Virtual-object control method and apparatus, and computer device and storage medium
Obtaining skills by defeating virtual objects and interacting with each other's virtual resources solves the limitations of virtual objects' skills and enhances the flexibility of the game and player experience.
Patent Information
- Application Number
- PCT/CN2024/136628
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-01-17
- Filing Date
- 2024-12-04
- Publication Date
- 2025-07-24
AI Technical Summary
In video games, different types of virtual objects can only use their own skills, resulting in the limitations of poor player experience.
Allows virtual objects to acquire their skills by defeating virtual objects of other identity types, displaying virtual resources and interacting to obtain the other's skills.
Break the limitations of virtual object skills, improve the flexibility of control over virtual objects and the player's gaming experience.
Smart Images

Figure CN2024136628_24072025_PF_FP_ABST
Abstract
Description
Virtual object control method, device, computer equipment and storage medium
[0001] This application claims priority to Chinese patent application number 202410069424.7, filed on January 17, 2024, entitled “Virtual Object Control Method, Device, Computer Equipment and Storage Medium,” 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 technology, and in particular to a virtual object control method, apparatus, computer equipment, and storage medium. Background Art
[0003] In video games, players can control virtual objects to attack other virtual objects in order to defeat them. However, different types of virtual objects have different skills, and each type of virtual object can only use its own skills to play against each other, which is very limited and leads to a poor player experience. Summary of the Invention
[0004] The embodiments of the present application provide a virtual object control method, apparatus, computer device, and storage medium. The technical solution is as follows:
[0005] In one aspect, a virtual object control method is provided, which is executed by a computer device, and the method includes:
[0006] Displaying a first virtual object and a second virtual object, wherein the first virtual object belongs to a first identity type and has a first skill, the first skill being a skill of the first identity type; and the second virtual object belongs to a second identity type and has a second skill, the second skill being a skill of the second identity type.
[0007] When the first virtual object defeats the second virtual object, displaying virtual resources dropped by the second virtual object;
[0008] In response to the first virtual object's interactive operation on the virtual resource dropped by the second virtual object, it is displayed that the first virtual object has acquired the second skill.
[0009] In another aspect, a virtual object control device is provided, the device comprising:
[0010] a display module configured to display a first virtual object and a second virtual object, wherein the first virtual object belongs to a first identity type and has a first skill, the first skill being a skill of the first identity type; and the second virtual object belongs to a second identity type and has a second skill, the second skill being a skill of the second identity type.
[0011] The display module is further configured to display virtual resources dropped by the second virtual object when the first virtual object defeats the second virtual object;
[0012] The display module is further configured to display that the first virtual object acquires the second skill in response to an interactive operation of the first virtual object on the virtual resources dropped by the second virtual object.
[0013] On the other hand, a computer device is provided, comprising a processor and a memory, wherein the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the operations performed by the virtual object control method as described in the above aspects.
[0014] On the other hand, a computer-readable storage medium is provided, in which at least one computer program is stored. The at least one computer program is loaded and executed by a processor to implement the operations performed by the virtual object control method as described in the above aspects.
[0015] On the other hand, a computer program product is provided, including a computer program, wherein the computer program is loaded and executed by a processor to implement the operations performed by the virtual object control method as described in the above aspects.
[0016] In the solution provided by the embodiment of the present application, virtual objects of different identity types have different skills. The first virtual object of the first identity type has the first skill of the first identity type, and the second virtual object of the second identity type has the second skill of the second identity type. If the first virtual object defeats the second virtual object, the virtual resources dropped by the second virtual object are displayed. When the first virtual object interacts with the virtual resources, it is displayed that the first virtual object has acquired the second skill of the second identity type. In other words, a virtual object of a certain identity type can acquire the skills of a virtual object of another identity type by defeating a virtual object of another identity type, breaking the limitation that virtual objects of each identity type can only use their own skills, which is conducive to improving the flexibility of controlling virtual objects and thus enhancing the player's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0017] FIG1 is a schematic diagram of a game matching provided by an embodiment of the present application;
[0018] FIG2 is a schematic diagram of a game mode provided in an embodiment of the present application;
[0019] FIG3 is a schematic diagram of a virtual scene map provided in an embodiment of the present application;
[0020] FIG4 is a schematic diagram of an implementation environment of a virtual object control method provided in an embodiment of the present application;
[0021] FIG5 is a flow chart of a virtual object control method provided in an embodiment of the present application;
[0022] FIG6 is a flowchart of another virtual object control method provided in an embodiment of the present application;
[0023] FIG7 is a schematic diagram of a virtual scene interface provided in an embodiment of the present application;
[0024] FIG8 is a schematic diagram of a skill acquisition method provided in an embodiment of the present application;
[0025] FIG9 is a schematic diagram of a skill adaptation method provided in an embodiment of the present application;
[0026] FIG10 is a flowchart of another virtual object control method provided in an embodiment of the present application;
[0027] FIG11 is a schematic diagram of another virtual scene interface provided in an embodiment of the present application;
[0028] FIG12 is a flowchart of another virtual object control method provided in an embodiment of the present application;
[0029] FIG13 is a schematic structural diagram of a virtual object control device provided in an embodiment of the present application;
[0030] FIG14 is a schematic structural diagram of another virtual object control device provided in an embodiment of the present application;
[0031] FIG15 is a schematic structural diagram of a terminal provided in an embodiment of the present application;
[0032] FIG16 is a schematic diagram of the structure of a server provided in an embodiment of the present application. DETAILED DESCRIPTION
[0033] It is understood that the terms "first," "second," and the like used herein may be used to describe various concepts, but unless otherwise specified, these concepts are not limited by these terms. These terms are merely used to distinguish one concept from another. For example, a first virtual object may be referred to as a second virtual object, and similarly, a second virtual object may be referred to as a first virtual object without departing from the scope of this application.
[0034] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.) and signals (including but not limited to signals transmitted between user terminals and other devices, etc.) involved in this application are all fully authorized by users or relevant parties, and the collection, use and processing of relevant data must comply with relevant laws, regulations and standards of relevant countries and regions.
[0035] For ease of understanding, the nouns involved in the embodiments of this application are explained below.
[0036] Virtual scene: a virtual scene displayed (or provided) when the application is running on the terminal. The virtual scene can be a simulation environment of the real world, a semi-simulation and semi-fictitious environment, or a purely fictitious environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene or a three-dimensional virtual scene. The embodiment of the present application does not limit the dimension of the virtual scene. For example, the virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. The user can control the virtual object to move in the virtual scene. Optionally, the virtual scene can also be used for a virtual scene confrontation between at least two virtual objects, and there are virtual items in the virtual scene that can be used by at least two virtual objects. For example, the virtual items include virtual props required for combat, virtual medicines required for treatment, virtual props required for upgrades, virtual gold coins required for transactions, etc.
[0037] Virtual object: refers to an movable object in a virtual scene. The movable object can be a virtual person, a virtual animal, a virtual elf, an anime character, etc. The virtual object can be a virtual image in the virtual scene that is used to represent the user. A virtual scene can include multiple virtual objects, each of which has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene. Optionally, when the virtual scene is a three-dimensional virtual scene, the virtual object can be a three-dimensional stereo model, and the three-dimensional stereo model can be a three-dimensional character built based on three-dimensional human skeleton technology. The same virtual object can show different external images by wearing different skins. In some embodiments, virtual objects can also be implemented using 2.5-dimensional or 2-dimensional models, which is not limited in the embodiments of the present application.
[0038] Optionally, the virtual object can be a player character controlled by operations on the client, or an artificial intelligence (AI) trained to compete in a virtual scene, or a non-player character (NPC) set for interaction in the virtual scene. Optionally, the virtual object can be an avatar competing in the virtual scene. Optionally, the number of virtual objects participating in the interaction in the virtual scene can be pre-set or dynamically determined based on the number of clients participating in the interaction.
[0039] Skills: Refers to the interactive skills that can be released by virtual objects in the virtual scene. Usually, virtual objects of different identity types are bound with different exclusive skills. Users can choose which exclusive skills to equip in this game, and there is an upper limit on the number of exclusive skills that can be equipped in the game. Skill types can include attack skills, defense skills, healing skills, auxiliary skills, harvesting skills, etc. Usually, after a virtual object releases a skill, the skill has a skill CD (Cool Down). The user cannot release the skill again during the skill CD period. The skill will not return to a releasable state until the skill CD ends. Different skills can have the same or different skill CD lengths. Moreover, not every skill has a skill CD. Skills without a skill CD can be regarded as having a skill CD of 0.
[0040] MMORPG: A Massive Multiplayer Online Role-Playing Game (MMORPG) is a multiplayer game played on the internet. It can be designed to simulate virtual worlds, such as ancient or modern fantasy worlds, where players can select virtual objects to embark on designated adventures. Players can control virtual objects to freely roam the virtual world. In addition, players can role-play by selecting virtual objects of different identities, exploring new places, solving puzzles, forming new groups, and participating in stories. Furthermore, through matchmaking, multiple players can participate in the same game in the virtual world. During the game, different players can manipulate virtual objects to attack each other and compete for virtual items in the virtual world.
[0041] Optionally, MMORPG games offer a non-zero-sum game-withdrawal mode. This game-withdrawal mode is a Tarkov-style game in which players are randomly matched. Each player's chosen virtual object spawns on a map. The goal is to control the virtual object to escape from the map. If defeated by another virtual object, the virtual items acquired on the map are dropped. Non-zero-sum gameplay means that multiple players can achieve a win-win situation in a game, rather than one player's victory necessarily necessitating the other's defeat. For example, it's possible for more than one player in a game to successfully escape the map, but rather for multiple players to successfully escape the map, thus achieving a win-win situation.
[0042] The following is a detailed introduction to an MMORPG game.
[0043] In MMORPG games, players can participate in matches individually or in teams. In team matching, each team can have up to three virtual objects, each with its own identity type. The identity types of virtual objects in the same team can be repeated. For example, the identity types of virtual objects can be:
[0044] Warrior: has more health, higher defense, higher attack power, shorter attack range, more flexible movement, can resist the opponent's damage to a certain extent, or cause physical damage to the opponent.
[0045] Mage: Extremely low health, extremely low defense, very high attack power and magical damage, long attack range, inflexible movement, easy to be defeated, so usually attacks the opponent under the protection of a warrior.
[0046] Pharmacist: Positioned as a support role, his main responsibility is to provide treatment and buffs to teammates to ensure the team's continued combat effectiveness. He is not good at frontal combat, but through various skills and means, he can make teammates stronger.
[0047] Phantom Bow: Phantom Bow has very high physical damage and is suitable for continuous output and long-range attacks.
[0048] Assassin: low health, low defense, high attack power, short attack range, very flexible movement, usually has many displacement skills.
[0049] Figure 1 is a schematic diagram of a game matching provided in an embodiment of the present application. As shown in Figure 1, a matching option 101 is displayed on the game matching interface. The player starts the game matching by triggering the matching option 101 or triggering the button corresponding to the matching option 101.
[0050] FIG2 is a schematic diagram of a game mode provided by an embodiment of the present application. As shown in FIG2 , in an MMORPG game, after a match is successfully matched, a character creation interface 201 is displayed. In character creation interface 201, a virtual object for participating in the match is created, i.e., the identity type of the virtual object is selected for participation. After the virtual object is created, a lobby interface 202 is displayed. This lobby interface 202 displays multiple virtual objects from the successfully matched team, and players can select the skills, etc., of the virtual objects in this lobby interface. After the game begins, a virtual scene interface 203 is displayed. This virtual scene interface 203 includes a first-level virtual scene. In other words, after the game begins, all virtual objects enter the first-level virtual scene. The task in the first-level virtual scene is to explore the entrance to the second-level virtual scene. After finding the entrance to the second-level virtual scene, the second-level virtual scene is entered, and a virtual scene interface 204 is displayed. This virtual scene interface 204 includes the second-level virtual scene. The task in the second-level virtual scene is to explore the entrance to the third-level virtual scene. After finding the entrance to the third virtual scene, the player enters the third virtual scene and displays a virtual scene interface 205, which includes the third virtual scene. The player's task in the third virtual scene is to explore the entrance to the fourth virtual scene. After finding the entrance to the fourth virtual scene, the player enters the fourth virtual scene and displays a virtual scene interface 206, which includes the fourth virtual scene. This fourth virtual scene is the final virtual scene, which includes a boss guarding the gate. The boss guards the Earth Spirit Pearl, and the player's task in the fourth virtual scene is to defeat the boss, obtain the Earth Spirit Pearl, and find the final exit to evacuate. Furthermore, each virtual scene layer also includes monsters and treasures, allowing the player to avoid monster attacks and search for treasures.
[0051] FIG3 is a schematic diagram of a virtual scene map provided by an embodiment of the present application. After the game starts, the virtual object controlled by the player enters the first-layer virtual scene and randomly appears at a birth point on the first-layer virtual scene map. The game goal in the first-layer virtual scene is to find the entrance to the second-layer virtual scene. In addition to the monsters in the first-layer virtual scene, there will also be threats from other players. Players can attack each other to snatch virtual items. As shown in FIG3, the virtual scene map also has a poison circle mechanism. After the game duration reaches a preset duration, the poison begins to shrink, compressing the player's living space. The player needs to move to the circular safe zone. The entrance to the second-layer virtual scene and the evacuation point will be randomly refreshed in the safe zone. The evacuation point is the location to leave the entire virtual scene. It can be understood that after evacuating the evacuation point, the current virtual scene is exited.
[0052] The virtual object control method provided in the embodiments of the present application can be applied in any scenario, for example, in the above-mentioned MMORPG game.
[0053] The virtual objects in the virtual scene have their own identity types, and different identity types correspond to different skills, and different virtual objects can attack each other. Taking virtual object A and virtual object B as an example, virtual object A and virtual object B have different identity types, so virtual object A and virtual object B have different skills. After virtual object A defeats virtual object B, the soul (virtual resource) dropped by virtual object B is displayed. Virtual object A can obtain the skills that virtual object B has in this game by interacting with the soul. For example, a warrior wants to obtain the flash skill of a mage. In the solution provided in the embodiment of the present application, by killing a mage, causing its virtual resources to fall, the warrior can then interact with the virtual resources to obtain the mage's flash skill.
[0054] Among them, identity-type skills are inherent skills of virtual objects. The embodiment of the present application allows virtual objects to not only use the inherent skills of their own identity types, but also acquire the inherent skills of virtual objects of other identity types. Compared with the related art in which virtual objects can only be picked up after being defeated, the solution of the embodiment of the present application can learn the characteristics of virtual objects of other identity types, thereby enhancing playability.
[0055] It should be noted that, in addition to being applied to the above-mentioned MMORPG games, the virtual object control method provided in the embodiments of the present application can also be applied to other types of games such as MOBA (Multiplayer Online Battle Arena) games, first-person shooter games (First-Person Shooting game, FPS), third-person shooter games, virtual reality games, or multiplayer machine survival games.
[0056] The following is an introduction to the implementation environment of the technical solution provided in the embodiments of the present application.
[0057] Figure 4 is a schematic diagram of an implementation environment of a virtual object control method provided by an embodiment of the present application. Referring to Figure 1 , the implementation environment may include a terminal 401 and a server 402. The terminal 401 is connected to the server 402 via a wireless network or a wired network.
[0058] Among them, server 402 provides a virtual scene for terminal 401. Terminal 401 can display a virtual scene interface and display virtual objects and virtual items in the virtual scene interface through the virtual scene provided by server 402. Terminal 401 can control the virtual scene based on the virtual scene interface. Server 402 is used to perform background processing based on the control of the virtual scene by terminal 401, providing background support for terminal 401.
[0059] In one possible implementation, terminal 401 installs a game client, which is provided by server 402, or provided by the operating system of terminal 401, or provided by a third party. Terminal 401 interacts with server 402 via the game client. The game client can be any of a large-scale online role-playing game (MMORPG), a mobile online battle arena (MOBA), a first-person shooter (FS), a third-person shooter (TS), a virtual reality application, a three-dimensional map program, or a multiplayer survival game using mechanical equipment. Terminal 401 can control virtual objects. Players use terminal 401 to manipulate virtual objects in a virtual scene to perform activities, including but not limited to: adjusting body posture, crawling, walking, running, jumping, picking up, shooting, attacking, throwing, and performing skills.
[0060] In one possible implementation, the terminal 401 is a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart TV, a smart watch, a VR (Virtual Reality) device or an AR (Augmented Reality) device, etc., but is not limited thereto. In one possible implementation, the server 402 is an independent physical server, or the server 402 is a server cluster or distributed system composed of multiple physical servers, or the server 402 is a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms. In one possible implementation, the number of terminals 401 and servers 402 can be multiple.
[0061] After introducing the implementation environment of the embodiment of the present application, the virtual object control method provided by the embodiment of the present application will be described below. It should be noted that in the following description of the technical solution provided by the present application, the terminal is used as the execution subject as an example. In other possible implementations, the technical solution provided by the present application can also be jointly executed by the terminal and the server. The embodiment of the present application does not limit the type of execution subject.
[0062] FIG5 is a flowchart of a virtual object control method provided in an embodiment of the present application. Referring to FIG5 , taking the execution subject as a terminal as an example, the method includes the following steps.
[0063] 501. The terminal displays a first virtual object and a second virtual object. The first virtual object belongs to a first identity type and has a first skill, which is a skill of the first identity type. The second virtual object belongs to a second identity type and has a second skill, which is a skill of the second identity type.
[0064] The virtual scene includes a first virtual object and a second virtual object, and the terminal displays the first virtual object and the second virtual object. Among them, each virtual object in the virtual scene has its own identity type, and the identity type of the virtual object can be understood as the role played by the virtual object in the virtual scene. Different identity types correspond to different skills, so virtual objects of different identity types have their own identity type skills. It should be noted that the skills of each identity type possessed by the virtual object are the inherent skills of the virtual object. After a virtual object of a certain identity type is selected to participate in the game, the virtual object carries the skills of the identity type, that is, the identity type skills are not acquired by the virtual object performing a specific task in the virtual scene, but are the skills carried by the identity type to which the virtual object belongs.
[0065] For example, in MMORPGs, virtual objects can be classified into warriors, mages, phantom archers, assassins, and pharmacists. Warrior skills include Sky Collapse, Sky Slash, and Seven Spin Slashes; mages include Ice Pole, Wind Binding, Chain Lightning, and Thunderstrike; phantom archer skills include Explosive Arrow, Multiple Arrows, Trapped Beast, and Swift Shadow; assassin skills include Hundred Ghost Fangs, Ghost Hiding, Devil Cry, and Ghost Shave; and pharmacists include Blue Dragon Chaos, Withering Curse, Hualing Curse, and Scapegoat Curse. Different skills have different effects. For example, some skills can buff the virtual object itself, while others can damage the virtual object it hits. The damage effects vary depending on the skill.
[0066] In this embodiment of the present application, the identity type of a first virtual object is different from the identity type of a second virtual object. If the first virtual object belongs to the first identity type and the first identity type corresponds to a first skill, then the first virtual object has the first skill, and the first skill is an inherent skill of the first virtual object. If the second virtual object belongs to the second identity type and the second identity type corresponds to a second skill, then the second virtual object has the second skill, and the second skill is an inherent skill of the second virtual object.
[0067] The first virtual object and the second virtual object may belong to the same camp or different camps, and may be virtual objects controlled by user operations or virtual objects not controlled by user operations. For example, the first virtual object and the second virtual object may both be virtual objects controlled by user operations, the first virtual object being a virtual object controlled by the local terminal, i.e., a master virtual object, and the second virtual object being a virtual object controlled by another terminal.
[0068] 502. When the first virtual object defeats the second virtual object, the terminal displays the virtual resources dropped by the second virtual object.
[0069] When a first virtual object and a second virtual object play a game in a virtual scene, the two objects can attack each other. If the first virtual object defeats the second virtual object, the virtual resources dropped by the second virtual object are displayed. For example, the virtual resources dropped by the second virtual object are displayed at the location where the second virtual object was defeated.
[0070] The first virtual object defeating the second virtual object means that the second virtual object's health value (or HP) is reduced to zero by attacking the second virtual object. Optionally, when the second virtual object is defeated by the first virtual object, the second virtual object is in a dead state. Optionally, the second virtual object can be resurrected when in a dead state if a resurrection condition is met.
[0071] 503. The terminal displays that the first virtual object acquires the second skill in response to the first virtual object's interactive operation on the virtual resource dropped by the second virtual object.
[0072] After the terminal displays the virtual resources dropped by the second virtual object, if the first virtual object performs an interactive operation on the virtual resources, it will be displayed that the first virtual object has acquired the second skill. Although the second skill is an inherent skill of the second virtual object of the second identity type, the first virtual object of the first identity type itself does not have the second skill. However, in the embodiment of the present application, after defeating the second virtual object, the first virtual object of the first identity type can acquire the second skill of the second identity type by interacting with the virtual resources dropped by the second virtual object when it is defeated. This allows the first virtual object of the first identity type to also use the second skill of the second identity type, breaking the limitation that virtual objects can only use the inherent skills of their respective identity types.
[0073] In the method provided by the embodiment of the present application, virtual objects of different identity types have different skills. The first virtual object of the first identity type has the first skill of the first identity type, and the second virtual object of the second identity type has the second skill of the second identity type. If the first virtual object defeats the second virtual object, the virtual resources dropped by the second virtual object are displayed. When the first virtual object interacts with the virtual resources, it is displayed that the first virtual object has acquired the second skill of the second identity type. In other words, a virtual object of a certain identity type can acquire the skills of a virtual object of another identity type by defeating a virtual object of another identity type, breaking the limitation that virtual objects of each identity type can only use their own skills, which is conducive to improving the flexibility of controlling virtual objects and thus enhancing the player's gaming experience.
[0074] The embodiment of FIG. 5 above is a brief introduction to the virtual object control method provided by the embodiment of the present application. The following examples will further illustrate the virtual object control method provided by the embodiment of the present application. FIG. 6 is a flow chart of another virtual object control method provided by the embodiment of the present application. Referring to FIG. 6 , taking the execution subject as a terminal as an example, the method includes the following steps.
[0075] 601. The terminal displays a first virtual object and a second virtual object. The first virtual object belongs to a first identity type and has a first skill, which is a skill of the first identity type. The second virtual object belongs to a second identity type and has a second skill, which is a skill of the second identity type.
[0076] In a possible implementation, the terminal displays a virtual scene interface, which is used to display a virtual scene. The virtual scene includes a first virtual object and a second virtual object, so the first virtual object and the second virtual object are displayed in the virtual scene interface.
[0077] Optionally, the first virtual object is a virtual object controlled by this end, that is, a virtual object controlled by the account currently logged in to the terminal. The virtual scene interface is used to display the virtual scene within the viewing angle of the first virtual object. The virtual scene may also include rivers, grass, land, buildings, etc. The virtual scene interface may include a mini-map, other action buttons, a virtual joystick area and other control buttons, etc. The virtual joystick area is used to control the virtual object to walk, run and adjust the viewing direction of the virtual object in the virtual scene. The multiple action buttons are used to control the virtual object to perform corresponding actions in the virtual scene. The mini-map displays the position of the virtual object in the virtual scene, so that the player can control the virtual object through the virtual scene interface.
[0078] 602. When the first virtual object defeats the second virtual object, the terminal displays the virtual resources dropped by the second virtual object.
[0079] When the first virtual object and the second virtual object play a game in the virtual scene, the two parties can attack each other. If the first virtual object defeats the second virtual object, the virtual resources dropped by the second virtual object are displayed.
[0080] In one possible implementation, the virtual resources dropped by the second virtual object are associated with the second identity type of the second virtual object. Optionally, the virtual resources are generated based on the second identity type. Different identity types can be understood as corresponding to different virtual resources, meaning that virtual objects of different identity types drop different virtual resources when defeated. For example, different identity types can correspond to different virtual resources in different forms or types.
[0081] In one possible implementation, the virtual resource dropped by the second virtual object can take any form. Optionally, the virtual resource is a virtual image that represents the second identity type of the second virtual object, with different virtual images corresponding to different identity types. For example, in an MMORPG game, the current virtual scene is an ancient mythological world. The virtual objects in this virtual scene each have their own identity type, and the images of virtual objects of different identity types differ. For example, a warrior may be larger, while a pharmacist may be smaller. Furthermore, the virtual objects in this virtual scene also possess a primordial spirit, a virtual entity in the mythological realm that exists independently and above the physical body. The primordial spirit of a virtual object is identical to the virtual object's image, but its transparency is greater than that of the virtual object itself. Therefore, the virtual resource dropped by the second virtual object when it is defeated may be the primordial spirit of the second virtual object. For another example, the virtual resource may also be the second virtual object's virtual pet.
[0082] In one possible implementation, when a first virtual object defeats a second virtual object, the terminal displays the virtual resources dropped by the second virtual object and displays the second identity type at the location of the virtual resources. Optionally, the terminal displays the second identity type above, below, to the left, or to the right of the virtual resources. For example, if the second identity type of the second virtual object is a phantom bow, "Phantom Bow Spirit" is displayed above the virtual resources dropped by the second virtual object.
[0083] Figure 7 is a schematic diagram of a virtual scene interface provided by an embodiment of the present application. Taking an MMORPG game as an example, the identity type of the second virtual object is a phantom bow, and the virtual resource dropped when the second virtual object is defeated is the soul of the second virtual object. The virtual scene interface shown in Figure 7 displays the first virtual object 701 and the soul 702 dropped by the second virtual object, and "Phantom Bow Soul" is displayed above the soul 702 of the second virtual object. When the player sees the "Phantom Bow Soul" displayed above the soul 702 of the second virtual object, he can know that he can obtain the skills of the phantom bow by interacting with the soul 702.
[0084] In an embodiment of the present application, while displaying the virtual resources dropped when the second virtual object is defeated, the second identity type to which the second virtual object belongs is also displayed. Based on the displayed second identity type, other players can know that they can obtain skills of the second identity type by interacting with the virtual resource, and thus judge whether the skills of the second identity type are needed based on actual conditions, so that they can interact with the virtual resource when the skills of the second identity type are needed, and not interact with the virtual resource when the skills of the second identity type are not needed. This is conducive to assisting players in making game decisions and improving the convenience of game games.
[0085] In one possible implementation, each identity type in a virtual scene can correspond to multiple different skills. In a match, each virtual object possesses one or more of the skills of its identity type. The skills of each virtual object can be chosen by the player or randomly assigned by the server. For example, if a certain identity type corresponds to five skills, and a virtual object of that identity type can possess a maximum of three skills of that identity type in each match, the player must choose which three skills to possess, or the server can randomly assign three skills. Therefore, a virtual object of the same identity type can possess the same or different skills in different matches.
[0086] In this implementation, after defeating the second virtual object, the first virtual object can only obtain the skills carried by the second virtual object in this game, but cannot obtain the skills that the second virtual object does not carry in this game. Therefore, the virtual resources dropped when the second virtual object is defeated are associated with the skill information of the second virtual object. The skill information is used to indicate the skills carried by the second virtual object in this game, and then after the first virtual object performs an interactive operation on the virtual resource, it can only obtain the skills indicated by the skill information associated with the virtual resource. Optionally, the virtual resources dropped when the second virtual object is defeated are simultaneously associated with the identity type information and skill information of the second virtual object. Based on the identity type information, the second identity type of the second virtual object can be displayed at the location of the virtual resource, and based on the skill information, the skills carried by the second virtual object in this game can be assigned to the first virtual object.
[0087] 603. The terminal displays that the first virtual object acquires the second skill in response to the first virtual object's interactive operation on the virtual resource dropped by the second virtual object.
[0088] After the terminal displays the virtual resource dropped by the second virtual object, if the first virtual object performs an interactive operation on the virtual resource, it is displayed that the first virtual object has acquired the second skill, that is, the skill of the second identity type.
[0089] In one possible implementation, as described in step 602 above, the second identity type corresponds to multiple skills, and the second skill possessed by the second virtual object is one or more of all the skills of the second identity type. When the second virtual object is defeated, the virtual resource dropped is associated with the second virtual object's skill information, which indicates the second skill possessed by the second virtual object in the current match. In response to the first virtual object's interaction with the virtual resource, the terminal displays the second skill indicated by the skill information acquired by the first virtual object.
[0090] In an embodiment of the present application, by associating the virtual resources dropped by the second virtual object when it is defeated with the second skill of the second virtual object, the first virtual object can only obtain the skills carried by the second virtual object in this game after defeating the second virtual object, but cannot obtain the skills that the second virtual object does not carry in this game, thereby imitating the first virtual object to "steal" the skills currently possessed by the second virtual object, so that the way of virtual objects learning skills across identity types will not be abrupt, and the interaction between virtual objects will be more vivid and vivid, thereby improving the fun and authenticity.
[0091] In one possible implementation, the second virtual object has multiple second skills of the second identity type. In response to the first virtual object's interactive operation on the virtual resource dropped by the second virtual object, the terminal displays that the process of the first virtual object acquiring the second skill includes any one of the following three acquisition methods.
[0092] The first acquisition method: the terminal displays a skill selection list in response to the first virtual object's interactive operation on the virtual resources dropped by the second virtual object. The skill selection list includes multiple second skills. In response to the selection operation of any second skill, the terminal displays the first virtual object acquiring the selected second skill.
[0093] That is, when the second virtual object has multiple second skills of the second identity type, the player controlling the first virtual object can choose which second skill to acquire, which makes it easier for the player to make decisions based on their own needs and improves the flexibility of acquiring skills.
[0094] The second acquisition method: the terminal randomly determines a second skill from multiple second skills in response to the first virtual object's interactive operation on the virtual resource dropped by the second virtual object, and displays that the first virtual object has acquired the randomly determined second skill.
[0095] That is, when the second virtual object has multiple second skills of the second identity type, one of the multiple second skills is randomly assigned to the first virtual object, which improves the diversity and randomness of the first virtual object's acquisition of skills, and is conducive to encouraging players to make flexible decisions based on the currently assigned second skills, thereby increasing the fun of the game.
[0096] The third acquisition method: the terminal displays that the first virtual object has acquired multiple second skills in response to the first virtual object's interactive operation on the virtual resources dropped by the second virtual object.
[0097] That is, when the second virtual object has multiple second skills of the second identity type, the first virtual object can obtain all the second skills currently possessed by the second virtual object, thereby increasing the benefits of defeating the virtual object, which is conducive to promoting active interaction between players in controlling virtual objects, and thus improving the efficiency of human-computer interaction.
[0098] FIG8 is a schematic diagram of a skill acquisition method provided by an embodiment of the present application. As shown in FIG8 , the identity type of the first virtual object is a warrior, and the identity type of the second virtual object is a mage. The mage's skills include skill A, skill B, skill C, skill D, etc. The second virtual object carries skill A, skill B, and skill C to participate in the game. The first virtual object is the attacker, and the second virtual object is the defeated party. After the second virtual object is defeated, it drops the mage's soul. The first virtual object interacts with the mage's soul to acquire at least one of the mage's skills A, skill B, or skill C. For example, one of the three skills can be acquired randomly, or one of the three skills can be acquired by the first virtual object, or all three skills can be acquired at the same time.
[0099] In one possible implementation, the terminal displays, in response to the first virtual object's interactive operation on the virtual resource dropped by the second virtual object, that the first virtual object acquires the second skill, including any one of the following three interactive modes.
[0100] The first interaction mode: In response to the first virtual object touching the virtual resource dropped by the second virtual object, the terminal displays that the first virtual object acquires the second skill.
[0101] That is, the interaction operation of the first virtual object on the virtual resource is the first virtual object touching the virtual resource. The player controls the first virtual object to move toward the virtual resource. When the first virtual object touches the virtual resource, it means that the first virtual object touches the virtual resource.
[0102] The second interaction mode: when the distance between the first virtual object and the virtual resource dropped by the second virtual object is less than the distance threshold, the terminal displays that the first virtual object acquires the second skill in response to the triggering operation of the interaction option.
[0103] The interaction option is an option for interacting with the virtual resources dropped by the second virtual object.
[0104] In other words, the first virtual object's interaction with the virtual resource triggers the interaction option for the virtual resource. The player controls the first virtual object to move toward the virtual resource. When the distance between the first virtual object and the virtual resource is less than a distance threshold, if the player triggers the interaction option, the first virtual object can acquire the second skill of the second virtual object.
[0105] Optionally, the interaction option for the virtual resource is a triggerable interaction control displayed on the terminal. Exemplarily, when the player manipulates a first virtual object to move toward the virtual resource, and when the distance between the first virtual object and the virtual resource is less than a distance threshold, the terminal displays the interaction control next to the virtual resource. When the distance between the first virtual object and the virtual resource is not less than the distance threshold, the interaction control is removed from display.
[0106] Optionally, the interaction options for the virtual resource are real physical buttons, such as buttons on a keyboard or a game controller. The player controls the first virtual object to move toward the virtual resource. When the distance between the first virtual object and the virtual resource is less than a distance threshold, interaction prompt information is displayed. The interaction prompt information includes a button identifier of the interaction button. The player can determine which button to trigger to interact with the virtual resource based on the button identifier.
[0107] In one possible implementation, the terminal plays an interactive animation in response to the first virtual object's interactive operation on the virtual resource dropped by the second virtual object, and after the interactive animation is played, displays that the first virtual object has acquired the second skill.
[0108] The interactive animation is an animation of the first virtual object interacting with the virtual resource. For example, the virtual resource is the soul dropped when the second virtual object is defeated, and the interactive animation is an animation of the soul being absorbed by the first virtual object.
[0109] In the embodiment of the present application, by displaying interactive animation, on the one hand, the game screen can be enriched, and on the other hand, the player can be reminded that the interaction is successful, which is conducive to improving the player's gaming experience.
[0110] In one possible implementation, after defeating a second virtual object, a first virtual object may acquire, in addition to the second virtual object's second skill, a second virtual item dropped by the second virtual object. The process of the terminal displaying, in response to the first virtual object's interactive operation on a virtual resource, that the first virtual object acquires the second skill includes: displaying, in response to the first virtual object's interactive operation on the virtual resource dropped by the second virtual object, that the first virtual object acquires the second skill and the second virtual item, where the second virtual item is the virtual item dropped when the second virtual object is defeated.
[0111] Among them, the second virtual item dropped when the second virtual object is defeated is picked up by the second virtual object in the virtual scene. For example, the virtual item includes virtual knives, virtual medicines, virtual props for upgrading, etc. The difference between the second virtual item and the second skill of the second virtual object is that the second skill is a virtual resource inherent to the second virtual object and does not require specific operations to obtain it, while the second virtual item is not a virtual resource inherent to the second virtual object and requires specific operations to be performed later. It can be understood that the second skill is a characteristic of the second virtual object itself, while the second virtual item is the "external property" of the second virtual object.
[0112] For example, in an MMORPG game, the current virtual scene is an ancient mythological world. When a second virtual object of a second identity type is defeated, it will drop a second identity type's Yuanshen. This Yuanshen not only carries the second virtual object's second skill, but also carries the second virtual item carried by the second virtual object. After the second virtual object is defeated, the second virtual item currently being carried will be dropped. When a first virtual object interacts with the Yuanshen dropped by the second virtual object, the first virtual object can not only obtain the second skill carried by the Yuanshen, but also obtain the second virtual item carried by the Yuanshen.
[0113] In an embodiment of the present application, after defeating the second virtual object, the first virtual object can, in addition to obtaining the second skill of the second virtual object, also obtain the virtual item dropped by the second virtual object, thereby increasing the benefits of defeating the virtual object, which is conducive to encouraging players to actively interact with each other in controlling virtual objects, thereby improving the efficiency of human-computer interaction.
[0114] In one possible implementation, after the first virtual object performs an interactive operation on the virtual resource dropped by the second virtual object, the terminal cancels the display of the virtual resource dropped by the second virtual object, thereby simulating the effect that the first virtual object has picked up the virtual resource dropped by the second virtual object.
[0115] 604. In response to the release operation of the second skill, the terminal controls the first virtual object to release the second skill.
[0116] After the first virtual object acquires the second skill of the second virtual object, it can control the first virtual object to release the second skill. The second skill can be an attack skill, a healing skill, or a gain skill, etc., which is not limited in this embodiment of the application.
[0117] In one possible implementation, different identity types correspond to different virtual props, for example, a warrior's virtual prop is a virtual greatsword, and a wizard's virtual prop is a virtual staff. Different identity types also correspond to different action modules, for example, the actions in a warrior's action module include swinging a sword, and the actions in a wizard's action module include chanting a spell, etc. In an embodiment of the present application, the first virtual object holds a first virtual prop, which is a virtual prop of the first identity type; the second virtual object holds a second virtual prop, which is a virtual prop of the second identity type; the second skill corresponds to a target action identifier, and the action indicated by the target action identifier is the action required to be performed when releasing the second skill. Among them, the target action identifier indicates the first action, which is an action in the action module of the first identity type; the target action identifier also indicates the second action, which is an action in the action module of the second identity type. Then, when the second virtual object releases the second skill, it holds the second virtual prop and performs the second action.
[0118] The process in which the terminal controls the first virtual object to release the second skill in response to the release operation of the second skill includes: controlling the first virtual object to release the second skill in response to the release operation of the second skill, and performing a first action while holding the first virtual prop.
[0119] Because the first and second virtual objects have different identity types, they hold different virtual items and can perform different actions. The second skill is inherent to the second virtual object, and when it uses it, it uses the second virtual item and performs the second action. However, the first virtual object does not possess the second virtual item and cannot perform the second action. Therefore, after the first virtual object acquires the second skill of the second virtual object, it must adapt the virtual item and action of the first virtual object when using it. Therefore, unlike the second virtual object, the first virtual object uses the first virtual item and performs the first action when using its second skill.
[0120] For example, the first virtual object is a warrior, whose virtual item is a virtual greatsword; the second virtual object is a mage, whose virtual item is a virtual staff. The second virtual object's second skill is to release a fireball. The target action identifier for this second skill indicates a sword swing in the warrior's action module and a spell chant in the mage's action module. Therefore, the second virtual object releases the second skill by holding the virtual staff and chanting the spell to release the fireball, while the first virtual object releases the second skill by holding the virtual greatsword and swinging the sword to release the fireball.
[0121] In this embodiment of the present application, the virtual props and actions of the first and second identity types are different. When the second virtual object releases the second skill, it holds the second virtual prop and performs the second action, while the first virtual object holds the first virtual prop and performs the first action when releasing the second skill. This allows the first virtual object to adapt the second skill release process to the virtual props and actions of the first identity type, allowing the virtual object to successfully use skills of the other identity type, ensuring the feasibility of cross-identity skill acquisition.
[0122] In one possible implementation, the second skill further corresponds to a skill effect, and the skill effect is displayed when the second virtual object releases the second skill. The process of the terminal controlling the first virtual object to release the second skill in response to the release operation of the second skill includes: controlling the first virtual object to release the second skill in response to the release operation of the second skill and displaying the skill effect.
[0123] For example, the first virtual object is a warrior, the second virtual object is a mage, the second skill of the second virtual object is to release a fireball, and the skill special effect of the second skill is flashing flames. Then, when the second virtual object releases the second skill, the body of the second virtual object will flash with flames, and when the first virtual object releases the second skill, the body of the first virtual object will also flash with flames.
[0124] It should be noted that the above two implementation methods can be combined with each other, so that when the second virtual object releases the second skill, it will hold the second virtual prop, perform the second action and display the skill special effect, and when the first virtual object releases the second skill, it will hold the first virtual prop, perform the first action and display the skill special effect.
[0125] Figure 9 is a schematic diagram of a skill adaptation method provided by an embodiment of the present application. As shown in Figure 9, the first virtual object is a warrior, the second virtual object is a mage, and the second skill of the second virtual object is skill A. The first virtual object can obtain skill A after defeating the second virtual object. Among them, the skill effect produced when the warrior releases skill A is the same as the skill effect produced when the mage releases skill A. The mage holds a staff when releasing skill A, and the warrior holds a greatsword when releasing skill A. The mage performs mage action B when releasing skill A, and the warrior performs warrior action B when releasing skill A, that is, the action identifiers are the same, but the action performances are different. The skill special effects displayed when the warrior releases skill A are the same as the skill special effects displayed when the mage releases skill A.
[0126] In one possible implementation, each skill in the virtual scene corresponds to a configuration file for each identity type. When a virtual object of a certain identity type releases a certain skill, the skill release process is implemented through the configuration file of the identity type corresponding to the skill. For example, the virtual scene includes five identity types, namely identity type 1 to identity type 5, among which identity type 1 corresponds to skill A, and skill A is an inherent skill of this identity type. Skill A corresponds to configuration files of identity types 1 to identity types 5, respectively, that is, skill A corresponds to 5 configuration files. In the embodiment of the present application, the first virtual object belongs to the first identity type, the second virtual object belongs to the second identity type, the second virtual object has a second skill of the second identity type, and the second skill corresponds to a configuration file of each identity type. The second skill is an inherent skill of the second virtual object, and the first virtual object can also acquire the second skill after defeating the second virtual object.
[0127] The second virtual object's release of the second skill is achieved by: in response to the second virtual object's release operation on the second skill, obtaining a configuration file of the second identity type from multiple configuration files corresponding to the second skill, and controlling the first virtual object to release the second skill based on the configuration file of the second identity type. The first virtual object's release of the second skill is achieved by: in response to the first virtual object's release operation on the second skill, obtaining a configuration file of the first identity type from multiple configuration files corresponding to the second skill, and controlling the first virtual object to release the second skill based on the configuration file of the first identity type.
[0128] Optionally, the configuration file corresponding to the skill specifies a prop identifier, a target action identifier, a special effect identifier, etc. For example, in the configuration file of the first identity type corresponding to the second skill, the prop identifier indicates the virtual prop of the first identity type (that is, the first virtual prop), the target action identifier indicates the action in the action module of the first identity type (that is, the first action), and the special effect identifier indicates the skill special effect of the second skill. In the configuration file of the second identity type corresponding to the second skill, the prop identifier indicates the virtual prop of the second identity type (that is, the second virtual prop), the target action identifier indicates the action in the action module of the second identity type (that is, the second action), and the special effect identifier indicates the skill special effect of the second skill.
[0129] 605. When the second skill released by the first virtual object hits the third virtual object, the terminal controls the third virtual object to receive damage of the first damage type; wherein, the damage caused by the virtual object of the first identity type belongs to the first damage type, the damage caused by the virtual object of the second identity type belongs to the second damage type, and the virtual object hit by the second virtual object after releasing the second skill receives damage of the second damage type.
[0130] Since the first virtual object and the second virtual object have different identity types, the types of damage caused by the first virtual object and the second virtual object are also different. The damage caused by the virtual object of the first identity type belongs to the first damage type, and the damage caused by the virtual object of the second identity type belongs to the second damage type. The second skill is an inherent skill of the second virtual object, and it will cause damage of the second damage type when the second skill is released. However, the first virtual object cannot cause damage of the second damage type. Therefore, after the first virtual object obtains the second skill of the second virtual object, it needs to adapt to the damage type that the first virtual object can cause when releasing the second skill. Therefore, unlike the second virtual object, the first virtual object will cause damage of the first damage type when releasing the second skill.
[0131] For example, if the first virtual object is a warrior and the first damage type is physical damage, and the second virtual object is a mage and the second damage type is magic damage, then the second virtual object will cause magic damage after releasing the second skill, and the first virtual object will cause physical damage after releasing the second skill.
[0132] In this embodiment of the present application, the first identity type and the second identity type correspond to different damage types. When the second virtual object uses the second skill, it inflicts damage of the second damage type, while the first virtual object uses the first damage type. This allows the first virtual object to adapt its second skill release to the damage type corresponding to the first identity type, allowing the virtual object to successfully use skills corresponding to other identity types, thus ensuring the feasibility of acquiring skills across identity types.
[0133] In the method provided by the embodiment of the present application, virtual objects of different identity types have different skills. The first virtual object of the first identity type has the first skill of the first identity type, and the second virtual object of the second identity type has the second skill of the second identity type. If the first virtual object defeats the second virtual object, the virtual resources dropped by the second virtual object are displayed. When the first virtual object interacts with the virtual resources, it is displayed that the first virtual object has acquired the second skill. In other words, a virtual object of a certain identity type can acquire the skills of a virtual object of another identity type by defeating a virtual object of another identity type, breaking the limitation that virtual objects of each identity type can only use their own skills, which is conducive to improving the flexibility of controlling virtual objects and thus enhancing the player's gaming experience.
[0134] Moreover, virtual objects of each identity type can not only use the fixed skills of that identity type in a game, but can also obtain skills of other identity types by defeating virtual objects. When using skills of other identity types, the virtual props, actions and damage types caused by the virtual object can all be adapted to the identity type of the current virtual object, greatly improving the playability of the game.
[0135] In some embodiments, after a first virtual object defeats a second virtual object and displays the virtual resources dropped by the second virtual object, the first virtual object may not interact with the virtual resources, but instead gift the virtual resources to other virtual objects. In response to the first virtual object's gift of the virtual resources dropped by the second virtual object, the terminal displays an object list, which includes the object identifier of at least one friendly virtual object, where a friendly virtual object is a virtual object belonging to the same team as the first virtual object. In response to a selection operation on any object identifier in the object list, the terminal displays a fourth virtual object acquiring a second skill, where the fourth virtual object is the virtual object indicated by the selected object identifier.
[0136] Alternatively, after displaying the virtual resources dropped by the second virtual object, the first virtual object may not interact with the virtual resources, nor need to perform a gift operation on the virtual resources. Instead, the friendly virtual object performs the interactive operation on the virtual resources. After the friendly virtual object performs the interactive operation on the virtual resources, the friendly virtual object obtains the second skill.
[0137] In an embodiment of the present application, after a first virtual object defeats a second virtual object, the virtual resources dropped by the second virtual object can be transferred to other virtual objects in the same team. For example, if the first virtual object is sufficiently powerful, the dropped virtual resources can be transferred to other virtual objects, thereby improving the overall strength of the entire team. For another example, if the second skill of the second identity type is not suitable for the first virtual object, the dropped virtual resources can be transferred to other virtual objects that are suitable for the second skill. Therefore, players can develop different game strategies according to different situations during the game, which helps to ensure the flexibility of the game.
[0138] In some embodiments, when a first virtual object acquires a second skill, the server sends a skill acquisition message to each terminal participating in the current game. Each terminal displays the skill acquisition message, indicating that the first virtual object has acquired the second skill. In other words, when a virtual object acquires a skill from another virtual object, a global notification can be displayed during the game to alert other players of the virtual object's skill. This allows other players to adjust their game strategies accordingly, ensuring fairness in the game and improving the player experience.
[0139] In some embodiments, after a first virtual object acquires a second skill, the terminal displays a message indicating that the second skill acquired by the first virtual object has been retracted in response to the first virtual object releasing the second skill a preset number of times. In other words, a limit is placed on the number of times a virtual object can use a skill. The virtual object can use the skill up to a preset number of times, and once the preset number of uses is reached, the skill can no longer be used.
[0140] Alternatively, after the first virtual object acquires the second skill, the terminal displays a message indicating that the second skill acquired by the first virtual object has been revoked in response to the first virtual object having acquired the second skill for a predetermined duration. In other words, a limit is placed on the duration of a skill acquired by a virtual object. The virtual object can only possess the skill for a predetermined duration, and once the predetermined duration has expired, the skill can no longer be used.
[0141] In the embodiment of the present application, the number of times the second skill of the second virtual object obtained by the first virtual object is used or the duration of possession is limited, so that the first virtual object cannot use the second skill without limit, thereby avoiding that the combat power of some virtual objects is continuously too high. Therefore, on the basis of enriching the gameplay of the game, the combat power of each virtual object in the game can also be effectively balanced, which is conducive to ensuring the player's gaming experience.
[0142] In some embodiments, if the number of skills acquired by the first virtual object in the current game does not reach a preset number, the terminal displays a message indicating that the first virtual object has acquired the second skill in response to the first virtual object's interactive operation on the virtual resources dropped by the second virtual object. If the number of skills acquired by the first virtual object in the current game reaches a preset number, the terminal displays a message indicating that skill acquisition has failed in response to the first virtual object's interactive operation on the virtual resources dropped by the second virtual object. That is, the number of skills that a virtual object can acquire in the same game is limited. The maximum number of skills that the same virtual object can acquire is the preset number. If the preset number is reached, the skills of other virtual objects can no longer be acquired. Optionally, the preset number can be 1 or 2, etc.
[0143] In the embodiment of the present application, limiting the number of skills acquired by the first virtual object can avoid the problem of a virtual object having too many skills at the same time, which leads to a serious imbalance in the combat power of each virtual object in the game, thereby ensuring the player's game experience.
[0144] In some embodiments, when a first virtual object has acquired a third skill, the terminal displays a second skill as a replacement for the third skill acquired by the first virtual object in response to the first virtual object's interaction with a virtual resource dropped by a second virtual object. The third skill is acquired by the first virtual object through interaction with the virtual resource dropped by the third virtual object, the third virtual object belongs to a third identity type, the third virtual object has a third skill, and the third skill is a skill of the third identity type, which is different from the first identity type of the first virtual object.
[0145] In an embodiment of the present application, when a first virtual object has acquired the third skill of another virtual object, if a new second skill is to be acquired currently, the acquired third skill will be replaced with the newly acquired second skill, so as to ensure that the first virtual object can only acquire one skill of another virtual object at the same time. The player can decide whether to pick up a new skill to replace the previously picked up skill based on the actual situation. This not only effectively balances the combat power of each virtual object in the game, but also helps to inspire players to flexibly formulate game strategies, thereby improving the player's autonomy in the game.
[0146] It should be noted that, in the above embodiments, the skills acquired by the virtual object refer to the skills acquired by the virtual object from other virtual objects, rather than the inherent skills of the virtual object itself.
[0147] In some embodiments, a terminal displays a skill bar for a first virtual object, the skill bar being used to display skill symbols of skills possessed by the first virtual object, and the skill bar including the skill symbol of the first skill. A process in which the terminal displays that the first virtual object has acquired a second skill in response to an interactive operation performed by the first virtual object on a virtual resource dropped by a second virtual object includes: adding the skill symbol of the second skill to the skill bar in response to the interactive operation performed by the first virtual object on the virtual resource dropped by the second virtual object.
[0148] The skill symbol can be a skill name or a skill icon. If a skill symbol is displayed in the skill column of the first virtual object, it means that the first virtual object has the skill indicated by the skill symbol. Therefore, when the first virtual object interacts with the virtual resource, the skill symbol of the second skill is added to the skill column to indicate that the first virtual object has acquired the second skill.
[0149] In one possible implementation, the skill bar includes a first skill bar and a second skill bar, the first skill bar is used to display the skill marks of the skills of the first identity type possessed by the first virtual object, and the second skill bar is used to display the skill marks of the skills of other identity types possessed by the second virtual object, and the other identity types refer to identity types other than the first identity type. If a skill mark is displayed in the first skill bar of the first virtual object, it means that the first virtual object has the skill indicated by the skill mark, and the skill is a skill of the first identity type, that is, the inherent skill of the first virtual object itself. If a skill mark is displayed in the second skill bar of the first virtual object, it means that the first virtual object has the skill indicated by the skill mark, and the skill is a skill of other identity types other than the first identity type, that is, the skill of other identity types acquired by the first virtual object.
[0150] On this basis, the detailed process of the virtual object control method can be referred to the embodiment shown in FIG10 below. FIG10 is a flowchart of another virtual object control method provided by an embodiment of the present application, which is executed by a terminal. Referring to FIG10, the method includes:
[0151] 1001. The terminal displays a first virtual object and a second virtual object, and displays a skill mark of a first skill in a first skill bar. The first virtual object belongs to a first identity type, has a first skill, and the first skill is a skill of the first identity type. The second virtual object belongs to a second identity type, has a second skill, and the second skill is a skill of the second identity type.
[0152] The first skill column is used to display the skill symbol of the first identity type skill possessed by the first virtual object. In other words, the first skill column is used to display the inherent skills of the first virtual object. The first skill is the inherent skill of the first virtual object, and therefore the first skill column includes the skill symbol of the first skill.
[0153] Figure 11 is a schematic diagram of another virtual scene interface provided by an embodiment of the present application. As shown in Figure 11, a first skill bar 1101 is displayed on the virtual scene interface. The first skill bar includes the skill mark of the inherent skill of the first virtual object, that is, the skill mark of the skill of the first identity type.
[0154] 1002. When the first virtual object defeats the second virtual object, the terminal displays the virtual resources dropped by the second virtual object.
[0155] The process of displaying the virtual resources dropped by the second virtual object in step 1002 is similar to the process of displaying the virtual resources dropped by the second virtual object in step 602, and will not be repeated here.
[0156] 1003. The terminal adds a skill mark of the second skill in the second skill column in response to the interaction operation of the first virtual object on the virtual resource dropped by the second virtual object.
[0157] The second skill column is used to display the skill symbols of skills of other identity types possessed by the first virtual object. Other identity types refer to identity types other than the first identity type. The second skill is a skill of the second identity type, not a skill inherent to the first virtual object itself. Therefore, the skill symbol of the second skill is added to the second skill column to indicate that the first virtual object has acquired the second skill.
[0158] As shown in FIG11 , a second skill bar 1102 is displayed on the virtual scene interface. The second skill bar includes a skill symbol of the second skill acquired by the first virtual object.
[0159] The method provided in an embodiment of the present application displays the skill symbols of the first identity type skills possessed by the first virtual object in the first skill column, and displays the skill symbols of other identity types acquired by the first virtual object in the second skill column, thereby distinguishing the inherent skills of the first virtual object from the skills acquired in the game.
[0160] In some embodiments, virtual objects in a virtual scene can be revived after being defeated. Taking the case of a first virtual object being revived after being defeated as an example, the detailed process can be seen in the embodiment shown in FIG12 below. FIG12 is a flow chart of another virtual object control method provided by an embodiment of the present application. The embodiment of the present application is executed by a terminal. Referring to FIG12, the method includes:
[0161] 1201. The terminal displays a first virtual object. The first virtual object belongs to a first identity type. The first virtual object has a first skill. The first skill is a skill of the first identity type.
[0162] The process of step 1201 is the same as that of step 601 above, and will not be repeated here.
[0163] 1202. When the first virtual object is defeated, the terminal displays the virtual resources dropped by the first virtual object and switches the first virtual object to a dead state.
[0164] When the first virtual object is defeated, the virtual resources dropped by the first virtual object are displayed at the position where the first virtual object is defeated, and the first virtual object is switched to a dead state. Among them, the first virtual object in a dead state will drop the virtual items it carries, and the dropped virtual items are carried in the virtual resources. In addition, the virtual resources dropped by the first virtual object also carry the skills of the first identity type possessed by the first virtual object. After other virtual objects subsequently interact with the virtual resources dropped by the first virtual object, they can obtain the skills or virtual items carried by the virtual resources. The virtual resources dropped by the first virtual object are the same as the virtual resources dropped by the second virtual object in the above embodiment, and will not be elaborated on here.
[0165] In one possible implementation, the first virtual object in the dead state cannot perform operations in the virtual scene. Alternatively, the first virtual object in the dead state can move in the virtual scene, but cannot interact with other virtual objects and virtual items in the virtual scene.
[0166] 1203. When the first virtual object meets a resurrection condition, the terminal controls the first virtual object to be resurrected.
[0167] When the first virtual object in the dead state meets the resurrection conditions, the first virtual object will be resurrected, that is, exit the dead state, and can continue to participate in the game in the virtual scene.
[0168] In one possible implementation, a first virtual object in a dead state can only move within the virtual scene and cannot interact with virtual objects or virtual items in the virtual scene. The virtual scene includes a resurrection point, and the resurrection condition is that the first virtual object moves to the resurrection point. Therefore, when the first virtual object in a dead state moves to the resurrection point, the first virtual object is controlled to be resurrected. Optionally, when the first virtual object moves to the resurrection point and a resurrection operation is detected for the first virtual object, the first virtual object is controlled to be resurrected.
[0169] In one possible implementation, the virtual scene includes a resurrection point, and the first virtual object in a dead state will be automatically teleported to the resurrection point and will be unable to perform movement operations and interact with virtual objects and virtual items in the virtual scene.
[0170] The resurrection condition is that the first virtual object has been in a dead state for a predetermined time. Therefore, when the first virtual object has been in a dead state for a predetermined time, the first virtual object is controlled to be resurrected at the resurrection point.
[0171] 1204. In response to the first virtual object's interactive operation on the virtual resource dropped by the first virtual object, the terminal displays that the first virtual object obtains a first virtual item, where the first virtual item is the virtual item dropped when the first virtual object is defeated and is picked up by the first virtual object in the virtual scene.
[0172] In this embodiment of the present application, if the virtual resource dropped by the first virtual object when it is defeated is not interacted with by any virtual object, that is, not picked up by any virtual object, the virtual resource will remain displayed in the virtual scene. After the first virtual object is resurrected, the player can control the first virtual object to interact with the virtual resource, thereby regaining the virtual item dropped by the first virtual object when it was defeated.
[0173] It should be noted that the virtual resources dropped by the first virtual object also carry the first skill of the first virtual object. However, since the first skill is an inherent skill of the first virtual object, the first virtual object still possesses the first skill even after being defeated. Therefore, after the first virtual object interacts with the virtual resources dropped by the first virtual object, it only needs to re-acquire the first virtual item dropped when the first virtual object is defeated, and there is no need to re-acquire the first skill of the first virtual object.
[0174] The method provided in the embodiment of the present application displays the virtual resources of a virtual object after it is defeated. After the virtual object is resurrected, the virtual items dropped when it is defeated can be retrieved by interacting with the virtual resources, thereby improving the fault tolerance and playability in the game.
[0175] It should be noted that the embodiments of this application illustrate only the interaction between a first virtual object and a virtual resource dropped by the first virtual object. In another embodiment, if a second virtual object of a second identity type interacts with a virtual resource dropped by the first virtual object, the second virtual object can not only obtain the first virtual item dropped by the first virtual object, but also obtain the first skill of the first virtual object.
[0176] FIG13 is a schematic diagram of the structure of a virtual object control device provided in an embodiment of the present application. Referring to FIG13 , the device includes:
[0177] Display module 1301, configured to display a first virtual object and a second virtual object, wherein the first virtual object belongs to a first identity type and has a first skill, and the first skill is a skill of the first identity type; and the second virtual object belongs to a second identity type and has a second skill, and the second skill is a skill of the second identity type;
[0178] The display module 1301 is further configured to display the virtual resources dropped by the second virtual object when the first virtual object defeats the second virtual object;
[0179] The display module 1301 is further configured to display that the first virtual object acquires the second skill in response to the first virtual object's interactive operation on the virtual resource dropped by the second virtual object.
[0180] The virtual object control device provided by the embodiment of the present application has different skills for virtual objects of different identity types. The first virtual object of the first identity type has the first skill corresponding to the first identity type, and the second virtual object of the second identity type has the second skill corresponding to the second identity type. If the first virtual object defeats the second virtual object, the virtual resources dropped by the second virtual object are displayed. When the first virtual object interacts with the virtual resources, it is displayed that the first virtual object has acquired the second skill corresponding to the second identity type. That is, a virtual object of a certain identity type can acquire the skills possessed by virtual objects of other identity types by defeating virtual objects of other identity types, breaking the limitation that virtual objects of each identity type can only use their own skills, which is conducive to improving the flexibility of controlling virtual objects and thus enhancing the player's gaming experience.
[0181] Optionally, referring to FIG14 , the device further includes:
[0182] The skill releasing module 1302 is used to control the first virtual object to release the second skill in response to the release operation of the second skill.
[0183] Optionally, referring to FIG14 , the first virtual object holds a first virtual prop, which is a virtual prop of the first identity type; the second virtual object holds a second virtual prop, which is a virtual prop of the second identity type; the second skill corresponds to a target action identifier, which indicates a first action, which is an action in an action module of the first identity type; the target action identifier also indicates a second action, which is an action in an action module of the second identity type; and when the second virtual object releases the second skill, it holds the second virtual prop and performs the second action;
[0184] The skill release module 1302 is used to:
[0185] In response to the release operation of the second skill, the first virtual object is controlled to release the second skill, and the first virtual prop is held to perform a first action.
[0186] Optionally, referring to FIG14 , the second skill further corresponds to a skill special effect, and the skill special effect is displayed when the second virtual object releases the second skill;
[0187] The skill release module 1302 is used to:
[0188] In response to the release operation of the second skill, the first virtual object is controlled to release the second skill and display the skill special effect.
[0189] Optionally, referring to FIG14 , the damage caused by a virtual object of a first identity type belongs to a first damage type, the damage caused by a virtual object of a second identity type belongs to a second damage type, and the virtual object hit by the second virtual object after releasing the second skill suffers damage of the second damage type; the apparatus further includes:
[0190] The damage control module 1303 is configured to control the third virtual object to receive damage of the first damage type when the second skill released by the first virtual object hits the third virtual object.
[0191] Optionally, referring to FIG. 14 , the display module 1301 is further configured to:
[0192] Displaying a skill bar of the first virtual object, the skill bar is used to display skill symbols of the skills possessed by the first virtual object, and the skill bar includes the skill symbol of the first skill;
[0193] In response to the first virtual object's interactive operation on the virtual resource dropped by the second virtual object, a skill mark of the second skill is added to the skill bar.
[0194] Optionally, referring to FIG14 , the skill bar includes a first skill bar and a second skill bar. The first skill bar is used to display skill symbols of skills of a first identity type, and the second skill bar is used to display skill symbols of skills of other identity types. Other identity types refer to identity types other than the first identity type. Display module 1301 is used to:
[0195] Display the skill symbol of the first skill in the first skill column;
[0196] In response to the first virtual object's interactive operation on the virtual resource dropped by the second virtual object, a skill mark of the second skill is added to the second skill bar.
[0197] Optionally, referring to FIG. 14 , the display module 1301 is further configured to:
[0198] The second identity type is displayed at a location where the virtual resource dropped by the second virtual object is located.
[0199] Optionally, referring to FIG. 14 , the second virtual object has multiple second skills of a second identity type; the display module 1301 is configured to:
[0200] In response to the first virtual object's interactive operation on the virtual resource dropped by the second virtual object, a skill selection list is displayed, the skill selection list includes multiple second skills, and in response to the selection operation of any second skill, the first virtual object is displayed to obtain the selected second skill; or
[0201] In response to the first virtual object's interactive operation on the virtual resource dropped by the second virtual object, randomly determining a second skill from a plurality of second skills, and displaying that the first virtual object has acquired the randomly determined second skill; or
[0202] In response to the first virtual object's interactive operation on the virtual resource dropped by the second virtual object, it is displayed that the first virtual object has acquired multiple second skills.
[0203] Optionally, referring to FIG14 , the device further includes:
[0204] Display module 1301, configured to display virtual resources dropped by the first virtual object when the first virtual object is defeated;
[0205] A state switching module 1304 is configured to switch the first virtual object to a dead state;
[0206] A resurrection module 1305 is configured to control the resurrection of the first virtual object when the first virtual object meets a resurrection condition;
[0207] The display module 1301 is further configured to display, in response to the first virtual object's interactive operation on the virtual resource dropped by the first virtual object, that the first virtual object obtains a first virtual item, where the first virtual item is a virtual item dropped when the first virtual object is defeated, and the first virtual item is picked up by the first virtual object in the virtual scene.
[0208] Optionally, referring to FIG. 14 , a display module 1301 is configured to:
[0209] In response to the first virtual object's interactive operation on the virtual resources dropped by the second virtual object, it is displayed that the first virtual object has acquired a second skill and a second virtual item, where the second virtual item is the virtual item dropped when the second virtual object is defeated and is picked up by the second virtual object in the virtual scene.
[0210] Optionally, referring to FIG. 14 , a display module 1301 is configured to:
[0211] In response to the first virtual object touching the virtual resource dropped by the second virtual object, displaying that the first virtual object has acquired the second skill; or,
[0212] When the distance between the first virtual object and the virtual resource dropped by the second virtual object is less than a distance threshold, in response to a triggering operation on the interaction option, it is displayed that the first virtual object acquires the second skill.
[0213] It should be noted that the virtual object control device provided in the above embodiment is merely an example of the division of the aforementioned functional modules. In actual applications, the aforementioned functions can be assigned to different functional modules as needed, that is, the internal structure of the computer device can be divided into different functional modules to complete all or part of the functions described above. Furthermore, the virtual object control device provided in the above embodiment and the virtual object control method embodiment are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.
[0214] An embodiment of the present application further provides a computer device comprising a processor and a memory, wherein the memory stores at least one computer program, which is loaded and executed by the processor to implement the operations performed in the virtual object control method of the above embodiment.
[0215] Optionally, the computer device is provided as a terminal. FIG15 shows a schematic diagram of the structure of a terminal 1500 provided in an exemplary embodiment of the present application. The terminal 1500 includes: a processor 1501 and a memory 1502.
[0216] The processor 1501 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1501 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 1501 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 1501 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 1501 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0217] Memory 1502 may include one or more computer-readable storage media, which may be non-transitory. Memory 1502 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 memory 1502 is used to store at least one computer program, which is used by processor 1501 to implement the virtual object control method provided in the method embodiment of the present application.
[0218] In some embodiments, terminal 1500 may optionally include a peripheral device interface 1503 and at least one peripheral device. Processor 1501, memory 1502, and peripheral device interface 1503 may be connected via a bus or signal lines. Each peripheral device may be connected to peripheral device interface 1503 via a bus, signal lines, or circuit boards. Optionally, the peripheral device includes at least one of a radio frequency circuit 1504, a display screen 1505, a camera assembly 1506, an audio circuit 1507, and a power supply 1508.
[0219] The peripheral device interface 1503 can be used to connect at least one I / O (Input / Output)-related peripheral device to the processor 1501 and the memory 1502. In some embodiments, the processor 1501, the memory 1502, and the peripheral device interface 1503 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1501, the memory 1502, and the peripheral device interface 1503 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0220] RF circuit 1504 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. RF circuit 1504 communicates with communication networks and other communication devices via electromagnetic signals. RF circuit 1504 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. RF circuit 1504 may optionally include an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, and the like.
[0221] Display screen 1505 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When display screen 1505 is a touch screen display, display screen 1505 also has the ability to collect touch signals on or above the surface of display screen 1505. The touch signals can be input as control signals to processor 1501 for processing. In this case, display screen 1505 can also be used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards.
[0222] The camera assembly 1506 is used to capture images or videos. Optionally, the camera assembly 1506 includes a front camera and a rear camera. The front camera is set on the front panel of the terminal 1500, and the rear camera is set on the back of the terminal 1500.
[0223] Audio circuit 1507 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals that are input to processor 1501 for processing, or input to RF circuit 1504 for voice communication. The speaker is used to convert electrical signals from processor 1501 or RF circuit 1504 into sound waves.
[0224] Power supply 1508 is used to power various components in terminal 1500. Power supply 1508 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 1508 includes a rechargeable battery, the rechargeable battery can support wired charging or wireless charging. The rechargeable battery can also be used to support fast charging technology.
[0225] In some embodiments, the terminal 1500 further includes one or more sensors 1509 , including but not limited to: an acceleration sensor 1510 , a gyroscope sensor 1511 , a pressure sensor 1512 , an optical sensor 1513 , and a proximity sensor 1514 .
[0226] Those skilled in the art will understand that the structure shown in FIG15 does not constitute a limitation on the terminal 1500 , and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0227] Optionally, the computer device is provided as a server. Figure 16 is a structural diagram of a server provided in an embodiment of the present application. The server 1600 may have relatively large differences due to different configurations or performances, and may include one or more processors (Central Processing Units, CPU) 1601 and one or more memories 1602, wherein the memory 1602 stores at least one computer program, and the at least one computer program is loaded and executed by the processor 1601 to implement the methods provided in the above-mentioned various method embodiments. Of course, the server may also have components such as a wired or wireless network interface, a keyboard, and an input and output interface for input and output. The server may also include other components for implementing device functions, which will not be described in detail here.
[0228] An embodiment of the present application further provides a computer-readable storage medium, in which at least one computer program is stored. The at least one computer program is loaded and executed by a processor to implement the operations performed by the virtual object control method of the above embodiment.
[0229] An embodiment of the present application further provides a computer program product, including a computer program, which is loaded and executed by a processor to implement the operations performed by the virtual object control method of the above embodiment.
[0230] Those skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware, or by a program to instruct the relevant hardware, and the program may be stored in a computer-readable storage medium, which may be a read-only memory, a disk, or an optical disk, etc.
[0231] The above description is merely an optional embodiment of the embodiments of the present application and is not intended to limit the embodiments of the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the embodiments of the present application shall be included in the scope of protection of the present application.
Claims
1. A virtual object control method, executed by a computer device, the method comprising: Displaying a first virtual object and a second virtual object, the first virtual object belonging to a first identity type, the first virtual object having a first skill, the first skill being a skill of the first identity type, the second virtual object belonging to a second identity type, the second virtual object having a second skill, the second skill being a skill of the second identity type; When the first virtual object defeats the second virtual object, displaying virtual resources dropped by the second virtual object; In response to an interaction operation of the first virtual object on the virtual resources dropped by the second virtual object, displaying that the first virtual object acquires the second skill.
2. The method according to claim 1, wherein, After the step of displaying that the first virtual object acquires the second skill in response to the interaction operation of the first virtual object on the virtual resources dropped by the second virtual object, the method further comprises: In response to a release operation of the second skill, controlling the first virtual object to release the second skill.
3. The method according to claim 1 or 2, wherein The first virtual object holds a first virtual item, the first virtual item being a virtual item of the first identity type, the second virtual object holds a second virtual item, the second virtual item being a virtual item of the second identity type, the second skill corresponds to a target action identifier, the target action identifier indicates a first action, the first action being an action in the action module of the first identity type, the target action identifier also indicates a second action, the second action being an action in the action module of the second identity type, when the second virtual object releases the second skill, it holds the second virtual item and makes the second action; The step of controlling the first virtual object to release the second skill in response to a release operation of the second skill comprises: In response to a release operation of the second skill, controlling the first virtual object to release the second skill, and holding the first virtual item to make the first action.
4. The method according to any one of claims 1 to 3, wherein, The second skill further corresponds to a skill special effect, and when the second virtual object releases the second skill, the skill special effect is displayed; The step of controlling the first virtual object to release the second skill in response to a release operation of the second skill comprises: In response to a release operation of the second skill, controlling the first virtual object to release the second skill, and displaying the skill special effect.
5. The method according to any one of claims 1 to 4, wherein, The damage caused by the virtual object of the first identity type belongs to a first damage type, the damage caused by the virtual object of the second identity type belongs to a second damage type, and the virtual object hit after the second virtual object releases the second skill is subject to the second damage type of damage; After the step of controlling the first virtual object to release the second skill in response to a release operation of the second skill, the method further comprises: When the second skill released by the first virtual object hits a third virtual object, controlling the third virtual object to be subject to the first damage type of damage.
6. The method according to any one of claims 1 to 5, wherein, The method further comprises: Display the skill bar of the first virtual object, where the skill bar is used to display the skill icons of the skills that the first virtual object has, and the skill bar includes the skill icon of the first skill; The step of, in response to an interaction operation of the first virtual object on the virtual resources dropped by the second virtual object, displaying that the first virtual object obtains the second skill includes: In response to the interaction operation of the first virtual object on the virtual resources dropped by the second virtual object, add the skill icon of the second skill to the skill bar.
7. The method according to any one of claims 1 to 6, wherein The skill bar includes a first skill bar and a second skill bar. The first skill bar is used to display the skill icons of the skills of the first identity type, and the second skill bar is used to display the skill icons of the skills of other identity types. The other identity types refer to the identity types other than the first identity type; The step of displaying the skill bar of the first virtual object includes: Display the skill icon of the first skill in the first skill bar; The step of, in response to the interaction operation of the first virtual object on the virtual resources dropped by the second virtual object, adding the skill icon of the second skill to the skill bar includes: In response to the interaction operation of the first virtual object on the virtual resources dropped by the second virtual object, add the skill icon of the second skill to the second skill bar.
8. The method according to any one of claims 1 to 7, wherein The method further includes: Display the second identity type at the location where the virtual resources dropped by the second virtual object are located.
9. The method according to any one of claims 1 to 8, wherein, The second virtual object has multiple second skills of the second identity type; The step of, in response to the interaction operation of the first virtual object on the virtual resources dropped by the second virtual object, displaying that the first virtual object obtains the second skill includes: In response to the interaction operation of the first virtual object on the virtual resources dropped by the second virtual object, display a skill selection list that includes multiple second skills. In response to a selection operation on any one of the second skills, display that the first virtual object obtains the selected second skill; or, In response to the interaction operation of the first virtual object on the virtual resources dropped by the second virtual object, randomly determine one of the multiple second skills, and display that the first virtual object obtains the randomly determined second skill; or, In response to the interaction operation of the first virtual object on the virtual resources dropped by the second virtual object, display that the first virtual object obtains multiple second skills.
10. The method according to any one of claims 1 to 9, characterized in that, The method further includes: In the case where the first virtual object is defeated, display the virtual resources dropped by the first virtual object and switch the first virtual object to a dead state; In the case where the first virtual object meets the resurrection condition, control the first virtual object to resurrect; In response to an interaction operation of the first virtual object on virtual resources dropped by the first virtual object, display that the first virtual object obtains a first virtual item, where the first virtual item is a virtual item dropped when the first virtual object is defeated, and the first virtual item is picked up by the first virtual object in the virtual scene.
11. The method according to any one of claims 1 to 10, wherein The displaying that the first virtual object obtains the second skill in response to an interaction operation of the first virtual object on virtual resources dropped by the second virtual object includes: In response to an interaction operation of the first virtual object on virtual resources dropped by the second virtual object, display that the first virtual object obtains the second skill and a second virtual item, where the second virtual item is a virtual item dropped when the second virtual object is defeated, and the second virtual item is picked up by the second virtual object in the virtual scene.
12. The method according to any one of claims 1 to 11, wherein, The displaying that the first virtual object obtains the second skill in response to an interaction operation of the first virtual object on virtual resources dropped by the second virtual object includes: In response to the first virtual object touching virtual resources dropped by the second virtual object, display that the first virtual object obtains the second skill; or When the distance between the first virtual object and virtual resources dropped by the second virtual object is less than a distance threshold, in response to a trigger operation on an interaction option, display that the first virtual object obtains the second skill.
13. A virtual object control device, the device includes: A display module, configured to display a first virtual object and a second virtual object, where the first virtual object belongs to a first identity type, the first virtual object has a first skill, the first skill is a skill of the first identity type, the second virtual object belongs to a second identity type, and the second virtual object has a second skill, and the second skill is a skill of the second identity type; The display module is further configured to, when the first virtual object defeats the second virtual object, display virtual resources dropped by the second virtual object; The display module is further configured to, in response to an interaction operation of the first virtual object on virtual resources dropped by the second virtual object, display that the first virtual object obtains the second skill.
14. A computer device, the computer device includes a processor and a memory, and at least one computer program is stored in the memory, and the at least one computer program is loaded and executed by the processor to implement the operations performed by the virtual object control method according to any one of claims 1 to 12.
15. A computer-readable storage medium, in which at least one computer program is stored, and the at least one computer program is loaded and executed by a processor to implement the operations performed by the virtual object control method according to any one of claims 1 to 12.
16. A computer program product, including a computer program, and the computer program is loaded and executed by a processor to implement the operations performed by the virtual object control method according to any one of claims 1 to 12.
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