Virtual character control method and apparatus, and electronic device

By generating rebirth props in the game scene to allow the virtual character to be reborn at a specified location, the problem of the virtual character being easily defeated when resurrected on the spot is solved, the gaming experience is improved and resources are saved.

WO2025214033A1PCT designated stage Publication Date: 2025-10-16SHANGHAI NETEASE CUICAN NETWORK TECHNOLOGY CO LTD
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Patent Information

Application Number
PCT/CN2025/081666
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-04-12
Filing Date
2025-03-10
Publication Date
2025-10-16

AI Technical Summary

Technical Problem

In the prior art, after a virtual character is defeated in a battle and is resurrected on the spot, it is easy to be defeated again, which fails to reflect the advantages of the resurrection mode, affects the game experience and increases the game time.

Method used

The player controls the virtual character to generate rebirth props in the game scene, rebirth at a designated location, and remove the props after rebirth to avoid resurrection at the same place.

Benefits of technology

It improves the gaming experience, reduces gaming time, and saves gaming resources.

✦ Generated by Eureka AI based on patent content.

Smart Images

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    Figure CN2025081666_16102025_PF_FP_ABST
Patent Text Reader

Abstract

The present disclosure provides a virtual character control method and apparatus, and an electronic device. The method comprises: in response to a use skill instruction, controlling a controlled virtual character to use a first game skill in a game scene, so as to generate a regeneration item at a first scene position in the game scene, and configure a first scene range of an action of the regeneration item; in response to a first virtual character located in the first scene range being defeated, controlling the defeated first virtual character to be regenerated at the first scene position; and in response to the first virtual character completing regeneration at the first scene position, controlling the regeneration item to be removed from the first scene position. By the described means, a player can control a virtual character to generate a regeneration item at a specified position, so that a virtual character controlled by a teammate can be regenerated at the specified position after being defeated, avoiding the problem of virtual character being easily defeated again after being revived at an original location, improving the game experience of the player, shortening a game duration, and saving game resources.
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Description

Method, device and electronic equipment for controlling virtual role

[0001] Cross-reference to Related Applications

[0002] The present application claims priority to the Chinese patent application No. 202410446195.6, filed on April 12, 2024, and entitled "Method, device and electronic equipment for controlling virtual role", the content of which is incorporated herein by reference in its entirety. TECHNICAL FIELD

[0003] The present disclosure relates to the technical field of games, and particularly to a method for controlling a virtual role, a device for controlling a virtual role, a computer readable storage medium and an electronic device. BACKGROUND

[0004] In current games, if a virtual role controlled by a player is defeated and dies in a battle process, the virtual role will usually quit the current battle or will watch the battle. In some game modes, the defeated virtual role can also be revived. In the related art, the virtual role controlled by the player can be passively revived by a teammate having a revival skill or can be actively revived by a role skill of the virtual role itself. However, these revival modes are usually in-place revival or revival at an initial position. For a game with a fast rhythm, the virtual role is easily defeated again after in-place revival, which cannot reflect the advantage of the revival mode, and thus affects the game experience of the player. If the virtual role is revived at the initial position, the game time is increased, which causes waste of game resources. SUMMARY

[0005] Therefore, the purpose of the present disclosure is to provide a method for controlling a virtual role, a device for controlling a virtual role, a computer readable storage medium and an electronic device. A player can control the virtual role to generate a rebirth prop at a specified position, so that a virtual role controlled by a teammate can be reborn at the specified position after being defeated. This can avoid the problem that the virtual role is easily defeated again after in-place revival, and thus improves the game experience of the player and reduces the game time and saves game resources.

[0006] According to a first aspect of the embodiments of the present disclosure, a virtual character control method is provided. A graphical user interface is provided by a terminal device, and the graphical user interface displays at least part of a game scene. The game scene includes a controlled virtual character controlled by the terminal device and at least one first virtual character belonging to a first game camp together with the controlled virtual character. The method includes: in response to a skill casting instruction, controlling the controlled virtual character to cast a first game skill in the game scene to generate a resurrection prop at a first scene position in the game scene, and configuring a first scene range in which the resurrection prop takes effect; in response to a first virtual character located in the first scene range being defeated, controlling the defeated first virtual character to resurrect at the first scene position; and in response to the first virtual character completing the resurrection at the first scene position, controlling the resurrection prop to be removed from the first scene position.

[0007] According to a second aspect of the embodiments of the present disclosure, a virtual character control apparatus is provided. A graphical user interface is provided by a terminal device, and the graphical user interface displays at least part of a game scene. The game scene includes a controlled virtual character controlled by the terminal device and at least one first virtual character belonging to a first game camp together with the controlled virtual character. The apparatus includes: a resurrection prop generation module configured to execute, in response to a skill casting instruction, control of the controlled virtual character to cast a first game skill in the game scene to generate a resurrection prop at a first scene position in the game scene, and configuration of a first scene range in which the resurrection prop takes effect; a virtual character resurrection module configured to execute, in response to a first virtual character located in the first scene range being defeated, control of the defeated first virtual character to resurrect at the first scene position; and a resurrection prop removal module configured to execute, in response to the first virtual character completing the resurrection at the first scene position, control of the resurrection prop to be removed from the first scene position. According to a third aspect of the embodiments of the present disclosure, an electronic device is provided. The electronic device includes a processor and a memory. The memory stores computer executable instructions that can be executed by the processor. The processor executes the computer executable instructions to implement the virtual character control method of any one of the first aspect.

[0008] According to a fourth aspect of the embodiments of the present disclosure, a computer readable storage medium is provided. The computer readable storage medium stores computer executable instructions. When the computer executable instructions are invoked and executed by a processor, the computer executable instructions cause the processor to implement the virtual character control method of any one of the first aspect.

[0009] The embodiments of the present disclosure bring the following beneficial effects:

[0010] The present disclosure provides a virtual role control method, a virtual role control device, a computer readable storage medium and an electronic device. In response to a skill casting instruction, a first game skill of a controlled virtual role is cast in a game scene to generate a resurrection prop at a first scene position in the game scene, and a first scene range in which the resurrection prop acts is configured. In response to a first virtual role located in the first scene range being defeated, the defeated first virtual role is controlled to be resurrected at the first scene position. In response to the first virtual role completing the resurrection at the first scene position, the resurrection prop is removed from the first scene position. In this way, the player can control the virtual role to generate the resurrection prop at a specified position, so that the virtual role controlled by the teammate can be resurrected at the specified position after being defeated, avoiding the problem that the virtual role is easily defeated again after being resurrected in place, improving the game experience of the player, reducing the game time, and saving game resources.

[0011] Other features and advantages of the present disclosure will be set forth in the descriptions below, and in part will become apparent to those skilled in the art from the descriptions, or can be learned by practice of the present disclosure. The purposes and other advantages of the present disclosure will be realized and achieved by the structures particularly pointed out in the description, claims and drawings.

[0012] In order to make the above-mentioned purposes, features and advantages of the present disclosure more obvious and easy to understand, the following will specifically describe a preferred embodiment, and the accompanying drawings will be described in detail as follows. BRIEF DESCRIPTION OF DRAWINGS

[0013] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the related art, the following will briefly introduce the drawings needed to be used in the specific embodiments or related art descriptions. Obviously, the drawings in the following description are some embodiments of the present disclosure, and those skilled in the art can also obtain other drawings according to these drawings without creative labor.

[0014] Fig. 1 is a flowchart of a virtual role control method provided by one of the embodiments of the present disclosure;

[0015] Fig. 2 is a schematic diagram of a graphical user interface provided by one of the embodiments of the present disclosure;

[0016] Fig. 3 is a schematic diagram of another graphical user interface provided by one of the embodiments of the present disclosure;

[0017] Fig. 4 is a schematic diagram of another graphical user interface provided by one of the embodiments of the present disclosure;

[0018] Fig. 5 is a schematic diagram of another graphical user interface provided by one of the embodiments of the present disclosure;

[0019] FIG. 6 is a schematic diagram of another graphical user interface provided by one of the embodiments of the present disclosure;

[0020] FIG. 7 is a schematic diagram of a structure of a control device of a virtual character provided by one of the embodiments of the present disclosure;

[0021] FIG. 8 is a schematic diagram of a structure of an electronic device provided by one of the embodiments of the present disclosure. DETAILED DESCRIPTION

[0022] In order to make the objects, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions of the present disclosure will be described clearly and completely below with reference to the drawings, obviously, the described embodiments are only a part of the embodiments of the present disclosure, rather than all the embodiments of the present disclosure. Based on the embodiments in the present disclosure, all other embodiments obtained by those skilled in the art without creative work, fall within the protection scope of the present disclosure.

[0023] In current games, if a virtual character controlled by a player is defeated and dies in a battle process, the virtual character will usually quit the current battle or will watch the battle. In some game modes, the defeated virtual character can also be revived. In the related art, the virtual character controlled by the player can be passively revived by a teammate with a revival skill or can be actively revived by a role skill of the player himself, but these revival modes are usually in-place revivals, and for a game with a faster rhythm, the virtual character is easily defeated again after in-place revival, and the advantages of the revival mode cannot be reflected, which affects the game experience of the player. Based on this, the present disclosure provides a virtual character control method, device and electronic device, which can be applied to devices such as mobile phones, computers, notebooks, tablets and computers.

[0024] The virtual character control method in one of the embodiments of the present disclosure can run on a local terminal device or a server. When the virtual character control method runs on the server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0025] In an optional embodiment, various cloud applications can be run under the cloud interaction system, for example, cloud gaming. Taking cloud gaming as an example, cloud gaming refers to a game mode based on cloud computing. In the running mode of cloud gaming, the running subject of the game program and the presentation subject of the game picture are separated, and the storage and running of the control method of the virtual character are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game picture. For example, the client device can be a display device close to the user side with data transmission function, such as a mobile terminal, a television, a computer, a palm computer, etc. However, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation instructions to the cloud gaming server, the cloud gaming server runs the game according to the operation instructions, encodes and compresses the game picture and other data, returns the data to the client device through the network, and finally decodes and outputs the game picture through the client device.

[0026] In an optional embodiment, taking a game as an example, the local terminal device stores a game program and is used for presenting a game picture. The local terminal device is used for interacting with the player through a graphical user interface, that is, a conventional game program is downloaded and installed on an electronic device and is run. The way in which the local terminal device provides the graphical user interface to the player can include various ways, for example, the graphical user interface can be rendered and displayed on the display screen of the terminal, or the graphical user interface can be provided to the player through holographic projection. For example, the local terminal device can include a display screen used for presenting a graphical user interface including a game picture, and a processor used for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.

[0027] In a possible embodiment, the present disclosure provides a control method of a virtual character, which provides a graphical user interface through a terminal device. The terminal device can be the aforementioned local terminal device or the aforementioned client device in the cloud interaction system. The graphical user interface displays at least part of a game scene, and the game scene includes a controlled virtual character controlled by the terminal device and at least one first virtual character belonging to the same first game team as the controlled virtual character.

[0028] As shown in FIG. 1, the method includes the following steps:

[0029] In step S102, in response to a skill casting instruction, a first game skill of the controlled virtual character is controlled to be cast in the game scene to generate a resurrection prop at a first scene position in the game scene, and a first scene range in which the resurrection prop acts is configured.

[0030] The skill release instruction can be generated in response to a trigger operation on the first skill control. The trigger operation can be a click operation, a long press operation, a sliding operation, or the like of a finger on the first skill control, or a click operation, a long press operation, or the like of a mouse on the first skill control. The skill release instruction can also be generated in response to a trigger operation on the first key. The trigger operation can be a press operation of a finger on the first key of a keyboard, or the like.

[0031] Optionally, in response to the skill release instruction, the first game skill is released by the controlled virtual character at a first scene position in the game scene to generate a resurrection prop at the first scene position. The first scene position is a position aimed at by the controlled virtual character in the game scene, for example, a position aimed at by a crosshair.

[0032] The resurrection prop can be an information identifier, such as displaying text information or pattern information at the first scene position to indicate that the first scene position is a resurrection position of the first virtual character. The resurrection prop can also be a three-dimensional model identifier, such as displaying a virtual model at the first scene position. The virtual model can be a funnel model with a light effect, a base model that emits light upward, or a base model that emits light upward and a top cover model.

[0033] The first scene range can be a two-dimensional scene range centered on the resurrection prop, such as a circular range, a square range, a diamond range, or the like centered on the resurrection prop. The first scene range can also be a three-dimensional scene range centered on the resurrection prop, such as a spherical range, a cube range, a cylindrical range, or the like centered on the resurrection prop. In one possible implementation, a scene range with a preset distance as a radius centered on the resurrection prop is determined as the first scene range. In another possible implementation, a scene range with a preset distance as a radius centered on the resurrection prop is determined as the first scene range.

[0034] In step S104, in response to the first virtual character located in the first scene range being defeated, the defeated first virtual character is controlled to be resurrected at the first scene position.

[0035] Optionally, in response to the resurrection prop not being invalidated and the first virtual character located in the first scene range being defeated, the defeated first virtual character is controlled to be resurrected at the first scene position (the resurrection prop).

[0036] The resurrection prop not being invalidated includes at least one of the following: the resurrection prop not being destroyed by an enemy virtual character, the resurrection prop not being retrieved by the player, the resurrection prop not being used (i.e., no virtual character being resurrected), the resurrection prop reaching a preset invalidation time, and the like. The first virtual character generally refers to the first virtual character of the first game team that is defeated after the resurrection prop is generated.

[0037] The first virtual character is displayed with special effects at the first scene position while the first virtual character is controlled to respawn at the respawn prop, for example, the first virtual character suddenly appears at the first scene position and displays a light-emitting special effect, for example, the first virtual character appears on the respawn prop in a gradually displayed manner from bottom to top or from top to bottom and displays a light-emitting special effect, and the like.

[0038] In response to the first virtual character completing the respawn at the first scene position, the respawn prop is removed from the first scene position.

[0039] Optionally, in response to the first virtual character completing the respawn at the first scene position, it is determined that the respawn prop is disabled, that is, the respawn function cannot be provided, and the respawn prop is removed from the first scene position immediately or after a preset time.

[0040] Optionally, in response to the first virtual character completing the respawn at the first scene position, it is determined that the respawn prop is disabled, and the respawn prop is controlled to be displayed in gray.

[0041] The embodiment of the present disclosure provides a virtual character control method, in response to a skill casting instruction, a first game skill is cast by a controlled virtual character in a game scene to generate a respawn prop at a first scene position in the game scene, and a first scene range in which the respawn prop acts is configured; in response to a first virtual character located in the first scene range being defeated, the defeated first virtual character is controlled to respawn at the first scene position; in response to the first virtual character completing the respawn at the first scene position, the respawn prop is removed from the first scene position. In this way, the player can control the virtual character to generate the respawn prop at a specified position, so that the virtual character controlled by the teammate can respawn at the specified position after being defeated, avoiding the problem that the respawned virtual character is easily defeated again, improving the game experience of the player, reducing the game time, and saving game resources.

[0042] The above-mentioned graphical user interface further includes a crosshair, which is used to indicate the aiming direction of the controlled virtual character in the game scene; the crosshair can be a crosshair corresponding to the controlled virtual object controlled by the terminal device, or a crosshair corresponding to a virtual shooting tool held by the controlled virtual object. The above-mentioned crosshair is usually displayed at the center position of the graphical user interface.

[0043] The above-mentioned step of responding to the skill casting instruction and controlling the controlled virtual character to cast the first game skill in the game scene to generate a respawn prop at a first scene position in the game scene includes a possible implementation manner:

[0044] In response to the skill casting instruction, the first game skill is cast by the controlled virtual character in the game scene, and a resurrection prop is generated at the first scene position determined based on the crosshair.

[0045] That is, before the first game skill is cast by the controlled virtual character in the game scene, the player usually adjusts the position aimed by the crosshair, and after the first scene position aimed by the crosshair is determined, the first game skill is cast by the controlled virtual character in the game scene in response to the skill casting instruction.

[0046] Optionally, the above-mentioned graphical user interface further comprises a first skill control, i.e., a first skill control of the controlled virtual character.

[0047] In another possible implementation of the above-mentioned step S102, in response to a first trigger operation on the first skill control, the first game skill is cast by the controlled virtual character in the game scene to generate the resurrection prop at the first scene position aimed by the crosshair in the game scene, and the first scene range in which the resurrection prop acts is configured.

[0048] Generally, the controlled virtual character has multiple first skill controls, and different first skill controls correspond to different character skills, such as a first skill control for generating a resurrection prop at a specified scene position, a second skill control for releasing an attack skill, and a third skill control for invisibility.

[0049] The first trigger operation can be a click operation of a mouse on the first skill control, or a trigger operation of the player on a specified key of a keyboard, wherein the specified key is a key corresponding to the first skill control (such as keys “Q”, “W”, “E”, “R”, etc.). It can also be a click operation, a long press operation, or a sliding operation of a finger on the first skill control in the screen.

[0050] Optionally, in response to a first control operation on the crosshair, the scene position aimed by the crosshair is adjusted; in response to the crosshair aiming at the first scene position and the first trigger operation on the first skill control, the first game skill is cast by the controlled virtual character in the game scene to generate the resurrection prop at the first scene position.

[0051] Optionally, in response to the first trigger operation on the first skill control, the display mode of the crosshair is updated; in response to the control operation on the crosshair, the scene position aimed by the crosshair is adjusted, and in response to the crosshair aiming at the first scene position and the second trigger operation on the first skill control, the first game skill is cast by the controlled virtual character in the game scene to generate the resurrection prop at the first scene position.

[0052] The response is to the first trigger operation of the first skill control. The controlled virtual character is controlled to cast the first game skill in the game scene to generate the resurrection prop at the first scene position aimed by the crosshair in the game scene. A possible implementation: in response to the first control operation of the crosshair, the scene position aimed by the crosshair in the game scene is adjusted; in response to the first scene position aimed by the crosshair in the game scene, and in response to the first trigger operation of the first skill control, the controlled virtual character is controlled to cast the first game skill in the game scene to generate the resurrection prop at the first scene position.

[0053] The first control operation can be a movement operation of the mouse by the player, can also be a sliding operation of the game scene by the player's finger, and can also be a control operation of the virtual character. The purpose of adjusting the scene position aimed by the crosshair in the game scene is to find a suitable resurrection position to avoid being defeated again after resurrection.

[0054] For example, as shown in FIG. 2, the crosshair and the first skill control, after the player adjusts the scene position aimed by the crosshair in the game scene, as shown in FIG. 3, the player presses the key “E” on the keyboard, and at this time the controlled virtual character is controlled to cast the first game skill in the game scene to generate the resurrection prop at the first scene position.

[0055] The first skill control is also included in the above-mentioned graphical user interface, which is used to prompt the trigger skill casting instruction; if it is a PC game, the first skill control is a key for prompting the trigger skill casting instruction, for example, the first skill control is “E”, and the player only needs to press the “E” key on the keyboard to trigger the skill casting instruction. If it is a mobile game, the player can directly touch the first skill control on the screen with the finger to trigger the skill casting instruction.

[0056] After the step of generating a resurrection prop at the first scene position in the game scene, the above-mentioned method further comprises: updating the display mode of the first skill control from the first display mode to the second display mode; wherein the first display mode is used to indicate that the first game skill corresponding to the controlled virtual character is in an available state, and the second display mode is used to indicate that the generated resurrection prop is in an available state.

[0057] It can be understood that the first display mode is used to indicate that the first skill control is currently in a triggerable state, and the second display mode is used to indicate that the generated resurrection prop is not invalid.

[0058] The first display mode can be the initial display mode of each skill control, and the second display can be highlight display, light-emitting display, color filling display, or dynamic effect display, etc. For example, as shown in FIG. 2, the first skill control displayed in the first display mode, as shown in FIG. 3, the first skill control displayed in the second display mode.

[0059] It should be noted that if the resurrection props are invalid, i.e. in an unusable state, the first skill control will be updated from the second display mode to the first display mode, or from the second display mode to the third display mode.

[0060] In the above manner, by updating the display mode of the first skill control, the player can be reminded of the state of the first skill control, i.e. the state of the first game skill, and the state of the resurrection props (whether invalid or usable), further improving the game experience of the player.

[0061] The above-mentioned resurrection props have a preset amount of blood, for example, as shown in FIG. 3, a blood bar of the props is displayed above the resurrection props, and the resurrection props have a preset amount of blood in the initial state.

[0062] The above-mentioned method further comprises: in response to an attack event on the resurrection props, controlling the reduction of the blood of the resurrection props; and in response to the blood of the resurrection props being lower than a preset threshold, controlling the removal of the resurrection props from the first scene position.

[0063] The game scene further comprises at least one second virtual character belonging to a different game camp from the controlled virtual character, and the above-mentioned attack event on the resurrection props can be an attack event of the second virtual character on the resurrection props, or an attack event of the first virtual character on the resurrection props. The above-mentioned preset threshold is usually set in advance according to the needs, such as "0", "10" or "30%" and the like.

[0064] The resurrection props are visible to the player controlling the second virtual character in the game scene, so the player controlling the second virtual character usually controls the second virtual character to release a skill against the resurrection props to destroy the resurrection props, so that the resurrection props are invalid.

[0065] In response to the attack event on the resurrection props, the above-mentioned method further comprises: controlling the reduction of the blood of the resurrection props every specified time.

[0066] The above-mentioned specified time can be set in advance according to the needs of the game, such as 10 seconds, 20 seconds, etc. Of course, the blood of the resurrection props can also not be reduced with the game time.

[0067] After the step of generating a resurrection prop at a first scene position in the game scene, the above-mentioned method further comprises: in response to a triggering operation on the first skill control in the second display mode, controlling the removal of the resurrection props from the first scene position.

[0068] If the player wants to retrieve the resurrection props after generating the resurrection props, the first skill control can be clicked again to facilitate the player to update the scene position of the resurrection props subsequently.

[0069] The method further includes, in response to the controlled virtual character being defeated, controlling to remove the respawn prop from the first scene position. That is, if the player is defeated by the second virtual character, the respawn prop will also be invalidated at this time. It should be noted that the controlled virtual character cannot be respawned by the respawn prop generated by itself, but only the teammates can be respawned.

[0070] After the step of controlling to remove the respawn prop from the first scene position, the method further includes controlling to update the display mode of the first skill control to a third display mode; wherein the third display mode is used to indicate that the first game skill is in an unusable state.

[0071] After the step of controlling to update the display mode of the first skill control to the third display mode, the method further includes, in response to the duration of the first game skill being in the unusable state reaching a specified duration, controlling to update the display mode of the first skill control from the third display mode to the first display mode.

[0072] The third display mode can be a countdown display mode, and in response to completing the countdown (corresponding to the above-mentioned response to the duration of the first game skill being in the unusable state reaching a specified duration), the display mode of the first skill control is updated from the third display mode to the first display mode, which is used to indicate that the first skill control can be triggered. For example, as shown in FIG. 4, the first skill control is updated from the second display mode to the countdown mode, that is, the skill cooling state, at which time the player cannot use the skill, that is, the first game skill is in an unusable state.

[0073] After the step of generating a respawn prop at the first scene position in the game scene, the method further includes configuring a second scene range in which the respawn prop acts; controlling the respawn prop to generate a specified game prop according to a specified generation rule; in response to the specified game prop being picked up by a virtual character of the first game team, controlling to provide a corresponding game gain effect for the virtual character of the first game team, and / or in response to the specified game prop being picked up by a virtual character of the second game team, controlling to provide a corresponding game penalty effect for the virtual character of the second game team, wherein the second game team is mutually hostile to the first game team.

[0074] The second scenario range can be the same as or different from the first scenario range. The second scenario range can be a two-dimensional scenario range centered on the respawn prop, such as a circular range, a square range, a diamond range, etc. The second scenario range can also be a three-dimensional scenario range centered on the respawn prop, such as a spherical range, a cubic range, a cylindrical range, etc. In one possible implementation, the second scenario range is a scenario range with a preset distance as a radius and the respawn prop as a center. In another possible implementation, the second scenario range is a scenario range with a preset distance as a radius and the respawn prop as a center.

[0075] The specified game prop can be visible to the player controlling the second virtual character, or the specified game prop can be invisible to the player controlling the second virtual character, according to the game requirements. Similarly, the specified game prop can be picked up by the second virtual character, or the specified game prop can not be picked up by the second virtual character, according to the game requirements.

[0076] The specified game prop is generally used to provide a game gain effect to a virtual character belonging to the first game camp that picks up the specified game prop, such as increasing the combat power of the virtual character, increasing the blood volume of the virtual character, increasing the level of the virtual character, increasing the moving speed of the virtual character, increasing the jumping ability of the virtual character, etc.

[0077] The specified game prop is generally also used to provide a game loss effect to a virtual character belonging to the second game camp that picks up the specified game prop, such as reducing the combat power of the virtual character, reducing the blood volume of the virtual character, reducing the level of the virtual character, reducing the moving speed of the virtual character, reducing the jumping ability of the virtual character, etc.

[0078] Optionally, the specified game prop includes a first game prop and a second game prop. The first game prop is used to increase the life value / defense attribute of the virtual character of the first game camp and / or reduce the life value / defense attribute of the virtual character of the second game camp. The second game prop is used to increase the moving ability of the virtual character of the first game camp and / or reduce the moving ability of the virtual character of the second game camp.

[0079] For example, if the first game prop is picked up by the virtual character of the first game team, the life value or defense attribute of the virtual character of the first game team is increased, and if the first game prop is picked up by the virtual character of the second game team, the life value or defense attribute of the virtual character of the second game team is decreased. Similarly, if the second game prop is picked up by the virtual character of the first game team, the moving ability (such as moving speed, jumping ability, teleporting ability, etc.) of the virtual character of the first game team is improved, and if the second game prop is picked up by the virtual character of the second game team, the moving ability of the virtual character of the second game team is decreased.

[0080] After the step of responding to the skill casting instruction, controlling the controlled virtual character to cast the first game skill in the game scene to generate a resurrection prop at the first scene position in the game scene, the method further comprises:

[0081] In response to the target virtual character being located outside the first scene range in the game scene, displaying a first prop identifier in the game picture provided by the target terminal device corresponding to the target virtual character, wherein the first prop identifier is used to at least prompt that there is a resurrection prop in the game scene, and the resurrection prop is not available for the target virtual character;

[0082] In response to the target virtual character entering the first scene range, displaying a second prop identifier in the game picture provided by the target terminal device, wherein the second prop identifier is used to at least prompt that the resurrection prop is available for the target virtual character.

[0083] The first prop identifier and the second prop identifier are usually different, which can be a text identifier or a pattern identifier. For example, as shown in FIG. 5, if the target virtual character is not located in the first scene range, a first prop identifier is displayed in the game picture provided by the target terminal device corresponding to the target virtual character. Optionally, a road sign is also displayed, which is used to guide the target virtual character to move to the first scene range, so that the resurrection prop is available for the target virtual character, and then the target virtual character obtains the opportunity of resurrection. For example, as shown in FIG. 6, if the target virtual character is located in the first scene range, a second prop identifier is displayed in the game picture provided by the target terminal device corresponding to the target virtual character.

[0084] In addition, the method further comprises: when the first virtual character is in the process of resurrection at the first scene position, in response to the blood volume of the resurrection prop being lower than a preset threshold, controlling the resurrection prop to be removed from the first scene position, and canceling the resurrection of the first virtual character.

[0085] That is, in the process of resurrection of the first virtual character, the first virtual character being resurrected cannot be attacked, but the “resurrection prop” can be attacked to interrupt the resurrection of the first virtual character.

[0086] In response to the first virtual character completing the resurrection at the first scene position, the method further includes: controlling the resurrection prop to be removed from the first scene position.

[0087] The first virtual character that is resurrected has a full health state, and the resurrection prop cannot be attacked after the resurrection is completed and disappears after a delay.

[0088] In response to the first virtual character located in the first scene range being defeated, the method further includes: controlling the defeated first virtual character to be resurrected at the first scene position.

[0089] For example, if the skill state of the first virtual character is a countdown state (unavailable state) when the first virtual character is defeated, and the countdown time is 10 seconds, after the first virtual character completes the resurrection, the skill state continues to count down from 10 seconds, and the skill state is configured to be available only after the countdown is completed.

[0090] The method further includes: in response to the first virtual character completing the resurrection at the first scene position, controlling at least part of the game skills of the first virtual character to be configured to be available.

[0091] For example, if the skill state of the first virtual character is a countdown state when the first virtual character is defeated, and the countdown time is 10 seconds, after the first virtual character completes the resurrection, the skill state cancels the countdown state, and the corresponding game skill is reconfigured to be available.

[0092] Corresponding to the method embodiment, the present disclosure embodiment provides a virtual character control device. The device provides a graphical user interface through a terminal device. The graphical user interface displays at least part of a game scene. The game scene includes a controlled virtual character controlled through the terminal device and at least one first virtual character belonging to a first game camp with the controlled virtual character. The device includes:

[0093] The resurrection prop generation module 71 is configured to execute the response skill casting instruction, control the controlled virtual character to cast the first game skill in the game scene, generate a resurrection prop at a first scene position in the game scene, and configure a first scene range in which the resurrection prop takes effect.

[0094] The virtual character resurrection module 72 is configured to execute the response that the first virtual character located in the first scene range is defeated, control the defeated first virtual character to resurrect at the first scene position.

[0095] The resurrection prop removal module 73 is configured to execute the response that the first virtual character completes the resurrection at the first scene position, control the resurrection prop to be removed from the first scene position.

[0096] The virtual character control device provided in the embodiments of the present disclosure can control a virtual character to generate a resurrection prop at a specified position, so that a virtual character controlled by a teammate can resurrect at the specified position after being defeated, thereby avoiding the problem that the virtual character is easily defeated again after being resurrected in place, improving the game experience of the player, reducing the game time, and saving game resources.

[0097] The above-mentioned graphical user interface further includes a reticle, which is used to indicate the aiming direction of the controlled virtual character in the game scene; the above-mentioned resurrection prop generation module is further used to: execute the response skill casting instruction, control the controlled virtual character to cast the first game skill in the game scene, and generate a resurrection prop at a first scene position determined based on the reticle.

[0098] The above-mentioned graphical user interface further includes a first skill control, which is used to prompt the triggering of the skill casting instruction; the above-mentioned device further includes a first update module, which is configured to execute: updating the display mode of the first skill control from a first display mode to a second display mode; wherein the first display mode is used to indicate that the first game skill corresponding to the controlled virtual character is in an available state, and the second display mode is used to indicate that the generated resurrection prop is in an available state.

[0099] The above-mentioned resurrection prop has a preset amount of blood, and the above-mentioned device further includes a first removal module, which is configured to execute: in response to an attack event on the resurrection prop, control the blood of the resurrection prop to be reduced; in response to the blood of the resurrection prop being lower than a preset threshold, control the resurrection prop to be removed from the first scene position.

[0100] The device further includes a second removal module configured to perform: in response to a triggering operation of the first skill control in the second display mode, controlling to remove the respawn prop from the first scene position.

[0101] The device further includes a third removal module configured to perform: in response to the controlled virtual character being defeated, controlling to remove the respawn prop from the first scene position.

[0102] The device further includes a second update module configured to perform: controlling to update the display mode of the first skill control to a third display mode; wherein the third display mode is used to indicate that the first game skill is in an unavailable state.

[0103] The device further includes a third update module configured to perform: in response to a duration that the first game skill is in the unavailable state reaching a specified duration, controlling to update the display mode of the first skill control from the third display mode to the first display mode.

[0104] The device further includes a game prop generation module configured to perform: configuring a second scene range in which the respawn prop acts; controlling to generate a specified game prop in the second scene range according to a specified generation rule; in response to the specified game prop being picked up by a virtual character of the first game camp, controlling to provide a corresponding game gain effect for the virtual character of the first game camp, and / or in response to the specified game prop being picked up by a virtual character of a second game camp, controlling to provide a corresponding game loss effect for the virtual character of the second game camp, wherein the second game camp is mutually hostile to the first game camp.

[0105] The specified game prop includes a first game prop and a second game prop, wherein: the first game prop is used to: increase the life value / defense attribute of the virtual character of the first game camp, and / or reduce the life value / defense attribute of the virtual character of the second game camp; the second game prop is used to: improve the movement ability of the virtual character of the first game camp, and / or reduce the movement ability of the virtual character of the second game camp.

[0106] The device further includes a prop identification display module configured to perform: in response to the target virtual character being located outside a first scene range in a game scene, displaying a first prop identification in a game picture provided by a target terminal device corresponding to the target virtual character, wherein the first prop identification is used to at least prompt that there is a respawn prop in the game scene, and the respawn prop is unavailable to the target virtual character; in response to the target virtual character entering the first scene range, displaying a second prop identification in the game picture provided by the target terminal device, wherein the second prop identification is used to at least prompt that the respawn prop is available to the target virtual character.

[0107] The device further includes a resurrection cancel module configured to perform: in a process in which the first virtual character is resurrected at the first scene position, in response to the blood volume of the resurrection prop being lower than a preset threshold, controlling the resurrection prop to be removed from the first scene position and the resurrection of the first virtual character to be canceled.

[0108] The resurrection prop removal module is further configured to perform: in response to the first virtual character completing the resurrection at the first scene position, controlling the life value of the first virtual character to be a preset life value and the resurrection prop to be unattackable; and in response to a preset time elapsing, controlling the resurrection prop to be removed from the first scene position.

[0109] The virtual character resurrection module is further configured to perform: in response to the first virtual character located in the first scene range being defeated, confirming skill state information of the first virtual character when the first virtual character is defeated, and controlling the defeated first virtual character to be resurrected at the first scene position according to the skill state information, so that the skill state of the first virtual character after the resurrection is completed matches the skill state of the first virtual character when the first virtual character is defeated.

[0110] The device further includes a state control module configured to perform: in response to the first virtual character completing the resurrection at the first scene position, controlling at least part of game skills of the first virtual character to be configured in an available state.

[0111] The virtual character control device provided by the embodiments of the present disclosure has the same technical features as the virtual character control method provided by the above embodiments, and can solve the same technical problems and achieve the same technical effects.

[0112] The embodiments further provide an electronic device including a processor and a memory, the memory storing machine executable instructions capable of being executed by the processor, and the processor executes the machine executable instructions to implement the virtual character control method. The electronic device can be a server or a terminal device.

[0113] Referring to FIG. 8, the electronic device includes a processor 100 and a memory 101, the memory 101 storing machine executable instructions capable of being executed by the processor 100, and the processor 100 executes the machine executable instructions to implement the virtual character control method.

[0114] Further, the electronic device shown in FIG. 8 further includes a bus 102 and a communication interface 103, and the processor 100, the communication interface 103 and the memory 101 are connected through the bus 102.

[0115] The memory 101 can include a random access memory (RAM) and can also include a non-volatile memory, such as at least one disk memory. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which can be wired or wireless), and the Internet, a wide area network, a local network, a metropolitan area network, etc. can be used. The bus 102 can be an Industry Standard Architecture (ISA) bus, a Peripheral Component Interconnect (PCI) bus, or an Extended Industry Standard Architecture (EISA) bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, only one bidirectional arrow is shown in FIG. 8, but it does not mean that there is only one bus or only one type of bus.

[0116] The processor 100 can be an integrated circuit chip with signal processing capability. In the implementation process, each step of the above method can be completed by the integrated logic circuit of hardware in the processor 100 or the instructions in the form of software. The processor 100 described above can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application specific integrated circuit (ASIC), a field programmable gate array (FPGA) or other programmable logic device, a discrete gate or transistor logic device, a discrete hardware component. Each method, step and logic block disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor. The steps of the method disclosed in combination with the embodiments of the present disclosure can be directly embodied as a hardware code processor for execution, or a combination of hardware and software modules in the code processor for execution. The software module can be located in a random access memory, a flash memory, a read-only memory, a programmable read-only memory, an electrically erasable programmable memory, a register, or other mature storage media in the art. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101, and combines the hardware to complete the steps of the method of the above embodiments.

[0117] The processor in the electronic device, by executing machine executable instructions, can implement the following operations in the control method of the virtual role:

[0118] In response to the skill casting instruction, the controlled virtual role is controlled to cast the first game skill in the game scene to generate a resurrection prop at a first scene position in the game scene, and a first scene range in which the resurrection prop acts is configured; in response to a first virtual role located in the first scene range being defeated, the defeated first virtual role is controlled to respawn at the first scene position; and in response to the first virtual role completing the respawn at the first scene position, the resurrection prop is controlled to be removed from the first scene position. In this way, the player can control the virtual role to generate the resurrection prop at a specified position, so that the virtual role controlled by the teammate can respawn at the specified position after being defeated, avoiding the problem that the respawned virtual role is easily defeated again, improving the game experience of the player, and reducing the game time and saving game resources.

[0119] The above-mentioned graphical user interface further includes a crosshair, the crosshair being used to indicate the aiming direction of the controlled virtual role in the game scene; and in response to the skill casting instruction, the controlled virtual role is controlled to cast the first game skill in the game scene to generate a resurrection prop at a first scene position in the game scene, including: in response to the skill casting instruction, the controlled virtual role is controlled to cast the first game skill in the game scene, and a resurrection prop is generated at the first scene position determined based on the crosshair.

[0120] The above-mentioned graphical user interface further includes a first skill control, the first skill control being used to prompt triggering of the skill casting instruction; and after the step of generating a resurrection prop at the first scene position in the game scene, the method further includes: updating the display mode of the first skill control from a first display mode to a second display mode; wherein the first display mode is used to indicate that the first game skill corresponding to the controlled virtual role is in an available state, and the second display mode is used to indicate that the generated resurrection prop is in an available state.

[0121] The above-mentioned resurrection prop has a preset amount of blood, and the method further includes: in response to an attack event on the resurrection prop, the blood of the resurrection prop is controlled to be reduced; and in response to the blood of the resurrection prop being lower than a preset threshold, the resurrection prop is controlled to be removed from the first scene position.

[0122] After the step of generating a resurrection prop at the first scene position in the game scene, the method further includes: in response to a triggering operation of the first skill control in the second display mode, the resurrection prop is controlled to be removed from the first scene position.

[0123] The above-mentioned method further includes: in response to the controlled virtual role being defeated, the resurrection prop is controlled to be removed from the first scene position.

[0124] After the step of controlling to remove the respawn prop from the first scene position, the method further comprises: controlling to update the display mode of the first skill control to a third display mode; wherein the third display mode is used to indicate that the first game skill is in an unavailable state.

[0125] After the step of controlling to update the display mode of the first skill control to the third display mode, the method further comprises: in response to a duration that the first game skill is in the unavailable state reaching a specified duration, controlling to update the display mode of the first skill control from the third display mode to the first display mode.

[0126] After the step of generating a respawn prop at the first scene position in the game scene, the method further comprises: configuring a second scene range in which the respawn prop acts; controlling the respawn prop to generate a specified game prop in the second scene range according to a specified generation rule; in response to the specified game prop being picked up by a virtual character of the first game camp, controlling to provide a corresponding game gain effect for the virtual character of the first game camp, and / or in response to the specified game prop being picked up by a virtual character of a second game camp, controlling to provide a corresponding game loss effect for the virtual character of the second game camp, wherein the second game camp is mutually hostile to the first game camp.

[0127] The specified game prop comprises a first game prop and a second game prop, wherein: the first game prop is used to increase the life value / defense attribute of the virtual character of the first game camp, and / or reduce the life value / defense attribute of the virtual character of the second game camp; and the second game prop is used to improve the movement ability of the virtual character of the first game camp, and / or reduce the movement ability of the virtual character of the second game camp.

[0128] After the step of, in response to the skill casting instruction, controlling the controlled virtual character to cast the first game skill in the game scene to generate a respawn prop at the first scene position in the game scene, the method further comprises: in response to the target virtual character being located outside a first scene range in the game scene, displaying a first prop identifier in a game picture provided by a target terminal device corresponding to the target virtual character, wherein the first prop identifier is used to at least prompt that the respawn prop exists in the game scene, and the respawn prop is unavailable for the target virtual character; and in response to the target virtual character entering the first scene range, displaying a second prop identifier in the game picture provided by the target terminal device, wherein the second prop identifier is used to at least prompt that the respawn prop is available for the target virtual character.

[0129] The method further comprises: when the first virtual character is in the process of respawning at the first scene position, in response to the blood volume of the respawn prop being lower than a preset threshold, controlling to remove the respawn prop from the first scene position and cancel the respawning of the first virtual character.

[0130] The step of removing the respawn prop from the first scene position in response to the first virtual character completing the respawn at the first scene position comprises: in response to the first virtual character completing the respawn at the first scene position, controlling the life value of the first virtual character to be a preset life value, and controlling the respawn prop to be invincible; and in response to a preset time elapsing, removing the respawn prop from the first scene position.

[0131] The step of controlling the defeated first virtual character to respawn at the first scene position in response to the first virtual character located in the first scene range being defeated comprises: in response to the first virtual character located in the first scene range being defeated, confirming skill state information of the first virtual character when the first virtual character is defeated, and controlling the defeated first virtual character to respawn at the first scene position according to the skill state information, so that the skill state of the first virtual character after the first virtual character completes the respawn matches the skill state of the first virtual character when the first virtual character is defeated.

[0132] The method further comprises: in response to the first virtual character completing the respawn at the first scene position, controlling at least part of game skills of the first virtual character to be configured in an available state.

[0133] The embodiment also provides a machine readable storage medium, which stores machine executable instructions. When the machine executable instructions are invoked and executed by a processor, the machine executable instructions cause the processor to implement the virtual character control method.

[0134] The machine executable instructions stored in the machine readable storage medium can implement the following operation in the virtual character control method by executing the machine executable instructions:

[0135] In response to a skill casting instruction, a first game skill is controlled to be cast by the controlled virtual character in a game scene, so as to generate a respawn prop at a first scene position in the game scene, and a first scene range in which the respawn prop is effective is configured; in response to a first virtual character located in the first scene range being defeated, the defeated first virtual character is controlled to respawn at the first scene position; and in response to the first virtual character completing the respawn at the first scene position, the respawn prop is controlled to be removed from the first scene position. In this way, the player can control the virtual character to generate the respawn prop at a specified position, so that the virtual character controlled by the teammate can respawn at the specified position after being defeated, thereby avoiding the problem that the virtual character is easily defeated again after being revived in place, improving the game experience of the player, reducing the game time, and saving game resources.

[0136] The graphical user interface further includes a crosshair, the crosshair being configured to indicate a targeting direction of the controlled virtual character in the game scene; and in response to the skill casting instruction, the method further includes: controlling the controlled virtual character to cast the first game skill in the game scene to generate a resurrection prop at a first scene position in the game scene, including: in response to the skill casting instruction, controlling the controlled virtual character to cast the first game skill in the game scene, and generating a resurrection prop at the first scene position determined based on the crosshair.

[0137] The graphical user interface further includes a first skill control, the first skill control being configured to generate the skill casting instruction when triggered; and after the step of generating the resurrection prop at the first scene position in the game scene, the method further includes: updating a display mode of the first skill control from a first display mode to a second display mode; wherein the first display mode is configured to indicate that the first game skill corresponding to the controlled virtual character is in an available state, and the second display mode is configured to indicate that the generated resurrection prop is in an available state.

[0138] The resurrection prop has a preset amount of blood, and the method further includes: in response to an attack event on the resurrection prop, controlling to reduce the amount of blood of the resurrection prop; and in response to the amount of blood of the resurrection prop being lower than a preset threshold, controlling to remove the resurrection prop from the first scene position.

[0139] After the step of generating the resurrection prop at the first scene position in the game scene, the method further includes: in response to a triggering operation of the first skill control in the second display mode, controlling to remove the resurrection prop from the first scene position.

[0140] The method further includes: in response to the controlled virtual character being defeated, controlling to remove the resurrection prop from the first scene position.

[0141] After the step of controlling to remove the resurrection prop from the first scene position, the method further includes: controlling to update the display mode of the first skill control to a third display mode; wherein the third display mode is configured to indicate that the first game skill is in an unavailable state.

[0142] After the step of controlling to update the display mode of the first skill control to the third display mode, the method further includes: in response to a duration of the first game skill being in the unavailable state reaching a specified duration, controlling to update the display mode of the first skill control from the third display mode to the first display mode.

[0143] After the step of generating the resurrection prop at the first scene position in the game scene, the method further comprises: configuring a second scene range in which the resurrection prop takes effect; controlling the resurrection prop to generate a specified game prop in the second scene range according to a specified generation rule; in response to the specified game prop being picked up by a virtual character of the first game team, controlling the virtual character of the first game team to be provided with a corresponding game gain effect, and / or in response to the specified game prop being picked up by a virtual character of the second game team, controlling the virtual character of the second game team to be provided with a corresponding game loss effect, wherein the second game team is in opposition to the first game team.

[0144] The specified game prop comprises a first game prop and a second game prop, wherein: the first game prop is used to increase the life value / defense attribute of the virtual character of the first game team, and / or reduce the life value / defense attribute of the virtual character of the second game team; and the second game prop is used to improve the movement ability of the virtual character of the first game team, and / or reduce the movement ability of the virtual character of the second game team.

[0145] After the step of controlling the controlled virtual character to cast the first game skill in the game scene in response to the skill casting instruction to generate a resurrection prop at a first scene position in the game scene, the method further comprises: in response to the target virtual character being located outside a first scene range in the game scene, displaying a first prop identifier in a game picture provided by a target terminal device corresponding to the target virtual character, wherein the first prop identifier is used to at least prompt that there is a resurrection prop in the game scene, and the resurrection prop is unavailable for the target virtual character; and in response to the target virtual character entering the first scene range, displaying a second prop identifier in the game picture provided by the target terminal device, wherein the second prop identifier is used to at least prompt that the resurrection prop is available for the target virtual character.

[0146] The method further comprises: in response to the blood volume of the resurrection prop being lower than a preset threshold value during the process of the first virtual character resurrecting at the first scene position, controlling the resurrection prop to be removed from the first scene position and canceling the resurrection of the first virtual character.

[0147] The step of removing the resurrection prop from the first scene position in response to the first virtual character completing the resurrection at the first scene position comprises: in response to the first virtual character completing the resurrection at the first scene position, controlling the life value of the first virtual character to be a preset life value and controlling the resurrection prop to be unattackable; and in response to a preset time being elapsed, removing the resurrection prop from the first scene position.

[0148] The first virtual character located in the first scene range is defeated, and the step of controlling the defeated first virtual character to be reborn at the first scene position includes: in response to the first virtual character located in the first scene range being defeated, confirming skill state information of the first virtual character when the first virtual character is defeated, and controlling the defeated first virtual character to be reborn at the first scene position according to the skill state information, so that the skill state of the first virtual character after completing rebirth matches the skill state of the first virtual character when the first virtual character is defeated.

[0149] The method further includes: after the first virtual character completes rebirth at the first scene position, at least part of game skills of the first virtual character are controlled to be configured in an available state.

[0150] The virtual character control method, device, electronic device, and system computer program product provided in the embodiments of the present disclosure include a computer readable storage medium storing program codes, the program codes include instructions that can be used to execute the method described in the foregoing method embodiments, and specific implementations can be referred to the method embodiments, which will not be described here.

[0151] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the foregoing method embodiments, which will not be described here.

[0152] In addition, in the description of the embodiments of the present disclosure, unless explicitly defined and limited, the terms "mounting", "connection", and "connection" should be understood broadly, for example, can be fixedly connected, can be detachably connected, or integrally connected; can be mechanically connected, or can be electrically connected; can be directly connected, or can be indirectly connected through an intermediate medium, and can be the communication inside two elements. For those skilled in the art, the specific meaning of the above terms in the present disclosure can be understood according to the specific circumstances.

[0153] The functions, if realized in the form of software function units and sold or used as independent products, can be stored in a computer readable storage medium. Based on such understanding, the technical solutions of the present disclosure or the part of the related technology that essentially contributes or the part of the technical solutions can be embodied in the form of a software product. The computer software product is stored in a storage medium, includes a plurality of instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in the embodiments of the present disclosure. The foregoing storage medium includes: a U disk, a mobile hard disk, a read-only memory (ROM, Read-Only Memory), a random access memory (RAM, Random Access Memory), a magnetic disk or an optical disk, and various media that can store program codes.

[0154] In the description of the present disclosure, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer" and the like indicate the orientation or positional relationship based on the orientation or positional relationship shown in the drawings, and are only for the purpose of facilitating the description of the present disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a particular orientation, be constructed and operated in a particular orientation, and therefore cannot be understood as a limitation on the present disclosure. In addition, the terms "first", "second", "third" are only for the purpose of description, and cannot be understood as indicating or implying relative importance.

[0155] Finally, it should be noted that the above embodiments are only specific embodiments of the present disclosure, used to illustrate the technical solutions of the present disclosure, and are not limiting, and the protection scope of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can make modifications or easily think of changes to the technical solutions recorded in the foregoing embodiments within the technical range disclosed by the present disclosure, or make equivalent replacements to some of the technical features; and these modifications, changes or replacements do not cause the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be covered within the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be subject to the protection scope of the claims.

Claims

1. A method for controlling a virtual character, comprising: providing a graphical user interface (GUI) via a terminal device, wherein the GUI displays at least a portion of a game scene, the game scene including a controlled virtual character controlled by the terminal device and at least one first virtual character belonging to the same first game camp as the controlled virtual character; the method comprising: In response to a skill-casting instruction, the controlled virtual character is controlled to cast a first game skill in the game scene, so as to generate a rebirth item at a first scene position in the game scene, and configure a first scene range in which the rebirth item is effective; In response to the first virtual character being defeated within the first scene, controlling the defeated first virtual character to be reborn at the first scene location; In response to the first virtual character completing rebirth at the first scene location, controlling to remove the rebirth prop from the first scene location.

2. The method according to claim 1, wherein The graphical user interface further includes a crosshair, the crosshair being used to indicate the aiming direction of the controlled virtual character in the game scene; The step of responding to a skill casting instruction and controlling the controlled virtual character to cast a first game skill in the game scene to generate a rebirth prop at a first scene position in the game scene includes: In response to a skill casting instruction, the controlled virtual character is controlled to cast a first game skill in the game scene, and a rebirth prop is generated at a first scene position determined based on the crosshair.

3. The method according to claim 1, wherein The graphical user interface also includes a first skill control, which is used to prompt the triggering of the skill casting instruction; After the step of generating a rebirth item at a first scene position in the game scene, the method further includes: Update the display mode of the first skill control from a first display mode to a second display mode; wherein the first display mode is used to indicate that the first game skill corresponding to the controlled virtual character is in an available state, and the second display mode is used to indicate that the generated rebirth props are in an available state.

4. The method according to claim 1, wherein The rebirth item has a preset amount of health, and the method further includes: In response to an attack event targeting the rebirth item, controlling to reduce the health of the rebirth item; In response to the health of the rebirth item being lower than a preset threshold, the rebirth item is controlled to be removed from the first scene position.

5. The method according to claim 3, wherein After the step of generating a rebirth item at a first scene position in the game scene, the method further includes: In response to the triggering operation of the first skill control for the second display mode, the rebirth prop is controlled to be removed from the first scene position.

6. The method according to claim 1, wherein The method further comprises: In response to the controlled virtual character being defeated, the rebirth prop is controlled to be removed from the first scene location.

7. The method according to claim 3 or 5, wherein: After the step of controlling the removal of the rebirth prop from the first scene position, the method further includes: Controlling the update of the display mode of the first skill control to a third display mode; wherein the third display mode is used to indicate that the first game skill is in an unavailable state.

8. The method according to claim 7, wherein: After the step of controlling the display mode of the first skill control to be updated to a third display mode, the method further includes: In response to the first game skill being in an unavailable state for a duration reaching a specified duration, the display mode of the first skill control is controlled to be updated from the third display mode to the first display mode.

9. The method according to claim 1, wherein After the step of generating a rebirth item at a first scene position in the game scene, the method further includes: Configuring the second scene range of the rebirth prop; Control the rebirth props to generate specified game props within the second scene according to the specified generation rules; In response to the designated game prop being picked up by the virtual character of the first game camp, the control is used to provide a corresponding game gain effect for the virtual character of the first game camp, and / or in response to the designated game prop being picked up by the virtual character of the second game camp, the control is used to provide a corresponding game loss effect for the virtual character of the second game camp, wherein the second game camp and the first game camp are hostile to each other.

10. The method according to claim 9, wherein: The designated game props include a first game prop and a second game prop, wherein: The first game prop is used to: increase the health value / defense attribute of the virtual character of the first game camp, and / or reduce the health value / defense attribute of the virtual character of the second game camp; The second game prop is used to: enhance the mobility of the virtual character of the first game camp, and / or reduce the mobility of the virtual character of the second game camp.

11. The method according to claim 1, wherein After the step of controlling the controlled virtual character to cast a first game skill in the game scene in response to a skill casting instruction to generate a rebirth item at a first scene position in the game scene, the method further includes: In response to a target virtual character being outside the first scene range in the game scene, displaying a first item identifier in a game screen provided by a target terminal device corresponding to the target virtual character, wherein the first item identifier is used to at least indicate that the rebirth item exists in the game scene and that the rebirth item is unavailable to the target virtual character; In response to the target virtual character entering the first scene range, a second prop identifier is displayed in the game screen provided by the target terminal device, wherein the second prop identifier is at least used to prompt that the rebirth prop is available to the target virtual character.

12. The method according to claim 1, wherein The method further comprises: When the first virtual character is reborn at the first scene location, in response to the health of the rebirth prop being lower than a preset threshold, the rebirth prop is controlled to be removed from the first scene location and the rebirth of the first virtual character is canceled.

13. The method according to claim 1, wherein In response to the first virtual character completing rebirth at the first scene location, the step of removing the rebirth prop from the first scene location includes: In response to the first virtual character completing rebirth at the first scene location, controlling the health value of the first virtual character to a preset health value, and controlling the rebirth prop to be unable to be attacked; In response to a preset time period having passed, the rebirth prop is removed from the first scene position.

14. The method according to claim 1, wherein In response to the first virtual character being defeated within the first scene, the step of controlling the defeated first virtual character to be reborn at the first scene location includes: In response to the first virtual character within the scope of the first scene being defeated, skill status information of the first virtual character when the character is defeated is confirmed, and the defeated first virtual character is controlled to be reborn at the first scene location based on the skill status information, so that the skill status of the first virtual character after the rebirth is matched with the skill status of the first virtual character when the character is defeated.

15. The method according to claim 1, wherein The method further comprises: The first virtual character completes rebirth at the first scene location, and controls at least part of the game skills of the first virtual character to be configured to an available state.

16. A device for controlling a virtual character, comprising: providing a graphical user interface (GUI) via a terminal device, wherein the GUI displays at least a portion of a game scene; the game scene includes a controlled virtual character controlled by the terminal device and at least one first virtual character belonging to the same first game camp as the controlled virtual character; the device comprising: a rebirth item generation module, configured to respond to a skill casting instruction, control the controlled virtual character to cast a first game skill in the game scene, so as to generate a rebirth item at a first scene position in the game scene, and configure a first scene range within which the rebirth item is effective; a virtual character rebirth module, configured to, in response to the first virtual character being defeated within the first scene, control the defeated first virtual character to be reborn at the first scene location; The rebirth prop removal module is configured to control the removal of the rebirth prop from the first scene location in response to the first virtual character completing rebirth at the first scene location.

17. An electronic device comprising a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the virtual character control method according to any one of claims 1 to 15.

18. A computer-readable storage medium storing computer-executable instructions, wherein when the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the virtual character control method according to any one of claims 1 to 15.

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