the user can easily see how many or which skill points are unused or which skill points have been used, improving the user experience. For example, according to FIG. 2, three skill points included in the skill point set 105 are unused skill points. Also, for example, two skill points included in the skill point set 105 in FIG. 3 are unused skill points.
[0073] The technical means provided in the embodiment of the present application can effectively give hints to the user by displaying the unused skill points among the skill points, and inform the user of the unused skill points, which helps the user to more accurately determine which skill should be activated, and is convenient for the user's operation.
[0074] In some embodiments, the client displays an icon of a skill corresponding to the next skill point to be used in the display area of the skill widget. Illustratively, after using the first skill point, if the next skill point to be used is the second skill point, a change occurs in the skill corresponding to the first skill widget and the skill corresponding to the second skill widget. For example, in response to the second skill point, the first skill widget and the second skill widget are updated to display the icon of the changed skill. In some embodiments, the icon of the skill corresponding to the next skill point to be used is displayed to inform the user of the next skill to be triggered. Optionally, the next skill point to be used is a skill point to be used next, determined according to a default logic (default order). In some other embodiments, if the user can select the "skill point to be used", the next skill point to be used is the "skill point to be used" selected by the user. The present application does not limit whether the "skill point to be used" is selected by the user.
[0075] The technical means provided in the embodiments of the present application can effectively inform the user of the skill corresponding to the next skill point by displaying an icon of the skill corresponding to the next skill point to be used, which helps the user to select from multiple skill widgets and is convenient for the operation of the competition; at the same time, it helps the user to determine the skill to control and activate the virtual object based on the actual situation, and improves the user experience.
[0076] In some embodiments, when a skill is activated using a skill point, the skill's cooldown period is less than the skill's default cooldown period.
[0077] The default cooldown period corresponds to the original cooldown period of the skill, that is, the cooldown period of the skill in a situation where no skill points are involved. Optionally, if the default cooldown period of the skillset corresponding to the first skill widget is 10s, the cooldown period of the skill in a situation where the user uses skill points to activate the skill is reduced to 2s. When the user uses the last skill point, for example, when the user activates the third skill in the skillset of the first skill widget in response to the last skill point, the cooldown period of the skill changes to the default cooldown period after using the skill.
[0078] In the technical means provided in the embodiment of the present application, when a skill is activated using skill points, the cooldown period of the skill is shorter than the specified cooldown period of the skill, and the cooldown period (cooldown time) of the skill can be shortened by using skill points. In other words, it helps users to activate multiple skills in succession in a short period of time through the skill widget, which improves the coordination between skills and further improves the user experience. For veteran users, it can better embody their competitive skills, which improves the continuity of operation.
[0079] The technical means provided in the embodiment of the present application supports at least two skill widgets to share the same skill point set, and when a user operates a first skill widget of the at least two skill widgets, determines a first skill point to be used from the skill point set, and simultaneously controls a first virtual object to activate a skill corresponding to the first skill point in the skill set corresponding to the first skill widget. This realizes that the current skill corresponding to the currently triggered skill widget is determined by the skill point. Therefore, when there are at least two skill points and at least two skill widgets, there are multiple possible combination methods for skill activation according to the selection of different skill points and the selection of different skill widgets, which realizes the diversification of skill activation combinations, and thus increases the flexibility and diversity of skill activation combinations.
[0080] In addition, by adopting the technical means provided in the embodiment of the present application, it is possible to increase the diversity of skill activation combinations without adding extra entities (e.g., skill widgets) by simply adjusting the number of skills in a skill set or the number of skill points in a skill point set, thereby improving the scalability of the technical means provided in the embodiment of the present application. In addition, by adopting the technical means provided in the embodiment of the present application, it is possible to optimize the user interface. For example, using skill points to reduce the number of skill widgets helps to increase the utilization rate of the user interface.
[0081] FIG. 11 shows a flowchart of a method for controlling a virtual object provided in another embodiment of the present application. An entity that executes each step of the method is a terminal device 10 in the technical means implementation environment shown in FIG. 1, and for example, an entity that executes each step may be a client of a target application. In the following method embodiment, for convenience of explanation, an entity that executes each step is simply described as a "client". The method includes at least one of the following steps (1101 to 1103).
[0082] Step 1101: Display at least two skill widgets in a user interface that share a same skill point collection, where the skill point collection includes at least two skill points, each skill widget corresponds to a skillset, and each skillset includes at least one skill.
[0083] Step 1101 and step 1103 are the same as those explained in the above embodiment, and the contents not explained in this embodiment can be referred to in the above embodiment, so they will not be explained again here.
[0084] Step 1102: In response to an operation on a first skill widget of the at least two skill widgets, determine a skill point selected by a skill point selection operation from among the at least two skill points as a first skill point. The skill point selection operation is an operation performed by a user to select a skill point.
[0085] The embodiment of the present application does not limit the type of skill point selection operation, but may be at least one of a swipe, a click, and a double click.
[0086] In some embodiments, the skill point selection operation and the operation on the first skill widget are one-step swipe operations, which are single, uninterrupted swipe operations that have clear start and end positions and reach from the start position to the end position in one step.
[0087] Optionally, a skill widget corresponding to a start position of the one-step swipe operation is a first skill widget, and a skill point corresponding to an end position of the one-step swipe operation is a first skill point. For example, when a user interface displays skill widget 1 and skill widget 2, and skill point 1 and skill point 2, in response to a one-step swipe operation from skill widget 1 to skill point 1, the client determines skill widget 1 to be the first skill widget and skill point 1 to be the first skill point.
[0088] Alternatively, the skill point corresponding to the start position of the one-step swipe operation is the first skill point, and the skill widget corresponding to the end position of the one-step swipe operation is the first skill widget. For example, when skill widget 1 and skill widget 2, and skill point 1 and skill point 2 are displayed on the user interface, in response to a one-step swipe operation from skill point 1 to skill widget 1, the client determines skill widget 1 to be the first skill widget and skill point 1 to be the first skill point.
[0089] One is to swipe from the first skill widget to the skill point, and the other is to swipe from the skill point to the skill widget. Both of these two methods are used to select the skill point corresponding to the current operation, and after the skill point is determined, the current skill in the skill set corresponding to the skill widget is determined based on the skill point to be used.
[0090] In some embodiments, the purpose of selecting skill points may be achieved by clicking a skill widget to select a skill and clicking a skill point to select a skill point, but such an operation is inefficient and may affect the efficiency of skill activation. If a player is highly skilled, he or she may try to click with two fingers at the same time, but this operation is still highly demanding. In contrast, the technical means provided in the embodiments of the present application allows the selection of skills and skill points to be completed with a single swipe operation, which is very efficient and easy to operate.
[0091] Step 1103: Control a first virtual object to activate a skill corresponding to a first skill point in a skillset corresponding to a first skill widget.
[0092] Optionally, after the first skill point is determined, a skill currently corresponding to the first skill widget is determined accordingly, and a trigger operation on the first skill widget is equivalent to a trigger operation on the skill currently corresponding to the first skill widget.
[0093] The technical means provided in the embodiment of the present application provides skill points on a widget layer, and allows the user to operate the skill points. After the user selects a skill point, the user performs an operation on the skill widget. This can realize the triggering of a skill corresponding to the skill point in any skill set. Since different skill points correspond to different skills in a skill set, when the user selects a corresponding skill point, the skill in the skill set can be selectively activated, and the user can select and use different skill points based on the rapid changes in the situation. For a novice user, the additional step of skill point selection operation may be somewhat difficult, but on the contrary, for a veteran user, selecting a skill point more quickly can better embody the user's reaction speed and competitive ability. In addition, the skill point selection operation allows the user to clearly see the skills that need to be activated by controlling the virtual object, which is convenient for the user to select different skills based on the competition situation. In the technical means provided in the embodiment of the present application, there is no fixed order of use of skill points, and the use of skill points depends on the user's skill point selection operation, so that the control methods of virtual objects are abundant, and the fun and challenge of competitive competitions are increased.
[0094] FIG. 12 shows a flowchart of a method for controlling a virtual object provided in another embodiment of the present application. An execution subject of each step of the method is a terminal device 10 in the technical means implementation environment shown in FIG. 1, and for example, an execution subject of each step may be a client of a target application. In the following method embodiment, for convenience of explanation, an execution subject of each step is simply described as a "client". The method includes at least one of the following steps (1201 to 1203).
[0095] Step 1201: Display at least two skill widgets in a user interface that share a same skill point collection, where the skill point collection includes at least two skill points, each skill widget corresponds to a skillset, and each skillset includes at least one skill.
[0096] Step 1201 and step 1203 are the same as those explained in the above embodiment, and the contents not explained in this embodiment can be referred to in the above embodiment, so they will not be explained again here.
[0097] Step 1202: In response to an operation on a first skill widget of the at least two skill widgets, a first skill point to be used is determined from the at least two skill points based on the real-time match data.
[0098] The real-time battle data is the real-time battle data of the competitive battle, for example, the real-time battle data of a competitive battle in a MOBA game. The real-time battle data can reflect the current progress of the competitive battle in real time.
[0099] In some embodiments, the real-time battle data includes at least one of the following: skills activated by the first virtual object in the most recent N times (N is a positive integer), attribute information of the first virtual object, attribute information of a second virtual object in a battle with the first virtual object, and attribute information of a third virtual object in an assist with the first virtual object. Since the state of a competitive battle is prone to change, the rationality of determining the first skill point can be improved by selecting the first skill point to be used from at least two skill points based on the real-time battle data.
[0100] Exemplarily, the client determines a first skill point to be used from among the at least two skill points based on the skills activated by the first virtual object in the most recent N times. For example, the client identifies a skill point preference during a match of the first virtual object based on the number of different skill points corresponding to the skills activated by the first virtual object in the most recent N times. If the first virtual object prefers to use a skill in a skill set corresponding to the first skill point, the client determines the first skill point to be used by giving priority to the preferred skill point from among the at least two skill points.
[0101] Exemplarily, the client determines a first skill point to be used from among at least two skill points based on attribute information of the first virtual object. Optionally, different skill points have different attributes of corresponding skills, for example, the skill corresponding to skill point 1 is a defensive skill, and the skill corresponding to skill point 2 is an offensive skill. When the attribute information of the first virtual object is the HP (Hit Point or Health Point) information of the first virtual object, in a situation where the HP value of the first virtual object is low, the client determines the first skill point to be used from among the at least two skill points as the skill point 1. At this time, the defensive skill corresponding to skill point 1 can increase the defense value of the first virtual object. Also, for example, when the HP information of the first virtual object is sufficiently healthy, but the position where the first virtual object is located is dangerous, for example, there are multiple second virtual objects around the first virtual object (here, the second virtual object is a virtual object in a different camp from the first virtual object), the client determines the first skill point to be used from among the at least two skill points as the skill point 2. At this time, the attack type skill corresponding to skill point 2 can increase the attack value of the first virtual object. Also, for example, if the attribute information of the first virtual object is an attribute buff worn by the first virtual object, and for example, the first virtual object originally wears an attack attribute buff, and if it is necessary to increase the defense power at this time, the client determines the first skill point to use skill point 1 out of at least two skill points. At this time, the defense type skill corresponding to skill point 1 can increase the defense value of the first virtual object. Also, for example, if the first virtual object originally wears a defense attribute buff, and if it is necessary to increase the attack power at this time, the client determines the first skill point to use skill point 2 out of at least two skill points. At this time, the attack type skill corresponding to skill point 2 can increase the attack value of the first virtual object. In this way, mutual complementation between skills and attribute buffs can be realized.
[0102] Exemplarily, the client determines a first skill point to be used from among at least two skill points based on attribute information of a second virtual object in a battle with the first virtual object. For example, the client determines a first skill point to be used from among at least two skill points based on an HP value, an attack value, a defense value, etc. of the second virtual object.
[0103] Exemplarily, the client determines a first skill point to be used from among at least two skill points based on attribute information of a third virtual object being assisted by the first virtual object. For example, the third virtual object is a virtual object in the same camp as the first virtual object, and the client determines a first skill point to be used from among at least two skill points based on an HP value, an attack value, a defense value, etc. of the third virtual object.
[0104] Step 1203: Control a first virtual object to activate a skill corresponding to a first skill point in a skillset corresponding to a first skill widget.
[0105] The technical means provided in the present embodiment can better meet the needs of users by determining the first skill point to be used based on real-time battle data, and is friendly to novice users as it does not require the user to perform a skill point selection operation, thereby improving the user's competitive experience.
[0106] FIG. 13 shows a flowchart of a method for controlling a virtual object provided in another embodiment of the present application. An execution subject of each step of the method is a terminal device 10 in the technical means implementation environment shown in FIG. 1, and for example, an execution subject of each step may be a client of a target application. In the following method embodiment, for convenience of explanation, an execution subject of each step is simply described as a "client". The method includes at least one of the following steps (1301 to 1304).
[0107] Step 1301: Display at least two skill widgets in a user interface that share a same skill point collection, where the skill point collection includes at least two skill points, each skill widget corresponds to a skillset, and each skillset includes at least one skill.
[0108] Step 1302: In response to an operation on a first skill widget of the at least two skill widgets, determine a first skill point to use from among the at least two skill points.
[0109] Step 1303: Control a first virtual object to activate a skill corresponding to a first skill point in a skillset corresponding to a first skill widget.
[0110] Steps 1301 to 1303 are the same as those explained in the above embodiment, and the above embodiment can be referred to for the contents not explained in this embodiment, so they will not be explained again here.
[0111] Step 1304: In a situation where the number of unused skill points in the skill point collection is smaller than a specified maximum number, if a skill point recovery condition is met, increase the number of unused skill points in the skill point collection.
[0112] The specified maximum number is the maximum number of skill points that the skill point set can contain, and can be set and adjusted according to actual usage needs. The skill point recovery condition is used to indicate whether the skill points can be recovered.
[0113] In some embodiments, unused skill points in the skill point collection may be restored up to a specified maximum number. Illustratively, the specified maximum number is 3. If the number of unused skill points in the skill point collection is less than 3, the client determines whether a restore condition is met, and if so, restores the skill points up to the specified maximum number.
[0114] The present embodiment is not limited to a method for restoring the number of unused skill points in the skill point set, and may be increased to a specified maximum number at once, or may be increased one by one to a specified maximum number.
[0115] In some embodiments, the skill point recovery condition includes at least one of: a first time has elapsed since the last time a skill point was used; a second time has elapsed since the last time a skill point was recovered; a first virtual object has inflicted damage on an enemy virtual object that satisfies a first condition; a faction to which the first virtual object belongs has inflicted damage on an enemy virtual object that satisfies a second condition; the first virtual object has acquired a first buff effect; and a faction to which the first virtual object belongs has acquired a second buff effect.
[0116] Optionally, when a competitive match begins, the number of skill points in the skill point pool is restored to a specified maximum.
[0117] In some embodiments, the skill point recovery condition is that a first time has elapsed since the last skill point was used, for example, the first time is 10s, and if the user does not use any more skill points within 10s after the last skill point was used, the number of skill points will be restored to a specified maximum number.
[0118] In some embodiments, the skill point recovery condition is a second time period having elapsed since the last time skill points were recovered, for example, the second time period is 60 seconds, and the number of skill points is automatically restored to the specified maximum number when 60 seconds have elapsed since the last time skill points were recovered.
[0119] In some embodiments, the skill point recovery condition is that the first virtual object has inflicted damage on an enemy virtual object that satisfies a first condition. Optionally, the first condition is that the damage inflicted by the first virtual object on the enemy virtual object is greater than a first damage threshold, or that the number of enemy virtual objects defeated by the first virtual object is greater than a first quantity threshold, and if the first condition is satisfied, the number of skill points is recovered to a specified maximum number. For example, the first quantity threshold is 5, and if the number of enemy virtual objects defeated by the first virtual object is greater than 5, the number of skill points is recovered to a specified maximum number.
[0120] In some embodiments, the skill point recovery condition is that the camp to which the first virtual object belongs has inflicted damage to the enemy virtual object that satisfies a second condition. Optionally, the second condition is that the damage inflicted by the camp to which the first virtual object belongs to the enemy virtual object is greater than a second damage threshold, or the number of enemy virtual objects defeated by the camp to which the first virtual object belongs is greater than a second quantity threshold, and if the second condition is satisfied, the number of skill points is recovered to a specified maximum number. For example, the second quantity threshold is 5, and if the number of enemy virtual objects defeated by the camp to which the first virtual object belongs is greater than 5, the number of skill points is recovered to a specified maximum number.
[0121] In some embodiments, the skill point recovery condition is that the first virtual object acquires a first buff effect. Optionally, the first buff effect is at least one of an attack effect or a defense effect, and the embodiments are not limited thereto. For example, if the first buff effect is an attack effect, when the first virtual object acquires the attack effect, the number of skill points is recovered to a predetermined maximum number.
[0122] In some embodiments, the skill point recovery condition is that the faction to which the first virtual object belongs acquires a second buff effect. Optionally, the second buff effect is at least one of an attack effect or a defense effect, and the embodiments of the present application are not limited thereto. For example, if the second buff effect is a defense effect, when the first virtual object acquires the defense effect, the number of skill points is recovered to a specified maximum number.
[0123] The technical means provided in the embodiment of the present application recovers the number of unused skill points in the skill point set when the number of unused skill points in the skill point set is less than the maximum number and the skill point recovery condition is met. In addition, the skill point recovery conditions are also diverse, and users can set various skill point recovery methods according to different needs. In addition, the rapid recovery of skill points contributes to accelerating the progress of the battle and reducing the processing overhead of the device.
[0124] A block diagram of a method for controlling a virtual object provided in one embodiment of the related art is shown in Fig. 14. The method includes at least one of the following steps (S1 to S6).
[0125] Step S1: Request the activation of a skill.
[0126] The server requests the terminal device client to activate a skill. When the client receives the skill activation request, the server executes steps S2 to S3 to activate the skill logic of the selected designated skill slot.
[0127] Step S2: Select a designated skill slot.
[0128] A skill slot in this embodiment can be understood as a skill widget.
[0129] Step S3: Execute skill logic.
[0130] Once the logic execution is complete, the client checks if the skill needs to be switched to another skill, and if so, the client switches the actual skill object in the skill slot to ensure that the next time it fires, it will have different skill logic.
[0131] Step S4: Switch skills?
[0132] If the answer is Yes, step S5 is executed. If the answer is No, step S6 is executed.
[0133] Step S5: Switch the skill to a target skill. The target skill may be the next skill after the current skill in the specified skill slot.
[0134] Step S6: End.
[0135] The skill activation logic in the related art has problems in that the target skill must be clearly defined and the order of skill activation must be fixed. However, the technical means provided in the embodiment of the present application does not limit the order of skill activation, and can randomly combine skills when skill points exist. The order of skill activation is not limited, and the skill activation methods of virtual objects are abundant.
[0136] FIG. 15 shows a block diagram of a method for controlling a virtual object provided in an embodiment of the present application. An entity that executes each step of the method is a terminal device 10 in the technical means implementation environment shown in FIG. 1, and for example, an entity that executes each step may be a client of a target application. In the following method embodiment, for convenience of explanation, an entity that executes each step will be simply described as a "client". The method includes at least one of the following steps (P1 to P6). Step P1: Request skill activation. Step P2: Select a designated skill slot. Step P3: Execute skill logic. Step P4: A skill switching event is transmitted. Step P5: Receive an event. Step P6: Execute skill switching logic.
[0137] The skill switching logic provided in the present embodiment is a function of switching various logics based on specific situations. That is, after using skill points (or completing the execution of the skill logic of a skill), the client directly switches the skill corresponding to each skill widget. Therefore, scripting and configuration of the skill switching logic is required. The specific skill switching logic has changed from the conventional simple check of whether a slot's skill needs to be switched to detecting whether the condition is met and switching the skills of each specified skill slot in the user interface at the same time.
[0138] FIG. 16 shows a block diagram of a method for controlling a virtual object provided in another embodiment of the present application. An entity that executes each step of the method is a terminal device 10 in the technical means implementation environment shown in FIG. 1, and for example, an entity that executes each step may be a client of a target application. In the following method embodiment, for convenience of explanation, an entity that executes each step is simply described as a "client". The method includes at least one of the following steps (Q1 to Q3).
[0139] Step Q1: Determine the event.
[0140] In some embodiments, step Q1 determines which specific skill points within a set of skill points are currently being used.
[0141] Step Q2: Execute skill switching logic.
[0142] Execute skill switching logic based on the determined skill points, i.e., switch the skill corresponding to the skill widget to the skill corresponding to the current skill points.
[0143] Step Q3: The switching result is output.
[0144] The technical means provided in the embodiments of the present application can configure skill switching logic, and different virtual objects can adjust the specific content of the skill switching logic under different circumstances.
[0145] FIG. 17 shows a block diagram of skill switching logic provided in an embodiment of the present application. The execution subject of each step of the method is the terminal device 10 in the technical means implementation environment shown in FIG. 1, for example, the execution subject of each step may be a client of a target application. In the following method embodiment, for convenience of explanation, the execution subject of each step is simply described as a "client". The method includes at least one of the following steps (W1 to V5):
[0146] Step W1: Select the first skill slot.
[0147] It is determined whether to consume skill point 1, and if the answer is Yes, step W2 is executed. If the answer is No, it is determined whether to consume skill point 2.
[0148] In this embodiment, the use of skill points can also be understood as the consumption of skill points.
[0149] Step W2: Switch to the first skill corresponding to the first skill slot.
[0150] It is determined whether to consume skill point 2, and if the answer is Yes, step W3 is executed. If the answer is No, it is determined whether to consume skill point 3.
[0151] Step W3: Switch to a second skill corresponding to the first skill slot.
[0152] It is determined whether or not to consume the 3 skill points, and if Yes, step W4 is executed. If No, step W5 is executed.
[0153] Step W4: Switch to the third skill corresponding to the first skill slot.
[0154] Step W5: The skill corresponding to the first skill slot cannot be activated.
[0155] Step V1: Select your second skill slot.
[0156] Determine whether to consume skill point 1, and if Yes, execute step V2. If No, determine whether to consume skill point 2.
[0157] Step V2: Switch to the first skill corresponding to the second skill slot.
[0158] Determine whether to consume skill point 2, and if Yes, execute step V3. If No, determine whether to consume skill point 3.
[0159] Step V3: Switch to a second skill corresponding to the second skill slot.
[0160] Determine whether to consume skill point 3, and if Yes, execute step V4. If No, execute step V5.
[0161] Step V4: Switch to a third skill corresponding to the second skill slot.
[0162] Step V5: The skill corresponding to the second skill slot cannot be activated.
[0163] The technical means provided in the embodiment of the present application provides a new skill switching logic by numbering different skill points and setting different corresponding skills under different skills, which is helpful when determining the skill that needs to be switched based on the skill points used, i.e., when the current skill points are consumed and the skill corresponding to the skill slot needs to be updated to the skill corresponding to the next skill point.
[0164] FIG. 18 shows a block diagram of a CD switching logic provided in an embodiment of the present application. The execution subject of each step of the method is the terminal device 10 in the technical means implementation environment shown in FIG. 1, for example, the execution subject of each step may be a client of a target application. In the following method embodiment, for convenience of explanation, the execution subject of each step is simply described as a "client". The method includes at least one of the following steps (U1 to U3):
[0165] Step U1: Request skill activation.
[0166] After the skill is activated, it is determined whether there are still skill points, and if Yes, step U2 is executed. If No, step U3 is executed.
[0167] Every time a skill is activated, it will check whether there are any more skill points in the skill point set. If there are any more skill points, the activated skill will not be included in the full CD (prescribed CD) of that skill.
[0168] Step U2: The skill CDs of the first skill slot and the second skill slot are newly set.
[0169] Optionally, adjust the skill CDs for all slots to 0 or set them lower than the default CD.
[0170] Step U3: Return to the default CD of the skills corresponding to the first skill slot and the second skill slot.
[0171] Next, an apparatus embodiment that can be used to carry out the method embodiment of the present application will be described, and for details not disclosed in the apparatus embodiment of the present application, please refer to the method embodiment of the present application.
[0172] FIG. 19 shows a block diagram of a virtual object control device provided in an embodiment of the present application. The device has a function for implementing the above-mentioned method examples, and the function may be implemented by hardware or by executing corresponding software on the hardware. The device may be the terminal device in the above description, or may be provided in the terminal device. As shown in FIG. 19, the device 1800 includes a display module 1810, a skill point determination module 1820, and a control module 1830.
[0173] The display module 1810 is used to display at least two skill widgets in a user interface that share the same skill point collection, where the skill point collection includes at least two skill points, each skill widget corresponds to a skillset, and each skillset includes at least one skill.
[0174] The skill point determination module 1820 is used to determine a first skill point to use from among the at least two skill points in response to an operation on a first skill widget of the at least two skill widgets.
[0175] The control module 1830 is used to control a first virtual object to activate a skill corresponding to the first skill point in a skillset corresponding to the first skill widget.
[0176] In some embodiments, a first skillset of the skillsets corresponding to the at least two skill widgets includes at least two skills, and different skills included in the first skillset correspond to different skill points.
[0177] In some embodiments, the display module 1810 is further adapted to display an unused skill point of the at least two skill points.
[0178] In some embodiments, the display module 1810 is further adapted to display an icon of a skill corresponding to the next skill point to be used in a display area of the skill widget.
[0179] In some embodiments, the skill point determination module is adapted to determine the first skill point to use from among the at least two skill points based on a skill point usage order, wherein the skill point usage order is adapted to define a usage order of the at least two skill points.
[0180] In some embodiments, the skill point determination module 1820 is used to determine, as the first skill point, a skill point selected from the at least two skill points in a skill point selection operation, where the skill point selection operation is an operation performed by a user to select a skill point.
[0181] In some embodiments, the skill point selection operation and the operation on the first skill widget are a one-step swipe operation. A skill widget corresponding to a start position of the one-step swipe operation is the first skill widget, and a skill point corresponding to an end position of the one-step swipe operation is the first skill point. Alternatively, a skill point corresponding to a start position of the one-step swipe operation is the first skill point, and a skill widget corresponding to an end position of the one-step swipe operation is the first skill widget.
[0182] In some embodiments, the skill point determination module 1820 is used to determine the first skill point to be used from the at least two skill points based on real-time battle data, and the real-time battle data includes at least one of skills activated by the first virtual object in the last N times (N is a positive integer), attribute information of the first virtual object, attribute information of a second virtual object that the first virtual object is fighting against, and attribute information of a third virtual object that the first virtual object is assisting.
[0183] In some embodiments, when the skill point is used to activate a skill, the cooldown period of the skill is less than a default cooldown period of the skill.
[0184] In some embodiments, as shown in FIG. 20, the device further includes a skill point increase module 1840 .
[0185] The skill point increase module 1840 is used to increase the number of unused skill points in the skill point collection when a skill point recovery condition is met in a situation where the number of unused skill points in the skill point collection is smaller than a specified maximum number, and the skill point recovery condition includes at least one of: a first time has elapsed since a last skill point was used; a second time has elapsed since a last skill point was recovered; the first virtual object has inflicted damage on an enemy virtual object that satisfies a first condition; the faction to which the first virtual object belongs has inflicted damage on an enemy virtual object that satisfies a second condition; the first virtual object has acquired a first buff effect; and the faction to which the first virtual object belongs has acquired a second buff effect.
[0186] The technical means provided in the embodiment of the present application supports at least two skill widgets to share the same skill point set, and when a user operates a first skill widget of the at least two skill widgets, determines a first skill point to be used from the skill point set, and at the same time controls a first virtual object to activate a skill corresponding to the first skill point in the skill set corresponding to the first skill widget. This realizes that the current skill corresponding to the currently triggered skill widget is determined by the skill point. Therefore, when there are at least two skill points and at least two skill widgets, there are multiple possible combination methods for skill activation based on the selection of different skill points and the selection of different skill widgets, thereby realizing the diversification of skill activation combinations, and thus increasing the flexibility and diversity of skill activation combinations.
[0187] In addition, by adopting the technical means provided in the embodiment of the present application, it is possible to increase the diversity of skill activation combinations without adding extra entities (e.g., skill widgets) by simply adjusting the number of skills in a skill set or the number of skill points in a skill point set, thereby improving the scalability of the technical means provided in the embodiment of the present application. In addition, by adopting the technical means provided in the embodiment of the present application, it is possible to optimize the user interface. For example, using skill points to reduce the number of skill widgets helps to increase the utilization rate of the user interface.
[0188] To add, when the device provided in the above embodiment realizes the functions, only the examples of dividing the above functional modules are described, but in actual operation, the above functions may be divided and performed by different functional modules as necessary. That is, the internal structure of the device may be divided into different functional modules to perform all or part of the above-described functions. In addition, since the device embodiment provided in the above embodiment belongs to the same concept as the method embodiment, please refer to the method embodiment for the specific implementation process, and will not be repeated here.
[0189] Fig. 21 shows a structural block diagram of a terminal device 2100 provided in an embodiment of the present application. The terminal device 2100 may be the terminal device 10 in the implementation environment shown in Fig. 1, and is used to implement the method for controlling a virtual object provided in the above embodiment. A detailed description will be given below.
[0190] Typically, the terminal device 2100 includes a processor 2101 and a memory 2102 .
[0191] The processor 2101 may include one or more processor cores, such as a 4-core processor, an 8-core processor, etc. The processor 2101 may be implemented in at least one hardware form of a digital signal processing (DSP), a field programmable gate array (FPGA), or a programmable logic array (PLA). The processor 2101 may include a host processor and a coprocessor. The host processor is a processor that processes data in an awake state, and is also called a central processing unit (CPU). The coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 2101 may be integrated with a graphics processing unit (GPU). The GPU is responsible for rendering and drawing content that needs to be displayed on a display. In some embodiments, the processor 2101 may include an artificial intelligence (AI) processor. The AI processor is used to process computational operations related to machine learning.
[0192] The memory 2102 may include one or more computer readable storage media. The computer readable storage media may be non-transitory. The memory 2102 may further include high speed random access memory and non-volatile memory, such as one or more magnetic disk storage devices, flash storage devices. In some embodiments, the non-transitory computer readable storage media in the memory 2102 is used to store computer programs that are configured and executed by one or more processors to realize the method for controlling a virtual object.
[0193] In some embodiments, the terminal device 2100 may further include an optional peripheral device interface 2103 and at least one peripheral device. The processor 2101, the memory 2102, and the peripheral device interface 2103 may be connected via a bus or signal lines. Each peripheral device is connected to the peripheral device interface 2103 via a bus, signal lines, or an electronic circuit board. Specifically, the peripheral device includes at least one of an RF circuit 2104, a display 2105, an audio circuit 2107, and a power supply 2108.
[0194] As will be appreciated by those skilled in the art, the structure shown in FIG. 21 is not intended to limit the terminal device 2100, which may include more or fewer components than those shown, may combine any of the components, or may have a different arrangement of the components.
[0195] In an exemplary embodiment, a computer-readable storage medium is further provided, the storage medium storing a computer program, which, when executed by a processor, realizes the method for controlling a virtual object.
[0196] Optionally, the computer-readable storage medium includes a Read-Only Memory (ROM), a Random Access Memory (RAM), a Solid State Drive (SSD), an optical disk, etc. Among these, the RAM includes a Resistance Random Access Memory (ReRAM) and a Dynamic Random Access Memory (DRAM).
[0197] In an exemplary embodiment, a computer program product is further provided, the computer program product including a computer program stored in a computer-readable storage medium, the computer program being read by a processor of a terminal device from the computer-readable storage medium, and the processor executing the computer program to cause the terminal device to execute the virtual object control method.
[0198] To supplement, in the embodiment of the present application, before collecting user-related data and during the process of collecting user-related data, a prompt interface, a pop-up window, or voice prompt information is displayed to inform the user that the user-related data is currently being collected. Then, only after obtaining a confirmation operation performed by the user on the prompt interface or pop-up window, the execution of the relevant step of acquiring user-related data is started. Otherwise (i.e., if the confirmation operation performed by the user on the prompt interface or pop-up window is not obtained), the relevant step of acquiring user-related data is terminated, and the user-related data is not acquired. In other words, all user data collected in the present application is collected under circumstances where the user has consented and authenticated, and the handling of the data is performed in strict compliance with the provisions of the laws and regulations of the relevant countries, and the informed consent or individual agreement of the personal information subject is obtained. In addition, subsequent data use and processing actions are carried out within the scope of the laws and regulations and the authentication of the personal information subject, and the collection, use, and processing of the relevant user data must comply with the relevant laws, regulations, and standards of the relevant countries and regions. For example, the operations, user interfaces, virtual environments, virtual objects, etc. related to the present application are all acquired under fully authenticated circumstances.
[0199] In addition, the term "multiple" referred to in this specification means two or more than two. "And / or" indicates a related relationship between related objects, and indicates that there are three types of relationships. For example, "A and / or B" indicates three types of situations: a situation in which only A exists, a situation in which A and B exist simultaneously, and a situation in which only B exists. The symbol " / " generally indicates that the objects associated with the preceding and following are in an "or" relationship. Note that the step numbers described in this specification are merely illustrative of possible execution orders between steps, and in some other embodiments, the steps can be executed out of the order of the numbers, for example, two differently numbered steps can be executed simultaneously, or two differently numbered steps can be executed in the reverse order of the figure. The embodiments of this application are not limited to this.
[0200] The above are only illustrative examples of the present application, and are not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the present application shall fall within the scope of protection of the present application.
Claims
1. A method for controlling a virtual object executed by a terminal device, comprising: displaying at least two skill widgets in a user interface that share a same skill point set, the skill point set including at least two skill points, each skill widget corresponding to a skillset, each skillset including at least one skill; determining a first skill point to be used from among the at least two skill points in response to an operation on a first skill widget of the at least two skill widgets; and controlling a first virtual object to activate a skill corresponding to the first skill point in a skill set corresponding to the first skill widget. How to control virtual objects.
2. Among the skill sets corresponding to the at least two skill widgets, a first skill set includes at least two skills, and different skills included in the first skill set correspond to different skill points. The method for controlling a virtual object according to claim 1 .
3. further comprising displaying unused skill points of the at least two skill points; The method for controlling a virtual object according to claim 1 .
4. The method further includes the step of displaying an icon of a skill corresponding to a next skill point to be used in a display area of the skill widget. The method for controlling a virtual object according to claim 1 .
5. The step of determining a first skill point to be used from among the at least two skill points includes: determining the first skill point to be used from among the at least two skill points based on a skill point usage order, the skill point usage order being used to define a usage order of the at least two skill points; The method for controlling a virtual object according to claim 1 .
6. The step of determining a first skill point to be used from among the at least two skill points includes: determining a skill point selected by a skill point selection operation from among the at least two skill points as the first skill point, the skill point selection operation being an operation for selecting a skill point performed by a user; The method for controlling a virtual object according to claim 1 .
7. the skill point selection operation and the operation on the first skill widget are one-step swipe operations, A skill widget corresponding to a start position of the one-step swipe operation is a first skill widget, and a skill point corresponding to an end position of the one-step swipe operation is a first skill point; or The skill point corresponding to the start position of the one-step swipe operation is a first skill point, and the skill widget corresponding to the end position of the one-step swipe operation is a first skill widget. The method for controlling a virtual object according to claim 6 .
8. The step of determining a first skill point to be used from among the at least two skill points includes: determining the first skill point to be used from among the at least two skill points based on real-time battle data; the real-time battle data includes at least one of a skill that the first virtual object has activated in the most recent N times (N is a positive integer), attribute information of the first virtual object, attribute information of a second virtual object that the first virtual object is fighting against, and attribute information of a third virtual object that the first virtual object is assisting; The method for controlling a virtual object according to claim 1 .
9. When using the skill points to activate a skill, the cooldown period of the skill is shorter than the specified cooldown period of the skill. The method for controlling a virtual object according to claim 1 .
10. In a situation where the number of unused skill points in the skill point set is less than a predetermined maximum number, if a skill point recovery condition is satisfied, the method further includes the step of increasing the number of unused skill points in the skill point set; The skill point recovery condition includes at least one of: a first time has elapsed since a previous skill point was used; a second time has elapsed since a previous skill point was recovered; the first virtual object has inflicted damage that satisfies a first condition on an enemy virtual object; a camp to which the first virtual object belongs has inflicted damage that satisfies a second condition on an enemy virtual object; the first virtual object has acquired a first buff effect; and the camp to which the first virtual object belongs has acquired a second buff effect. The method for controlling a virtual object according to claim 1 .
11. a widget display module for displaying, in a user interface, at least two skill widgets sharing a same skill point set, the skill point set including at least two skill points, each skill widget corresponding to a skillset, each skillset including at least one skill; a skill point determination module for determining a first skill point to be used from among the at least two skill points in response to an operation on a first skill widget of the at least two skill widgets; a control module for controlling a first virtual object to activate a skill corresponding to the first skill point in a skill set corresponding to the first skill widget; A control device for virtual objects.
12. A method for controlling a virtual object according to any one of claims 1 to 10, comprising: a processor; and a memory, the memory storing a computer program, and the computer program being loaded and executed by the processor, thereby realizing the method for controlling a virtual object according to any one of claims 1 to 10. Terminal equipment.
13. A computer program is stored in the computer, and the computer program is loaded and executed by a processor to realize the method for controlling a virtual object according to any one of claims 1 to 10. A computer-readable storage medium.
14. A computer program product including computer instructions, the computer instructions being stored in a computer-readable storage medium, and a processor reading and executing the computer instructions from the computer-readable storage medium to realize the method for controlling a virtual object according to any one of claims 1 to 10. Computer program products.
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