Methods and sets of avatar control systems, and devices, storage media and software products.

TH2401006209APending Publication Date: 2026-08-24TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
TH2401006209
Authority / Receiving Office
TH · TH
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-05-29
Publication Date
2026-08-24

AI Technical Summary

Technical Problem

The skill combination of virtual objects in existing MOBA games is relatively simple, making it difficult for users to achieve diverse skill combinations, which limits the flexibility and fun of the game.

Method used

By displaying at least two skill controls that share the same skill point set in the user interface, responding to user operations to determine the skill points used, and controlling the virtual object to release the corresponding skill group, a diverse combination of skill points is achieved.

Benefits of technology

It improves the combination flexibility and diversity of skill release, enhances the user's operating experience and game fun, and at the same time optimizes the user interface, reduces the number of skill controls, and improves the utilization of the interface.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

Invention details;
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Description

Virtual object control method, device, equipment, storage medium and program product

[0001] This application claims priority to Chinese patent application No. 202210928035.6 filed on August 3, 2022, entitled “Method, device, equipment, storage medium and program product for controlling virtual objects,” the entire contents of which are incorporated herein by reference. Technical Field

[0002] The embodiments of the present application relate to the field of computer and Internet technology, and in particular to a method, apparatus, device, storage medium, and program product for controlling a virtual object. Background Art

[0003] A battle game is a game in which multiple user accounts compete in the same scene. Optionally, the battle game can be a Multiplayer Online Battle Arena (MOBA) game.

[0004] In a typical MOBA game, users can control virtual objects to unleash skills in a virtual environment. Each virtual object has its own set of skills. For example, if a virtual object has a first skill, a second skill, and a third skill, the user interface may have three skill controls corresponding to each skill. By triggering the skill controls, the user controls the virtual object to use the corresponding skills.

[0005] In the related art, if one wants to control a virtual object to use a combination of skills, one can only simply combine the three skills, so there are fewer combinations of skill releases.

[0006] Summary of the Invention

[0007] The present invention provides a method, device, equipment, storage medium, and program product for controlling a virtual object. The technical solution is as follows:

[0008] According to one aspect of an embodiment of the present application, a method for controlling a virtual object is provided, the method being executed by a terminal device, the method comprising:

[0009] Displaying at least two skill controls sharing the same skill point set in a user interface; wherein the skill point set includes at least two skill points, each skill control corresponds to a skill group, and each skill group includes at least one skill;

[0010] In response to an operation on a first skill control of the at least two skill controls, determining a first skill point to be used from the at least two skill points;

[0011] Control the first virtual object to release the skill corresponding to the first skill point in the skill group corresponding to the first skill control.

[0012] According to one aspect of an embodiment of the present application, a device for controlling a virtual object is provided, the device comprising:

[0013] A control display module, configured to display at least two skill controls that share a same skill point set in a user interface; wherein the skill point set includes at least two skill points, each skill control corresponds to a skill group, and each skill group includes at least one skill;

[0014] a skill point determination module for determining a first skill point to be used from the at least two skill points in response to an operation on a first skill control among the at least two skill controls;

[0015] The control module is used to control the first virtual object to release the skill corresponding to the first skill point in the skill group corresponding to the first skill control.

[0016] According to one aspect of an embodiment of the present application, a terminal device is provided, comprising 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 implement the above method.

[0017] According to one aspect of an embodiment of the present application, a computer-readable storage medium is provided, in which a computer program is stored. The computer program is loaded and executed by a processor to implement the above method.

[0018] According to one aspect of an embodiment of the present application, a computer program product is provided, the computer program product including a computer program stored in a computer-readable storage medium. A processor of a terminal device reads the computer program from the computer-readable storage medium and executes the computer program, causing the terminal device to perform the above method.

[0019] The technical solution provided by the embodiments of the present application may include the following beneficial effects: by supporting at least two skill controls to share the same skill point set, and when a user performs an operation on the first skill control of the at least two skill controls, the first skill point to be used is determined from the skill point set, and the first virtual object is controlled to release the skill corresponding to the first skill point in the skill group corresponding to the first skill control, thereby achieving the current skill corresponding to the currently triggered skill control determined by the skill point. Therefore, in the case of at least two skill points and at least two skill controls, there are multiple possible combinations of skill releases based on different skill point selections and different skill control selections, thereby achieving diversified combinations of skill releases and thereby improving the flexibility and diversity of skill release combinations. BRIEF DESCRIPTION OF THE DRAWINGS

[0020] FIG1 is a schematic diagram of an implementation environment of a solution provided by an embodiment of the present application;

[0021] FIG2 is a schematic diagram of a user interface provided by one embodiment of the present application;

[0022] FIG3 is a schematic diagram of a user interface provided by another embodiment of the present application;

[0023] FIG4 is a schematic diagram of a user interface provided by another embodiment of the present application;

[0024] 5-9 are schematic diagrams of user interfaces exemplarily shown in related art;

[0025] FIG10 is a flowchart of a method for controlling a virtual object provided by one embodiment of the present application;

[0026] FIG11 is a flowchart of a method for controlling a virtual object provided by another embodiment of the present application;

[0027] FIG12 is a flowchart of a method for controlling a virtual object provided by another embodiment of the present application;

[0028] FIG13 is a flowchart of a method for controlling a virtual object provided by another embodiment of the present application;

[0029] FIG14 is a block diagram of a method for controlling a virtual object according to an embodiment of the related art;

[0030] FIG15 is a block diagram of a method for controlling a virtual object according to an embodiment of the present application;

[0031] FIG16 is a block diagram of a method for controlling a virtual object according to another embodiment of the present application;

[0032] FIG17 is a block diagram of skill switching logic provided by one embodiment of the present application;

[0033] FIG18 is a block diagram of CD (Cool Down Time) switching logic provided by one embodiment of the present application;

[0034] FIG19 is a block diagram of a control device for a virtual object provided by one embodiment of the present application;

[0035] FIG20 is a block diagram of a virtual object control device provided by another embodiment of the present application;

[0036] Figure 21 is a structural block diagram of a terminal device provided by an embodiment of the present application. DETAILED DESCRIPTION

[0037] In order to make the objectives, technical solutions and advantages of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.

[0038] First, a brief introduction to the terms involved in the embodiments of this application is given:

[0039] Virtual environment: It is a virtual environment displayed (or provided) when the application is running on the terminal. The virtual environment can be a simulation of the real world, a semi-simulated and semi-fictional three-dimensional world, or a purely fictional three-dimensional world. The virtual environment can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment. Optionally, the virtual environment is also used for battles between at least two virtual objects, such as providing a battle environment for the at least two virtual objects. The virtual environment may have virtual resources that can be used by at least two virtual objects. Optionally, the virtual environment may include symmetrical lower left and upper right corner areas, with virtual objects belonging to two opposing camps occupying one of the areas respectively, and the goal of victory is to destroy target buildings / strongholds / bases / crystals deep in the opponent's area.

[0040] Virtual objects refer to movable and inanimate objects in a virtual environment. Movable objects can be at least one of virtual people, virtual animals, and animated characters. Inanimate objects can be at least one of virtual buildings, virtual plants, and virtual terrain. Optionally, when the virtual environment is a three-dimensional virtual environment, virtual objects can be three-dimensional virtual models. Each virtual object has its own unique shape and volume within the three-dimensional virtual environment and occupies a portion of the space within the three-dimensional virtual environment. Optionally, virtual objects are three-dimensional characters constructed based on three-dimensional human skeleton technology, and the virtual objects achieve different appearances by wearing different skins. In some implementations, virtual objects can also be implemented using 2.5D or 2D models, which is not limited in the embodiments of this application. For example, based on different methods of controlling virtual objects, virtual objects can be divided into user-controlled virtual objects and non-user-controlled virtual objects (such as server-controlled virtual objects). User-controlled virtual objects are objects that are movable in the virtual environment and are controlled by a client. Server-controlled virtual objects are virtual objects that are controlled by an automatic control algorithm or artificial intelligence program on the client or server. Server-controlled virtual objects include both movable and inanimate objects in the virtual environment. Exemplarily, the inactive object can respond to or influence the activity of the active object. For example, the active object can destroy the inactive object, or when the active object enters the inactive object, the active object enters a stealth state. Exemplarily, the virtual object in this application is a virtual object controlled by a client. Exemplarily, the virtual object in this application can be a virtual object controlled by another client or a server.

[0041] A MOBA game is a game in which different virtual teams belonging to at least two opposing camps occupy their own map areas in a virtual environment and compete with a specific victory condition as the goal. This victory condition includes at least one of the following: capturing or destroying a stronghold of the opposing camp, killing a virtual object of the opposing camp, ensuring one's own survival within a specified scene and time, seizing certain resources, and outscoring the opposing team within a specified time. Tactical competition can be conducted in rounds (i.e., competitive matches), and the maps for each round of tactical competition can be the same or different. Each virtual team includes one or more virtual objects, such as one, two, three, or five. In some embodiments, a MOBA game is a game in which a number of strongholds are provided in a virtual environment, and users in different camps control virtual objects to fight in the virtual environment, capturing or destroying strongholds of the opposing camp. For example, a MOBA game may divide users into two opposing camps, with user-controlled virtual objects dispersed throughout the virtual environment to compete with each other, with the goal of destroying or capturing all of the enemy's strongholds as the victory condition. A round of MOBA game lasts from the start of the game until the victory condition is achieved.

[0042] UI (User Interface) controls are controls displayed in the user interface for users to perform human-computer interaction, such as users can control virtual objects through UI controls, implement functions on the client through UI controls, etc. It can be any visual control or element that can be seen on the user interface of the application, such as pictures, input boxes, text boxes, buttons, labels and other controls. Some of these UI controls can respond to user operations, such as skill controls for controlling virtual objects to release skills. By triggering the skill controls, users can control virtual objects to release skills. The UI controls involved in the embodiments of the present application include at least one of the following: skill controls, displacement controls, system function controls and evolution controls (used to trigger the evolution of one skill to another).

[0043] Cool Down Time (CD): Also known as skill cooling time, it is the time interval between using a skill, that is, the time required to wait before releasing a skill again after releasing it once.

[0044] Skill Points: A resource used to manage the number of times a skill can be used. For example, n (e.g., 2, 3, etc.) skill points can be used to indicate the number of times a skill can be used (n skill points can be different). In some embodiments, skill points are generated over time and can be stored in multiples. In some embodiments, a skill enters its full cooldown period only after all skill points have been consumed. The cooldown period of a skill changes while skill points are available.

[0045] Please refer to Figure 1, which shows a schematic diagram of an implementation environment of a solution provided by an embodiment of the present application. The implementation environment of the solution can be implemented as a control system for virtual objects. The implementation environment of the solution can include: a terminal device 10 and a server 20.

[0046] The terminal device 10 can be an electronic device such as a mobile phone, tablet computer, game console, e-book reader, multimedia player, wearable device, PC (Personal Computer), vehicle-mounted terminal, intelligent robot, etc. The terminal device 10 can be installed with a client of a target application (such as a game application). Optionally, the target application can be an application that needs to be downloaded and installed, or it can be a click-to-use application, which is not limited in this embodiment of the application.

[0047] In an embodiment of the present application, 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 three-dimensional map program, a virtual reality game, an augmented reality game, a first-person shooter (FPS), a multiplayer shootout survival game, a third-person shooter (TPS), a multiplayer online tactical competitive game, a strategy game (SLG), a social application, and an interactive entertainment application. In an embodiment of the present application, the target application is a MOBA game for example. In addition, for different applications, the form of the virtual objects provided may be different, and the corresponding functions may also be different. This can be designed according to actual needs, and the embodiment of the present application does not limit this. Optionally, a client having the target application is installed and running in the terminal device 10.

[0048] The virtual environment can be the scene displayed (or provided) when the client of a target application (such as a gaming application) is running on a terminal device. For example, in a competitive game, the virtual environment refers to a scene created for virtual objects to engage in activities (such as competition), such as a virtual house, virtual island, or virtual map.

[0049] The aforementioned virtual objects may refer to virtual characters, virtual vehicles, virtual items, and the like controlled by a user account within a target application, though this is not limited in the present embodiments. Taking the target application as a MOBA game application as an example, a virtual object may refer to a game character controlled by a user account within the game application. Virtual objects may take the form of a human, an animal, a cartoon, or other form, though this is not limited in the present embodiments. Virtual objects may be displayed in either three-dimensional or two-dimensional form, though this is not limited in the present embodiments. Optionally, when the virtual environment is a three-dimensional one, the virtual objects are three-dimensional models created using animation skeletal technology. Each virtual object has its own shape and volume within the three-dimensional virtual environment and occupies a portion of the space within the three-dimensional virtual environment. The activities of a virtual object include at least one of: adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing. Illustratively, the virtual object is a virtual character, such as a simulated or animated character.

[0050] The server 20 is used to provide background services for the client of the target application installed and running on the terminal device 10. For example, the server 20 can be the background server of the aforementioned game application. The server 20 can be a single server, a server cluster consisting of multiple servers, or a cloud computing service center. Optionally, the server 20 provides background services for the target application on multiple terminal devices 10 simultaneously.

[0051] 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 are in the same virtual environment. Optionally, the first virtual object and the second virtual object may belong to the same faction, the same team, the same organization, have a friendship relationship, or have temporary communication permissions. Optionally, the first virtual object and the second virtual object may belong to different factions, different teams, different organizations, or have a hostile relationship. Optionally, the client installed on the first terminal device and the second terminal device is the same, or the clients installed on the two terminals are on different operating system platforms. The first terminal device may generally refer to one of multiple terminal devices, and the second terminal device may generally refer to another of the multiple terminal devices. This embodiment uses the first terminal device and the second terminal device as examples.

[0052] The terminal device 10 and the server 20 can communicate with each other through the network.

[0053] In conjunction with the above introduction to the virtual environment and the description of the solution implementation environment, the virtual object control method provided in the embodiment of the present application is described, and the execution subject of the method is a client running on the terminal device shown in Figure 1. The terminal device is installed and running the above-mentioned target application, which can support the virtual environment.

[0054] For example, the control method of virtual objects provided in this application is applied in a MOBA game as an example.

[0055] First, the skill upgrade mechanism in MOBA games will be explained. Virtual objects in MOBA games have character levels. These characters can upgrade by gaining experience points (XP). Experience points can be earned based on game time, kills by virtual objects, or monsters. Each time a virtual object's character level increases, it gains a skill upgrade opportunity, allowing it to upgrade its skills. For example, let's take a virtual object with three skills. At the beginning of a game, the virtual object's character level is level 1. At this point, the virtual object has one skill upgrade opportunity. The user can choose to upgrade either the first or second skill. After either skill is upgraded, the virtual object acquires that skill. For example, at the beginning of a game, the user must upgrade a skill once for the virtual object to acquire that skill and use it. That is, a level 1 virtual object can only use one skill. If a level 2 virtual object uses two upgrade opportunities on two skills, respectively, the virtual object can use both skills. If both upgrade opportunities are used on the same skill, the virtual object still can only use one skill. For example, the skill upgrade opportunity a virtual object receives at each level can only be used to upgrade one of its designated skills. For example, at levels 1-3, one of Skill 1 or Skill 2 can be upgraded, and at level 4, one of Skill 1, Skill 2, or Skill 3 can be upgraded. After a virtual object upgrades a skill for the first time and acquires that skill, it can continue to upgrade the skill. Upgrades can increase the numerical values ​​of certain attributes of the skill, such as increasing at least one of the skill's duration, range, area of ​​effect, attack value, defense value, shield value, and virtual object model size. For example, before upgrading, Skill 1 can deal 100 points of physical damage to virtual objects hit and stun them for 3 seconds. After upgrading, it can deal 200 points of physical damage to virtual objects hit and stun them for 6 seconds. In other words, upgrades only change the numerical value of the skill's existing mechanics and do not add new attributes to the skill.

[0056] In an optional embodiment, the skills of the virtual object have skill levels, and each skill upgrade can increase one skill level. When the virtual object has four skills, the skill levels of the virtual object's first skill, second skill, and third skill are up to level 4, that is, they can be upgraded four times, and the skill level of the fourth skill is up to level 3, that is, it can be upgraded three times. When the virtual object has three skills, the skill levels of the virtual object's first skill and second skill are up to level 6, that is, they can be upgraded six times, and the skill level of the third skill is up to level 3, that is, it can be upgraded three times. When the skill level of each skill is greater than or equal to 1, the virtual object acquires the skill; when the skill level of a skill is less than 1, the virtual object cannot use the skill, and the skill control corresponding to the skill is displayed in a gray state, and the gray UI control cannot receive the user's trigger operation.

[0057] Building on the skill upgrade mechanism, this embodiment provides a skill evolution mechanism that can evolve a virtual object's skill into another. For example, a virtual object's first skill before evolution becomes its second skill after evolution. The first and second skills can be completely different; the second skill can also be an improvement on the first skill, adding new skill mechanisms. For example, a skill that deals 100 points of physical damage and stuns a virtual object for 3 seconds before evolution can deal 200 points of physical damage, stun for 6 seconds, and reduce its defense by 50% for 3 seconds after evolution.

[0058] Based on the skill evolution mechanism, embodiments of the present application provide a skill group mechanism for skills. The skill group mechanism maps one skill control to multiple skills. Optionally, one skill control can correspond to at least two skills, and different trigger conditions can control a virtual object to release different skills. For example, in response to a touch or swipe operation on a first skill control, if the virtual object meets the first condition, the first skill in the skill group corresponding to the first skill control is released; if the virtual object does not meet the first condition, the second skill in the skill group corresponding to the first skill control is released. Optionally, if the first condition is that the second skill corresponding to the first skill control of the first virtual object hits the second virtual object, then when the first skill control is triggered again, the first virtual object releases the first skill corresponding to the first skill control. In other embodiments, the multiple skills corresponding to the first skill control are pre-set. When the first skill control is triggered for the first time, the first skill corresponding to the first skill control is released; when the first skill control is triggered for the second time, the second skill corresponding to the first skill control is released; and when the first skill control is triggered for the third time, the third skill corresponding to the first skill control is released. Embodiments of the present application do not limit the composition type of the skill groups corresponding to skill controls.

[0059] Optionally, multiple skills in a skill group have the same attributes, for example, they are all defensive skills, and a skill group includes multiple different defensive skills. Optionally, multiple skills in a skill group have different attributes, for example, a skill group includes skills with defensive attributes and skills with offensive attributes, such as a skill group that includes two offensive skills and one defensive skill. That is, when the first skill control is triggered, the client can control the virtual object to release the offensive skill in the skill group corresponding to the first skill control, or it can control the virtual object to release the defensive skill in the skill group corresponding to the first skill control. Of course, the triggering conditions for different skills in the skill group are different.

[0060] Based on the skill group mechanism, an embodiment of the present application provides a skill combination mechanism. In an embodiment of the present application, a resource is provided for managing the number of times a virtual object can release skills—skill points. In some embodiments, multiple skill points can be stored. Referring to Figure 2, the user interface 100 displays a virtual object 101, a first skill control 102, a second skill control 103, a third skill control 104, and a skill point set 105 for indicating the three skill points possessed by the virtual object 101. Among them, the skill points in the skill point set 105 can be consumed. When the virtual object 101 releases the skill corresponding to the first skill control 102, one skill point is consumed. Optionally, when the virtual object 101 releases the skill corresponding to the second skill control 103, a skill point is also consumed. Optionally, when the virtual object 101 releases the skill corresponding to the third skill control 104, no skill points are consumed (that is, the skill points are shared by the first skill control 102 and the second skill control 103, but not by the third skill control 104). After all three skill points in the skill point set 105 are consumed, the user cannot trigger the first skill control 102 or the second skill control 103. That is, the first skill control 102 or the second skill control 103 is in an unselectable state, and the virtual object 101 cannot release the skill corresponding to the first skill control 102 or the skill corresponding to the second skill control 103. However, the virtual object 101 can release the skill corresponding to the third skill control 104 in response to the user's triggering operation on the third skill control 104.

[0061] In an embodiment of the present application, skill points in the skill point set 105 can be restored after being consumed. In some embodiments, a skill control corresponds to a skill group. Suppose the skill group corresponding to the first skill control 102 has three skills, namely A1, A2, and A3; the skill group corresponding to the second skill control 103 has three skills, namely B1, B2, and B3; and the third skill control 104 corresponds to skill C. For a virtual object 101 with three skill points, different skills can be released in response to a user's trigger operation. Optionally, if there are three skill points, if the user triggers the first skill control 102 or the second skill control 103, the virtual object 101 releases skill A1 or skill B1. When the first skill point is consumed, leaving only the second and third skill points, if the user continues to trigger the first skill control 102 or the second skill control 103, the virtual object 101 releases skill A2 or skill B2. After the second skill point is consumed, leaving only the third skill point, if the user continues to trigger the first skill control 102 or the second skill control 103, the virtual object 101 releases skill A3 or skill B3. Therefore, for the virtual object 101 with three skill points, the skill combinations released by the first skill control 102 and the second skill control 103 can be at least one of A1A2A3, B1A2A3, A1B2A3, A1A2B3, B1B2A3, B1A2B3, A1B2B3, and B1B2B3.

[0062] The embodiment of the present application does not limit the number of skill points in the skill point set 105, nor does it limit the combination of consuming skill points to release skills, and does not limit the number of skill controls corresponding to the skills that consume skill points. For example, the skills in the skill group corresponding to the three skill controls all consume skill points when released, or it can be one or two of them. Referring to Figure 3, in response to the user's triggering operation on the first skill control 102, the client controls the virtual object 101 to release the skill corresponding to the first skill control 102. At this time, the number of skill points in the skill point set 105 becomes two, and after the virtual object 101 releases the skill, the first skill control 102 enters a cooling state. Referring to Figure 4, when all the skill points in the skill point set 105 are consumed, both the first skill control 102 and the second skill control 103 enter a cooling state (also referred to as an unselectable state).

[0063] In the related art, some skill combinations are also provided. In some embodiments, in the schematic diagram of the user interface 500 as shown in Figure 5, when the first skill corresponding to the second skill control 502 of the first virtual object 501 hits the second virtual object (not shown in the figure), the cooling time of the second skill control 502 is refreshed. When the second skill control 502 is triggered again, the virtual object 501 is controlled to release the second skill corresponding to the second skill control 502, wherein the first skill and the second skill corresponding to the second skill control 502 are different skills. Only when certain conditions are met can the virtual object 501 be controlled to release the second skill. The second skill of the virtual object 501 is different from the first skill. Optionally, the attack value caused by the second skill is increased by 25%.

[0064] In other embodiments, as shown in the schematic diagram of user interface 600 in FIG6 , fourth skill icon 602 is in an unavailable state. Alternatively, when virtual object 601 releases the first skill corresponding to first skill icon 603, the fourth skill corresponding to fourth skill icon 602 can copy the first skill. In this case, the skill corresponding to fourth skill icon 602 is the first skill corresponding to the first skill icon. Depending on the skill released by virtual object 601, the skills that can be copied by fourth skill icon 602 vary.

[0065] In other embodiments, the cooldown of a skill is refreshed under certain conditions, such as refreshing a specific skill when other interactive conditions already existing in the game are met, to achieve multiple releases of the skill. These conditions can be: a skill hits the target, defeats the target, releases multiple skills, hits a target with a specific mark, and so on. In the schematic diagram of the user interface 700 shown in Figure 7, the first virtual object 701 releases the third skill, and the third skill hits the second virtual object 702, then a mark 703 indicating that it is marked is displayed above the head of the second virtual object 702, and based on the second virtual object 702 being marked, the skill cooldown of the third skill of the first virtual object 701 is adjusted to 0, that is, the first virtual object 701 can immediately respond to the user's triggering operation on the third skill control 704 and release the third skill.

[0066] In other embodiments, in the schematic diagram of the user interface 800 shown in FIG8 , the third skill control 801 is displayed in an enlarged manner, and multiple third skills are stored at the same time, that is, in response to the user's triggering operation on the third skill control 801, the virtual object can continuously release the third skill multiple times. In other embodiments, a certain skill is stored in the form of skill beans. That is, a type of skill bean is set as a resource for the number of times a certain skill can be released. When the skill beans are not consumed, the virtual object can release the skill multiple times, and the skill does not enter the CD or does not enter the full CD. In the schematic diagram of the user interface 900 shown in FIG9 , the number 3 is displayed on the second skill control 901, indicating that three second skills are stored, that is, in response to the user's continuous triggering operation on the second skill control 901, the client can control the virtual object to continuously release the second skill multiple times.

[0067] In related technologies, skill combinations are relatively simple. One approach involves a skill control corresponding to another skill appearing when conditions are met (essentially, two stages of a skill). However, if the skill isn't released within a threshold time, the next skill cannot be released. Alternatively, skills are stored in the form of skill beans, but these skills are stored for the same skill. This means that a virtual object can be controlled to release the same skill multiple times in a row, but not different skills (essentially, different stages of a skill). Therefore, skill combinations in related technologies are relatively simple.

[0068] What is different is that the concept of skill points is proposed in the embodiments of the present application. In some embodiments, there are three skill controls on the user interface, in which skill points are consumed in response to operations on the first skill control or the second skill control to control the virtual object to release skills. In other embodiments, the skill controls that consume skill points correspond to skill groups, and there are multiple skills in the skill groups. Optionally, the total number of skill points is 3, and the skills in the skill group are also three and different, and the skills in the skill group correspond to the skill points. Therefore, for different skill points, the user's operations on the skill controls are different, which can enable the virtual object to release more different skill combinations.

[0069] Please refer to Figure 10, which shows a flow chart of a method for controlling a virtual object provided by an embodiment of the present application. The execution subject of each step of the method can be the terminal device 10 in the implementation environment of the solution shown in Figure 1, such as the execution subject of each step can be the client of the above-mentioned target application. In the following method embodiment, for the sake of convenience of description, only the execution subject of each step is introduced as the "client". The method may include at least one of the following steps (1001-1003):

[0070] Step 1001: Display at least two skill controls that share the same skill point set in a user interface; wherein the skill point set includes at least two skill points, each skill control corresponds to a skill group, and each skill group includes at least one skill.

[0071] The user interface refers to the user interface of the client described above, which can be used for content display, providing human-computer interaction services, etc. For example, the user interface can refer to the user interface of the competitive game described above, which can be used to display the virtual environment corresponding to the competitive game. Optionally, the user interface can include a display layer and a control layer, with the control layer located above the display layer. The display layer is used to display content, and the control layer is used to deploy UI controls.

[0072] Skill Controls: Controls used to release skills, such as UI controls displayed on a user interface that control a virtual object's skill release in response to user input. This application limits the number of skill controls to at least two, to increase the number of skill combinations and enhance the fun of competition. The style, layout, and size of skill controls can be configured and adjusted based on actual usage requirements.

[0073] Skill group: refers to a collection of skills, such as a collection of multiple different skills. The various skills in the skill group share the same skill control. For example, under different conditions, in response to the user's operation on the same skill control, the client controls the virtual object to release different skills. Optionally, the embodiment of the present application uses the current skill points to indicate the skill currently corresponding to the skill control. For example, for the selection of different skill points, the skills corresponding to each skill control are different; for another example, for different numbers of skill points, the skills corresponding to each skill control are different. The embodiment of the present application does not limit this.

[0074] Skill Point Set: A set of skill points. The number of skill points in a skill point set can change. For example, each time a user consumes a skill point, the number of skill points in the skill point set decreases. Optionally, when all skill points are consumed, the skill point set is empty. In some embodiments, skill points in a skill point set can be restored over time. The display position and display style of skill points can also be configured and adjusted based on actual usage needs.

[0075] In some embodiments, at least one of the at least two skill controls has a corresponding skill group that includes at least two skills. In other embodiments, each skill group includes at least two skills. This application is not limited to this.

[0076] In some embodiments, a first skill group in the skill groups corresponding to the at least two skill controls includes at least two skills, and different skills included in the first skill group correspond to different skill points.

[0077] The first skill group may refer to any one of the at least two skill groups. Optionally, the number of skills in the first skill group may correspond to the number of skill points. For example, if the skill point set includes 3 skill points, the first skill group may include 3 skills. The number of skills in the first skill group may be less than the number of skill points. For example, if the skill point set includes 3 skill points, the first skill group may include 2 skills.

[0078] For example, a first skill set 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 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 can be used to activate the skill control corresponding to the first skill set for skill a1, while skill point 2 can be used to activate the skill control corresponding to the first skill set for skill a2. Skill point 2 does not correspond to skill a1, and skill point 1 does not correspond to skill a2.

[0079] Optionally, the skill currently corresponding to the skill control may also be related to the current number of skill points in the skill point set. For example, when the current number of skill points in the skill point set is 2, the skill control corresponds to skill a1; when the current number of skill points in the skill point set is 1, the skill control corresponds to skill a2.

[0080] In some embodiments, the skills within a skill group are different. Alternatively, the skills within a skill group are of the same attribute, for example, all skills within a skill group are defensive, or all skills within a skill group are offensive. Alternatively, the skills within a skill group are of different attributes, for example, a skill group may contain both offensive and defensive skills.

[0081] For example, there are differences in attack values ​​between skills with the same attributes in a skill group. For example, the attack value caused by skill a1 is 100, and the attack value caused by skill a2 is 200. In some embodiments, there are differences in defense values ​​between skills with the same attributes in a skill group. For example, the defense value given to a virtual object by skill a1 is 100, and the defense value given to the virtual object by skill a2 is 200. In other embodiments, different skills in a skill group may correspond to different forms of a virtual object. For example, skill a1 may place the virtual object in a first form, and skill a2 may place the virtual object in a second form. The first form and the second form are two different forms. The specific form may be at least one of a human form, an animal form, a walking form, and a flying form. This application does not limit this.

[0082] The technical solution provided by the embodiments of the present application, by setting multiple skills in a skill group, allows each skill control to correspond to a skill group, and allows a skill from the skill group to be selected as the skill currently associated with the skill control. When a skill control corresponds to a skill group, and the skill group includes at least two skills, the user can selectively control a virtual object to release a skill from the skill group based on the actual situation. This can meet the needs of more users, while also providing more diverse control methods for virtual objects and a wider range of combinations for releasing skills.

[0083] Step 1002: In response to an operation on a first skill control among at least two skill controls, determine a first skill point to be used from at least two skill points.

[0084] The first skill control may be any one of the at least two skill controls. Optionally, the first skill control may be selected by the user using a touch device or a finger on the display screen of the terminal device where the client is located, with the first skill control as the target. Alternatively, the first skill control may be selected by the user using an external device (such as a controller, joystick, mouse, keyboard, etc.) to operate the first skill control. This embodiment of the present application is not limited to this.

[0085] In some embodiments, the above operation can be at least one of a click operation, a slide operation, a touch operation, etc., which is not limited in this application. For example, in response to a user clicking on a first skill control, the client determines a first skill point to be used from at least two skill points.

[0086] The embodiments of this application do not limit the method for determining the first skill point. For example, a skill point may be randomly selected from at least two skill points as the first skill point to be used. Alternatively, the first skill point to be used and the next first skill point to be used may be determined in a forward-to-back order. Alternatively, the first skill point to be used and the next first skill point to be used may be determined in a backward-to-back order. Alternatively, the first skill point may be set by the user, such that the first skill point for each operation is determined sequentially according to the order set by the user.

[0087] In some embodiments, the client determines a first skill point to be used from at least two skill points based on a skill point usage order. The skill point usage order defines the order in which the at least two skill points are used. The skill point usage order can be user-adjustable or a fixed order preset by the application.

[0088] Optionally, if the order of skill point usage is from front to back / from left to right, the skill points in the skill point set are selected in sequence from front to back / from left to right. For example, referring to Figure 2, the skill point set 105 includes three skill points, and the order of skill point usage is from left to right. After the first skill point is used in the order from left to right, the leftmost skill point in the skill point set 105 disappears, and the skill point set 105 is updated to the skill point set 105 as shown in Figure 3 (only 2 skill points left). This application does not limit the order in which skill points are used. In addition, this application does not limit the form of skill points. In the schematic diagram of the user interface 100 shown in Figures 2 or 3, the skill point appears in the form of a moon above the health bar of the virtual object 101. Optionally, the skill point can also be displayed in other forms such as the sun, monsters, stars, numbers, grids, etc.

[0089] Optionally, skill points may be fully displayed on the user interface or may not be fully displayed on the user interface. For example, the user interface only displays a skill point control without displaying the specific number of skill points. The user needs to click on the skill point control where the skill point is located before all skill points can be fully expanded. In other embodiments, skill points may not be displayed at all in the user interface. For example, the number of skill points may not be displayed at all on the user interface, but there may be a voice announcement, such as "User xxx has obtained 3 skill points". When the user uses skill points, there is also an announcement "User xxx has used skill point 1, and there are 2 skill points left". In addition, this application does not limit the display position of skill points in the user interface. Optionally, skill points are displayed in the virtual environment (i.e., the display layer) where the virtual object is located. Optionally, skill points appear on the spatial layer of the user interface and can be touched or clicked by the user.

[0090] In an embodiment of the present application, by determining the next skill point to be used according to the order of skill point usage, the user can clearly identify the skill points to be used and redetermine the skills to be used to control the release of the virtual object based on the skill points to be used, which makes it convenient for the user to understand the competitive status in real time and is also very friendly to novice users.

[0091] Step 1003: Control the first virtual object to release the skill corresponding to the first skill point in the skill group corresponding to the first skill control.

[0092] The first virtual object may refer to a virtual object controlled by the current user account of the client logged into the terminal device. For the current terminal device, the first virtual object may also be referred to as the master virtual object in the current user interface corresponding to the current terminal device. The virtual objects have been described in detail above and will not be repeated here.

[0093] There is a correspondence between the skills and skill points in each skill group. For example, the skills in a skill group correspond one-to-one with the skill points in the skill point set in order. The correspondence between skills and skill points in a skill group can also be set by the user. The correspondence between skills and skill points in a skill group can also be random, which is not limited in this embodiment of the application.

[0094] For example, if the skill group corresponding to the first skill control has three skills and the skill point set also has three skill points, in response to an operation on the first skill control, if the first skill point in the skill point set is used, the client controls the first virtual object to release the first skill in the skill group corresponding to the first skill control. In response to an operation on the first skill control, if the second skill point in the skill point set is used, the client controls the first virtual object to release the second skill in the skill group corresponding to the first skill control. In response to an operation on the first skill control, if the third skill point in the skill point set is used, the client controls the first virtual object to release the third skill in the skill group corresponding to the first skill control.

[0095] In some embodiments, the user interface displays the unused skill points of at least two skill points. That is, the unused skill points are displayed on the user interface to help the user understand how many or which skill points are unused, or which skill points have been used, thereby improving the user experience. For example, referring to FIG2 , the three skill points included in skill point set 105 are unused skill points. For another example, the two skill points included in skill point set 105 in FIG3 are unused skill points.

[0096] The technical solution provided in the embodiment of the present application can effectively give users prompts by displaying unused skill points in the skill points, informing users of the skill points that have not been used. This can help users more accurately judge which skills need to be released, thereby facilitating user operations.

[0097] In some embodiments, the client displays the icon of the skill corresponding to the next skill point to be used in the display area of ​​the skill control. Exemplarily, after the first skill point is used, if the next skill point to be used is the second skill point, the skill corresponding to the first skill control and the skill corresponding to the second skill control will change. For example, if they correspond to the second skill point, the first skill control and the second skill control will update to display the icon of the transformed skill. In some embodiments, the skill icon corresponding to the next skill point to be used will be displayed so that the user knows what the next skill to be triggered is. Optionally, the next skill point to be used refers to the skill point to be used next, determined according to the default logic (established order). In other embodiments, if the user can select the "skill point to be used", the next skill point to be used may be the "skill point to be used" selected by the user. This application does not limit whether the "skill point to be used" is selected by the user.

[0098] The technical solution provided in the embodiment of the present application can effectively inform the user of the skill corresponding to the next skill point by displaying the icon of the skill corresponding to the next skill point to be used, making it easier for the user to make a selection from multiple skill controls, facilitating competitive operations, and at the same time making it easier for the user to determine the skill to be controlled to release the virtual object according to actual conditions, thereby improving the user experience.

[0099] In some embodiments, when skill points are used to release a skill, the cooldown period of the skill is less than the rated cooldown period of the skill.

[0100] The rated cooldown is equivalent to the skill's original cooldown, i.e., the skill's cooldown without any skill points. Optionally, if the rated cooldown for the skill group corresponding to the first skill control is 10 seconds, then when the user uses a skill point to release the skill, the skill's cooldown can be reduced to 2 seconds. If the user uses their last skill point, for example, the last skill point corresponds to the third skill in the skill group in which the user released the first skill control, then after that skill is used up, the skill's cooldown returns to the rated cooldown.

[0101] The technical solution provided by the embodiment of the present application is that when skill points are used to release skills, the cooldown period of the skill is less than the rated cooldown period of the skill. By using skill points, the cooldown period (cooling time) of the skill can be shortened, which means that it is convenient for users to release multiple skills continuously in a short period of time through skill controls. The connection between skills is better, and the user experience is better. For veteran users, it can better reflect their competitive strength, thereby improving operation continuity.

[0102] The technical solution provided by the embodiment of the present application enables at least two skill controls to share the same skill point set. When a user performs an operation on the first of the at least two skill controls, the first skill point to be used is determined from the skill point set, and the first virtual object is controlled to release the skill corresponding to the first skill point in the skill group corresponding to the first skill control. This allows the current skill corresponding to the currently triggered skill control to be determined by skill points. Therefore, in the case of at least two skill points and at least two skill controls, there are multiple possible combinations for releasing skills based on different skill point selections and different skill control selections, thereby achieving diversified combinations of skill releases and improving the flexibility and diversity of skill release combinations.

[0103] In addition, by adopting the technical solutions provided in the embodiments of the present application, it is only necessary to adjust the number of skills in the skill group or the number of skill points in the skill point set to increase the diversity of skill release combinations without adding redundant entities (such as skill controls), thereby improving the scalability of the technical solutions provided in the embodiments of the present application. In addition, by adopting the technical solutions provided in the embodiments of the present application, the user interface can also be optimized, such as by using skill points to reduce the number of skill controls, thereby helping to improve the utilization rate of the user interface.

[0104] Please refer to Figure 11, which shows a flowchart of a method for controlling a virtual object provided by another embodiment of the present application. The execution subject of each step of the method can be the terminal device 10 in the implementation environment of the solution shown in Figure 1, such as the execution subject of each step can be the client of the target application. In the following method embodiment, for the sake of convenience of description, only the execution subject of each step is introduced as the "client". The method may include at least one of the following steps (1101-1103):

[0105] Step 1101: Display at least two skill controls that share the same skill point set in a user interface; wherein the skill point set includes at least two skill points, each skill control corresponds to a skill group, and each skill group includes at least one skill.

[0106] Step 1101 and step 1103 are the same as those described in the above embodiment. The contents not described in the embodiment of this application can be referred to the above embodiment and will not be repeated here.

[0107] Step 1102: In response to an operation on a first skill control among at least two skill controls, determine the skill point selected by the skill point selection operation as the first skill point from the at least two skill points; wherein the skill point selection operation refers to an operation performed by the user to select a skill point.

[0108] The embodiment of the present application does not limit the type of skill point selection operation, which can be at least one of sliding, clicking, and double-clicking.

[0109] In some embodiments, the skill point selection operation and the operation on the first skill control are one-step sliding operations; wherein, the one-step sliding operation refers to an uninterrupted sliding operation, that is, the initial position and the end position are clear, and the sliding operation from the initial position to the end position is completed in one step.

[0110] Optionally, the skill control corresponding to the starting position of the one-step sliding operation is the first skill control, and the skill point corresponding to the ending position of the one-step sliding operation is the first skill point. For example, the user interface displays skill control 1 and skill control 2, as well as skill point 1 and skill point 2. In response to a one-step sliding operation from skill control 1 to skill point 1, the client determines skill control 1 as the first skill control and skill point 1 as the first skill point.

[0111] Alternatively, the skill point corresponding to the starting position of the one-step sliding operation is the first skill point, and the skill control corresponding to the ending position of the one-step sliding operation is the first skill control. For example, the user interface displays skill control 1 and skill control 2, as well as skill point 1 and skill point 2. In response to a one-step sliding operation from skill point 1 to skill control 1, the client determines skill control 1 as the first skill control and skill point 1 as the first skill point.

[0112] On the one hand, you can slide from the first skill control to the skill point, and on the other hand, you can slide from the skill point to the skill control. Both methods can be used to select the skill point corresponding to the current operation. After determining the skill point, you can determine the current skill in the skill group corresponding to the skill control based on the skill points used.

[0113] In some embodiments, you can click on the skill control to select a skill, and click on the skill point to select a skill point, to achieve the purpose of selecting which skill point to use. However, this operation is inefficient and affects the efficiency of skill release. Even for high-level players, trying to click with two fingers at the same time is also a high-level operation. The difference is that the technical solution provided in the embodiment of the present application only requires one sliding operation to complete the selection of skills and skill points, which is very efficient and has low operational difficulty.

[0114] Step 1103: Control the first virtual object to release the skill corresponding to the first skill point in the skill group corresponding to the first skill control.

[0115] Optionally, after the first skill point is determined, the skill currently corresponding to the first skill control is also determined. At this time, the triggering operation on the first skill control is equivalent to the triggering operation of the skill currently corresponding to the first skill control.

[0116] The technical solution provided by the embodiment of the present application sets skill points on the control layer, and the user can perform operations on the skill points. After the user selects a skill point, the operation on the skill control can trigger the skill corresponding to the skill point in a skill group. It is precisely because different skill points correspond to different skills in the skill group that when the user selects the corresponding skill point, the skills in the skill group can be selectively released. The user can choose to use different skill points according to the ever-changing situation. For novice users, the extra step of selecting skill points may be relatively difficult. However, on the contrary, for experienced users, selecting skill points in advance can better reflect the user's reaction speed and competitive strength. At the same time, the skill point selection operation allows the user to clearly know the skills that need to be released by the virtual object, making it easier for the user to select different skills according to the game situation. In the technical solution provided by the embodiment of the present application, there is no fixed order for the use of skill points. The use of skill points depends on the user's skill point selection operation, which enriches the control method of virtual objects and enhances the fun and challenge of competitive games.

[0117] Please refer to Figure 12, which shows a flow chart of a method for controlling a virtual object provided by another embodiment of the present application. The execution subject of each step of the method can be the terminal device 10 in the implementation environment of the solution shown in Figure 1, such as the execution subject of each step can be the client of the target application. In the following method embodiment, for the sake of ease of description, only the execution subject of each step is introduced as the "client". The method may include at least one of the following steps (1201-1203):

[0118] Step 1201: Display at least two skill controls that share the same skill point set in a user interface; wherein the skill point set includes at least two skill points, each skill control corresponds to a skill group, and each skill group includes at least one skill.

[0119] Step 1201 and step 1203 are the same as those described in the above embodiment. The contents not described in the embodiment of this application can be referred to the above embodiment and will not be repeated here.

[0120] Step 1202: In response to an operation on a first skill control among at least two skill controls, determine a first skill point to be used from at least two skill points based on real-time game data.

[0121] The real-time game data may refer to the real-time game data of the aforementioned competitive games, such as the real-time game data of competitive games in MOBA games. The real-time game data may reflect the current progress of the competitive games in real time.

[0122] In some embodiments, the real-time game data includes at least one of the following: the most recent N skills released by a first virtual object, attribute information of the first virtual object, attribute information of a second virtual object the first virtual object is currently competing against, and attribute information of a third virtual object the first virtual object is assisting, where N is a positive integer. Due to the variability of competitive game situations, determining the first skill point to be used from at least two skill points based on real-time game data can improve the rationality of determining the first skill point.

[0123] For example, the client may determine the first skill point to be used from at least two skill points based on the first virtual object's most recent N skills. For example, the client may determine the first virtual object's skill point preference in the game based on the number of different skill points corresponding to the first virtual object's most recent N skills. If the first virtual object prefers to use skills in the skill group corresponding to the first skill point, the preferred skill point is preferentially determined from the at least two skill points as the first skill point to be used.

[0124] Exemplarily, the client may determine the first skill point to be used from at least two skill points based on the attribute information of the first virtual object. Optionally, the attributes of the skills corresponding to different skill points are different. 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 first virtual object's health information, then if the first virtual object's health value is low, the client may determine skill point 1 of the at least two skill points as the first skill point to be used. In this case, the defensive skill corresponding to skill point 1 can increase the first virtual object's defense value. For another example, if the first virtual object's health information is very healthy, but the first virtual object is in a dangerous position, such as if there are multiple second virtual objects around the first virtual object (here, the second virtual objects are virtual objects in different factions from the first virtual object), the client may determine skill point 2 of the at least two skill points as the first skill point to be used. In this case, the offensive skill corresponding to skill point 2 can increase the first virtual object's attack value. For another example, the attribute information of the first virtual object may also be an attribute gain possessed by the first virtual object. For example, if the first virtual object already possesses an attribute gain for attack and needs to increase its defense, the client will determine skill point 1 of the at least two skill points as the first skill point to be used. In this case, the defensive skill corresponding to skill point 1 will increase the first virtual object's defense value. For another example, if the first virtual object already possesses an attribute gain for defense and needs to increase its attack power, the client will determine skill point 2 of the at least two skill points as the first skill point to be used. In this case, the offensive skill corresponding to skill point 2 will increase the first virtual object's attack value. This allows for complementarity between skills and attribute gains.

[0125] For example, the client may determine the first skill point to be used from the at least two skill points based on attribute information of the second virtual object that the first virtual object is battling. For example, the client may determine the first skill point to be used from the at least two skill points based on the health value, attack value, defense value, etc. of the second virtual object.

[0126] For example, the client may determine the first skill point to be used from the at least two skill points based on attribute information of a third virtual object that the first virtual object is assisting. For example, if the third virtual object is in the same faction as the first virtual object, the client may determine the first skill point to be used from the at least two skill points based on the third virtual object's health, attack value, defense value, etc.

[0127] Step 1203: Control the first virtual object to release the skill corresponding to the first skill point in the skill group corresponding to the first skill control.

[0128] The technical solution provided in the embodiment of the present application can better meet the needs of users by determining the first skill point to be used based on real-time game data, and at the same time avoids the operation of selecting skill points. This is very friendly to novice users, thereby improving the user's competitive experience.

[0129] Please refer to Figure 13, which shows a flowchart of a virtual object control method provided by another embodiment of the present application. The execution subject of each step of the method can be the terminal device 10 in the implementation environment of the solution shown in Figure 1, such as the execution subject of each step can be the client of the target application. In the following method embodiment, for the sake of convenience of description, only the execution subject of each step is introduced as the "client". The method may include at least one of the following steps (1301-1304):

[0130] Step 1301: Display at least two skill controls that share the same skill point set in a user interface; wherein the skill point set includes at least two skill points, each skill control corresponds to a skill group, and each skill group includes at least one skill.

[0131] Step 1302: In response to an operation on a first skill control among at least two skill controls, determine a first skill point to be used from the at least two skill points.

[0132] Step 1303: Control the first virtual object to release the skill corresponding to the first skill point in the skill group corresponding to the first skill control.

[0133] Steps 1301 to 1303 are the same as those described in the above embodiment. For matters not described in the embodiment of this application, reference can be made to the above embodiment and will not be repeated here.

[0134] Step 1304: When the number of unused skill points in the skill point set is less than the rated maximum number, if the skill point recovery condition is met, the number of unused skill points in the skill point set is increased.

[0135] The rated maximum number refers to the maximum number of skill points that can be included in a skill point set, which can be set and adjusted based on actual usage needs. The skill point recovery condition is used to indicate whether skill points can be recovered.

[0136] In some embodiments, unused skill points in a skill point set can be restored to a rated maximum number. For example, the rated maximum number is 3. If the number of unused skill points in the skill point set is less than 3, the client determines whether a restoration condition is met. If the restoration condition is met, the skill points are restored to the rated maximum number.

[0137] The embodiment of the present application does not limit the method of increasing the number of unused skill points in the skill point set. It can be increased to the rated maximum number at one time, or it can be increased one by one until the rated maximum number.

[0138] In some embodiments, the skill point recovery conditions include at least one of the following: a first time period has passed since the last use of skill points, a second time period has passed since the last recovery of skill points, the first virtual object causes damage to the enemy virtual object that meets the first condition, the camp to which the first virtual object belongs causes damage to the enemy virtual object that meets the second condition, the first virtual object obtains a first gain effect, and the camp to which the first virtual object belongs obtains a second gain effect.

[0139] Optionally, the number of skill points in the skill point set is restored to the rated maximum number at the beginning of a competitive match.

[0140] In some embodiments, the skill point restoration condition is that a first time period has elapsed since the last skill point use. For example, the first time period is 10 seconds. If the user does not use a skill point again within 10 seconds after the last use of the skill point, the skill point count is restored to the rated maximum count.

[0141] 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 skill point count automatically restores to the rated maximum count after 60 seconds since the last skill point restoration.

[0142] In some embodiments, the skill point restoration condition is when the first virtual object inflicts damage on an enemy virtual object that satisfies a first condition. Alternatively, the first condition is when the damage inflicted by the first virtual object on the enemy virtual object exceeds a first damage threshold, or when the number of enemy virtual objects defeated by the first virtual object exceeds a first quantity threshold. If these conditions are met, the skill point count is restored to the rated maximum. For example, if the first quantity threshold is 5, then if the number of enemy virtual objects defeated by the first virtual object exceeds 5, the skill point count is restored to the rated maximum.

[0143] In some embodiments, the skill point restoration condition is that the camp to which the first virtual object belongs inflicts damage on an enemy virtual object that satisfies a second condition. Optionally, the second condition is that the damage inflicted on the enemy virtual object by the camp to which the first virtual object belongs exceeds a second damage threshold, or the number of enemy virtual objects defeated by the camp to which the first virtual object belongs exceeds a second number threshold. If these conditions are met, the skill point count is restored to the rated maximum. For example, if the second number threshold is 5, then if the number of enemy virtual objects defeated by the camp to which the first virtual object belongs is greater than 5, the skill point count is restored to the rated maximum.

[0144] In some embodiments, the skill point restoration condition is when the first virtual object obtains a first buff effect. Optionally, the first buff effect is at least one of an attack effect or a defense effect, which is not limited in this embodiment of the present application. For example, if the first buff effect is an attack effect, then when the first virtual object obtains the attack effect, the skill point count is restored to the rated maximum count.

[0145] In some embodiments, the skill point restoration condition is when the faction to which the first virtual object belongs obtains a second buff effect. Optionally, the second buff effect is at least one of an attack effect or a defense effect, which is not limited in this embodiment of the application. For example, if the second buff effect is a defense effect, then when the first virtual object obtains the defense effect, the skill point count is restored to the rated maximum count.

[0146] The technical solution provided by the embodiments of this application increases the number of unused skill points in a skill point set if the number of unused skill points in the skill point set is less than the rated maximum number and if the skill point recovery conditions are met. The skill point recovery conditions are also diverse, allowing users to set different skill point recovery methods based on their needs. Furthermore, the rapid recovery of skill points also helps speed up game progress and reduces device processing overhead.

[0147] Please refer to Figure 14, which shows a block diagram of a method for controlling a virtual object provided by an embodiment of the related art. The method may include at least one of the following steps (S1 to S6):

[0148] Step S1: Request to release a skill.

[0149] The server requests the client of the terminal device to release a skill. After receiving the skill release request, the client executes steps S2-S3 to release the skill logic of the selected designated skill slot.

[0150] Step S2: Select a designated skill slot.

[0151] The skill slots in the embodiments of the present application can also be considered as skill controls.

[0152] Step S3: execute skill logic.

[0153] After the logic is executed, the client will check whether the skill should be switched to another skill. If so, the client will switch the specific skill object in the skill slot to ensure that the next time it is released, it will use a different skill logic.

[0154] Step S4: whether to switch skills.

[0155] If yes, go to step S5; if no, go to step S6.

[0156] Step S5: Switch the skill to the target skill. The target skill may be the next skill in the designated skill slot of the current skill.

[0157] Step S6, end.

[0158] The skill release logic in related technologies has the problem that the target skills need to be clear and the order of skill release needs to be fixed. The technical solution provided in the embodiment of the present application does not limit the order of skill release. When there are skill points, skills can be randomly combined without limiting the order of skill release, which enriches the way virtual objects release skills.

[0159] Please refer to Figure 15, which shows a block diagram of a virtual object control method provided by an embodiment of the present application. The execution subject of each step of the method can be the terminal device 10 in the implementation environment of the solution shown in Figure 1, such as the execution subject of each step can be the client of the target application. In the following method embodiment, for the sake of ease of description, only the execution subject of each step is introduced as the "client". The method may include at least one of the following steps (P1 to P6):

[0160] Step P1, request to release the skill.

[0161] Step P2, select the designated skill slot.

[0162] Step P3, execute skill logic.

[0163] Step P4: Send a skill switching event.

[0164] Step P5: receiving an event.

[0165] Step P6: Execute skill switching logic.

[0166] The skill switching logic provided in the embodiment of the present application is a function that switches different logics according to specific circumstances, that is, after the skill points are used (or the skill logic of a skill is executed), the client can directly switch the skills corresponding to each skill control. Therefore, the skill switching logic needs to be scripted and configured. The specific skill switching logic has changed from simply checking whether a slot needs to switch skills to detecting whether the conditions are met and simultaneously switching the skills of each specified skill slot in the user interface.

[0167] Please refer to Figure 16, which shows a block diagram of a virtual object control method provided by another embodiment of the present application. The execution subject of each step of the method can be the terminal device 10 in the implementation environment of the solution shown in Figure 1, such as the execution subject of each step can be the client of the target application. In the following method embodiment, for the sake of convenience, only the execution subject of each step is introduced as the "client". The method can include at least one of the following steps (Q1 to Q3):

[0168] Step Q1, event judgment.

[0169] In some embodiments, step Q1 is used to determine which specific skill point in the skill point set the currently used skill point is.

[0170] Step Q2, execute skill switching logic.

[0171] The skill switching logic is executed according to the determined skill points, that is, the skill corresponding to the skill control is switched to the skill corresponding to the current skill point.

[0172] Step Q3: output the switching result.

[0173] The technical solution provided in the embodiment of the present application can configure the skill switching logic, and different virtual objects can adjust the specific content of the skill switching logic in different situations.

[0174] Please refer to Figure 17, which shows a block diagram of the skill switching logic provided by an embodiment of the present application. The execution subject of each step of the method can be the terminal device 10 in the implementation environment of the solution shown in Figure 1, for example, the execution subject of each step can be the client of the target application. In the following method embodiment, for the sake of convenience, only the execution subject of each step is introduced as the "client". The method can include at least one of the following steps (W1 to V5):

[0175] Step W1, select the first skill slot.

[0176] Determine whether skill point 1 is consumed. If so, execute step W2. If not, determine whether skill point 2 is consumed.

[0177] In the embodiment of the present application, using skill points can also be considered as consuming skill points.

[0178] Step W2, switch the first skill corresponding to the first skill slot.

[0179] Determine whether skill point 2 is consumed. If so, execute step W3. If not, determine whether skill point 3 is consumed.

[0180] Step W3, switch the second skill corresponding to the first skill slot.

[0181] Determine whether skill point 3 is consumed. If so, execute step W4; if not, execute step W5.

[0182] Step W4, switch the third skill corresponding to the first skill slot.

[0183] Step W5, the skill corresponding to the first skill slot cannot be released.

[0184] Step V1, select the second skill slot.

[0185] Determine whether skill point 1 is consumed. If so, execute step V2. If not, determine whether skill point 2 is consumed.

[0186] Step V2, switch the first skill corresponding to the second skill slot.

[0187] Determine whether skill point 2 is consumed. If so, execute step V3. If not, determine whether skill point 3 is consumed.

[0188] Step V3, switch the second skill corresponding to the second skill slot.

[0189] Determine whether skill point 3 is consumed. If so, execute step V4; if not, execute step V5.

[0190] Step V4, switch the third skill corresponding to the second skill slot.

[0191] Step V5, the skill corresponding to the second skill slot cannot be released.

[0192] The technical solution provided in the embodiment of the present application can design different skills corresponding to different skills by numbering different skill points, and provides a new skill switching logic, which is convenient for determining the skills that need to be switched based on the skill points used, that is, the current skill point is consumed, and the skill corresponding to the skill slot needs to be updated to the skill corresponding to the next skill point.

[0193] Please refer to Figure 18, which shows a block diagram of the CD switching logic provided by an embodiment of the present application. The execution subject of each step of the method can be the terminal device 10 in the implementation environment of the solution shown in Figure 1, for example, the execution subject of each step can be the client of the target application. In the following method embodiment, for the sake of ease of description, only the execution subject of each step is introduced as the "client". The method can include at least one of the following steps (U1 to U3):

[0194] Step U1: Request to release a skill.

[0195] After the skill is released, determine whether there are skill points left. If so, execute step U2; if not, execute step U3.

[0196] After each skill is released, it is checked whether there are any skill points in the skill point set. If there are any skill points, the released skill will not enter the full CD (rated CD) of the skill.

[0197] Step U2: Reset the skill CD of the first skill slot and the second skill slot.

[0198] Optionally, adjust the skill CDs corresponding to all slots to 0, or adjust them to be less than the rated CD.

[0199] Step U3: Restore the rated CD of the skills corresponding to the first skill slot and the second skill slot.

[0200] The following are device embodiments of the present application, which can be used to implement the method embodiments of the present application. For details not disclosed in the device embodiments of the present application, please refer to the method embodiments of the present application.

[0201] Please refer to Figure 19, which shows a block diagram of a virtual object control device provided by one embodiment of the present application. The device has the functions of implementing the above-mentioned method examples, and the functions can be implemented by hardware or by hardware executing corresponding software. The device can be the terminal device described above, or it can be set in a terminal device. As shown in Figure 19, the device 1800 may include: a display module 1810, a skill point determination module 1820, and a control module 1830.

[0202] The display module 1810 is used to display at least two skill controls that share the same skill point set in the user interface; wherein the skill point set includes at least two skill points, each skill control corresponds to a skill group, and each skill group includes at least one skill.

[0203] The skill point determination module 1820 is configured to determine a first skill point to be used from the at least two skill points in response to an operation on a first skill control among the at least two skill controls.

[0204] The control module 1830 is used to control the first virtual object to release the skill corresponding to the first skill point in the skill group corresponding to the first skill control.

[0205] In some embodiments, a first skill group in the skill groups corresponding to the at least two skill controls includes at least two skills, and different skills included in the first skill group correspond to different skill points.

[0206] In some embodiments, the display module 1810 is further configured to display unused skill points among the at least two skill points.

[0207] In some embodiments, the display module 1810 is further configured to display an icon of a skill corresponding to the next skill point to be used in the display area of ​​the skill control.

[0208] In some embodiments, the skill point determination module 1820 is used to determine the first skill point to be used from the at least two skill points based on 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.

[0209] In some embodiments, the skill point determination module 1820 is configured to determine, from the at least two skill points, the skill point selected by the skill point selection operation as the first skill point; wherein the skill point selection operation refers to an operation performed by the user to select a skill point.

[0210] In some embodiments, the skill point selection operation and the operation on the first skill control are a one-step sliding operation; wherein, the skill control corresponding to the starting position of the one-step sliding operation is the first skill control, and the skill point corresponding to the ending position of the one-step sliding operation is the first skill point; or, the skill point corresponding to the starting position of the one-step sliding operation is the first skill point, and the skill control corresponding to the ending position of the one-step sliding operation is the first skill control.

[0211] In some embodiments, the skill point determination module 1820 is used to determine the first skill point to be used from the at least two skill points based on real-time game data; wherein the real-time game data includes at least one of the following: the skills released by the first virtual object N times in the last, attribute information of the first virtual object, attribute information of the second virtual object that the first virtual object is fighting against, and attribute information of the third virtual object that the first virtual object is assisting, where N is a positive integer.

[0212] In some embodiments, when the skill point is used to release the skill, the cooldown period of the skill is less than the rated cooldown period of the skill.

[0213] In some embodiments, as shown in FIG. 20 , the apparatus further includes a skill point increasing module 1840 .

[0214] The skill point increasing module 1840 is used to increase the number of unused skill points in the skill point set if the number of unused skill points in the skill point set is less than the rated maximum number and the skill point recovery condition is met; wherein the skill point recovery condition includes at least one of the following: a first time period has passed since the last use of a skill point, a second time period has passed since the last recovery of a skill point, the first virtual object causes damage to the enemy virtual object that satisfies the first condition, the camp to which the first virtual object belongs causes damage to the enemy virtual object that satisfies the second condition, the first virtual object obtains a first gain effect, and the camp to which the first virtual object belongs obtains a second gain effect.

[0215] The technical solution provided by the embodiment of the present application enables at least two skill controls to share the same skill point set. When a user performs an operation on the first of the at least two skill controls, the first skill point to be used is determined from the skill point set, and the first virtual object is controlled to release the skill corresponding to the first skill point in the skill group corresponding to the first skill control. This allows the current skill corresponding to the currently triggered skill control to be determined by skill points. Therefore, in the case of at least two skill points and at least two skill controls, there are multiple possible combinations for releasing skills based on different skill point selections and different skill control selections, thereby achieving diversified combinations of skill releases and improving the flexibility and diversity of skill release combinations.

[0216] In addition, by adopting the technical solutions provided in the embodiments of the present application, it is only necessary to adjust the number of skills in the skill group or the number of skill points in the skill point set to increase the diversity of skill release combinations without adding redundant entities (such as skill controls), thereby improving the scalability of the technical solutions provided in the embodiments of the present application. In addition, by adopting the technical solutions provided in the embodiments of the present application, the user interface can also be optimized, such as by using skill points to reduce the number of skill controls, thereby helping to improve the utilization rate of the user interface.

[0217] It should be noted that the apparatus provided in the above embodiments, when implementing its functions, is only illustrated by the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.

[0218] Please refer to Figure 21, which shows a 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 Figure 1, and is used to implement the control method of the virtual object provided in the above embodiment. Specifically:

[0219] Typically, the terminal device 2100 includes: a processor 2101 and a memory 2102 .

[0220] The processor 2101 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2101 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), or PLA (Programmable Logic Array). The processor 2101 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 2101 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 2101 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.

[0221] The memory 2102 may include one or more computer-readable storage media, which may be non-transitory. The memory 2102 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 2102 is used to store a computer program, which is configured to be executed by one or more processors to implement the above-mentioned virtual object control method.

[0222] In some embodiments, terminal device 2100 may optionally include a peripheral device interface 2103 and at least one peripheral device. The processor 2101, memory 2102, and peripheral device interface 2103 may be connected via a bus or signal lines. Each peripheral device may be connected to peripheral device interface 2103 via a bus, signal lines, or circuit boards. Specifically, the peripheral device may include at least one of a radio frequency circuit 2104, a display screen 2105, an audio circuit 2107, and a power supply 2108.

[0223] Those skilled in the art will understand that the structure shown in FIG21 does not constitute a limitation on the terminal device 2100 , and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.

[0224] In an exemplary embodiment, a computer-readable storage medium is further provided, wherein a computer program is stored in the storage medium. When the computer program is executed by a processor, the computer program can implement the control method of the virtual object.

[0225] Optionally, the computer-readable storage medium may include: ROM (Read-Only Memory), RAM (Random Access Memory), SSD (Solid State Drives), or an optical disk, etc. Among them, the random access memory may include ReRAM (Resistance Random Access Memory) and DRAM (Dynamic Random Access Memory).

[0226] In an exemplary embodiment, a computer program product is further provided, comprising a computer program stored in a computer-readable storage medium. A processor of a terminal device reads the computer program from the computer-readable storage medium and executes the computer program, causing the terminal device to perform the aforementioned virtual object control method.

[0227] It should be noted that, in the embodiment of the present application, before collecting the relevant data of the user and during the process of collecting the relevant data of the user, a prompt interface, pop-up window or voice prompt information can be displayed. The prompt interface, pop-up window or voice prompt information is used to remind the user that its relevant data is currently being collected, so that the present application only starts to execute the relevant steps of obtaining the relevant data of the user after obtaining the confirmation operation issued by the user on the prompt interface or pop-up window. Otherwise (that is, when the confirmation operation issued by the user on the prompt interface or pop-up window is not obtained), the relevant steps of obtaining the relevant data of the user are terminated, that is, the relevant data of the user is not obtained. In other words, all user data collected by this application are processed strictly in accordance with the requirements of relevant national laws and regulations. The informed consent or separate consent of the personal information subject is obtained only when the user agrees and authorizes the collection, and the subsequent data use and processing behavior is carried out within the scope of the authorization of the laws and regulations and the personal information subject. The collection, use and processing of relevant user data need to comply with the relevant laws, regulations and standards of the relevant countries and regions. For example, the operations, user interfaces, virtual environments, virtual objects, etc. involved in this application are all obtained with full authorization.

[0228] It should be understood that the "multiple" mentioned in this article refers to two or more. "And / or" describes the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent three situations: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects are in an "or" relationship. In addition, the step numbers described in this article only illustrate a possible execution sequence between the steps. In some other embodiments, the above steps may not be executed in the order of the numbers, such as two steps with different numbers are executed at the same time, or two steps with different numbers are executed in the opposite order to the diagram. The embodiments of the present application do not limit this.

[0229] The above description is merely an exemplary embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the scope of protection of the present application.

Claims

DEPCT6819 / 12 / 25671. A method for controlling a virtual object, acted upon by an end device, which includes: displaying, in the user interface, at least two skill controls that share the same skill point set, a skill point set consisting of at least two skill points, and each skill control corresponding to one skill group, each skill group consisting of at least one skill; determining the first skill point of at least two skill points in response to the action of the first skill control of at least two skill controls; and controlling the first virtual object to cast the skill corresponding to the first skill point in the skill group corresponding to the first skill control.

2. A method under claim 1, where the first skill group in the skill group corresponding to at least two skill controls consists of at least two skills, and different skills that are included in the first skill group correspond to different skill points.

3. A method under claim 1, which includes additionally: displaying unused skill points in at least two skill points.4.Methods under Claim 1, which include: Displaying the icon of the skill corresponding to the next skill point used in the skill control display area.

5. Methods under Claim 1, where the determination of the first skill point of at least two skill points includes: Determining the determination of the first skill point of at least two skill points based on the skill point usage order; a skill point usage order configured to determine the usage order of at least two skill points.

6. Methods under Claim 1, where the determination of the first skill point of at least two skill points includes: Determining the selection of the skill point through a skill point selection operation from at least two skill points as the first skill point; a skill point selection operation performed by the user to select a skill point. 7.The method under Claim 6, where the Skill Point Selection operation and the First Skill Control operation are both one-step advance operations, the Skill Control corresponding to the starting position of the one-step advance operation that is the First Skill Control, and the Skill Point corresponding to the ending position of the one-step advance operation that is the First Skill Point; or the Skill Point corresponding to the starting position of the one-step advance operation that is the First Skill Point, and the Skill Control corresponding to the ending position of the one-step advance operation that is the First Skill Control. 8.Method according to Claim 1, where the determination of the first Skill Point by at least two Skill Points consists of: the determination of the first Skill Point by at least two Skill Points based on real-time game data, real-time game data consisting of at least one of the following: the skill cast by the first virtual object N times previously, attribute information of the first virtual object, attribute information of the second virtual object which the first virtual object is fighting against, or attribute information of the third virtual object which the first virtual object is assisting, N which is a positive integer 9. Method according to Claim 1, where when a skill is cast using Skill Points, the skill's cooldown is less than the skill's coordinate cooldown 10.The method under claim1, which includes additional elements: Increase, when the number of unused Skill Points in the Skill Point Set is less than the maximum limit, the number of unused Skill Points in the Skill Point Set if the Skill Point Regeneration condition is met, the Skill Point Regeneration condition which includes at least one of the following: the first time period is reached due to a previous Skill Point being used, the second time period is reached due to a previous Skill Point being regenerated, the first virtual object inflicts damage that meets condition one to an enemy virtual object, the camp to which the first virtual object belongs inflicts damage that meets condition two to an enemy virtual object, the first virtual object receives the effect of the first gain, or the camp to which the first virtual object belongs receives the effect of the second gain.11.A set of tools for controlling virtual objects, comprising: a control output module, configured to display, in the user interface, at least two skill controls that share the same skill point set, a skill point set comprising at least two skill points, and each skill control corresponding to one skill group, each skill group comprising at least one skill; a skill point determination module, configured to determine the first skill point of at least two skill points in response to the action of the first skill control of at least two skill controls; and a control module, configured to control the first virtual object to cast the skill corresponding to the first skill point in the skill group corresponding to the first skill control.

12. A terminal device, comprising a processor and memory, memory in which the computer program is stored, the computer program that is loaded and executed by the processor to implement any of the methods of Claims 1 through 10;