Virtual character control method and apparatus, and electronic device

By providing indicators and interactive operations for various skill casting methods in the game, the skill effects of virtual characters are enriched, solving the problem of monotonous interaction methods in existing technologies, and improving players' gaming interest and resource utilization.

WO2025223042A1PCT designated stage Publication Date: 2025-10-30SHANGHAI NETEASE CUICAN NETWORK TECHNOLOGY CO LTD
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Patent Information

Application Number
PCT/CN2025/079996
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-04-24
Filing Date
2025-02-28
Publication Date
2025-10-30

AI Technical Summary

Technical Problem

The interaction methods and skill effects of virtual characters in existing games are relatively simple, which leads to reduced player interest, low utilization rate, waste of resources, and negative impact on the game experience.

Method used

The terminal device provides a graphical user interface that displays indicators for various skill casting methods, responds to player triggers, and controls the virtual character to trigger target game skills in the game scene according to different skill casting methods, producing corresponding skill effects.

Benefits of technology

It enriches the skill interaction methods and effects, increases players' interest in and utilization of virtual characters, avoids resource waste, and enhances the game experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

A virtual character control method, comprising: in response to a first trigger operation for a target game skill, displaying a plurality of indication identifiers used for indicating different skill casting modes, each skill casting mode being used for triggering a different skill action effect of the target game skill; and determining a target skill casting mode in response to a second trigger operation for the target game skill, and controlling a controlled virtual character to trigger, according to the target skill casting mode, the target game skill in a game scene, so as to generate the corresponding target skill action effect in the game scene. In the present method, casting a target game skill needs multiple interaction operations, and different skill casting modes can be determined by different interaction modes, enriching interaction modes and skill effects, improving the interest of players in a virtual character having the target game skill and the utilization rate of the virtual character, and avoiding game resource waste, thereby improving the game experience of players.
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Description

Methods, devices and electronic devices for controlling virtual characters

[0001] Cross-reference to related applications

[0002] This application claims priority to Chinese Patent Application No. 202410504608.1, filed on April 24, 2024, entitled “Control Method, Apparatus and Electronic Device for Virtual Characters”, the entire contents of which are incorporated herein by reference. Technical Field

[0003] This disclosure relates to the field of game technology, and in particular to a method, apparatus, and electronic device for controlling a virtual character. Background Technology

[0004] In current games, players can control virtual characters to unleash various skills on enemy characters. However, the interaction methods and effects of these skills are relatively simple, which reduces players' interest in the game, especially in target virtual characters with limited interaction methods and skill effects. This results in low utilization of target virtual characters in the game, wasting game resources and affecting the player's gaming experience. Summary of the Invention

[0005] According to one aspect of this disclosure, a method for controlling a virtual character is provided, which provides a graphical user interface (GUI) via a terminal device. The GUI displays at least a portion of a game scene, and the game scene includes a controlled virtual character controlled by the terminal device. The controlled virtual character is configured with a target game skill. The method includes: responding to a first trigger operation for the target game skill, displaying multiple indicator icons on the GUI to indicate different skill casting methods, wherein each skill casting method is used to trigger different skill effects of the target game skill; responding to a second trigger operation for the target game skill, determining a target skill casting method based on the second trigger operation, and controlling the controlled virtual character to trigger the target game skill in the game scene according to the target skill casting method, so as to produce the corresponding target skill effect in the game scene.

[0006] According to one aspect of this disclosure, a control device for a virtual character is provided, which provides a graphical user interface (GUI) via a terminal device. The GUI displays at least a portion of a game scene, and the game scene includes a controlled virtual character controlled by the terminal device. The controlled virtual character is configured with a target game skill. The device includes: an indicator display module, used to respond to a first trigger operation for the target game skill, displaying multiple indicators on the GUI to indicate different skill release methods, wherein each skill release method is used to trigger different skill effects of the target game skill; and a game skill triggering module, used to respond to a second trigger operation for the target game skill, determine a target skill release method based on the second trigger operation, and control the controlled virtual character to trigger the target game skill in the game scene according to the target skill release method, so as to produce the corresponding target skill effect in the game scene.

[0007] According to one aspect of this disclosure, an electronic device is provided, including a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to implement the control method of a virtual character according to any one of the first aspects.

[0008] According to one aspect of this disclosure, a computer-readable storage medium is provided that stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the control method for a virtual role according to any one of the first aspects.

[0009] The embodiments disclosed herein bring the following beneficial effects:

[0010] This disclosure provides a method, device, and electronic device for controlling a virtual character. In response to a first trigger operation targeting a target game skill, the method displays multiple indicator icons on a graphical user interface to prompt different skill release methods, wherein each skill release method triggers different skill effects of the target game skill. In response to a second trigger operation targeting the target game skill, the method determines a target skill release method based on the second trigger operation, and controls the controlled virtual character to trigger the target game skill in the game scene according to the target skill release method, thereby producing the corresponding target skill effect in the game scene. In this method, releasing the target game skill requires multiple interactive operations, and different interactive methods determine different skill release methods, making the interactive methods and skill effects richer. This increases player interest in virtual characters possessing target game skills and the utilization rate of the virtual character, avoids waste of game resources, and thus improves the player's gaming experience.

[0011] Other features and advantages of this disclosure will be set forth in the following description and will be apparent in part from the description or may be learned by practicing the disclosure. The objects and other advantages of this disclosure are realized and obtained through the structures particularly pointed out in the description, claims and drawings.

[0012] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0013] Figure 1 is a flowchart of one of the virtual character control methods provided in the embodiments of this disclosure;

[0014] Figure 2 is a schematic diagram of one of the graphical user interfaces provided in the embodiments of this disclosure;

[0015] Figure 3 is a schematic diagram of another graphical user interface provided in an embodiment of this disclosure;

[0016] Figure 4 is a schematic diagram of yet another graphical user interface provided in an embodiment of this disclosure;

[0017] Figure 5 is a schematic diagram of the structure of a control device for a virtual character provided in an embodiment of this disclosure;

[0018] Figure 6 is a schematic diagram of the structure of one of the electronic devices provided in the embodiments of this disclosure. Detailed Implementation

[0019] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.

[0020] In current games, players can control virtual characters to unleash various skills on enemy characters. However, the interaction methods and effects of these skills are relatively simple, reducing player interest, especially in virtual characters with limited interaction and effects. This leads to low utilization of virtual characters, wasted game resources, and a negative impact on the player experience. Therefore, this disclosure provides a method, apparatus, and electronic device for controlling virtual characters, applicable to devices such as mobile phones, computers, laptops, and tablets.

[0021] In one embodiment of this disclosure, the virtual character control method can run on a local terminal device or a server. When the virtual character control method runs on a 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.

[0022] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of the virtual character's control methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; 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 commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0023] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0024] In one possible implementation, this disclosure provides a method for controlling a virtual character, which provides a graphical user interface through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0025] The graphical user interface described above displays at least a portion of the game scene, which includes a controlled virtual character controlled via a terminal device. The controlled virtual character is configured with target game skills, as shown in Figure 1. The method includes the following steps:

[0026] Step S102: In response to the first trigger operation for the target game skill, display multiple indicator icons on the graphical user interface to prompt different skill casting methods, wherein each skill casting method is used to trigger different skill effects of the target game skill;

[0027] Typically, a controlled virtual character has multiple game skills. For example, the first game skill is used to generate the first item at a designated location, the second game skill is used to unleash a kill skill, the third game skill is used to become invisible, and the fourth game skill is used to unleash a knockback skill, etc.

[0028] The first trigger operation mentioned above can be a mouse click on the skill control corresponding to the target game skill, or a player's trigger operation on a specified key on the keyboard, where the specified key is the key corresponding to the target game skill (such as the keys "Q", "W", "E", "R", etc.). It can also be a finger click, long press, or swipe operation on the skill control corresponding to the target game skill on the screen. The first trigger operation can also be a player's trigger operation on a specified key on the game controller, where the specified key is the key corresponding to the target game skill (such as "L1", "L2", "R1", "R2", "X", "Y", "B", "A", "Up", "Down", "Left", "Right", etc.). The first trigger operation can also be a player's control operation on the joystick on the game controller, where the joystick is the left or right joystick corresponding to the target game skill, such as pushing the left joystick up, down, left, and right, or pushing the right joystick up, down, left, and right, etc.

[0029] The aforementioned various indicators typically include a first indicator, a second indicator, and may also include a third indicator, etc. Different indicators correspond to different skill casting methods, and different skill casting methods are used to trigger different skill effects of the target game skill. The indicators can be text indicators, graphic indicators, or a combination of text and graphic indicators. Optionally, the indicators are used to indicate the corresponding skill casting method (or skill effect) and operation method. The skill effects typically include: knocking back enemy characters in a specified direction, applying debuffs to enemy characters, and dealing additional damage to enemy characters, etc.

[0030] Step S104: Respond to the second trigger operation for the target game skill, determine the target skill casting method according to the second trigger operation, and control the controlled virtual character to trigger the target game skill in the game scene according to the target skill casting method, so as to produce the corresponding target skill effect in the game scene.

[0031] The second trigger operation mentioned above can be a mouse click on an indicator, or a player's action on a specific key on a keyboard, where the specified key is the key corresponding to the indicator (e.g., the keys "←", "→", "↑", "↓", etc.). It can also be clicking the left or right mouse button. Furthermore, it can be a touch operation on the indicator on the screen, such as clicking, holding down, or swiping. The second trigger operation can also be a player's action on a specific button on a game controller, where the specified button is the key corresponding to the target game skill (e.g., "L1", "L2", "R1", "R2", "X", "Y", "B", "A", "Up", "Down", "Left", "Right"), or a player's control operation on the joystick on the game controller, where the joystick is the left or right joystick corresponding to the target game skill, such as pushing the left joystick up, down, left, or right, or pushing the right joystick up, down, left, or right. The first and second trigger operations mentioned above are usually different.

[0032] Optionally, the selected target indicator is determined according to the second trigger operation, the target skill release method corresponding to the target indicator is determined, and the controlled virtual character is controlled to release the target game skill in the game scene according to the target skill release method.

[0033] Optionally, the controlled virtual character can be controlled to cast a target game skill in a first scene direction within the game scene, according to the target skill's casting method, and the target virtual character in the first scene direction can be controlled to be affected by the target skill's effect. The first scene direction is a pre-targeted scene direction. For example, the target virtual character in the first scene direction can be knocked back, or the target virtual character in the first scene direction can be forced to move in a specified direction.

[0034] Optionally, the controlled virtual character can be controlled to cast the target game skill in the first scene direction within the game scene according to the target skill casting method, and the enemy virtual characters in the first scene direction can be controlled to be affected by the target skill. The first scene direction is the pre-targeted scene direction.

[0035] Optionally, the controlled virtual character can be controlled to cast the target game skill in the first scene direction within the game scene according to the target skill casting method, and the target virtual character within the target scene area can be controlled to be affected by the target skill. The target scene area is the effective area of ​​the target game skill.

[0036] For example, controlling the target virtual character in the first scene direction to be knocked away, or controlling the target virtual character in the first scene direction to be forcibly displaced in a specified direction.

[0037] This disclosure provides a method for controlling a virtual character. In response to a first trigger operation targeting a game skill, multiple indicator icons are displayed on a graphical user interface to indicate different skill casting methods. Each skill casting method triggers different skill effects of the target game skill. In response to a second trigger operation targeting the target game skill, a target skill casting method is determined based on the second trigger operation, and the controlled virtual character is controlled to trigger the target game skill in the game scene according to the target skill casting method, thereby producing the corresponding target skill effect in the game scene. In this method, casting the target game skill requires multiple interactive operations, and different interactive methods determine different skill casting methods, making the interactive methods and skill effects richer. This increases player interest in virtual characters possessing target game skills and the utilization rate of the virtual character, avoids waste of game resources, and thus improves the player's gaming experience.

[0038] The aforementioned target game skill is used to forcibly displace a target virtual character within a target scene area in different directions. The target scene area is determined based on the effective range of the target game skill. Optionally, in response to the first trigger operation targeting the target game skill, the target scene area is determined from the game scene based on the first scene direction aimed at by the crosshair and the effective range of the target game skill. For example, taking the controlled virtual character as the starting point, a target position at a preset distance from the starting point in the first scene direction is determined from the game scene, and the target position is used as the center of the effective range of the skill to determine the target scene area. This target scene area can be a two-dimensional scene area or a three-dimensional scene area. For example, taking the controlled virtual character as the starting point, a target position at a preset distance from the starting point in the first scene direction is determined from the game scene, and the target position is used as the center of a circle or sphere of the effective range of the skill to determine the target scene area.

[0039] Optionally, in response to the first trigger operation targeting the target game skill, a target scene area is determined from the game scene based on the effective range of the controlled virtual character and the target game skill. The target scene area can be a two-dimensional scene range centered on the controlled virtual character, such as a circular range, a square range, a rhombus range, etc., centered on the controlled virtual character, or a three-dimensional scene range centered on the controlled virtual character, such as a spherical range, a cube range, a cylinder range, etc., centered on the controlled virtual character.

[0040] One possible implementation of the above steps for controlling the controlled virtual character to trigger the target game skill in the game scene according to the target skill casting method is as follows:

[0041] Control the controlled virtual character to forcibly displace the target virtual character in a specified direction within the target scene area. The target virtual character is a virtual character that is hostile to the controlled virtual character, and the specified direction corresponds to the target's skill casting method.

[0042] In other words, different skill casting methods correspond to different directions. The specified directions usually include: the direction the controlled virtual character is facing, the opposite direction of the controlled virtual character's direction, the left direction of the controlled virtual character's direction, the right side direction of the controlled virtual character's direction, and the top direction of the controlled virtual character's direction.

[0043] The aforementioned forced displacements include: ground-hugging linear displacement, ground-hugging curved displacement, straight-line flight displacement, and parabolic displacement on the game scene's terrain.

[0044] One possible implementation of the above-described step of controlling the controlled virtual character to perform a forced displacement in a specified direction on the target virtual character in the target scene area is as follows: controlling the target virtual character in the target scene area to perform a forced displacement in a first direction; and / or controlling the target virtual character in the target scene area to perform a forced displacement in a second direction; wherein the first direction and the second direction are different.

[0045] The aforementioned indicators typically include a first indicator and a second indicator. In response to a trigger operation on the first indicator, the target virtual character within the target scene area is forced to move in a first direction; in response to a trigger operation on the second indicator, the target virtual character within the target scene area is forced to move in a second direction. The trigger operation on the first / second indicator typically refers to triggering a corresponding operation command through the operation indicated by the first / second indicator. For example, the first indicator might indicate pressing the "left mouse button" or the second indicator might indicate pressing the "right mouse button." When the corresponding button is detected to be pressed, a corresponding operation command is generated, triggering the corresponding trigger operation.

[0046] For example, the triggering operation for the first indicator could also be pressing the left button on the controller, and the triggering operation for the second indicator could also be pressing the right button on the controller, etc. Alternatively, the triggering operation for the first indicator could also be touching the first indicator with a finger, and the triggering operation for the second indicator could also be touching the second indicator with a finger.

[0047] The first direction mentioned above refers to the orientation of the controlled virtual character, and the second direction is the opposite direction. Of course, the second direction can also be the orientation of the controlled virtual character, with the first direction being the opposite direction.

[0048] The distance of the forced displacement is negatively correlated with the distance between the target virtual character and the first scene position, which is the current position of the controlled virtual character in the game scene. In other words, the closer the target virtual character and the controlled virtual character are, the farther the forced displacement distance will be.

[0049] In the above methods, players can determine different skill release methods to force the target virtual character to move in different directions, thus enriching the skill effects.

[0050] After the step of controlling the controlled virtual character to forcibly displace the target virtual character in a specified direction within the target scene area, the method further includes: controlling the application of debuff statuses to the target virtual character within the target scene area. The debuff statuses include at least one of the following: dizziness, imprisonment, silence, fear, sleep, suppression, slowing, charm, paralysis, burning, poisoning, etc.

[0051] The aforementioned debuff status, also known as "DEBUFF," is a common status effect in games, as opposed to buffs. Debuffs inflict negative effects on the target virtual character, primarily reducing their attributes such as attack power, defense, health, movement speed, or attack speed. These effects may last for a period of time and may even cause the target virtual character to die instantly. In this method, the target game skill can also apply debuff statuses to target virtual characters within the target scene area, further enriching the skill's effects.

[0052] After the step of controlling the controlled virtual character to perform a forced displacement in a specified direction on the target virtual character in the target scene area, the above method further includes: controlling the setting of a specified mark on the target virtual character in the target scene area; wherein the specified mark is used to: during the existence of the specified mark, in response to the target virtual character being attacked, control the application of additional attack effects to the target virtual character.

[0053] The aforementioned designated marker can be visible to all virtual characters, or to the controlled virtual character and characters of the controlled virtual character's allies, or only to the controlled virtual character, or only to the controlled virtual character and the marked target virtual character. This designated marker can be a text icon, a graphic icon, or a special effect marker, used to indicate that if the corresponding player attacks the target virtual character, it will inflict additional attack effects on that virtual character. These attack effects can include damage, slowing, stun, or immobilization. For example, if a virtual character hostile to the target virtual character uses an attack skill on the target virtual character, the target virtual character will not only receive the attack effect from that skill but also suffer additional attack effects. In this method, the target game skill's effect not only forces displacement and inflicts debuffs on the target virtual character within the target scene area but also sets a designated marker on the target virtual character, thus inflicting additional attack effects when the target virtual character is attacked, further enriching the target game skill's effects.

[0054] The above methods also include: canceling the specified marker set on the target virtual character in response to the triggering of additional attack effects or the expiration of the specified marker's duration.

[0055] Optionally, in response to an attack on the target virtual character, the designated marker set on the target virtual character is canceled. That is, if the target virtual character is attacked and additional attack effects are triggered during the duration of the designated marker, the designated marker set on the target virtual character is canceled, so that if the target virtual character is attacked again, no additional attack effects will be triggered.

[0056] Alternatively, the specified marker can be removed from the target virtual character upon the expiration of its validity period. In other words, if the target virtual character is not attacked during the specified marker's validity period, the marker will be removed when the validity period ends.

[0057] The graphical user interface described above also includes a crosshair, which indicates the aiming direction of the controlled virtual character in the game scene. This crosshair can be the crosshair corresponding to a controlled virtual object controlled by the terminal device, or it can be the crosshair corresponding to a virtual shooting tool, which is a tool held by the controlled virtual object. This crosshair is typically displayed in the center of the graphical user interface, as shown in Figure 2.

[0058] The above-mentioned response to the first triggering operation of the target game skill, displaying various indicator icons on the graphical user interface to indicate different skill casting methods, is implemented as follows: In response to the first triggering operation of the target game skill, displaying various indicator icons around the crosshair to indicate different skill casting methods.

[0059] Optionally, indicator icons can be displayed on the left and right sides of the crosshair (e.g., a first indicator icon on the left to indicate the method of casting the first skill, and a second indicator icon on the right to indicate the method of casting the second skill). Optionally, indicator icons can be displayed on the top and bottom sides of the crosshair (e.g., a first indicator icon on the top to indicate the method of casting the first skill, and a second indicator icon on the bottom to indicate the method of casting the second skill). The method of casting the first skill can be to force a target virtual character within the target scene area to move in a first direction, and the method of casting the second skill can be to force a target virtual character within the target scene area to move in a second direction.

[0060] The aforementioned multiple indicator marks used to indicate different skill casting methods include at least: a first indicator mark used to indicate the first skill casting method, and a second indicator mark used to indicate the second skill casting method; the step of displaying multiple indicator marks used to indicate different skill casting methods around the crosshair, one possible implementation is: displaying the first indicator mark on the first circumference of the crosshair and displaying the second indicator mark on the second circumference of the crosshair, wherein the first circumference and the second circumference are set relative to each other based on the crosshair.

[0061] The first circumference can be the left side of the crosshair, and the second circumference can be the right side of the crosshair. Alternatively, the first circumference can be the upper side of the crosshair, and the second circumference can be the lower side of the crosshair. Alternatively, the first circumference can be the upper left side of the crosshair, and the second circumference can be the lower right side of the crosshair. Alternatively, the first circumference can be the lower left side of the crosshair, and the second circumference can be the upper right side of the crosshair.

[0062] Optionally, the aforementioned multiple indicator symbols are also used to prompt the third triggering operation that triggers different skill casting methods, wherein the second triggering operation is any one of the third triggering operations.

[0063] For example, as shown in Figure 3, after a player presses the key corresponding to the target game skill on the keyboard (such as the "Shift" key on the left side of the keyboard), a first skill icon is displayed to the left of the crosshair to indicate the method of casting the first skill, and a second skill icon is displayed to the right of the crosshair to indicate the method of casting the second skill. The first skill icon includes a text icon indicating the method of casting the first skill ("knock outwards" in Figure 3) and an icon indicating the third trigger action (left mouse button icon in Figure 3). The second skill icon includes a text icon indicating the method of casting the second skill ("knock inwards" in Figure 3) and an icon indicating the third trigger action (right mouse button icon in Figure 2).

[0064] The above method also includes: responding to the first trigger operation against the target game skill, determining the target scene area from the game scene based on the first scene direction aimed at by the crosshair and the effective range of the target game skill; updating the display method of the target virtual character within the target scene area so that the target virtual character is visually distinguishable from other virtual characters in the game scene, wherein the target virtual character is a virtual character that is hostile to the controlled virtual character.

[0065] For example, controlling the display of glowing effects, highlighting effects, and blinking effects on the target virtual character within the target scene area. Optionally, regional effects of the target scene area may also be displayed, such as blinking, highlighting, or glowing within the target scene area. An example is the target scene area shown in Figure 3, and the method for updating the display of the target virtual character within the target scene area.

[0066] After responding to the second trigger operation for the target game skill, the above method further includes: controlling the controlled virtual character to perform the target action; wherein different target skill casting methods correspond to different actions.

[0067] Optionally, in response to a trigger operation for a first indicator, the controlled virtual character is controlled to perform a first action; in response to a trigger operation for a second indicator, the controlled virtual character is controlled to perform a second action.

[0068] After responding to the first trigger operation for the target game skill, the method further includes: updating the display mode of the skill control corresponding to the target game skill from the first display mode to the second display mode; wherein the first display mode is used to indicate that the target game skill is in an available state, and the second display mode is used to indicate that the target game skill has not yet been triggered in the game scene.

[0069] It can be understood that the first display method is used to indicate that the skill control, keyboard key, or mouse button corresponding to the target game skill is currently in a triggerable state, and the second display method is used to indicate that the skill control, keyboard key, or mouse button corresponding to the target game skill is currently in a non-triggerable state, but the skill control, keyboard key, or mouse button corresponding to the indicator is currently in a triggerable state.

[0070] The first display method mentioned above can be the initial display method of each skill control, and the second display method can be a highlighted display, a glowing display, a colored fill display, or an animated display, etc. For example, as shown in Figure 2, the skill control corresponding to the target game skill is displayed in the first display method, and as shown in Figure 3, the skill control corresponding to the target game skill is displayed in the second display method.

[0071] In the above methods, updating the display of skill controls can remind players of the skill status of the target game skill, further enhancing the player's gaming experience.

[0072] After responding to the second trigger operation for the target game skill, the method further includes: updating the display mode of the skill control corresponding to the target game skill to a third display mode; wherein the third display mode is used to indicate that the target game skill is in an unavailable state.

[0073] The third display method mentioned above can be a countdown display method. As shown in Figure 4, the skill control corresponding to the target game skill is updated from the second display method to a countdown method, that is, the skill is in a cooldown state. At this time, the player cannot use the skill, that is, the target game skill is in an unavailable state.

[0074] Optionally, in response to the completion of the countdown (corresponding to the above response to the duration of the target game skill being in an unavailable state reaching a specified duration), the display mode of the skill control corresponding to the target game skill is updated from the third display mode to the first display mode to indicate that the target game skill is in an available state.

[0075] Corresponding to the above method embodiments, this disclosure provides a virtual character control device, which provides a graphical user interface through a terminal device. The graphical user interface displays at least part of the game scene, and the game scene includes a controlled virtual character controlled by the terminal device. The controlled virtual character is configured with target game skills. As shown in FIG5, the device includes: an indicator display module 51 and a game skill triggering module 52.

[0076] The indicator display module 51 is configured to execute a first trigger operation in response to a target game skill, displaying multiple indicator icons on the graphical user interface to indicate different skill casting methods. Each skill casting method is used to trigger different skill effects of the target game skill. The game skill trigger module 52 is configured to execute a second trigger operation in response to a target game skill, determine a target skill casting method based on the second trigger operation, and control the controlled virtual character to trigger the target game skill in the game scene according to the target skill casting method, so as to produce the corresponding target skill effect in the game scene.

[0077] This disclosure provides a control device for a virtual character. In response to a first trigger operation targeting a game skill, it displays multiple indicator icons on a graphical user interface to prompt different skill casting methods. Each skill casting method triggers different skill effects of the target game skill. In response to a second trigger operation targeting the target game skill, it determines a target skill casting method based on the second trigger operation and controls the controlled virtual character to trigger the target game skill in the game scene according to the target skill casting method, thereby producing the corresponding target skill effect in the game scene. In this method, casting the target game skill requires multiple interactive operations, and different interactive methods determine different skill casting methods, making the interactive methods and skill effects richer. This increases player interest in virtual characters possessing target game skills and the utilization rate of the virtual character, avoids wasting game resources, and thus improves the player's gaming experience.

[0078] Optionally, the aforementioned target game skill is used to force displacement of the target virtual character in different directions within the target scene area, and the target scene area is determined based on the effective range of the target game skill; the aforementioned game skill triggering module 52 is also configured to execute: control the controlled virtual character to force displacement of the target virtual character in the target scene area in a specified direction, wherein the target virtual character is a virtual character hostile to the controlled virtual character, and the specified direction corresponds to the target skill release method.

[0079] Optionally, the game skill triggering module 52 is further configured to perform: control the target virtual character within the target scene area to perform forced displacement in a first direction; and / or control the target virtual character within the target scene area to perform forced displacement in a second direction; wherein the first direction and the second direction are different.

[0080] Optionally, the first direction is the orientation of the controlled virtual character, and the second direction is the opposite direction of the character's orientation.

[0081] Optionally, the distance of the forced displacement is negatively correlated with the distance between the target virtual character and the first scene position, where the first scene position is the current position of the controlled virtual character in the game scene.

[0082] Through the above embodiments, players can determine different skill release methods to force the target virtual character to move in different directions, thus enriching the skill effects.

[0083] Optionally, the device further includes a debuff application module, which is configured to apply debuffs to target virtual characters within the target scene area. Through this debuff application module, target game skills can also apply debuffs to target virtual characters within the target scene area, further enriching the skill effects.

[0084] Optionally, the above-mentioned device further includes a designated mark setting module, which is configured to: control the setting of a designated mark on a target virtual character within a target scene area; wherein the designated mark is used to: during the existence of the designated mark, in response to an attack on the target virtual character, control the application of additional attack effects to the target virtual character.

[0085] Optionally, the above-mentioned device further includes a designated mark cancellation module, which is configured to cancel the designated mark set on the target virtual character in response to the triggering of additional attack effects or the expiration of the duration of the designated mark.

[0086] Through the aforementioned device model, the skill effects of the target game skill can not only force the target virtual character within the target scene area to move and inflict debuffs, but also set a designated mark on the target virtual character, thereby causing additional attack effects when the target virtual character is attacked, further enriching the skill effects of the target game skill.

[0087] Optionally, the graphical user interface also includes a crosshair, which is used to indicate the aiming direction of the controlled virtual character in the game scene; the indicator display module is also configured to perform: in response to the first trigger operation for the target game skill, display various indicator marks around the crosshair to indicate different skill release methods.

[0088] Optionally, the above-mentioned device further includes a character update module, which is configured to perform: in response to a first trigger operation targeting a target game skill, determine a target scene area from the game scene based on the first scene direction aimed at by the crosshair and the effective range of the target game skill; update the display mode of the target virtual character within the target scene area so that the target virtual character is visually distinguishable from other virtual characters in the game scene, wherein the target virtual character is a virtual character that is hostile to the controlled virtual character.

[0089] Optionally, the aforementioned multiple indicator marks used to indicate different skill casting methods include at least: a first indicator mark used to indicate the first skill casting method, and a second indicator mark used to indicate the second skill casting method; the step of displaying multiple indicator marks used to indicate different skill casting methods around the crosshair includes: displaying the first indicator mark on the first circumference of the crosshair and displaying the second indicator mark on the second circumference of the crosshair, wherein the first circumference and the second circumference are set relative to each other based on the crosshair.

[0090] Optionally, the aforementioned multiple indicator symbols are also used to prompt the third triggering operation that triggers different skill casting methods, wherein the second triggering operation is any one of the third triggering operations.

[0091] Optionally, the device also includes a target action execution module, which is configured to execute: control the controlled virtual character to perform target actions; wherein different target skill release methods correspond to different actions.

[0092] Optionally, the above device further includes a first update module, which is configured to update the display mode of the skill control corresponding to the target game skill from a first display mode to a second display mode; wherein the first display mode is used to indicate that the target game skill is in an available state, and the second display mode is used to indicate that the target game skill has not yet been triggered in the game scene.

[0093] Optionally, the above device further includes a second update module, which is configured to execute: update the display mode of the skill control corresponding to the target game skill to a third display mode; wherein the third display mode is used to indicate that the target game skill is in an unavailable state.

[0094] By updating the display method of the skill controls through the aforementioned device model, players can be reminded of the skill status of the target game skill, further enhancing the player's gaming experience.

[0095] The virtual character control device provided in this embodiment has the same technical features as the virtual character control method provided in the above embodiments, so it can also solve the same technical problems and achieve the same technical effects.

[0096] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the aforementioned virtual character control method. This electronic device can be a server or a terminal device.

[0097] Referring to Figure 6, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the aforementioned virtual character control method.

[0098] Furthermore, the electronic device shown in Figure 6 also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103, and the memory 101 connected via the bus 102.

[0099] The memory 101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk drive. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or an EISA (Extended Industry Standard Architecture) bus. Buses can be categorized as address buses, data buses, and control buses. For ease of illustration, only a single bidirectional arrow is used in Figure 6, but this does not imply that there is only one bus or one type of bus.

[0100] The processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 100 or by instructions in software form. The processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0101] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations in the aforementioned virtual character control method:

[0102] In response to a first trigger operation targeting a target game skill, the graphical user interface displays various indicators to suggest different skill casting methods. Each skill casting method triggers a different effect of the target game skill. In response to a second trigger operation targeting the target game skill, a target skill casting method is determined based on the second trigger operation. The controlled virtual character then triggers the target game skill in the game scene according to the target skill casting method, thereby producing the corresponding target skill effect. This method requires multiple interactive operations to cast the target game skill, and different interaction methods determine different skill casting methods, making the interaction methods and skill effects richer. This increases player interest in virtual characters possessing target game skills and their utilization rate, avoids wasting game resources, and ultimately improves the player's gaming experience.

[0103] Optionally, the aforementioned target game skill is used to forcibly displace a target virtual character within a target scene area in different directions, and the target scene area is determined based on the effective range of the target game skill; the step of controlling the controlled virtual character to trigger the target game skill in the game scene according to the target skill's release method includes: controlling the controlled virtual character to forcibly displace a target virtual character within the target scene area in a specified direction, wherein the target virtual character is a virtual character hostile to the controlled virtual character, and the specified direction corresponds to the target skill's release method.

[0104] Optionally, the step of controlling the controlled virtual character to perform a forced displacement in a specified direction on the target virtual character in the target scene area includes: controlling the target virtual character in the target scene area to perform a forced displacement in a first direction; and / or controlling the target virtual character in the target scene area to perform a forced displacement in a second direction; wherein the first direction and the second direction are different.

[0105] Optionally, the first direction is the orientation of the controlled virtual character, and the second direction is the opposite direction of the character's orientation.

[0106] Optionally, the distance of the forced displacement is negatively correlated with the distance between the target virtual character and the first scene position, where the first scene position is the current position of the controlled virtual character in the game scene.

[0107] Through the above embodiments, players can determine different skill release methods to force the target virtual character to move in different directions, thus enriching the skill effects.

[0108] Optionally, after the step of controlling the controlled virtual character to forcibly displace the target virtual character in the target scene area in a specified direction, the method further includes: controlling the application of debuffs to the target virtual character in the target scene area. In this approach, the target game skill can also apply debuffs to the target virtual character in the target scene area, further enriching the skill effects.

[0109] Optionally, after the step of controlling the controlled virtual character to perform a forced displacement in a specified direction on the target virtual character in the target scene area, the method further includes: controlling the setting of a specified mark on the target virtual character in the target scene area; wherein the specified mark is used to: during the existence of the specified mark, in response to the target virtual character being attacked, control the application of additional attack effects to the target virtual character.

[0110] Optionally, the above method further includes: canceling the specified mark set on the target virtual character in response to the triggering of additional attack effects or the expiration of the specified mark's duration.

[0111] In this method, the skill effects of the target game skill can not only cause forced displacement and apply debuffs to the target virtual character within the target scene area, but also set a designated mark on the target virtual character. As a result, when the target virtual character is attacked, it will cause additional attack effects, further enriching the skill effects of the target game skill.

[0112] Optionally, the graphical user interface also includes a crosshair, which is used to indicate the aiming direction of the controlled virtual character in the game scene; the step of displaying multiple indicator marks for prompting different skill release methods on the graphical user interface in response to a first trigger operation for a target game skill includes: displaying multiple indicator marks for prompting different skill release methods around the crosshair in response to a first trigger operation for a target game skill.

[0113] Optionally, the above method further includes: responding to a first trigger operation against a target game skill, determining a target scene area from the game scene based on the first scene direction aimed at by the crosshair and the effective range of the target game skill; updating the display mode of the target virtual character within the target scene area so that the target virtual character is visually distinguishable from other virtual characters in the game scene, wherein the target virtual character is a virtual character that is hostile to the controlled virtual character.

[0114] Optionally, the aforementioned multiple indicator marks used to indicate different skill casting methods include at least: a first indicator mark used to indicate the first skill casting method, and a second indicator mark used to indicate the second skill casting method; the step of displaying multiple indicator marks used to indicate different skill casting methods around the crosshair includes: displaying the first indicator mark on the first circumference of the crosshair and displaying the second indicator mark on the second circumference of the crosshair, wherein the first circumference and the second circumference are set relative to each other based on the crosshair.

[0115] Optionally, the aforementioned multiple indicator symbols are also used to prompt the third triggering operation that triggers different skill casting methods, wherein the second triggering operation is any one of the third triggering operations.

[0116] Optionally, after responding to the second triggering operation for the target game skill, the method further includes: controlling the controlled virtual character to perform the target action; wherein different target skill casting methods correspond to different actions.

[0117] Optionally, after responding to the first trigger operation for the target game skill, the method further includes: updating the display mode of the skill control corresponding to the target game skill from a first display mode to a second display mode; wherein the first display mode is used to indicate that the target game skill is in an available state, and the second display mode is used to indicate that the target game skill has not yet been triggered in the game scene.

[0118] Optionally, after responding to the second trigger operation for the target game skill, the method further includes: controlling the display mode of the skill control corresponding to the target game skill to update to a third display mode; wherein the third display mode is used to indicate that the target game skill is in an unavailable state.

[0119] In the above methods, updating the display of skill controls can remind players of the skill status of the target game skill, further enhancing the player's gaming experience.

[0120] This embodiment also provides a machine-readable storage medium storing 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 aforementioned virtual character control method.

[0121] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be used to execute the following operations in the aforementioned virtual character control method:

[0122] In response to a first trigger operation targeting a target game skill, the graphical user interface displays various indicators to suggest different skill casting methods. Each skill casting method triggers a different effect of the target game skill. In response to a second trigger operation targeting the target game skill, a target skill casting method is determined based on the second trigger operation. The controlled virtual character then triggers the target game skill in the game scene according to the target skill casting method, thereby producing the corresponding target skill effect. This method requires multiple interactive operations to cast the target game skill, and different interaction methods determine different skill casting methods, making the interaction methods and skill effects richer. This increases player interest in virtual characters possessing target game skills and their utilization rate, avoids wasting game resources, and ultimately improves the player's gaming experience.

[0123] Optionally, the aforementioned target game skill is used to forcibly displace a target virtual character within a target scene area in different directions, and the target scene area is determined based on the effective range of the target game skill; the step of controlling the controlled virtual character to trigger the target game skill in the game scene according to the target skill's release method includes: controlling the controlled virtual character to forcibly displace a target virtual character within the target scene area in a specified direction, wherein the target virtual character is a virtual character hostile to the controlled virtual character, and the specified direction corresponds to the target skill's release method.

[0124] Optionally, the step of controlling the controlled virtual character to perform a forced displacement in a specified direction on the target virtual character in the target scene area includes: controlling the target virtual character in the target scene area to perform a forced displacement in a first direction; and / or controlling the target virtual character in the target scene area to perform a forced displacement in a second direction; wherein the first direction and the second direction are different.

[0125] Optionally, the first direction is the orientation of the controlled virtual character, and the second direction is the opposite direction of the character's orientation.

[0126] Optionally, the distance of the forced displacement is negatively correlated with the distance between the target virtual character and the first scene position, where the first scene position is the current position of the controlled virtual character in the game scene.

[0127] Through the above embodiments, players can determine different skill release methods to force the target virtual character to move in different directions, thus enriching the skill effects.

[0128] Optionally, after the step of controlling the controlled virtual character to forcibly displace the target virtual character in the target scene area in a specified direction, the method further includes: controlling the application of debuffs to the target virtual character in the target scene area. In this approach, the target game skill can also apply debuffs to the target virtual character in the target scene area, further enriching the skill effects.

[0129] Optionally, after the step of controlling the controlled virtual character to perform a forced displacement in a specified direction on the target virtual character in the target scene area, the method further includes: controlling the setting of a specified mark on the target virtual character in the target scene area; wherein the specified mark is used to: during the existence of the specified mark, in response to the target virtual character being attacked, control the application of additional attack effects to the target virtual character.

[0130] Optionally, the above method further includes: canceling the specified mark set on the target virtual character in response to the triggering of additional attack effects or the expiration of the specified mark's duration.

[0131] In this method, the skill effects of the target game skill can not only cause forced displacement and apply debuffs to the target virtual character within the target scene area, but also set a designated mark on the target virtual character. As a result, when the target virtual character is attacked, it will cause additional attack effects, further enriching the skill effects of the target game skill.

[0132] Optionally, the graphical user interface also includes a crosshair, which is used to indicate the aiming direction of the controlled virtual character in the game scene; the step of displaying multiple indicator marks for prompting different skill release methods on the graphical user interface in response to a first trigger operation for a target game skill includes: displaying multiple indicator marks for prompting different skill release methods around the crosshair in response to a first trigger operation for a target game skill.

[0133] Optionally, the above method further includes: responding to a first trigger operation against a target game skill, determining a target scene area from the game scene based on the first scene direction aimed at by the crosshair and the effective range of the target game skill; updating the display mode of the target virtual character within the target scene area so that the target virtual character is visually distinguishable from other virtual characters in the game scene, wherein the target virtual character is a virtual character that is hostile to the controlled virtual character.

[0134] Optionally, the aforementioned multiple indicator marks used to indicate different skill casting methods include at least: a first indicator mark used to indicate the first skill casting method, and a second indicator mark used to indicate the second skill casting method; the step of displaying multiple indicator marks used to indicate different skill casting methods around the crosshair includes: displaying the first indicator mark on the first circumference of the crosshair and displaying the second indicator mark on the second circumference of the crosshair, wherein the first circumference and the second circumference are set relative to each other based on the crosshair.

[0135] Optionally, the aforementioned multiple indicator symbols are also used to prompt the third triggering operation that triggers different skill casting methods, wherein the second triggering operation is any one of the third triggering operations.

[0136] Optionally, after responding to the second triggering operation for the target game skill, the method further includes: controlling the controlled virtual character to perform the target action; wherein different target skill casting methods correspond to different actions.

[0137] Optionally, after responding to the first trigger operation for the target game skill, the method further includes: updating the display mode of the skill control corresponding to the target game skill from a first display mode to a second display mode; wherein the first display mode is used to indicate that the target game skill is in an available state, and the second display mode is used to indicate that the target game skill has not yet been triggered in the game scene.

[0138] Optionally, after responding to the second trigger operation for the target game skill, the method further includes: controlling the display mode of the skill control corresponding to the target game skill to update to a third display mode; wherein the third display mode is used to indicate that the target game skill is in an unavailable state.

[0139] In the above methods, updating the display of skill controls can remind players of the skill status of the target game skill, further enhancing the player's gaming experience.

[0140] The computer program products of the virtual character control method, apparatus and system provided in this disclosure include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.

[0141] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.

[0142] Furthermore, in the description of the embodiments of this disclosure, unless otherwise expressly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in this disclosure based on the specific circumstances.

[0143] If a function is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to related technologies, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods of the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as a USB flash drive, a portable hard drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.

[0144] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0145] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this 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 still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.

Claims

1. A method for controlling a virtual character, comprising providing a graphical user interface via a terminal device, the graphical user interface displaying at least a portion of a game scene, the game scene including a controlled virtual character controlled via the terminal device, the controlled virtual character being configured with target game skills, the method comprising: In response to a first trigger operation targeting the target game skill, the graphical user interface displays multiple indicator icons to prompt different skill casting methods, wherein each skill casting method is used to trigger different skill effects of the target game skill; In response to a second trigger operation for the target game skill, a target skill casting method is determined based on the second trigger operation, and the controlled virtual character is controlled to trigger the target game skill in the game scene according to the target skill casting method, so as to produce the corresponding target skill effect in the game scene.

2. The method according to claim 1, wherein, The target game skill is used to force the virtual character in the target scene area to move in different directions, and the target scene area is determined based on the effective range of the target game skill. The step of controlling the controlled virtual character to trigger the target game skill in the game scene according to the target skill casting method includes: The controlled virtual character is controlled to perform a forced displacement in a specified direction on a target virtual character in the target scene area, wherein the target virtual character is a virtual character hostile to the controlled virtual character, and the specified direction corresponds to the target skill casting method.

3. The method according to claim 2, wherein, The step of controlling the controlled virtual character to perform a forced displacement in a specified direction on the target virtual character in the target scene area includes: Control the target virtual character within the target scene area to perform forced displacement in a first direction; and / or Control the target virtual character within the target scene area to force displacement in the second direction; The first direction is different from the second direction.

4. The method according to claim 3, wherein, The first direction is the orientation of the controlled virtual character, and the second direction is the opposite direction of the character's orientation.

5. The method according to claim 2 or 3, wherein, The distance of the forced displacement is negatively correlated with the distance between the target virtual character and the first scene position, where the first scene position is the current position of the controlled virtual character in the game scene.

6. The method according to claim 2, wherein, After the step of controlling the controlled virtual character to perform a forced displacement in a specified direction on the target virtual character in the target scene area, the method further includes: The control applies a debuff to the target virtual character within the target scene area.

7. The method according to claim 2, wherein, After the step of controlling the controlled virtual character to perform a forced displacement in a specified direction on the target virtual character in the target scene area, the method further includes: Control the setting of specified markers on target virtual characters within the target scene area; The designated marker is used to: during the existence of the designated marker, in response to the target virtual character being attacked, control the application of additional attack effects to the target virtual character.

8. The method according to claim 7, wherein, The method further includes: In response to the triggering of the additional attack effect, or the expiration of the duration of the specified marker, the specified marker set on the target virtual character is cancelled.

9. The method according to claim 1, wherein, The graphical user interface also includes a crosshair, which is used to indicate the aiming direction of the controlled virtual character in the game scene; The response to the first triggering operation of the target game skill, and the step of displaying multiple indicator icons in the graphical user interface to indicate different skill casting methods, includes: In response to the first trigger operation for the target game skill, various indicator icons are displayed around the crosshair to indicate different skill casting methods.

10. The method according to claim 9, wherein, The method further includes: In response to a first trigger operation targeting the target game skill, a target scene area is determined from the game scene based on the first scene direction aimed at by the crosshair and the effective range of the target game skill; Update the display method of the target virtual character within the target scene area to make the target virtual character visually distinguishable from other virtual characters in the game scene, wherein the target virtual character is a virtual character that is hostile to the controlled virtual character.

11. The method according to claim 9, wherein, The multiple indicator symbols used to indicate different skill casting methods include at least: a first indicator symbol used to indicate the first skill casting method, and a second indicator symbol used to indicate the second skill casting method; The step of displaying multiple indicator marks around the crosshair to indicate different skill casting methods includes: The first indicator is displayed on the first circumference of the front sight and the second indicator is displayed on the second circumference of the front sight, wherein the first circumference and the second circumference are set relative to the front sight.

12. The method according to claim 1, wherein, The various indicator symbols are also used to prompt the third triggering operation that triggers different skill casting methods, wherein the second triggering operation is any one of the third triggering operations.

13. The method according to claim 1, wherein, Following the step of responding to the second triggering action for the target game skill, the method further includes: Control the controlled virtual character to perform target actions; wherein, different target skill release methods correspond to different actions.

14. The method according to claim 1, wherein, Following the step of responding to a first triggering action for the target game skill, the method further includes: The display mode of the skill control corresponding to the target game skill is updated from the first display mode to the second display mode; wherein, the first display mode is used to indicate that the target game skill is in an available state, and the second display mode is used to indicate that the target game skill has not yet been triggered in the game scene.

15. The method according to claim 14, wherein, Following the step of responding to the second triggering action for the target game skill, the method further includes: The display mode of the skill control corresponding to the target game skill is updated to a third display mode; wherein, the third display mode is used to indicate that the target game skill is in an unavailable state.

16. A control device for a virtual character, providing a graphical user interface via a terminal device, the graphical user interface displaying at least a portion of a game scene, the game scene including a controlled virtual character controlled by the terminal device, the controlled virtual character being configured with target game skills, the device comprising: The indicator display module is configured to execute a first trigger operation in response to the target game skill, and to display multiple indicator icons in the graphical user interface to indicate different skill casting methods, wherein each skill casting method is used to trigger different skill effects of the target game skill; The game skill triggering module is configured to execute a second triggering operation in response to the target game skill, determine a target skill casting method based on the second triggering operation, and control the controlled virtual character to trigger the target game skill in the game scene according to the target skill casting method, so as to produce the corresponding target skill effect in the game scene.

17. An electronic device comprising a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to implement the control method for a virtual character according to any one of claims 1-15.

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

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