Virtual object control method, virtual object control device, terminal device, and computer program

By enabling skill widgets to share a skill point set, the system addresses the limitation of skill combinations in virtual object control, offering enhanced flexibility and variety in skill activations.

JP7812941B2Active Publication Date: 2026-02-10TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
JP2024560948
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Priority Date
2022-08-03
Filing Date
2023-05-29
Publication Date
2026-02-10
Estimated Expiration
2043-05-29

AI Technical Summary

Technical Problem

Existing virtual object control systems in competitive games, such as MOBA games, limit the combinations of skills that can be activated, resulting in limited flexibility and variety.

Method used

Implementing a system where at least two skill widgets share the same skill point set, allowing users to determine a skill point for activation from multiple skill widgets, thereby enabling various skill combinations.

Benefits of technology

This approach increases the flexibility and variety of skill activation combinations, enhancing the gameplay experience by allowing multiple possible skill combinations based on skill point and widget selections.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

A method, device, equipment, storage medium, and program product for controlling a virtual object in the technical fields of computers and the Internet. The method includes a step (310) of displaying at least two skill widgets sharing the same skill point set in a user interface, the skill point set including at least two skill points, each skill widget corresponding to one skill set, and each skill set including at least one skill, a step (320) of 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 a step (330) of controlling a first virtual object to activate a skill corresponding to the first skill point in the skill set corresponding to the first skill widget. The present application provides each skill widget with a skill set corresponding to the skill point, thereby increasing the variety of skill activation without affecting the user interface.
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Description

[Technical Field]

[0001] This application claims priority from a Chinese patent application filed on August 3, 2022, with application number 202210928035.6, 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 for controlling a virtual object, Controlling Virtual Objects Device, Terminal device ,oh Call computer Program Mu Regarding. [Background technology]

[0003] A competitive game is a game in which multiple user accounts compete in the same scene. Optionally, the competitive game can 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. 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 controlling a virtual object to use a combined skill, only a simple combination of the three skills is possible, so there are few ways to combine the skills that can be activated. [Means for solving the problem]

[0006] The present embodiment provides a method for controlling a virtual object, Controlling Virtual Objects Device, Terminal device ,oh Call computer Program M The technical means are as follows:

[0007] A method for controlling a virtual object provided according to one aspect of the present invention is executed by a terminal device, A skill set containing at least one skill, with at least two skill widgets corresponding to that skill set, containing at least two skill points, which are resources that manage skill activations. Share the same set of skill points and Steps to display at least two skill widgets And, before For the first skill widget of the at least two skill widgets User's determining a first skill point to be used from among the at least two skill points in response to the operation; and controlling a first virtual object to The user operated and a step of activating a skill corresponding to the first skill point from a skill set corresponding to a first skill widget.

[0008] A virtual object control device provided according to one aspect of the present embodiment includes: For at least two skill widgets that correspond to skillsets that contain at least one skill , a resource that manages the number of skill activations , containing at least two skill points Share the same set of skill points Let me say that Display at least two skill widgets Ruu Widget Display Module And, before For the first skill widget of the at least two skill widgets User's In response to an operation, 、 Decide the first skill point to use. Rusu a kill point determination module and a first virtual object; The user operated Activate the skill corresponding to the first skill point from the skill set corresponding to the first skill widget. systemand a control module.

[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.

[0011] A computer program provided by one aspect of the present invention The upper Note Controlling Virtual Objects Implement the method. [Effects of the Invention]

[0012] The technical solution provided in the embodiment of the present application has the following beneficial effect: it supports at least two skill widgets sharing the same skill point set, and when a user operates the first of the at least two skill widgets, it determines a first skill point to use 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 points. Therefore, when there are at least two skill points and at least two skill widgets, there are multiple possible combinations of skill activation based on the selection of different skill points and different skill widgets, thereby realizing a variety of skill activation combinations and thereby increasing the flexibility and variety of skill activation combinations. [Brief explanation 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. [Figure 2] FIG. 2 is a schematic diagram of a user interface provided in one embodiment of the present application. [Figure 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. [Figure 5] FIG. 5 is a schematic diagram of a user interface of the related art, which is shown as an example. [Figure 6] FIG. 6 is a schematic diagram of a user interface of the related art, which is shown as an example. [Figure 7] FIG. 7 is a schematic diagram of a user interface of the related art, which is shown as an example. [Figure 8] FIG. 8 is a schematic diagram of a user interface of the related art, which is shown as an example. [Figure 9] FIG. 9 is a schematic diagram of a user interface of the related art, which is 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 one 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 CD (Cool Down Time) 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 INVENTION

[0014] In order to make the objectives, technical means and advantages of the present application clearer, the following embodiments of the present application will be described in more detail in combination with the drawings.

[0015] First, the terms used in the present embodiment will be briefly explained.

[0016] Virtual environment: A virtual environment displayed (or provided) when an application runs on a device. The virtual environment may be a simulation of 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, or a 3D virtual environment. Optionally, the virtual environment is used for a battle between at least two virtual objects, e.g., provides 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, with virtual objects belonging to two opposing camps each occupying one area and aiming to win by destroying a target structure / base / outpost / crystal at the back of the opposing camp's area.

[0017] Virtual object: This refers to movable and immovable objects in a virtual environment. The movable object may be at least one of a virtual person, a virtual animal, and an animated character. The immovable object may be at least one of a virtual building, a virtual plant, and a virtual terrain. Optionally, if 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 portion of 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 can achieve various appearances by wearing various skins. In some embodiments, the virtual object may be realized as a 2.5-dimensional or two-dimensional model. The embodiments of the present application are not limited thereto. For example, depending on the control method of the virtual object, virtual objects may be divided into user-controlled virtual objects and non-user-controlled virtual objects (e.g., virtual objects controlled by a server). A user-controlled virtual object is an object controlled by a client and movable in the virtual environment. Server-controlled virtual objects are virtual objects controlled by an automatic control algorithm or artificial intelligence program on a client or server. Server-controlled virtual objects include movable and immovable objects in the virtual environment. Illustratively, immovable objects may respond to or affect the movement of movable objects. 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. Illustratively, virtual objects herein are client-controlled virtual objects. Illustratively, virtual objects herein may be virtual objects controlled by other clients or servers.

[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 striving to achieve certain victory conditions. The victory conditions include at least one of capturing a base or destroying the opposing camp's base, killing the opposing camp's virtual object, ensuring one's own survival at a specified scene / time point, capturing certain resources, and achieving a higher score than the opponent at a specified time point. The battle arena may be played in rounds (i.e., competitive battles). The battle arena maps for each round may or may not be the same. Each virtual team includes one or more virtual objects, for example, one, two, three, or five. In some embodiments, a MOBA game is a game in which several bases are provided in the virtual environment, and user-controlled virtual objects from different camps compete in the virtual environment to capture bases or destroy the opposing camp's base. For example, in a MOBA game, users are divided into two opposing camps, and user-controlled virtual objects are distributed within 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 displayed on a user interface for a user to perform man-machine interaction. For example, a user can control virtual objects or realize client functions via a UI widget. A UI widget is any visible widget or element visible on the user interface of an application, such as a picture, an input field, a text box, a button, or a tag. Some of these UI widgets may be skill widgets that, for example, control virtual objects to activate skills in response to user operations. A user can control a virtual object to activate a skill by triggering a skill widget. The UI widget according to an 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 one skill into another skill).

[0020] Cool Down Time (CD): Also known as 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: A resource for managing the number of skill activations. For example, n (e.g., 2, 3, etc.) skill points indicate n activations of a skill (the n activations do not have to be the same skill). In some embodiments, skill points are generated as a boost over time, and several can accumulate. In some embodiments, after all skill points are consumed, the skill enters a full-time cooldown period, but with skill points, the skill cooldown period changes.

[0022] 1 shows a schematic diagram of a technical implementation environment provided in one embodiment of the present application, which implements a virtual object control system. The technical 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 console, an e-book reader, a multimedia playback device, a wearable device, a personal computer (PC), an in-vehicle terminal, or an intelligent robot. A client of a target application (e.g., a game application) is installed on the terminal device 10. Optionally, the target application may be a downloaded and installed application or a click-to-run application. However, the present embodiment is not limited thereto.

[0024] In the present embodiment, the target application may be any one of a simulation program, a battle royale shooting game, a virtual reality (VR) application, an augmented reality (AR) program, a 3D map program, a virtual reality game, an augmented reality game, a first-person shooter (FPS), a multiplayer gunfight survival game, a third-person shooter (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 the description is given by way of example. Note that different applications provide different types of virtual objects and corresponding functions, but these can be designed according to actual needs and are not limited to these in the present embodiment. Optionally, a client of the target application is installed and running on 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. Taking a competitive game as an example, the virtual environment is a scene constructed for virtual objects to act (e.g., compete), such as a virtual house, a virtual island, or a virtual map.

[0026] The virtual object may be a virtual character, a virtual vehicle, a virtual object, etc., controlled by the user account in the target application. The present embodiment is not limited thereto. In an example where the target application is a MOBA game application, the virtual object is a game character controlled by the user account in the game application. The virtual object may be in the form of a person, an animal, a cartoon, or other form. The present embodiment is not limited thereto. The virtual object may be represented in a three-dimensional format or a two-dimensional format. The present embodiment 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 skeletal animation technology. Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a portion of the space in the three-dimensional virtual environment. The movement of the virtual object includes at least one of adjusting 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 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 for the above-mentioned game application. The server 20 may be a single 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 a 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 exist in the same virtual environment. Optionally, the first virtual object and the second virtual object belong to the same faction, team, or organization, have a friend relationship, or have temporary communication permissions. Optionally, the first virtual object and the second virtual object belong to different factions, teams, or organizations, or have an adversarial relationship. Optionally, the clients installed on the first terminal device and the second terminal device are the same. Alternatively, the clients installed on both terminals belong to different operating system platforms. The first terminal device broadly refers to one of the multiple terminal devices, and the second terminal device broadly refers to another of the multiple terminal devices. This embodiment will be described using 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 method for controlling a virtual object provided in the present embodiment will be described by combining the above description of the virtual environment and the description of the environment for implementing the technical means. The method will be described by taking as an example a case where the execution entity of the method is a client running on the 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, we will explain the skill level-up mechanism in MOBA games. Virtual objects in MOBA games have character levels. Virtual objects can increase their character levels by gaining experience points. Experience points can be earned based on the duration of a battle, the virtual object's killing of other virtual objects, the virtual object's killing of neutral monsters, etc. Each time a virtual object's character level increases by one level, it gains one chance to level up a skill, allowing the virtual object to level up a skill. As an example, we will explain a case where a virtual object has three skills. Immediately after the start of a battle, the virtual object's character level is level 1. At this time, the virtual object has one chance to level up a skill, and the user can choose 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 that skill. For example, at the start of a battle, the user must level up the skill once before the virtual object can acquire and use that skill. 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. For example, a 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 a virtual object has leveled up a skill for the first time and acquired that skill, the virtual object can continue to level up that skill. Leveling up can increase the numerical value of some attribute of that skill.For example, leveling up can improve at least one of the following: skill duration, effect distance, effect area, attack value, defense value, shield value, and virtual object model size. For example, if Skill 1 deals 100 points of physical damage to hit virtual objects and stuns them for 3 seconds before leveling up, after leveling up it will deal 200 points of physical damage to hit virtual objects and stun them for 6 seconds. In other words, leveling up only changes the numerical magnitude of the skill mechanism based on the skill's original skill mechanism, and does not give the skill new attributes.

[0033] In one alternative embodiment, a virtual object's skill has a skill level, and each time a skill is leveled up, the skill level increases by one. If a virtual object has four skills, the highest skill level of the virtual object's Skill 1, Skill 2, and Skill 3 is Level 4, meaning that it can be leveled up four times, and the highest skill level of Skill 4 is Level 3, meaning that it can be leveled up three times. If a virtual object has three skills, the highest skill level of the virtual object's Skill 1 and Skill 2 is Level 6, meaning that it can be leveled up six times, and the highest skill level of Skill 3 is Level 3, meaning that it can be leveled up three times. If the skill level of each skill is 1 or higher, the virtual object can acquire that skill. If the skill level of a skill is less than 1, the virtual object cannot use that skill, and the skill widget corresponding to that skill is displayed in a grayed-out state. A grayed-out UI widget cannot receive a user trigger operation.

[0034] Based on the skill level-up mechanism, this embodiment provides a skill evolution mechanism. The skill evolution mechanism allows a virtual object's skill to evolve into another skill. For example, if a virtual object's Skill 1 before evolution is a first skill, evolving Skill 1 changes Skill 1 from the first skill to a 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 Skill 1 before evolution deals 100 points of physical damage to a hit virtual object and stuns it for 3 seconds, after evolution, it may deal 200 points of physical damage to a hit virtual object, stun it for 6 seconds, and reduce its defense value by 50% for 3 seconds.

[0035] Based on the skill evolution mechanism, an embodiment of the present invention 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 a virtual object can be controlled to activate different skills under different trigger conditions. For example, even if the virtual object responds to the same touch or swipe operation on a first skill widget, if the virtual object satisfies a first condition, a first skill in the skillset corresponding to the first skill widget is activated. 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 this 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, multiple 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 skill set corresponding to the skill widget.

[0036] Optionally, the multiple skills in a skillset are skills of the same attribute. For example, all skills are defensive skills, and a single skillset includes multiple different defensive skills. Optionally, the multiple skills in a skillset are skills of different attributes. For example, a single skillset may include both defensive attribute skills and offensive attribute skills. For example, a single skillset may include two offensive attribute skills and one defensive attribute skill. In other words, when a first skill widget is triggered, a 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 skillset mechanism, embodiments of the present invention provide a skill combination mechanism. In embodiments of the present invention, skill points are provided as a resource for managing the number of skill activations of a virtual object. In some embodiments, 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 containing three skill points held by the virtual object 101. 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 between 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 some embodiments, skill points in the skill point set 105 can be replenished even after they are consumed. In some embodiments, one skill widget corresponds to one skill set. Assume that the skill set corresponding to the first skill widget 102 includes three skills, A1, A2, and A3, the skill set corresponding to the second skill widget 103 includes three skills, B1, B2, and B3, and the third skill widget 104 corresponds to skill C. A virtual object 101 with 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, the virtual object 101 activates skill A1 or skill B1 when the user performs a trigger operation on the first skill widget 102 or the second skill widget 103. 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 if the user subsequently executes 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 if the user subsequently executes 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 will be at least one of A1A2A3, B1A2A3, A1B2A3, A1A2B3, B1B2A3, B1A2B3, A1B2B3, and B1B2B3.

[0039] The present embodiment does not limit the number of skill points in the skill point set 105. It also does not limit the combination of skills that consume skill points to activate. It also does not limit the number of skill widgets corresponding to skills that consume skill points. 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 a 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. After the virtual object 101 has activated the skill, the first skill widget 102 enters a cooldown state. As shown in FIG. 4 , when all 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, several skill combination methods are provided. In some embodiments, in the schematic diagram of a user interface 500 shown in FIG. 5, when a first virtual object 501 hits a second virtual object (not shown) with a first skill corresponding to a 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, 1st The virtual object 501 is controlled to activate a second skill corresponding to a second skill widget 502. However, the first skill and the second skill corresponding to the second skill widget 502 are different skills. Only when certain conditions are met, 1st The virtual object 501 can be controlled to activate the second skill, 1st The second skill of virtual object 501 is different from the first skill. Optionally, the attack value provided by the second skill is increased by 25%.

[0041] In some other embodiments, in the schematic diagram of the user interface 600 shown in Figure 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. The skills that the fourth skill icon 602 can copy vary depending on the skills activated by the virtual object 601.

[0042] In some other embodiments, the cooldown time of a skill is reset under certain conditions. For example, when other existing exchange conditions in the game are achieved, a specific skill is reset, allowing the skill to be activated multiple times. These conditions may include hitting a target with a certain skill, defeating a target, activating a skill multiple times, or hitting a target with a specific symbol. In the schematic diagram of the user interface 700 shown in FIG. 7 , when a first virtual object 701 activates a third skill and the third skill hits a second virtual object 702, a mark 703 indicating that the second virtual object 702 has been marked is displayed above 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 second virtual object 702 being marked. In other words, the first virtual object 701 can activate the third skill immediately in response to a user's trigger operation on a 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 a 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. If the skill beans are not consumed, the virtual object can activate the skill multiple times, and the skill will not be included in the CD or 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 a 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, skill combinations are relatively simple. In one example, if a condition is met, another skill corresponding to a skill widget appears (effectively, two different stages corresponding to one skill). However, if the skill is not activated within a threshold time, the other skill cannot be activated this time. Alternatively, skills are accumulated in the form of skill beans, but the accumulation of skills is limited to the same skill, and although the same skill can be activated multiple times in succession by controlling a virtual object, different skills cannot be activated (effectively, several stages corresponding to one skill). Therefore, skill combinations in the related technology are relatively simple.

[0045] Unlike these, the present embodiments introduce the concept of skill points. In some embodiments, there are three skill widgets on the user interface, and by consuming skill points in response to an operation on a first skill widget or a second skill widget, a virtual object can be controlled to activate a skill. In other embodiments, the skill widget that consumes 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, each of which is different. The skills in the skill set correspond to the skill points. Therefore, different numbers of skill points result in different operations on the skill widgets, allowing the virtual object to activate a greater number of different skill combinations.

[0046] FIG. 10 shows a flowchart of a virtual object control method provided in one embodiment of the present application. The execution entity of each step of the method is the terminal device 10 in the technical means implementation environment shown in FIG. 1, and for example, the execution entity of each step may be the client of the target application. In the following method embodiment, for convenience of explanation, the execution entity of each step will be simply referred to as the "client." The method includes at least one of the following steps (1001 to 1003):

[0047] Step 1001: Display 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 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 content and providing man-machine interaction services. Exemplarily, the user interface is a user interface of the competitive game, and is used for displaying a virtual environment screen corresponding to the competitive game. 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 to display content, and the widget layer is used to arrange UI widgets.

[0049] A skill widget is a widget for activating a skill, such as 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, which increases the number of skill combinations and makes the game more interesting. The style, layout, size, etc. of the skill widget can be configured and adjusted according to actual usage needs.

[0050] A skillset is a collection of skills, e.g., a combination 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 this embodiment, the skill currently supported by the skill widget is indicated by the current skill points. For example, the skills corresponding to each skill widget differ depending on the selection of different skill points. Also, for example, the skills corresponding to each skill widget differ depending on the number of skill points. This 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. In other embodiments, each skillset includes at least two skills. 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 the at least two skillsets. Optionally, the number of skills in the first skillset corresponds to the number of skill points, e.g., if 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, e.g., if the skill point set includes three skill points, the first skillset includes two skills.

[0055] Illustratively, a first skillset includes skills a1 and a2, and skills a1 and a2 correspond to different skill points. For example, there are two skill points in the skill point set, namely, 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. Furthermore, 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 within a skillset are different. Optionally, the skills within a skillset are of the same attribute. For example, all skills within a skillset are of a defensive attribute. Alternatively, all skills within a skillset are of an offensive attribute. Optionally, the skills within a skillset are of different attributes. For example, there are offensive attribute skills and defensive attribute skills within a skillset.

[0058] For example, skills of the same attribute within a skill set may have different attack values. For example, skill A1 provides an attack value of 100, and skill A2 provides an attack value of 200. In some embodiments, skills of the same attribute within a skill set may have different defense values. For example, skill A1 provides a defense value of 100 to a virtual object, and skill A2 provides a defense value of 200 to the virtual object. In other embodiments, different skills within a skill set may correspond to different forms of a virtual object. For example, skill A1 causes the virtual object to assume a first form, and skill A2 causes the virtual object to assume a second form. The first form and the second form are two different forms. Specific forms 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 solutions provided in the embodiments of the present application allow a skill set to have multiple skills, a skill widget to correspond to a skill set, and a skill from the skill set can be selected 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 will activate according to the actual situation. This can meet more user needs, and the control methods for virtual objects and skill activation combinations can be more diversified.

[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 on a display of a terminal device on which a client is located, or by the user operating the first skill widget via an external device (e.g., a steering wheel, a joystick, a mouse, a keyboard, etc.). The present embodiment 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 at least two skill points.

[0063] The present embodiment is not limited to a method for determining the first skill point. For example, one skill point may be randomly selected from at least two skill points and set as the first skill point to be used. Alternatively, the first skill point to be currently used and the first skill point to be next used may be determined in order from front to back. Furthermore, the first skill point to be currently used and the first skill point to be next used may be determined in order from back to front. Optionally, the first skill point may be set by the user. For example, the first skill point for each operation may be 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 use order, which is used to define a use order for the at least two skill points. The skill point use order may be user-configurable or may be a fixed order preset by the application.

[0065] Optionally, if the skill point usage order is 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 , skill point set 105 includes three skill points. If the skill point usage order is left-to-right, using the first skill point from left to right causes the leftmost skill point in skill point set 105 to disappear, and skill point set 105 is updated to skill point set 105 shown in FIG. 3 (with only two skill points remaining). This application does not limit the order in which skill points are used. This application also does not limit the format of skill points. In the schematic diagram of user interface 100 shown in FIG. 2 or 3 , skill points appear in the form of moons above the life bar of virtual object 101. Optionally, skill points may be displayed in other formats, such as suns, monsters, stars, numbers, grids, etc.

[0066] Optionally, all 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 skill points may be displayed only when the user clicks on a skill point widget that has skill points. In other embodiments, 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 an audio announcement may be made, such as, "User xxx has earned 3 skill points." When a user uses a skill point, an announcement may be made, such as, "User xxx has used 1 skill point. 2 skill points remain." Furthermore, the present application does not limit the display location of skill points on the user interface. Optionally, skill points are displayed in the virtual environment (i.e., the display layer) where virtual objects exist. Optionally, skill points appear in the spatial layer of the user interface, where the user can touch or click.

[0067] In this embodiment, the next skill point to be used is determined based on the skill point usage order, which allows the user to clearly determine which skill points to use and to re-determine the skills to control and activate virtual objects based on the skill points used. This helps the user understand the state of the competition in real time and is user-friendly for beginners.

[0068] Step 1003: Control the first virtual object to activate a skill corresponding to the first skill point in the skill set corresponding to the first skill widget.

[0069] The first virtual object refers to a virtual object controlled by the current user account registered in the client in the terminal device. The first virtual object for the terminal device is also referred to as the 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 skills and skill points in each skill set. For example, skills in a skill set correspond one-to-one to skill points in the skill point set. The correspondence between skills and skill points in a skill set may be set by the user, or the correspondence between skills and skill points in a skill set may be random. This 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 three skill points in the skill point collection. In response to an operation on the first skill widget, if the 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 the 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 the 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, allowing the user to easily see how many or which skill points are unused or which skill points have been used, thereby improving the user experience. For example, in FIG. 2, three skill points included in the skill point set 105 are unused skill points. Also, for example, in FIG. 3, two skill points included in the skill point set 105 are unused skill points.

[0073] The technical means provided in the embodiments of the present application can effectively give hints to the user by displaying unused skill points, thereby informing the user of the unused skill points, which helps the user to more accurately determine which skill to activate 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 a 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 that is scheduled to be used next, determined according to default logic (a default order). In some other embodiments, if the user can select the "skill points to use," the next skill point to be used is the "skill points to use" selected by the user. The present application does not limit whether the "skill points to use" are 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 the skill icon corresponding to the next skill point to be used, helping the user to select from multiple skill widgets and facilitating the operation of the competition; at the same time, helping the user determine the skill to control and activate the virtual object based on the actual situation, and improving the user experience.

[0076] In some embodiments, when skill points are used to activate a skill, the skill's cooldown period is shorter 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 skill points are not involved. Optionally, if the default cooldown period of the skillset corresponding to the first skill widget is 10 seconds, the cooldown period of the skill in a situation where the user uses skill points to activate the skill is reduced to 2 seconds. 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 embodiments of the present application, when skill points are used to activate a skill, the cooldown period of the skill is shorter than the default cooldown period of the skill, and the cooldown period (cooldown time) of the skill can be shortened by using skill points. In other words, the skill widget helps users to activate multiple skills in succession in a short period of time, improving the coordination between skills and further improving the user experience. For veteran users, this allows them to better embody their competitive skills, thereby improving the continuity of operation.

[0079] The technical solution provided in this embodiment supports at least two skill widgets sharing the same skill point set. When a user operates the first of the at least two skill widgets, a first skill point to be used is determined from the skill point set, and at the same time, a first virtual object is controlled 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 points. Therefore, when there are at least two skill points and at least two skill widgets, there are multiple possible combinations for skill activation according to the selection of different skill points and different skill widgets, thereby realizing a variety of skill activation combinations and ultimately increasing the flexibility and variety of skill activation combinations.

[0080] Furthermore, by adopting the technical means provided in the embodiments of the present application, the diversity of skill activation combinations can be increased 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 embodiments of the present application. Furthermore, by adopting the technical means provided in the embodiments of the present application, the user interface can be optimized. 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. The execution entity of each step of the method is the terminal device 10 in the technical means implementation environment shown in FIG. 1, and for example, the execution entity of each step may be a client of a target application. In the following method embodiment, for convenience of explanation, the execution entity of each step will be simply referred to 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 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 corresponds to a skillset, and each skillset includes at least one skill.

[0083] Steps 1101 and 1103 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.

[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 present embodiment does not limit the type of skill point selection operation, but may be at least one of swiping, clicking, and double-clicking.

[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 swipes with distinct start and end positions, and which reach 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, if 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, if 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 as the first skill widget and skill point 1 as the first skill point.

[0089] One is to swipe from the first skill widget to a skill point, and the other is to swipe from a skill point to a skill widget. Both of these methods are used to select a skill point corresponding to the current operation, and after determining the skill point, determine the current skill in the skill set corresponding to the skill widget based on the skill point to be used.

[0090] In some embodiments, the goal 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 this operation is inefficient and may affect the efficiency of skill activation. High-level players may attempt to click with two fingers simultaneously, but this still requires a high level of operation. In contrast, the technical means provided in the embodiments of the present application allows skill and skill point selection to be completed with a single swipe operation, which is highly efficient and easy to operate.

[0091] Step 1103: Control the first virtual object to activate a skill corresponding to the first skill point in the skill set corresponding to the first skill widget.

[0092] Optionally, after determining the first skill point, the skill currently corresponding to the first skill widget is also 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 solution provided in the present embodiment provides skill points on a widget layer, allowing users to operate the skill points. After selecting a skill point, the user performs an operation on the skill widget. This enables triggering of a skill corresponding to the skill point in a skill set. Because different skill points correspond to different skills in a skill set, the user can selectively activate skills in the skill set by selecting the corresponding skill point. This allows the user to select and use different skill points based on rapidly changing situations. While the extra step of skill point selection may be somewhat difficult for novice users, for experienced users, faster skill point selection can better demonstrate the user's reaction speed and competitive ability. Furthermore, the skill point selection operation allows the user to clearly see the skills they need to control and activate the virtual object, making it convenient for the user to select different skills based on the competition situation. The technical solution provided in the present embodiment eliminates a fixed order for skill points and allows skill point usage to depend on the user's skill point selection operation, thereby providing a variety of virtual object control methods and increasing the fun and challenge of competitive battles.

[0094] FIG. 12 shows a flowchart of a method for controlling a virtual object provided in another embodiment of the present application. The execution entity of each step of the method is the terminal device 10 in the technical means implementation environment shown in FIG. 1, and for example, the execution entity of each step may be a client of a target application. In the following method embodiment, for convenience of explanation, the execution entity of each step will be simply referred to 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 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 corresponds to a skillset, and each skillset includes at least one skill.

[0096] Steps 1201 and 1203 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.

[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 battle 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 the competitive battle in a MOBA game, and 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 skills activated by the first virtual object 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. Because the situation in a competitive battle is prone to change, selecting a first skill point to use from at least two skill points based on the real-time battle data can improve the rationality of determining the first skill point.

[0100] Illustratively, the client determines a first skill point to use from among at least two skill points based on the skills activated by the first virtual object the most recent N times. For example, the client identifies a skill point preference for the first virtual object during a match based on the number of different skill points corresponding to the skills activated by the first virtual object 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 prioritizes the preferred skill point from among the at least two skill points and determines the first skill point to use.

[0101] Illustratively, the client determines a first skill point to use from among at least two skill points based on attribute information of the first virtual object. Optionally, different skill points correspond to different skill attributes. 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. If the attribute information of the first virtual object is the HP (Hit Point or Health Point) information of the first virtual object, when the HP value of the first virtual object is low, the client determines the first skill point to use skill point 1 from among the at least two skill points. In this case, 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 location of the first virtual object is dangerous, for example, when there are multiple second virtual objects around the first virtual object (here, the second virtual objects are virtual objects on a different side from the first virtual object), the client determines the first skill point to use skill point 2 from among the at least two skill points. In this case, the offensive skill corresponding to skill point 2 can increase the attack value of the first virtual object. For example, if the attribute information of the first virtual object is an attribute buff equipped by the first virtual object, and the first virtual object originally has an attack attribute buff, and if it is necessary to increase its defensive power at this time, the client determines a first skill point to use skill point 1 of the at least two skill points. In this case, the defensive skill corresponding to skill point 1 can increase the defensive value of the first virtual object. For example, if the first virtual object originally has a defense attribute buff, and if it is necessary to increase its offensive power at this time, the client determines a first skill point to use skill point 2 of the at least two skill points. In this case, the offensive skill corresponding to skill point 2 can increase the attack value of the first virtual object. In this way, mutual complementarity between skills and attribute buffs can be achieved.

[0102] Illustratively, 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 with which the first virtual object is fighting. 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] Illustratively, 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 the HP value, attack value, defense value, etc. of the third virtual object.

[0104] Step 1203: Control the first virtual object to activate a skill corresponding to the first skill point in the skill set corresponding to the 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 skill point selection operations, 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. The execution entity of each step of the method is the terminal device 10 in the technical means implementation environment shown in FIG. 1, and for example, the execution entity of each step may be a client of a target application. In the following method embodiment, for convenience of explanation, the execution entity of each step will be simply referred to 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 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 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 the first virtual object to activate a skill corresponding to the first skill point in the skill set corresponding to the 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 the specified maximum number, if the 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 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 restoration condition is met, and if so, restores the skill points up to the specified maximum number.

[0114] The present embodiment does not limit the method of restoring the number of unused skill points in the skill point set. The skill points may be increased up to the specified maximum number at once, or the skill points may be increased one by one up to the specified maximum number.

[0115] In some embodiments, the skill point recovery condition includes at least one of: a first time period has elapsed since the last skill point was used; a second time period has elapsed since the last skill point was recovered; a first virtual object has inflicted damage to an enemy virtual object that satisfies a first condition; a faction to which the first virtual object belongs has inflicted damage to 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 up to a specified maximum number.

[0117] In some embodiments, the skill point restoration condition is that a first time period has elapsed since the last skill point was used, for example, the first time period is 10 seconds, and if the user does not use any more skill points within 10 seconds 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 restoration condition is that a second time period has elapsed since the last skill point restoration, for example, the second time period is 60 seconds, and the number of skill points is automatically restored to the specified maximum number after 60 seconds have elapsed since the last skill point restoration.

[0119] In some embodiments, the skill point recovery condition is that the first virtual object has inflicted damage to an enemy virtual object that satisfies a first condition. Optionally, the first condition is that the damage inflicted by the first virtual object to 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 met, the number of skill points is recovered to a specified maximum number. For example, if the first quantity threshold is 5 and the number of enemy virtual objects defeated by the first virtual object is greater than 5, the number of skill points is recovered to the specified maximum number.

[0120] In some embodiments, the skill point recovery condition is that the team to which the first virtual object belongs has dealt damage to an enemy virtual object that satisfies a second condition. Optionally, the second condition is that the damage dealt by the team to which the first virtual object belongs to the enemy virtual object is greater than a second damage threshold, or that the number of enemy virtual objects defeated by the team to which the first virtual object belongs is greater than a second quantity threshold. If the second condition is met, the number of skill points is recovered to a specified maximum. For example, if the second quantity threshold is 5 and the number of enemy virtual objects defeated by the team to which the first virtual object belongs is greater than 5, the number of skill points is recovered to the specified maximum.

[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, although 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 up 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 and a defense effect, and the present embodiment is not limited thereto. For example, if the second buff effect is a defense effect, the first virtual object The camp to which Whenever gains a defensive effect, the number of skill points will be restored up to the maximum.

[0123] The technical solution provided in the present embodiment restores 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 specified maximum number and the skill point restoration condition is met. Furthermore, the skill point restoration conditions are also diverse, allowing users to set various skill point restoration methods according to various needs. Furthermore, the rapid restoration of skill points contributes to accelerating the progress of battles and reducing the processing overhead of the device.

[0124] 14 is a block diagram showing a method for controlling a virtual object according to an embodiment of the related art. The method includes at least one of the following steps (S1 to S6):

[0125] Step S1: Request skill activation.

[0126] The server requests the client device to activate a skill. Upon receiving the skill activation request, the client device executes steps S2 to S3 to activate the skill logic of the selected specified skill slot.

[0127] Step S2: Select a designated skill slot.

[0128] In this embodiment, the skill slot can be understood as a skill widget.

[0129] Step S3: Execute skill logic.

[0130] Once the logic has finished executing, the client checks whether 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 different skill logic the next time it fires.

[0131] Step S4: Switch skills?

[0132] If yes, execute step S5. If no, execute step S6.

[0133] Step S5: Switch the skill to the 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 such as the need to clearly define the target skill and the need to fix the order in which skills are activated. However, the technical means provided in the embodiments of the present application does not limit the order in which skills are activated, and can randomly combine skills if skill points are available. This does not limit the order in which skills are activated, and provides a variety of skill activation methods for virtual objects.

[0136] FIG. 15 shows a block diagram of a method for controlling a virtual object provided in one embodiment of the present application. The execution entity of each step of the method is the terminal device 10 in the technical means implementation environment shown in FIG. 1, and for example, the execution entity of each step may be a client of a target application. In the following method embodiment, for convenience of explanation, the execution entity of each step will be simply referred to as a "client." The method includes at least one of the following steps (P1 to P6): Step P1: Request skill activation. Step P2: Select the designated skill slot. Step P3: Execute skill logic. Step P4: A skill switching event is transmitted. Step P5: Receive the event. Step P6: Execute skill switching logic.

[0137] The skill switching logic provided in this embodiment is a function that switches between various logics based on specific situations. That is, after using skill points (or completing the execution of the skill logic for 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 skill switching is required for one slot to detecting whether the conditions are met and simultaneously switching the skills of each specified skill slot in the user interface.

[0138] FIG. 16 shows a block diagram of a method for controlling a virtual object provided in another embodiment of the present application. The execution entity of each step of the method is the terminal device 10 in the technical means implementation environment shown in FIG. 1, and for example, the execution entity of each step may be a client of a target application. In the following method embodiment, for convenience of explanation, the execution entity of each step will be simply referred to 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 the skill switching logic, and various virtual objects can adjust the specific content of the skill switching logic under various circumstances.

[0145] Figure 17 shows a block diagram of skill switching logic provided in one embodiment of the present application. The execution entity of each step of the method is the terminal device 10 in the technical means implementation environment shown in Figure 1, and for example, the execution entity of each step may be the client of the target application. In the following method embodiment, for convenience of explanation, the execution entity of each step will be 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] Determine whether to consume skill point 1, and if yes, execute step W2. If no, determine whether to consume skill point 2.

[0148] In the present 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] Determine whether to consume skill point 2, and if yes, execute step W3. If no, determine whether to consume skill point 3.

[0151] Step W3: Switch to the second skill corresponding to the first skill slot.

[0152] Determine whether to consume 3 skill points, and if Yes, execute step W4. If No, execute step W5.

[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 the second skill corresponding to the second skill slot.

[0160] Determine whether to consume 3 skill points, and if yes, execute step V4. If no, execute step V5.

[0161] Step V4: Switch to the 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 present embodiment assigns numbers to different skill points, allowing players to point This provides a new skill switching logic by setting different corresponding skills for each skill slot, which is useful when determining which skill needs to be switched based on the skill points used, i.e., when the skill corresponding to the current skill slot needs to be updated to the skill corresponding to the next skill point after the current skill point is consumed.

[0164] Figure 18 shows a block diagram of CD switching logic provided in one embodiment of the present application. The execution entity of each step of the method is the terminal device 10 in the technical implementation environment shown in Figure 1, and for example, the execution entity of each step may be the client of the target application. In the following method embodiment, for convenience of explanation, the execution entity of each step will be simply referred to as the "client." The method includes at least one of the following steps (U1 to U3):

[0165] Step U1: Request skill activation.

[0166] After activating the skill, it is determined whether there are any more skill points, and if yes, step U2 is executed. If no, step U3 is executed.

[0167] Every time a skill is activated, it checks 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 (default CD) of the 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 to a value less 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, we will describe apparatus embodiments that can be used to implement the method embodiments of the present application. For details not disclosed in the apparatus embodiments of the present application, please refer to the method embodiments of the present application.

[0172] FIG. 19 shows a block diagram of a virtual object control device provided in one embodiment of the present application. The device has functions for implementing the above-described method examples, which may be implemented by hardware or by executing corresponding software on the hardware. The device may be the terminal device described above or may be located within 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, on a user interface, at least two skill widgets that share 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.

[0174] The skill point determination module 1820 is used to determine a first skill point to use from 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 from a skill set corresponding to the first skill widget.

[0176] In some embodiments, a first skillset of the skill sets 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 the 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 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 the first skill point as 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 use from the at least two skill points based on real-time battle data, wherein 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 shorter than the 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 less than a specified maximum number, and the skill point recovery condition includes at least one of: a first time has passed since the last skill point was used; a second time has passed since the last skill point was recovered; the first virtual object has inflicted damage to an enemy virtual object that satisfies a first condition; the faction to which the first virtual object belongs has inflicted damage to an enemy virtual object that satisfies a second condition; the first virtual object has obtained a first buff effect; and the faction to which the first virtual object belongs has obtained a second buff effect.

[0186] The technical solution provided in this embodiment supports at least two skill widgets sharing the same skill point set. When a user operates a first skill widget of the at least two skill widgets, the first skill point to be used is determined from the skill point set, and at the same time, the first virtual object is controlled to activate the 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 points. Therefore, when there are at least two skill points and at least two skill widgets, there are multiple possible combinations of skill activation based on the selection of different skill points and different skill widgets, thereby realizing a variety of skill activation combinations and thereby increasing the flexibility and variety of skill activation combinations.

[0187] Furthermore, by adopting the technical means provided in the embodiments of the present application, the diversity of skill activation combinations can be increased 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 embodiments of the present application. Furthermore, by adopting the technical means provided in the embodiments of the present application, the user interface can be optimized. For example, using skill points to reduce the number of skill widgets helps to increase the utilization rate of the user interface.

[0188]

[0023] To further explain, although the above embodiments only describe examples in which the functions of the device are realized by dividing the functional modules, in actual operation, the functions may be divided and performed by different functional modules as needed. 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. Furthermore, since the device embodiments provided in the above embodiments are based on the same concept as the method embodiments, please refer to the method embodiments for specific implementation processes, and they will not be described again here.

[0189] 21 shows a structural block diagram of a terminal device 2100 provided in one 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 virtual object control method 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 include a DSP (Digital Signal Processor). Processor), 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 that processes 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 or flash storage devices. In some embodiments, the non-transitory computer-readable storage media in the memory 2102 are used to store computer programs that are configured and executed by one or more processors to implement the virtual object control method.

[0193] In some embodiments, the terminal device 2100 may further optionally include a peripheral interface 2103 and at least one peripheral device. The processor 2101, the memory 2102, and the peripheral interface 2103 may be connected via a bus or signal lines. Each peripheral device is connected to the peripheral interface 2103 via the bus, signal line, or 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, and the terminal device 2100 may include more or fewer components than those shown, any combination of components, or different component arrangements.

[0195] In an exemplary embodiment, a computer-readable storage medium is further provided, which stores a computer program, and when the computer program is executed by a processor, realizes a 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 executed by the processor to cause the terminal device to perform the virtual object control method.

[0198] For further explanation, in this embodiment, before and during the collection of user-related data, a prompt interface or pop-up window is displayed or voice prompt information is output to inform the user that user-related data is currently being collected. Only after the user confirms the prompt interface or pop-up window does the relevant step of acquiring user-related data begin. Otherwise (i.e., if the user does not confirm the prompt interface or pop-up window), the relevant step of acquiring user-related data is terminated and user-related data is not acquired. In other words, all user data collected in this application is collected only under the user's consent and authentication, and its handling is carried out in strict accordance with the provisions of relevant national laws and regulations, and the informed consent or individual agreement of the personal information subject is obtained. Subsequent data use and processing actions are carried out within the scope of laws and regulations and the authentication of the personal information subject, and the collection, use, and processing of related user data must comply with the relevant laws, regulations, and standards of relevant countries and regions. For example, the operations, user interfaces, virtual environments, virtual objects, etc. related to this application are all acquired under fully authenticated circumstances.

[0199] Note that "multiple" as referred to in this specification means two or more than two. "And / or" indicates a relational relationship between related objects, and indicates that three types of relationships exist. 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 related objects before and after it are in an "or" relationship. Note that the step numbers described in this specification are merely illustrative of possible execution orders between steps. 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 illustration. The embodiments of the present application are not limited thereto.

[0200] The above are only illustrative examples of the present application, and do not limit the present application. Any modifications, equivalent replacements, improvements, etc. made under the spirit and principles of the present application are all included within the protection scope of the present application.

Claims

1. A method for controlling a virtual object executed by a terminal device, comprising: A step of sharing the same skill point set including at least two skill points, which is a resource for managing the number of times a skill is activated, for at least two skill widgets corresponding to a skill set including at least one skill; displaying the at least two skill widgets; determining a first skill point to be used from among the at least two skill points in response to a user's operation on a first skill widget of the at least two skill widgets; controlling a first virtual object to activate a skill corresponding to the first skill point from a skill set including at least one skill corresponding to a first skill widget operated by the user; 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 the step of 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 displaying an icon of a skill corresponding to a skill point to be used next 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 the at least two skill points based on a skill point usage order, wherein the skill point usage order is 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, wherein the skill point selection operation is an operation performed by a user to select a skill point; 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, which are single, continuous swipe operations; The skill widget corresponding to the start position of the one-step swipe operation is a first skill widget, and the skill point corresponding to the end position of the one-step swipe operation is a first skill point; or a skill point corresponding to a start position of the one-step swipe operation is a first skill point, and a skill widget corresponding to an 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 the at least two skill points based on real-time battle data; the real-time battle data includes at least one of skills activated by the first virtual object the most recent N times (N is a positive integer), attribute information of the first virtual object, attribute information of a second virtual object with which the first virtual object is currently playing a battle, and attribute information of a third virtual object with which the first virtual object is currently 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 met, 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 the last skill point was used; a second time has elapsed since the last 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 a 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 that displays at least two skill widgets corresponding to a skill set including at least one skill by sharing the same skill point set including at least two skill points, which is a resource for managing the number of times a skill is activated; and a skill point determination module that determines a first skill point to be used from among the at least two skill points in response to a user's operation on a first skill widget of the at least two skill widgets; a control module that controls a first virtual object to activate a skill corresponding to the first skill point from a skill set including at least one skill corresponding to a first skill widget operated by the user; Virtual object control device.

12. a processor and a memory, wherein a computer program is stored in the memory, and the computer program is loaded and executed by the processor to realize the virtual object control method according to any one of claims 1 to 10; Terminal equipment.

13. Executing the virtual object control method according to any one of claims 1 to 10, Computer program.

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