Virtual object control method and apparatus, computer device, and storage medium
By shortening the cooldown time and displaying special effects when virtual object skills are interrupted, the problem of skills not being able to be quickly released again while on cooldown is solved, improving the smoothness and fairness of the game, reducing waiting time, and enhancing the user experience.
Patent Information
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- TENCENT TECHNOLOGY (SHENZHEN) CO LTD
- Filing Date
- 2025-10-30
- Publication Date
- 2026-07-23
AI Technical Summary
In existing technologies, when a virtual object releases a skill and enters a cooldown state, it cannot be released again immediately. This results in a long wait for the skill to cool down after it is interrupted, affecting the smoothness of the game and the fairness of the competition.
If a skill is interrupted during the release of a virtual object's skill, the release is immediately stopped, and the cooldown time is shortened based on the release progress. The user is reminded by displaying a cooldown reduction effect to ensure that the virtual object can release the skill again quickly.
It improves the smoothness of the game and the fairness of the competition, reduces the cost of waiting time, and enhances the control efficiency of virtual objects and the user experience.
Smart Images

Figure CN2025131141_23072026_PF_FP_ABST
Abstract
Description
Methods, devices, computer equipment, and storage media for controlling virtual objects
[0001] This application claims priority to Chinese Patent Application No. 202510076780.6, filed on January 15, 2025, entitled “Control Method, Apparatus, Computer Equipment and Storage Medium for Virtual Objects”, the entire contents of which are incorporated herein by reference. Technical Field
[0002] This application relates to the field of computer technology, and in particular to a method, apparatus, computer device, and storage medium for controlling virtual objects. Background Technology
[0003] The variety of video games is constantly increasing, including genres such as shooting games and role-playing games. In video games, players can control virtual objects within a virtual environment, such as controlling virtual objects to unleash their skills. Summary of the Invention
[0004] This application provides a method, apparatus, computer device, and storage medium for controlling virtual objects, which can improve the efficiency of controlling virtual objects. The technical solution is as follows:
[0005] On the one hand, a method for controlling a virtual object is provided, executed by a computer device, the method comprising:
[0006] In response to the release operation of the first skill, the virtual object is controlled to release the first skill, and the first skill is displayed to enter the cooldown state. The cooldown state has a corresponding cooldown duration. The first skill cannot be released when it is in the cooldown state. The cooldown duration refers to the duration that the first skill is in the cooldown state.
[0007] In response to a skill interruption event, the virtual object is controlled to stop releasing the first skill. Based on the state of the virtual object when the release of the first skill is stopped, the cooldown time is shortened. The skill interruption event is the event that interrupts the release of the first skill by the virtual object.
[0008] On the other hand, a control device for a virtual object is provided, the device comprising:
[0009] The display module is used to respond to the release operation of the first skill, control the virtual object to release the first skill, and display that the first skill has entered a cooldown state. The cooldown state corresponds to a cooldown duration. The first skill cannot be released when it is in the cooldown state. The cooldown duration refers to the duration that the first skill is in the cooldown state.
[0010] The display module is also configured to respond to a skill interruption event, control the virtual object to stop releasing the first skill, and display the shortened cooldown time based on the state of the virtual object when the release of the first skill is stopped. The skill interruption event is an event that interrupts the release of the first skill by the virtual object.
[0011] On the other hand, a computer device is provided, the computer device including a processor and a memory, the memory storing at least one computer program, the at least one computer program being loaded and executed by the processor to perform the operations performed by the virtual object control method as described above.
[0012] On the other hand, a computer-readable storage medium is provided that stores at least one computer program, which is loaded and executed by a processor to implement the operations performed by the virtual object control method as described above.
[0013] In another aspect, a computer program product is provided, comprising a computer program that, when executed by a processor, implements the operations performed by the virtual object control method as described above.
[0014] In the solution provided in this application embodiment, when a virtual object releases its first skill, the first skill immediately enters a cooldown state, during which it cannot be released again. If the first skill is interrupted during its release, not only is the release of the first skill stopped, but the cooldown time of the first skill is also shortened based on the progress of the skill's release. This allows the cooldown to end faster if the first skill is not successfully released, avoiding the situation where the first skill is interrupted and requires a long wait for cooldown. This provides appropriate compensation for interrupted skill release, greatly enhancing the game's smoothness and competitive fairness. Users can quickly control the virtual object to release the first skill again, reducing waiting time costs and improving control efficiency. Furthermore, shortening the cooldown time of the first skill according to its release progress ensures flexibility and diversity in cooldown reduction, further improving the game's competitive fairness and enhancing the user experience. Attached Figure Description
[0015] Figure 1 is a structural block diagram of a computer system provided in an embodiment of this application;
[0016] Figure 2 is a flowchart of a virtual object control method provided in an embodiment of this application;
[0017] Figure 3 is a flowchart of a virtual object control method provided in an embodiment of this application;
[0018] Figure 4 is a flowchart of another virtual object control method provided in an embodiment of this application;
[0019] Figure 5 is a flowchart of another virtual object control method provided in an embodiment of this application;
[0020] Figure 6 is a flowchart of another virtual object control method provided in an embodiment of this application;
[0021] Figure 7 is a flowchart of another virtual object control method provided in an embodiment of this application;
[0022] Figure 8 is a schematic diagram of a virtual scene provided in an embodiment of this application;
[0023] Figure 9 is a schematic diagram of another virtual scene provided in an embodiment of this application;
[0024] Figure 10 is a schematic diagram of another virtual scene provided in an embodiment of this application;
[0025] Figure 11 is a flowchart of another virtual object control method provided in an embodiment of this application;
[0026] Figure 12 is a schematic diagram of the structure of a virtual object control device provided in an embodiment of this application;
[0027] Figure 13 is a schematic diagram of the structure of a terminal provided in an embodiment of this application;
[0028] Figure 14 is a schematic diagram of the structure of a server provided in an embodiment of this application. Detailed Implementation
[0029] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.
[0030] It should be noted that all information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.), and signals involved in this application have been authorized by the user or fully authorized by all parties, and the collection, use, and processing of related data must comply with the relevant laws, regulations, and standards of the relevant countries and regions. For example, the information involved in this application, the data used to render virtual scenes, and events were all obtained with full authorization.
[0031] First, a brief introduction to the terms used in the embodiments of this application:
[0032] World game: refers to a game that allows users to explore within a game world; the map area of a world game is often quite large. In this application, the map in the world game is the world map.
[0033] RPG (Role-Playing Game): A game where users assume the role of a specific character, complete quests, interact with other characters, or explore a game world. In RPGs, users control virtual characters, moving within a virtual environment. Furthermore, users can choose different character types to role-play, explore new locations, solve puzzles, form new groups, or participate in the story. By completing game quests, exploring virtual environments, and developing the skills and attributes of their virtual characters, users advance the game's story. These games typically feature complex plots and world-building, and users can freely choose the behavior and development path of their virtual characters.
[0034] MOBA (Multiplayer Online Battle Arena) games are a type of game where multiple player-controlled virtual objects compete in a virtual arena, aiming to capture or destroy enemy arenas. For example, a MOBA game might divide players into at least two opposing factions, with each team occupying their own map area and competing against each other with a specific victory condition. This victory condition may include, but is not limited to, capturing or destroying enemy arenas, eliminating enemy virtual objects, surviving within a specified time and scenario, acquiring a resource, or achieving a higher score than the opponent within a specified time. For instance, a MOBA game could divide players into two opposing factions, distributing their virtual objects across a virtual arena to compete, with the goal of destroying or capturing all of the enemy's arenas.
[0035] MMORPGs (Multiplayer Online Role-Playing Games) support a large number of players simultaneously playing in a virtual game world. Players assume specific roles and improve their characters' abilities, levels, and equipment by completing quests, engaging in combat, and exploring. They can also explore virtual environments together through multiplayer online collaboration. In MMORPGs, multiple players can participate in the same game within the same virtual environment through matchmaking. During the game, different players can control virtual objects to attack each other and compete for game resources, or they can cooperate to win game resources. In this embodiment, each virtual object corresponds to its own virtual environment, and different virtual environments are two parallel virtual worlds, with game progress in different virtual environments being independent of each other. For example, in a level-based RPG, after completing a game, a player can choose to restart the game, create a new virtual object, and review the game's story in a new virtual environment.
[0036] Taking shooting games as an example, these games can display virtual scenes from either a first-person or third-person perspective. Shooting games displaying virtual scenes from a first-person perspective are also called FPS (First-Person Shooter). The first-person perspective is the viewpoint observed through a virtual camera positioned on the chest of the virtual object; or, the first-person perspective is the viewpoint observed through a virtual camera positioned on the head of the virtual object; or, the first-person perspective is the viewpoint observed through a virtual camera positioned on the neck of the virtual object. In the virtual environment viewpoint corresponding to the first-person perspective, the head or torso of the virtual object's 3D model cannot be seen, but the arms or feet of the virtual object may be visible. The third-person perspective is the viewpoint observed through a virtual camera positioned behind or behind the virtual object's head. Optionally, the third-person perspective is the viewpoint observed through a virtual camera positioned behind or behind the virtual object. In the virtual environment displayed from a third-person perspective, the head or torso of a virtual object can be seen in its 3D model. When a shooting game is running on the terminal, a virtual scene is displayed, in which virtual objects can control virtual items to perform remote attacks.
[0037] Virtual scene: A virtual scene is a scene displayed (or provided) by an application when it runs on a terminal. This virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional environment, or a purely fictional environment. The virtual world can be any of a two-dimensional virtual world, a 2.5-dimensional virtual world, or a three-dimensional virtual world; this application does not limit it. The following embodiments use a three-dimensional virtual world as an example.
[0038] Virtual objects refer to the movable objects that users interact with in a virtual world. Virtual objects can be virtual characters, virtual animals, anime characters, etc., such as people and animals displayed in a 3D virtual world. Optionally, virtual objects are 3D models created based on animation skeletal technology. Each virtual object has its own shape and volume in the 3D virtual world, occupying a portion of the space within that world.
[0039] Skill cooldown: This refers to the period during which a virtual object in a game cannot use a skill again after it has been used. This period is also known as the cooldown time.
[0040] Figure 1 is a structural block diagram of a computer system provided in an embodiment of this application. Referring to Figure 1, the computer system includes a first terminal 101, a server 102, and a second terminal 103.
[0041] The first terminal 101 has an application 111 installed and running that supports virtual scenes. Optionally, the application 111 can be any one of a 3D map program, a virtual reality (VR) application, an augmented reality (AR) application, an open-world game program, an RPG (role-playing game) program, a turn-based game program, or a turn-based RPG program. The first terminal 101 is a terminal used by a first user, who uses the first terminal 101 to control a first virtual object located in the virtual scene to perform activities, including but not limited to: adjusting body posture, walking, running, jumping, riding, driving, aiming, picking up, fighting, using throwable items, and attacking other virtual objects. For example, the first virtual object is a virtual character, such as a simulated character or an anime character. For example, the first user controls the first virtual object to perform activities through UI controls on the virtual scene screen.
[0042] The second terminal 103 has an application 131 installed and running that supports virtual scenes. The second terminal 103 is used by a second user who uses it to control a second virtual object located in the virtual scene. Optionally, the first virtual object and the second virtual object are in the same virtual scene. The first virtual object and the second virtual object belong to different factions, or they belong to the same faction.
[0043] The first terminal 101 is connected to the server 102 via a wireless or wired network, and the second terminal 103 is also connected to the server 102 via a wireless or wired network. The server 102 provides background services for applications supporting 3D virtual scenes. The server 102 includes at least one of a single server, multiple servers, or a virtualization center. For example, the server 102 includes a processor and a memory. The memory further includes a receiving module, a control module, and a sending module. The receiving module receives requests sent by clients, such as skill release requests or information acquisition requests. The control module controls the rendering of the virtual scene. The sending module sends responses to clients, such as sending information to clients. Optionally, the server 102 undertakes the main computational work, and the first terminal 101 and the second terminal 103 undertake secondary computational work; or, the server 102 undertakes secondary computational work, and the first terminal 101 and the second terminal 103 undertake the main computational work; or, the server 102, the first terminal 101, and the second terminal 103 collaborate using a distributed computing architecture.
[0044] Optionally, the applications installed on the first terminal 101 and the second terminal 103 are the same, or the applications installed on the three terminals are the same type of application on different operating system platforms. The first terminal 101 can refer to one of multiple terminals, and the second terminal 103 can refer to one of multiple terminals. This application embodiment only uses the first terminal 101 and the second terminal 103 as examples. The device types of the first terminal 101 and the second terminal 103 may be the same or different, and these device types include at least one of: smartphones, smartwatches, smart TVs, tablets, wearable devices, in-vehicle terminals, MP3 players, MP4 players, laptops, and desktop computers. The following embodiments use smartphones as examples.
[0045] Furthermore, during the process of the first terminal 101 controlling the virtual object to release a skill through the application 111, the screen displayed by the first terminal 101 through the application 111 to indicate that the first skill has entered a cooldown state is shown in Figure 1 (1)-(2). The first terminal 101 responds to the release operation of the first skill and displays screen (1) through the application 111. In screen (1), the cooldown countdown 112 of the first skill is displayed, and the virtual object 113 starts to release the first skill. During the process of the virtual object 113 releasing the first skill, the cooldown countdown 112 gradually decreases from the preset cooldown time of the first skill. Taking the cooldown countdown 112 as 20 seconds when a skill interruption event occurs as an example, the screen (2) displayed by the first terminal 101 through the application 111 shows the cooldown countdown 112 as 20 seconds. At this time, the first terminal 101 responds to the skill interruption event and displays the cooldown time shortened by 8 seconds based on the state of the virtual object when the first skill is stopped, through the screen (3) displayed by the application 111. In the screen (2), the virtual object 113 stops releasing the first skill, the cooldown countdown 112 is shortened to 12 seconds, and after the first terminal 101 displays the screen (2) through the application 111, the cooldown countdown will continue to decrease gradually from 12 seconds.
[0046] Those skilled in the art will understand that the number of terminals described above can be more or less. For example, there may be only one terminal, or there may be dozens or hundreds of terminals, or even more. This application does not limit the number of terminals or the type of device.
[0047] Figure 2 is a flowchart of a virtual object control method provided in an embodiment of this application. Taking the method being executed by a terminal as an example, as shown in Figure 2, the method includes:
[0048] 201. The terminal responds to the release operation of the first skill, controls the virtual object to release the first skill, and displays that the first skill has entered the cooldown state. The cooldown state has a corresponding cooldown duration. The first skill cannot be released when it is in the cooldown state. The cooldown duration refers to the duration that the first skill is in the cooldown state.
[0049] In other words, the virtual object cannot release its first skill again during the cooldown period. In this embodiment, the virtual object in the virtual scene possesses a first skill, which the user can control to release through a terminal. When the virtual object releases its first skill, the skill enters a cooldown state, during which time the virtual object cannot release it again. When the cooldown period for the first skill is reached, the cooldown ends, and the user can then control the virtual object to release it again. Furthermore, during the release of the first skill, a skill interruption event may occur, interrupting the release. In this case, the virtual object will stop releasing the first skill, and the cooldown period will be shortened based on the virtual object's state at the time of interruption, so that the cooldown ends faster when the first skill is interrupted, allowing the user to control the virtual object to release the first skill again as quickly as possible.
[0050] In the embodiments of this application, "in response to" is used to indicate the conditions or states on which the operation performed depends. When the conditions or states on which the operation depends are met, one or more operations performed may be performed in real time or may have a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations are performed.
[0051] The first skill can be of any type, such as an attack skill, a defense skill, or a support skill. The cooldown duration for the first skill can also be any duration, such as 30 seconds or 45 seconds. A cooldown status indicates that the first skill is unavailable. The cooldown duration refers to the length of time the first skill remains on cooldown after being cast. When the cooldown duration is reached, the cooldown ends, and the first skill can be cast again by the virtual object. The cooldown status can be represented in any way, such as by dimming the skill option or skill icon, or by displaying a cooldown countdown that gradually decreases from the corresponding cooldown duration, ending when the countdown ends.
[0052] The release operation of the first skill refers to the operation of controlling a virtual object to release the first skill. The release operation can be of any type; for example, it can be a trigger operation of the displayed skill option for the first skill, or a release operation triggered by a control key on an external device. In this embodiment, the terminal detects the release operation of the first skill, controls the virtual object in the virtual scene to release the first skill, and displays in the virtual scene that the first skill has entered a cooldown state, so that the screen displayed on the terminal can show that the release operation of the first skill has been successfully triggered.
[0053] 202. In response to a skill interruption event, the terminal controls the virtual object to stop releasing the first skill. Based on the state of the virtual object when the first skill is stopped, the cooldown time is shortened. The skill interruption event is the event that interrupts the virtual object from releasing the first skill.
[0054] In this embodiment, during the process of a virtual object releasing its first skill in a virtual scene, an event may occur that interrupts the release of the first skill, i.e., a skill interruption event. The terminal responds to the skill interruption event by controlling the virtual object to stop releasing the first skill. Considering that the first skill failed to be released successfully, and that the state of the virtual object at the time of stopping the release of the first skill reflects the progress of the skill release, the cooldown time is shortened by combining the state of the virtual object at the time of stopping the release of the first skill. This reduces the time the first skill is in a cooldown state, allowing it to end its cooldown state more quickly when interrupted during release, so that the virtual object can release the first skill again as soon as possible.
[0055] In this embodiment of the application, the state of the virtual object when the release of the first skill is stopped can be any state.
[0056] For example, when a virtual object releases its first skill, it first performs a preparation action before releasing the skill to make it take effect. This preparation action can also be called the skill's pre-cast phase. If the virtual object is performing a preparation action when the release of the first skill is stopped, that is, it is in the skill's pre-cast phase, then the virtual object's state at this time is the ready state.
[0057] For example, a virtual object performs a charging animation before releasing its first skill, allowing the skill to take effect. The charging animation affects the subsequent effects of the first skill; for instance, charging increases the damage of the first skill. This charging phase can be called the skill charging stage. If the release of the first skill is stopped while the virtual object is performing a charging animation, meaning it's in the skill charging stage, then the virtual object's state is the charging state.
[0058] For example, during the process of a virtual object releasing its first skill, it will perform a preparation or charging action before releasing the skill to make it take effect. The process of the virtual object releasing its first skill and it taking effect can also be called the skill activation phase. If the release of the first skill is stopped while the skill is taking effect, that is, when it is in the skill activation phase, then the virtual object's state at this time is the skill activation state.
[0059] In this embodiment of the application, the state of the virtual object changes during the process of the virtual object releasing the first skill. The state of the virtual object can reflect the progress of the virtual object releasing the first skill. Therefore, based on the state of the virtual object when the release of the first skill is stopped, the cooldown time is shortened so as to shorten the cooldown time of the first skill according to the progress of the virtual object releasing the first skill, thus ensuring the flexibility and diversity of the cooldown time shortening.
[0060] In the solution provided in this application embodiment, when a virtual object releases its first skill, the first skill immediately enters a cooldown state, during which it cannot be released again. If the first skill is interrupted during its release, not only is the release of the first skill stopped, but the cooldown time of the first skill is also shortened based on the progress of the skill's release. This allows the cooldown to end faster if the first skill is not successfully released, avoiding the situation where the first skill is interrupted and requires a long wait for cooldown. This provides appropriate compensation for interrupted skill release, greatly enhancing the game's smoothness and competitive fairness. Users can quickly control the virtual object to release the first skill again, reducing waiting time costs and improving control efficiency. Furthermore, shortening the cooldown time of the first skill according to its release progress ensures flexibility and diversity in cooldown reduction, further improving the game's competitive fairness and enhancing the user experience.
[0061] Based on the embodiment shown in Figure 2, this application embodiment takes controlling a virtual object to release its first skill through skill options displayed in a virtual scene as an example. The specific process is detailed in the following embodiment. Figure 3 is a flowchart of a virtual object control method provided by this application embodiment. Taking the method executed by a terminal as an example, as shown in Figure 3, the method includes:
[0062] 301. The terminal displays the skill options corresponding to the first skill in the virtual scene interface.
[0063] In this embodiment, the terminal displays a virtual scene interface, which is used to display a virtual scene in which virtual objects are located. The virtual scene interface also displays skill options corresponding to the first skill, which are used to control the virtual object to release the first skill.
[0064] The skill options can be of any type, such as buttons or virtual roulette wheels.
[0065] In one possible implementation, the skill options in the virtual scene are in a ready state.
[0066] In this embodiment, the ready state refers to the first skill being ready and not in a cooldown state; that is, the skill option can be triggered to cause the virtual object to release the first skill. When the skill option is in the ready state, the user can trigger the skill option on the terminal to control the virtual object to release the first skill.
[0067] The ready state can be represented in any form, for example, by highlighting the skill option to indicate that the skill option is in a ready state.
[0068] In one possible implementation, the terminal displays the virtual scene from the first-person perspective of the virtual object within the virtual scene interface, and displays the skill option corresponding to the first skill within the virtual scene interface. Alternatively, the terminal displays the virtual scene from a third-person perspective within the virtual scene interface, and displays the skill option corresponding to the first skill within the virtual scene interface.
[0069] In this embodiment, when the virtual scene is displayed from the first-person perspective of the virtual object, the virtual object is not displayed in the virtual scene interface, or only a portion of the virtual object is displayed. Alternatively, when the virtual scene is displayed from the first-person perspective of the virtual object, the virtual object can be displayed in the virtual scene interface.
[0070] 302. The terminal responds to the trigger operation of the skill option, controls the virtual object to release the first skill, and displays that the skill option has entered the cooldown state. The cooldown state has a corresponding cooldown duration. The first skill cannot be released when the skill option is in the cooldown state. The cooldown duration refers to the duration that the skill option is in the cooldown state.
[0071] In other words, the virtual object cannot release the first skill again during the cooldown period. In this embodiment, the skill option is used to release the first skill. The user triggers the skill option through the terminal. In response to the triggering operation of the skill option, the terminal controls the virtual object to release the first skill and displays that the skill option has entered the cooldown state. This shows that the skill option cannot be triggered and also reflects that the release operation of the first skill has been successfully triggered. The first skill is cooling down and cannot be released again.
[0072] The trigger action for skill options can be any type of action, such as a click action, a swipe action, etc.
[0073] In one possible implementation, step 302 includes: the terminal responding to a trigger operation on the skill option, controlling the virtual object to release the first skill, and displaying a cooldown countdown on the skill option.
[0074] The cooldown countdown gradually decreases from the start of the cooldown duration. When the cooldown countdown ends, the cooldown state ends, and the skill option can be triggered again.
[0075] In this embodiment, the skill option displays a cooldown countdown, indicating that the skill option is in a cooldown state, and can show the remaining time before the first skill ends its cooldown state, enriching the displayed content and ensuring the display effect.
[0076] In one possible implementation, if the skill option is in a ready state before being triggered, then step 302 includes: in response to the triggering operation of the skill option, controlling the virtual object to release the first skill, and displaying the skill option switching from the ready state to the cooldown state.
[0077] For example, when a skill option is ready, it is highlighted; when a skill option is on cooldown, it is dimmed.
[0078] When a skill option is in a ready state, it can be triggered, meaning the first skill can be used. When a skill option is in a cooldown state, it cannot be triggered, meaning the first skill cannot be used.
[0079] In this embodiment of the application, after the user triggers the skill option through the terminal, the terminal displays the skill option switching from a ready state to a cooldown state to reflect the change in whether the first skill can be released, thereby improving the display effect.
[0080] Optionally, after the skill option switches from the ready state to the cooldown state, the skill option will automatically switch back to the ready state when the cooldown state ends. That is, the method also includes: when the duration of the skill option in the cooldown state reaches the cooldown duration, displaying that the skill option has switched from the cooldown state to the ready state.
[0081] In this embodiment of the application, when the cooldown period of the skill option reaches the cooldown duration, it indicates that the cooldown of the first skill has ended, and the skill option is then switched to the ready state to indicate that the first skill can be released again.
[0082] Optionally, the skill options display a cooldown countdown. After the cooldown countdown ends, the skill options switch from a cooldown state to a ready state.
[0083] In one possible implementation, when a skill option is ready, it is displayed in a highlighted manner; when a skill option is on cooldown, it is displayed in a dark manner, and a cooldown countdown is displayed on the skill option. The cooldown countdown gradually decreases from the cooldown duration, and after the cooldown countdown ends, the skill option is displayed in a highlighted manner.
[0084] 303. In response to a skill interruption event, the terminal controls the virtual object to stop releasing the first skill. Based on the state of the virtual object when the first skill is stopped, a cooldown reduction effect is displayed on the skill options. The cooldown reduction effect indicates that the cooldown time has been shortened. The skill interruption event is the event that interrupts the virtual object from releasing the first skill.
[0085] In this embodiment of the application, by displaying a cooldown reduction effect on the skill option, it is indicated that the cooldown time has been shortened, achieving a strong reminder effect of the reduced cooldown time, so that users can see that the cooldown time of the first skill has been shortened, which can improve the display effect of the reduced cooldown time and thus improve the user experience.
[0086] The cooldown reduction effect can be any form of effect. For example, the cooldown reduction effect can be represented by flashing light, or by flashing skill options, or by flashing skill options.
[0087] In one possible implementation, the skill interruption event includes at least one of the following.
[0088] (1) The virtual object is attacked. In this implementation, if the virtual object is attacked while releasing its first skill, the release of the first skill will be interrupted.
[0089] (2) The virtual object is hit by a skill released by another virtual object. In this implementation, if the virtual object is hit by a skill released by another virtual object while releasing its first skill, the release of the first skill will be interrupted.
[0090] (3) The virtual object's health points decrease to at least one of the preset values. In this implementation, the virtual object's health points decreasing to the preset values means that the virtual object can no longer release its first skill, thus interrupting the release of the first skill. The preset values can be any values, for example, the preset value is 0. When the virtual object's health points decrease to 0, it means that the virtual object has "died," and the virtual object can no longer release its first skill.
[0091] In the embodiments of this application, the skill interruption event includes at least one of the above-mentioned events, which increases the diversity of skill interruption events and is beneficial to improving the interactive effect in the virtual scene.
[0092] It should be noted that the embodiments of this application are illustrated by using the skill options displayed in the virtual scene to control the release of the first skill of the virtual object. In another embodiment, it is not necessary to perform the above steps 301-303. Instead, other methods are adopted. In response to the release operation of the first skill, the first skill is displayed as entering a cooldown state, and the virtual object is controlled to release the first skill. In response to the skill interruption event, the virtual object is controlled to stop releasing the first skill. Based on the state of the virtual object when the release of the first skill is stopped, the cooldown time is displayed as shortened.
[0093] In the solution provided in this application embodiment, when a virtual object releases its first skill, the first skill immediately enters a cooldown state, during which it cannot be released again. If the first skill is interrupted during its release, not only is the release of the first skill stopped, but the cooldown time of the first skill is also shortened based on the progress of the skill's release. This allows the cooldown to end faster if the first skill is not successfully released, avoiding the situation where the first skill is interrupted and requires a long wait for cooldown. This provides appropriate compensation for interrupted skill release, greatly enhancing the game's smoothness and competitive fairness. Users can quickly control the virtual object to release the first skill again, reducing waiting time costs and improving control efficiency. Furthermore, shortening the cooldown time of the first skill according to its release progress ensures flexibility and diversity in cooldown reduction, further improving the game's competitive fairness and enhancing the user experience.
[0094] Furthermore, the user can control the release of the first skill by using the skill options displayed in the virtual scene, and can indicate whether the first skill has been released by adjusting the display status of the skill options, making it easier for the user to know the release status of the first skill, thereby improving the user experience.
[0095] Furthermore, if the virtual object is interrupted when releasing its first skill, a cooldown reduction effect is displayed on the skill options to indicate that the cooldown time has been shortened, achieving a strong reminder effect of the reduced cooldown time. This allows users to see that the cooldown time of the first skill has been shortened, improving the display effect of the reduced cooldown time. The display status of the skill options also reflects whether the first skill has been successfully released.
[0096] Based on the embodiment shown in Figure 2 above, in this embodiment, if the virtual object is interrupted when releasing its first skill, the cooldown time will be shortened according to the duration corresponding to the state of the virtual object when the release of the first skill was stopped. For details, please refer to the following embodiment. Figure 4 is a flowchart of a virtual object control method provided in this embodiment. Taking the method executed by a terminal as an example, as shown in Figure 4, the method includes:
[0097] 401. The terminal displays virtual objects in a virtual scene, and the virtual objects possess primary skills.
[0098] In this embodiment of the application, virtual objects are displayed in a virtual scene so that users can see the virtual objects in the virtual scene and thus better control the virtual objects.
[0099] For example, when a virtual scene is displayed from the first-person perspective of a virtual object, the virtual object can be displayed in the virtual scene.
[0100] It should be noted that this embodiment of the application uses the display of virtual objects in a virtual scene as an example for illustration. In another embodiment, step 401 above does not need to be performed; instead, only the virtual scene is displayed, and the virtual objects are not displayed in the virtual scene. For example, if the virtual scene displayed by the terminal is a virtual scene observed from the first-person perspective of the virtual objects, then the terminal does not display the virtual objects.
[0101] 402. The terminal responds to the release operation of the first skill, controls the virtual object to release the first skill, and displays that the first skill has entered the cooldown state. The cooldown state has a corresponding cooldown duration. The first skill cannot be released when it is in the cooldown state. The cooldown duration refers to the duration that the first skill is in the cooldown state.
[0102] It should be noted that step 402 is the same as step 201 above, and will not be repeated here.
[0103] 403. The terminal responds to the skill interruption event, controls the virtual object to stop releasing the first skill, and displays the cooldown time reduction corresponding to the virtual object's state. The skill interruption event is the event that interrupts the virtual object from releasing the first skill. The state of the virtual object refers to the state of the virtual object when the release of the first skill is stopped.
[0104] In this embodiment, during the process of a virtual object releasing its first skill, the virtual object's state may change, and the state of the virtual object can reflect the progress of releasing the first skill. The progress of releasing the first skill differs depending on when the release is stopped, and the duration of the cooldown reduction can also differ. Therefore, the terminal displays the duration corresponding to the decrease in the virtual object's state during the cooldown reduction to ensure that the reduction in cooldown duration matches the progress of the first skill release when it is stopped, ensuring the diversity of cooldown reduction and thus improving the user experience.
[0105] The duration of different states of the virtual object when the first skill is suspended can be the same or different.
[0106] In one possible implementation, the terminal displays the duration corresponding to the reduction in the cooling time of the virtual object's state, including: displaying a first duration reduction in the cooling time, where the first duration is the product of the reduction ratio corresponding to the virtual object's state and a preset cooling time, and the preset cooling time is the maximum cooling time corresponding to the cooling state.
[0107] In this embodiment of the application, during the process of the virtual object releasing the first skill, the virtual object will be in multiple different states, each state has its own shortening ratio. When the release of the first skill is stopped, the first shortening time will be determined according to the shortening ratio corresponding to the current state of the virtual object, so as to ensure the accuracy of the cooldown time shortening.
[0108] The preset cooldown duration is the maximum cooldown duration after the first skill is released each time. The preset cooldown duration can be any fixed value, such as 10 seconds or 30 seconds.
[0109] In this embodiment of the application, when the virtual object releases the first skill according to step 402 above, the cooldown time corresponding to the cooldown state is equal to the preset cooldown time. After the cooldown time is shortened according to step 403 above, the time for the first skill to end the cooldown state this time will be reduced. However, when the first skill is released again and enters the cooldown state, the cooldown time corresponding to the cooldown state is still the same as the preset cooldown time.
[0110] The reduction ratios for different states can be the same or different. For example, when the first skill is aborted, the virtual object's state includes a preparation state, a charging state, or a skill-activated state. The reduction ratio for the preparation state is 100%, for the charging state it's 50%, and for the skill-activated state it's 20%. Taking a preset cooldown time of 30 seconds as an example, if the virtual object is in the preparation state when the first skill is aborted, the first duration is 30 seconds, so the cooldown time of the first skill is reduced to 0, and the first skill immediately ends its cooldown. If the virtual object is in the charging state when the first skill is aborted, the first duration is 15 seconds, so the cooldown time of the first skill is reduced to 15 seconds, and the cooldown will end after 15 seconds. If the virtual object is in the skill-activated state when the first skill is aborted, the first duration is 6 seconds, so the cooldown time of the first skill is reduced to 24 seconds, and the cooldown will end after 24 seconds.
[0111] In one possible implementation, the terminal displays the duration corresponding to the state of the virtual object whose cooldown time has decreased, including: if the virtual object is in a skill-activated state when the release of the first skill is stopped, based on a second duration, displaying the duration corresponding to the skill-activated state whose cooldown time has decreased, the skill-activated state indicating that the first skill has produced a skill effect, and the second duration being the duration for which the virtual object is in a skill-activated state.
[0112] In this embodiment, if the virtual object is in a skill-activated state when the release of the first skill is interrupted, the duration of the skill-activated state varies, resulting in different reductions in cooldown duration. That is, the cooldown duration is shortened according to the duration of the first skill's effect, ensuring that the reduction matches the duration of the first skill's effect. This diversity in cooldown reduction compensates for the time the first skill is interrupted and thus maintains game balance and improves user experience.
[0113] The second duration corresponds to the duration during which the first skill has already produced its effect. In this embodiment, different second durations correspond to different durations of the skill's active state. Optionally, the duration of the skill's active state is negatively correlated with the second duration. That is, the longer the second duration, the shorter the duration of the skill's active state; conversely, the shorter the second duration, the longer the duration of the skill's active state.
[0114] For example, during the process of a virtual object releasing its first skill, when the skill activation phase is reached, the first skill takes effect, and the virtual object is in a skill-activated state. Taking a maximum duration of 5 seconds for the skill activation phase as an example, during the skill activation phase, damage is dealt to other virtual objects around the virtual object. If the first skill activation phase is interrupted after 3 seconds, then the second phase lasts for 3 seconds.
[0115] Optionally, the terminal displays the duration corresponding to the skill activation state reduced by the cooldown time based on the second duration, including: if the virtual object is in the skill activation state when the release of the first skill is stopped, displaying the cooldown time reduced by the third duration, where the third duration is equal to the product of the first ratio and the preset cooldown time, the first ratio is the ratio of the fourth duration to the preset activation time, the fourth duration is the difference between the preset activation time and the second duration, the preset cooldown time is the maximum cooldown time corresponding to the cooldown state, and the preset activation time is the maximum duration for which the virtual object can maintain the skill activation state.
[0116] The preset effective duration is arbitrary. For example, if the first skill deals damage to other virtual objects around the virtual object within 5 seconds, the preset effective duration is 5 seconds. The fourth duration corresponds to the unused duration when the first skill is interrupted. For instance, if the preset effective duration is 5 seconds, and the first skill deals damage to other virtual objects around the virtual object within 5 seconds, but is interrupted after 3 seconds of its effect, the fourth duration is 2 seconds. The first ratio represents the proportion of the unused duration to the preset effective duration, and the third duration represents the duration determined by this proportion.
[0117] In this embodiment of the application, if the virtual object is in a skill-activated state when the release of the first skill is stopped, the cooldown time will be shortened according to the proportion of the time during which the first skill is not activated to the preset activation time, so as to compensate as much as possible for the time during which the first skill is interrupted and thus ensure the balance of the game and improve the user experience.
[0118] For example, the first skill will deal damage to other virtual objects around the virtual object within 5 seconds. If the first skill is interrupted when its effect lasts for 3 seconds, then the fourth duration is 2 seconds. The first ratio is 2 / 5. Taking the preset cooldown duration of 30 seconds as an example, the third duration is 12 seconds. The duration after reducing the cooldown duration by the third duration is 18 seconds. That is, the cooldown duration of the first skill will end after 18 seconds. After the cooldown ends, the virtual object can release the first skill again.
[0119] It should be noted that the embodiments of this application are described using the duration corresponding to the reduced cooldown time as an example. In another embodiment, it is not necessary to perform the above step 403. Instead, other methods are adopted to control the virtual object to stop releasing the first skill in response to the skill interruption event. Based on the state of the virtual object when the release of the first skill is stopped, the cooldown time is shortened.
[0120] In the solution provided in this application embodiment, when a virtual object releases its first skill, the first skill immediately enters a cooldown state, during which it cannot be released again. If the first skill is interrupted during its release, not only is the release of the first skill stopped, but the cooldown time of the first skill is also shortened based on the progress of the skill's release. This allows the cooldown to end faster if the first skill is not successfully released, avoiding the situation where the first skill is interrupted and requires a long wait for cooldown. This provides appropriate compensation for interrupted skill release, greatly enhancing the game's smoothness and competitive fairness. Users can quickly control the virtual object to release the first skill again, reducing waiting time costs and improving control efficiency. Furthermore, shortening the cooldown time of the first skill according to its release progress ensures flexibility and diversity in cooldown reduction, further improving the game's competitive fairness and enhancing the user experience.
[0121] Based on the embodiment shown in Figure 2 above, in this embodiment, the virtual object consumes attribute values when releasing its first skill. If the release of the first skill is interrupted, the attribute values consumed by the virtual object will be compensated. For details, please refer to the following embodiments. Figure 5 is a flowchart of a virtual object control method provided in this embodiment. Taking the method executed by a terminal as an example, as shown in Figure 5, the method includes:
[0122] 501. The terminal responds to the release operation of the first skill, controls the virtual object to release the first skill, displays that the first skill has entered the cooldown state, displays that the attribute value of the virtual object has decreased, the cooldown state has a corresponding cooldown duration, the first skill cannot be released when it is in the cooldown state, and the cooldown duration refers to the duration that the first skill is in the cooldown state.
[0123] In other words, the virtual object cannot release its first skill again during the cooldown period. In this embodiment, releasing the first skill consumes the virtual object's attribute value. When the terminal controls the virtual object to release the first skill, it not only displays that the first skill will enter a cooldown state, but also displays that the virtual object's attribute value is decreasing, so as to reflect the effect of the virtual object consuming part of its attribute value to release the first skill.
[0124] The attribute values of virtual objects can be of any type. For example, the energy consumed by a virtual object to release its first skill is the virtual object's health or mana.
[0125] For example, releasing the first skill consumes 50 mana points from the virtual object. In response to the release of the first skill, the terminal controls the virtual object to release the first skill, displays that the first skill has entered a cooldown state, and shows that the virtual object's mana points have decreased by 50.
[0126] In one possible implementation, step 501 includes: in response to the release operation of the first skill, if the attribute value of the virtual object is not less than a first value, controlling the virtual object to release the first skill, displaying that the first skill has entered a cooldown state, and displaying that the attribute value of the virtual object has decreased by the first value.
[0127] The first value is the attribute value required for the virtual object to release its first skill. The first value can be any value, for example, 50 or 60.
[0128] In this embodiment, since the virtual object needs to consume a first value of attribute value to release the first skill, if the attribute value of the virtual object is not less than the first value, it means that the attribute value of the virtual object can meet the consumption of the first skill. Only under these circumstances can the first skill be successfully released, thus ensuring the balance of the game.
[0129] Optionally, if the attribute value of the virtual object is insufficient to meet the consumption of the first skill, the method further includes: in response to the release operation of the first skill, if the attribute value of the virtual object is less than a first value, displaying a failure message, the failure message indicating that the attribute value of the virtual object is insufficient, causing the release of the first skill to fail.
[0130] In this embodiment of the application, if the attribute value of the virtual object does not meet the consumption of the first skill, even if the release operation of the first skill is performed, the virtual object will not be controlled to release the first skill. Instead, a failure prompt message will be displayed to indicate the reason for the failure of the first skill release, thereby improving the user experience.
[0131] 502. The terminal responds to the skill interruption event, controls the virtual object to stop releasing the first skill, and displays the shortened cooldown time and the increased attribute value of the virtual object based on the state of the virtual object when the first skill is stopped. The skill interruption event is the event that interrupts the virtual object from releasing the first skill.
[0132] In this embodiment, since the release of the first skill by a virtual object consumes the virtual object's attribute value, and the release of the first skill is interrupted, resulting in the first skill not being fully released and the attribute value being wasted, in the event of the first skill being interrupted, the attribute value of the virtual object will be increased based on the state of the virtual object when the release of the first skill is stopped, in order to compensate as much as possible for the energy value consumed by the release of the first skill due to the interruption, so as to ensure the balance of the game and improve the user experience.
[0133] In this embodiment of the application, during the process of a virtual object releasing its first skill, the state of the virtual object may change. The state of the virtual object can reflect the progress of the virtual object releasing its first skill. Therefore, based on the state of the virtual object when the release of the first skill is stopped, the increase in the attribute value of the virtual object is displayed so as to compensate for the attribute value consumed by the virtual object in releasing the first skill according to the progress of the release of the first skill, thus ensuring the flexibility and diversity of the increase in the attribute value of the virtual object.
[0134] In other words, if the release of the first skill is stopped during the process of the virtual object releasing the first skill, the cooldown time of the first skill will be shortened based on the state of the virtual object at the time of stopping the release of the first skill, and the attribute value of the virtual object will also be increased based on the state of the virtual object at the time of stopping the release of the first skill.
[0135] One possible implementation involves adding attribute values to virtual objects, including the following two methods.
[0136] The first method: In response to a skill interruption event, display the virtual object's attribute value and increase the value corresponding to the virtual object's state.
[0137] The virtual object's state refers to its state when the first skill release is aborted. During the release of the first skill, the virtual object's state may change, reflecting its progress. Different progress at the time of aborting the first skill release will result in different increases in attribute values. Therefore, the terminal displays the increase in the virtual object's attribute values corresponding to its state to ensure that the increase matches the progress of the first skill release at the time of abortion, guaranteeing diversity in attribute value increases and thus improving the user experience.
[0138] Optionally, the terminal displays a second value for the attribute value of the virtual object, which is the product of the increase ratio corresponding to the state of the virtual object and the first value, where the first value is the attribute value required for the virtual object to release the first skill.
[0139] In this embodiment of the application, the virtual object will be in multiple different states during the process of releasing the first skill. Each state has its own increase ratio. When the release of the first skill is stopped, the second increase value will be determined according to the increase ratio corresponding to the current state of the virtual object, so as to ensure the accuracy of the increase of the attribute value of the virtual object.
[0140] The increase percentages for different states can be the same or different. For example, when the first skill is aborted, the virtual object's state includes a preparation state, a charging state, or a skill-activated state. The increase percentage for the preparation state is 100%, for the charging state it's 50%, and for the skill-activated state it's 20%. Taking a virtual object consuming 30 mana to release its first skill as an example, the first value is 30. If the virtual object is in the preparation state when the first skill is aborted, the second value is 30, resulting in an increase of 30 to the virtual object's attribute value. If the virtual object is in the charging state when the first skill is aborted, the second value is 15, resulting in an increase of 15 to the virtual object's attribute value. If the virtual object is in the skill-activated state when the first skill is aborted, the second value is 6, resulting in an increase of 6 to the virtual object's attribute value.
[0141] Optionally, in response to a skill interruption event, if the virtual object is in a skill-activated state when the release of the first skill is aborted, the terminal displays the attribute value of the virtual object increased by the value corresponding to the skill-activated state based on a second duration. The skill-activated state indicates that the first skill has produced a skill effect, and the second duration is the duration for which the virtual object is in a skill-activated state.
[0142] In this embodiment, if the virtual object is in a skill-activated state when the release of the first skill is stopped, the increase in the virtual object's attribute value will vary depending on the duration of the skill activation. That is, the virtual object's attribute value will be increased according to the duration of the first skill's effect, ensuring that the increase in the virtual object's attribute value matches the duration of the first skill's effect. This guarantees the diversity of attribute value increases, compensates for the attribute value consumed by the virtual object in releasing the first skill, maintains game balance, and ultimately improves the user experience.
[0143] Optionally, based on the second duration, the terminal displays the attribute value of the virtual object increased by the value corresponding to the skill activation state, including: if the virtual object is in the skill activation state when the release of the first skill is stopped, the terminal displays the attribute value of the virtual object increased by a third value, the third value being equal to the product of the first ratio and the first value, the first ratio being the ratio of the fourth duration to the preset activation duration, the fourth duration being the difference between the preset activation duration and the second duration, the first value being the attribute value consumed by the virtual object to release the first skill, and the preset activation duration being the maximum duration for which the virtual object can maintain the skill activation state.
[0144] In this embodiment, if the virtual object is in a skill-activated state when the release of the first skill is stopped, the attribute value of the virtual object will be increased according to the proportion of the duration during which the first skill is not activated to the preset activation duration. This is to compensate for the attribute value consumed by the virtual object when releasing the first skill as much as possible, so as to ensure the balance of the game and improve the user experience.
[0145] For example, the first skill will deal damage to other virtual objects around the virtual object within 5 seconds. If the first skill is interrupted when its effect lasts for 3 seconds, then the fourth skill will last for 2 seconds. The first skill's value is 2 / 5. Taking the first skill costing 30 mana as an example, the first value is 30, and the third value is 12, which will increase the virtual object's mana by 12.
[0146] The second approach: In response to a skill interruption event, based on the state of the virtual object, the property values of the virtual object are restored to the property values of the virtual object when the release operation was detected.
[0147] In this embodiment, since the virtual object is interrupted during the release of its first skill, the virtual object has consumed the attribute value corresponding to the first skill but has failed to complete the release of the first skill. Therefore, the attribute value of the virtual object will be restored to the attribute value of the virtual object when the release operation was detected, so as to avoid the waste of attribute value caused by the virtual object failing to complete the release of the first skill, thus ensuring the balance of the game and improving the user experience.
[0148] For example, taking the mana cost of casting the first skill as an example, if the virtual object's mana is 50 when the casting operation is detected, that is, before the virtual object casts the first skill, its mana is 50. Casting the first skill consumes 20 mana, so when casting the first skill according to step 501 above, the virtual object's mana is reduced to 30. If the virtual object is interrupted during the casting of the first skill, its mana is restored to the level it had when the casting operation was detected, that is, the virtual object's mana is restored to 50.
[0149] Optionally, in response to a skill interruption event, if the virtual object is in a ready state when the release of the first skill is aborted, the terminal displays that the attribute values of the virtual object are restored to the attribute values of the virtual object when the release operation was detected, and the ready state indicates that the virtual object performs the preparatory action for releasing the first skill.
[0150] In this embodiment, if the virtual object is in a ready state when the release of the first skill is stopped, the first skill has not yet produced an effect. Therefore, the attribute value of the virtual object can be restored to the attribute value of the virtual object when the release operation is detected, so that the attribute value of the virtual object is restored to the attribute value before the release of the first skill. This can ensure the balance of the game and avoid the situation where the first skill has already produced an effect and the attribute value of the virtual object is restored to the attribute value before the release of the first skill. This ensures the balance of the game and improves the user experience.
[0151] For example, taking the consumption of mana when releasing the first skill as an example, if the virtual object's mana is detected to be 50 at the time of the release operation, that is, before the virtual object releases the first skill, its mana is 50. Releasing the first skill will consume 20 mana, so when releasing the first skill according to step 501 above, the virtual object's mana will be reduced to 30. If the release of the first skill is stopped during the skill's pre-cast phase, and the virtual object is in a ready state, then the virtual object's mana will be restored to 50.
[0152] It should be noted that the embodiments of this application are illustrated by taking the example that releasing the first skill by a virtual object consumes the attribute value of the virtual object. When the virtual object releases the first skill, the attribute value of the virtual object will decrease, and when the first skill is interrupted, the attribute value of the virtual object will increase. In another embodiment, it is not necessary to execute the above steps 501-502. Instead, other methods are adopted. In response to the release operation of the first skill, the first skill is displayed as entering a cooldown state, and the virtual object is controlled to release the first skill. In response to the skill interruption event, the virtual object is controlled to stop releasing the first skill, and based on the state of the virtual object when the release of the first skill is stopped, the cooldown time is displayed as shortened.
[0153] In the solution provided in this application embodiment, when a virtual object releases its first skill, the first skill immediately enters a cooldown state, during which it cannot be released again. If the first skill is interrupted during its release, not only is the release of the first skill stopped, but the cooldown time of the first skill is also shortened based on the progress of the skill's release. This allows the cooldown to end faster if the first skill is not successfully released, avoiding the situation where the first skill is interrupted and requires a long wait for cooldown. This provides appropriate compensation for interrupted skill release, greatly enhancing the game's smoothness and competitive fairness. Users can quickly control the virtual object to release the first skill again, reducing waiting time costs and improving control efficiency. Furthermore, shortening the cooldown time of the first skill according to its release progress ensures flexibility and diversity in cooldown reduction, further improving the game's competitive fairness and enhancing the user experience.
[0154] Furthermore, when a virtual object releases its first skill, it consumes the virtual object's attribute points. When the terminal controls the virtual object to release the first skill, it not only displays that the first skill will enter a cooldown state, but also shows that the virtual object's attribute points are decreasing, to reflect the effect of the virtual object consuming some attribute points to release the first skill. However, if the virtual object is interrupted during the release of the first skill, the first skill will not be completed, resulting in a situation where the first skill is not completed and attribute points are wasted. Therefore, when the first skill is interrupted, the virtual object's attribute points will be increased based on the virtual object's state at the time of the interruption, in order to compensate as much as possible for the energy points consumed by the first skill due to the interruption, in order to ensure the balance of the game and thus improve the user experience.
[0155] Based on the embodiments shown in Figures 2 to 5 above, this embodiment takes the skill interruption event as the virtual object being hit by the second skill released by another virtual object as an example. Combining the restraint relationship between the first and second skills, it determines whether to shorten the cooldown time. The specific process is detailed in the following embodiments. Figure 6 is a flowchart of a virtual object control method provided in this embodiment. Taking the method executed by the terminal as an example, as shown in Figure 6, the method includes:
[0156] 601. The terminal responds to the release operation of the first skill, controls the virtual object to release the first skill, and displays that the first skill has entered the cooldown state. The cooldown state has a corresponding cooldown duration. The first skill cannot be released when it is in the cooldown state. The cooldown duration refers to the duration that the first skill is in the cooldown state.
[0157] It should be noted that step 601 is the same as step 201 above, and will not be repeated here.
[0158] 602. When a virtual object is hit by the second skill released by another virtual object, and the first skill counters the second skill, the terminal controls the virtual object to stop releasing the first skill. Based on the state of the virtual object when the first skill is stopped, the cooldown time is shortened. The skill interruption event is the event that interrupts the release of the first skill by the virtual object.
[0159] In this embodiment, the skill interruption event includes a virtual object being hit by a second skill released by another virtual object. Different skills have a counter-relationship. If a virtual object is hit by a second skill while releasing its first skill, the release of the first skill is interrupted, and if the first skill counters the second skill, the cooldown time of the first skill is shortened. This allows players to consider the counter-relationships between skills when releasing skills to interact with other virtual objects, enriching gameplay, enhancing strategy, and ultimately improving the user experience.
[0160] The second skill can be any skill, and the first skill is a skill that counters the second skill. For example, the second skill is an attack skill, and the first skill is a defensive skill.
[0161] In one possible implementation, there is a counter-relationship between skill types, with the skill type of the first skill countering the skill type of the second skill.
[0162] For example, defensive skills counter offensive skills, offensive skills counter status skills, and status skills counter defensive skills.
[0163] 603. When a virtual object is hit by the second skill released by another virtual object, the terminal controls the virtual object to stop releasing the first skill if the first skill does not counter the second skill.
[0164] In this embodiment, if a virtual object is hit by a second skill while releasing its first skill, the release of the first skill is interrupted. Furthermore, the cooldown of the first skill is not shortened unless the first skill counters the second skill. This allows players to consider the strengths and weaknesses of different skills when releasing skills to interact with other virtual objects, enriching gameplay, enhancing strategy, and ultimately improving the user experience.
[0165] It should be noted that in this embodiment of the application, after step 601 is executed, step 602 or step 603 is executed.
[0166] It should be noted that the embodiment of this application takes the example of a skill interruption event where a virtual object is hit by a second skill released by another virtual object. It can combine the restraint relationship between the first skill and the second skill to determine whether to shorten the cooldown time. In another embodiment, it is not necessary to execute the above steps 602-603. Instead, other methods are adopted to respond to the skill interruption event, control the virtual object to stop releasing the first skill, and display the shortened cooldown time based on the state of the virtual object when the release of the first skill is stopped.
[0167] In the solution provided in this application embodiment, when a virtual object releases its first skill, the first skill immediately enters a cooldown state, during which it cannot be released again. If the first skill is interrupted during its release, not only is the release of the first skill stopped, but the cooldown time of the first skill is also shortened based on the progress of the skill's release. This allows the cooldown to end faster if the first skill is not successfully released, avoiding the situation where the first skill is interrupted and requires a long wait for cooldown. This provides appropriate compensation for interrupted skill release, greatly enhancing the game's smoothness and competitive fairness. Users can quickly control the virtual object to release the first skill again, reducing waiting time costs and improving control efficiency. Furthermore, shortening the cooldown time of the first skill according to its release progress ensures flexibility and diversity in cooldown reduction, further improving the game's competitive fairness and enhancing the user experience.
[0168] It should be noted that the embodiments shown in Figures 2 to 6 above are illustrated by shortening the cooldown time based on the state of the virtual object when the release of the first skill is aborted. However, in the embodiments of this application, the cooldown time is shortened by combining the duration of the first skill when the release of the first skill is aborted and the preset duration. For details, please refer to the following embodiments. Figure 7 is a flowchart of a virtual object control method provided in the embodiments of this application. Taking the method executed by the terminal as an example, as shown in Figure 7, the method includes:
[0169] 701. The terminal responds to the release operation of the first skill, controls the virtual object to release the first skill, and displays that the first skill has entered the cooldown state. The cooldown state has a corresponding cooldown duration. The first skill cannot be released when it is in the cooldown state. The cooldown duration refers to the duration that the first skill is in the cooldown state.
[0170] It should be noted that step 701 is the same as step 201 above, and will not be repeated here.
[0171] 702. In response to a skill interruption event, the terminal controls the virtual object to stop releasing the first skill. Based on the fifth duration and the preset duration of the first skill, the terminal displays a shortened cooldown time. The fifth duration is the duration of the first skill when the release of the first skill is stopped. The skill interruption event is the event that interrupts the release of the first skill by the virtual object.
[0172] In this embodiment, the first skill has a preset duration, which is the maximum duration when the first skill is released. The first skill is considered complete only when its duration reaches the preset duration after the virtual object releases it. Since the release of the first skill is interrupted, the cooldown time is shortened based on both the initial duration and the preset duration. This reduces the time the first skill is in a cooldown state, allowing it to end as quickly as possible if the skill is not successfully released. This ensures that the reduction in cooldown time matches the duration of the first skill when its release is interrupted, guaranteeing diversity in cooldown reduction and improving the user experience.
[0173] The fifth duration corresponds to the time elapsed from when the virtual object begins releasing its first skill to when it stops releasing it. The preset duration is arbitrary; for example, it could be 3 seconds. For instance, if the virtual object's skill release involves a pre-cast animation and a skill activation phase, the preset duration would be the total duration of both phases.
[0174] In one possible implementation, step 702 includes: in response to a skill interruption event, controlling the virtual object to stop releasing the first skill, displaying a reduction of the cooldown duration by a sixth duration, the sixth duration being the product of a second ratio and a preset cooldown duration, the second ratio being the ratio of a seventh duration to a preset duration, the seventh duration being the difference between the preset duration and the fifth duration, and the preset cooldown duration being the maximum cooldown duration corresponding to the cooldown state.
[0175] The seventh duration corresponds to the remaining duration after the first skill is interrupted. For example, if the preset duration is 5 seconds and the first skill is interrupted after 3 seconds, the seventh duration is 2 seconds. The second ratio corresponds to the proportion of the remaining duration after the first skill is interrupted to the preset duration, and the sixth duration corresponds to the duration that can be shortened based on the proportion of the remaining duration after the first skill is interrupted to the preset duration.
[0176] In this embodiment, if the release of the first skill is interrupted, the cooldown time will be shortened according to the proportion of the duration that the first skill could not be sustained when it was interrupted to the preset duration. This is to compensate for the duration that the first skill could not be sustained due to the interruption, so as to ensure the balance of the game and improve the user experience.
[0177] For example, if the preset duration is 5 seconds, and the first skill is interrupted after 3 seconds, then the seventh duration is 2 seconds, and the second ratio is 2 / 5. Taking the preset cooldown duration of 30 seconds as an example, the sixth duration is 12 seconds. After reducing the cooldown duration by the third duration, the duration is 18 seconds. That is, the cooldown state can end after the first skill has been in the cooldown state for 18 seconds. After the cooldown state ends, the virtual object can release the first skill again.
[0178] In one possible implementation, step 702 includes: in response to the virtual object being hit by the second skill, and in the case that the first skill counters the second skill, controlling the virtual object to stop releasing the first skill, and displaying a shortened cooldown time based on the fifth duration and the preset duration of the first skill.
[0179] It should be noted that the process of shortening the cooling time described above is the same as step 602 above, and will not be repeated here.
[0180] Optionally, the method further includes: in response to the virtual object being hit by the second skill, if the first skill does not counter the second skill, controlling the virtual object to stop releasing the first skill.
[0181] It should be noted that the process of the virtual object suspending the release of the first skill is the same as step 603 above, and will not be repeated here.
[0182] In the solution provided in this application embodiment, when a virtual object releases its first skill, the first skill immediately enters a cooldown state, during which it cannot be released again. If the first skill is interrupted during its release, not only is the release of the first skill stopped, but the cooldown time of the first skill is also shortened based on the progress of the skill's release. This allows the cooldown to end faster if the first skill is not successfully released, avoiding the situation where the first skill is interrupted and requires a long wait for cooldown. This provides appropriate compensation for interrupted skill release, greatly enhancing the game's smoothness and competitive fairness. Users can quickly control the virtual object to release the first skill again, reducing waiting time costs and improving control efficiency. Furthermore, shortening the cooldown time of the first skill according to its release progress ensures flexibility and diversity in cooldown reduction, further improving the game's competitive fairness and enhancing the user experience.
[0183] It should be noted that the above-mentioned multiple optional embodiments can be combined in any way, and this application will not elaborate further here.
[0184] Based on the embodiments shown above, in this embodiment, during the process of a virtual object releasing a first skill, the method determines whether to shorten the cooldown time of the first skill based on whether the time of the skill interruption event exceeds the casting time. That is, the method further includes: during the process of a virtual object releasing a first skill, in response to a skill interruption event, controlling the virtual object to stop releasing the first skill; if the current time point has not exceeded the casting time, then shortening the cooldown time to 0; if the current time point has exceeded the casting time, then no further shortening of the cooldown time.
[0185] In this embodiment, if the first skill is interrupted before the casting time, it means the first skill has not yet taken effect, and the cooldown time is shortened to 0, which is equivalent to immediately ending the cooldown of the first skill, meaning the first skill immediately ends its cooldown and can be cast again. If the first skill is interrupted after the casting time, it means the first skill has already taken effect, and the cooldown time is no longer shortened to avoid the first skill frequently taking effect, thus ensuring game balance.
[0186] The casting time point refers to the point in time when a skill begins to take effect, or the point in time when a hidden effect begins to occur on the virtual object releasing the skill. For example, the process of a virtual object releasing its first skill involves a pre-cast animation and a skill activation phase. During the pre-cast animation, the virtual object is merely performing a preparatory action to release the first skill; during the skill activation phase, the first skill has already taken effect, so the casting time point is the end of the pre-cast animation, which is also the beginning of the skill activation phase. The pre-cast animation refers to the time from when the virtual object begins to release the first skill until the casting time point. Skill interruption refers to the situation where the virtual object is unable to continue releasing its skill due to the effects of other skills. Skill interruption can occur before the casting time point, i.e., during the pre-cast animation; it can also occur after the casting time point, i.e., during the charging phase or the skill activation phase.
[0187] For example, if the first skill is to release a virtual bullet, the terminal responds to the release operation by first displaying the virtual object standing still, then displaying the virtual object preparing to release the virtual bullet. After 0.4 seconds since the release operation was detected, the preparation to release the virtual bullet ends, and the terminal displays the virtual object releasing a virtual bullet, which damages other virtual objects in the vicinity. From the moment the virtual object begins releasing the first skill until 0.4 seconds later, the first skill has no effect. After 0.4 seconds, the first skill begins to take effect; therefore, 0.4 seconds is the casting time, the period from the moment the virtual object begins releasing the first skill to 0.4 seconds is the pre-cast phase, and the time from 0.4 seconds until the end of the first skill release is the skill activation phase.
[0188] For example, if the first skill is to release a virtual bullet, the terminal responds to the release operation by first displaying a virtual object performing a charging action in place. The duration of this charging action affects the subsequent effect of the first skill; for example, the longer the charging action, the greater the damage dealt by the first skill. After one second, the virtual object finishes its charging action, and the terminal displays that the virtual object has released a virtual bullet, which will damage other virtual objects in the vicinity. During the period from when the virtual object begins releasing the first skill until one second later, the first skill has already produced an implicit effect. Therefore, the point at which the virtual object begins releasing the first skill is the casting time point, that is, 0 seconds is the casting time point. The period from when the virtual object begins releasing the skill until one second later is the charging phase, and the period from one second later until the skill release ends is the skill activation phase.
[0189] Figure 8 is a schematic diagram of a virtual scene interface provided in an embodiment of this application. As shown in Figure 8, the virtual scene interface includes a virtual object and a skill button 801 for the first skill. At this time, the skill button 801 is in a ready state and is highlighted, meaning that the skill button 801 can be triggered. At this time, the value of the virtual object's magic value 802 is 100.
[0190] Based on the virtual scene interface shown in Figure 8, the user clicks the skill button 801 on the terminal, which is equivalent to triggering the release of the first skill. The terminal then displays the virtual scene interface shown in Figure 9. Taking the first skill consuming 30 mana as an example, in Figure 9, the skill button 801, which displays the first skill, switches from a ready state to a cooldown state. The skill button 801 is dimmed, and a cooldown countdown is displayed on the skill button 801. At this time, the cooldown countdown is 30 seconds and will gradually decrease. At this time, the skill button 801 cannot be triggered, and the virtual object's mana value 802 decreases from 100 to 70. The terminal also displays the virtual object performing the action of releasing the first skill, so that the virtual object begins to release the first skill.
[0191] Based on the virtual scene interface shown in Figure 9, if the virtual object releases its first skill without interruption, after the countdown in skill button 801 ends, skill button 801 will switch from cooldown state to ready state, and skill button 801 will be highlighted.
[0192] Based on the virtual scene interface shown in Figure 9 above, if the virtual object is interrupted during the release of its first skill, the cooldown time is shortened depending on whether the casting time has passed when the interruption occurs. Taking the virtual object being killed as an example, if the virtual object is killed before the casting time has passed (i.e., during the skill's pre-cast animation), the virtual scene interface displayed on the terminal is as shown in Figure 10. In Figure 10, it shows that the virtual object has been killed, the countdown in skill button 801 immediately ends, skill button 801 switches from a cooldown state to a ready state, skill button 801 is highlighted, and a glowing effect 803 is displayed on skill button 801 to indicate that the first skill's cooldown has ended. If the virtual object is killed after the casting time has passed (i.e., the first skill has already taken effect), the cooldown time of the first skill remains unchanged.
[0193] Based on the embodiments shown above, this application also provides a flowchart of a method for controlling a virtual object, as shown in Figure 11. The method includes:
[0194] 1101. The terminal displays virtual objects and skill buttons corresponding to the first skill in the virtual scene interface, and the user clicks the skill button through the terminal.
[0195] 1102. The terminal controls the virtual object to release its first skill in the virtual scene, and displays the skill button to enter the cooldown state, with a cooldown countdown displayed on the skill button.
[0196] 1103. During the process of the virtual object releasing its first skill, the terminal determines whether the first skill is interrupted. If the first skill is not interrupted, proceed to step 1104; if the first skill is interrupted, proceed to step 1105.
[0197] 1104. The cooldown countdown displayed on the skill button on the terminal gradually decreases, but does not shorten the cooldown duration.
[0198] 1105. The terminal determines whether the time of interruption exceeds the spellcasting time. If it exceeds the spellcasting time, proceed to step 1106; if it does not exceed the spellcasting time, proceed to step 1107.
[0199] 1106. When the terminal controls the virtual object to stop releasing the first skill, the cooldown countdown on the skill button will gradually decrease, but the cooldown time will not be shortened.
[0200] 1107. The terminal controls the virtual object to stop releasing the first skill and displays a cooldown reduction effect on the skill button to indicate that the skill button's cooldown has ended.
[0201] In this embodiment, developers set a corresponding casting time for each skill during game development. When any skill is released, it immediately enters a cooldown period. If the skill is not interrupted during its release, it is successfully released, and the cooldown countdown gradually decreases from the preset cooldown duration. If the skill is interrupted, it checks whether the casting time has elapsed since the interruption. If the casting time has not elapsed, the full cooldown duration is returned, causing the skill to immediately end its cooldown and displaying the corresponding cooldown reduction effect. If the casting time has elapsed since the interruption, the cooldown duration remains unchanged. This immediate cooldown after skill release makes the display of skill cooldowns more direct, concise, and straightforward, easily understood by users, without increasing their cognitive load, and avoids the negative experience of interrupted skills, thus improving the user experience.
[0202] Figure 12 is a schematic diagram of a virtual object control device provided in an embodiment of this application. As shown in Figure 12, the device includes:
[0203] Display module 1201 is used to respond to the release operation of the first skill, control the virtual object to release the first skill, and display that the first skill has entered the cooldown state. The cooldown state has a corresponding cooldown duration. The first skill cannot be released when it is in the cooldown state. The cooldown duration refers to the duration that the first skill is in the cooldown state.
[0204] The display module 1201 is also used to respond to a skill interruption event, control the virtual object to stop releasing the first skill, and display the shortened cooldown time based on the state of the virtual object when the first skill is stopped. The skill interruption event is the event that interrupts the release of the first skill by the virtual object.
[0205] In one possible implementation, the display module 1201 is used to control the virtual object to release the first skill and display the skill option to enter the cooldown state in response to the trigger operation of the skill option;
[0206] Display module 1201 is used to respond to a skill interruption event, control the virtual object to stop releasing the first skill, and display a cooldown reduction effect on the skill option based on the state of the virtual object when the first skill is stopped. The cooldown reduction effect indicates that the cooldown time has been shortened.
[0207] In another possible implementation, the display module 1201 is used to display the duration corresponding to the state of the virtual object whose cooling duration has decreased.
[0208] In another possible implementation, the display module 1201 is used to display the cooling time reduction by a first duration, the first duration being equal to the product of the shortening ratio corresponding to the virtual object's state and a preset cooling time, the preset cooling time being the maximum cooling time corresponding to the cooling state.
[0209] In another possible implementation, the display module 1201 is used to display the duration corresponding to the skill activation state of the cooldown time reduction when the virtual object is in the skill activation state at the time of pausing the release of the first skill. The skill activation state indicates that the first skill produces a skill effect, and the second duration is the duration of the virtual object in the skill activation state.
[0210] In another possible implementation, the display module 1201 is used to display a third duration of cooldown time when the virtual object is in a skill-activated state when the release of the first skill is stopped. The third duration is equal to the product of the first ratio and the preset cooldown time. The first ratio is the ratio of the fourth duration to the preset activation duration. The fourth duration is the difference between the preset activation duration and the second duration. The preset cooldown time is the maximum cooldown time corresponding to the cooldown state. The preset activation duration is the maximum duration for which the virtual object can maintain the skill-activated state.
[0211] In another possible implementation, the display module 1201 is also used to display a decrease in the attribute value of the virtual object in response to a release operation; and to display an increase in the attribute value of the virtual object in response to a skill interruption event, based on the state of the virtual object when the release of the first skill is stopped.
[0212] In another possible implementation, the display module 1201 is used to display the attribute value of the virtual object increased by the value corresponding to the state of the virtual object in response to the skill interruption event; or, in response to the skill interruption event, based on the state of the virtual object, display the attribute value of the virtual object restored to the attribute value of the virtual object when the release operation was detected.
[0213] In another possible implementation, the display module 1201 is used to respond to a skill interruption event. When the release of the first skill is stopped and the virtual object is in a skill-effective state, the display module 1201 displays the attribute value of the virtual object increased by the value corresponding to the skill-effective state based on a second duration. The skill-effective state indicates that the first skill has produced a skill effect. The second duration is the duration for which the virtual object is in a skill-effective state.
[0214] In another possible implementation, the display module 1201 is used to respond to a skill interruption event, and when the virtual object is in a ready state when the release of the first skill is aborted, the display module restores the attribute values of the virtual object to the attribute values of the virtual object when the release operation was detected, and the ready state indicates that the virtual object performs the preparatory action for releasing the first skill.
[0215] In another possible implementation, the display module 1201 is also used to respond to a skill interruption event, control the virtual object to stop releasing the first skill, and display a shortened cooldown time based on the fifth duration and the preset duration of the first skill, wherein the fifth duration is the duration of the first skill when the release of the first skill is stopped.
[0216] In another possible implementation, the display module 1201 is used to respond to a skill interruption event, control the virtual object to stop releasing the first skill, and display the cooldown time reduced by a sixth duration. The sixth duration is the product of a second ratio and a preset cooldown time. The second ratio is the ratio of a seventh duration to a preset duration. The seventh duration is the difference between the preset duration and the fifth duration. The preset cooldown time is the maximum cooldown time corresponding to the cooldown state.
[0217] In another possible implementation, the skill interruption event includes at least one of the following: the virtual object is attacked, the virtual object is hit by a skill released by another virtual object, or the virtual object's health is reduced to a preset value.
[0218] In another possible implementation, the display module 1201 is used to respond to the virtual object being hit by the second skill released by another virtual object. When the first skill counters the second skill, the display module controls the virtual object to stop releasing the first skill. Based on the state of the virtual object when the first skill is stopped, the display module shows that the cooldown time has been shortened.
[0219] In another possible implementation, the display module 1201 is also used to control the virtual object to stop releasing the first skill in response to the virtual object being hit by the second skill, provided that the first skill does not counter the second skill.
[0220] It should be noted that the virtual object control device provided in the above embodiments is only an example of the division of the above functional modules. In practical applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the computer device can be divided into different functional modules to complete all or part of the functions described above. In addition, the virtual object control device and the virtual object control method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.
[0221] This application also provides a computer device, which includes a processor and a memory. The memory stores at least one computer program, which is loaded and executed by the processor to implement the operations performed by the virtual object control method of the above embodiments.
[0222] Optionally, the computer device is provided as a terminal. Figure 13 shows a structural block diagram of a terminal 1300 provided in an exemplary embodiment of this application. The terminal 1300 includes a processor 1301 and a memory 1302.
[0223] Processor 1301 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1301 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1301 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1301 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content required to be displayed on the screen. In some embodiments, processor 1301 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.
[0224] The memory 1302 may include one or more computer-readable storage media, which may be non-transitory. The memory 1302 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1302 are used to store at least one computer program, which is executed by the processor 1301 to implement the virtual object control method provided in the method embodiments of this application.
[0225] In some embodiments, the terminal 1300 may also optionally include a peripheral device interface 1303 and at least one peripheral device. The processor 1301, memory 1302, and peripheral device interface 1303 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 1303 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of the following: a radio frequency circuit 1304, a display screen 1305, a camera assembly 1306, an audio circuit 1307, and a power supply 1308.
[0226] Those skilled in the art will understand that the structure shown in FIG13 does not constitute a limitation on the terminal 1300, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.
[0227] Optionally, the computer device is provided as a server. Figure 14 is a schematic diagram of a server structure provided in an embodiment of this application. The server 1400 can vary considerably due to different configurations or performance, and may include one or more Central Processing Units (CPUs) 1401 and one or more memories 1402. The memory 1402 stores at least one computer program, which is loaded and executed by the processor 1401 to implement the methods provided in the above-described method embodiments. Of course, the server may also have wired or wireless network interfaces, a keyboard, and input / output interfaces for input and output. The server may also include other components for implementing device functions, which will not be elaborated here.
[0228] This application also provides a computer-readable storage medium storing at least one computer program, which is loaded and executed by a processor to implement the operations performed by the virtual object control method of the above embodiments.
[0229] This application also provides a computer program product, including a computer program that, when executed by a processor, implements the operations performed by the control method of the virtual object described in the above embodiments.
[0230] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.
[0231] The above description is only an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of the present application should be included within the protection scope of the present application.
Claims
1. A method for controlling a virtual object, executed by a computer device, the method comprising: In response to the release operation of the first skill, the virtual object is controlled to release the first skill, and the first skill is displayed to enter the cooldown state. The cooldown state has a corresponding cooldown duration. The first skill cannot be released when it is in the cooldown state. The cooldown duration refers to the duration that the first skill is in the cooldown state. In response to a skill interruption event, the virtual object is controlled to stop releasing the first skill. Based on the state of the virtual object when the release of the first skill is stopped, the cooldown time is shortened. The skill interruption event is the event that interrupts the release of the first skill by the virtual object.
2. The method according to claim 1, wherein, The step of responding to an operation to release the first skill, controlling the virtual object to release the first skill, and displaying that the first skill has entered a cooldown state includes: In response to a trigger operation on the skill option, the virtual object is controlled to release the first skill, and the skill option is displayed to enter the cooldown state; The response to the skill interruption event, controlling the virtual object to stop releasing the first skill, and displaying the shortened cooldown time based on the state of the virtual object when the first skill release is stopped, includes: In response to the skill interruption event, the virtual object is controlled to stop releasing the first skill. Based on the state of the virtual object when the release of the first skill is stopped, a cooldown reduction effect is displayed on the skill option, indicating that the cooldown duration has been shortened.
3. The method according to any one of claims 1 to 2, wherein, The method of displaying the shortened cooldown time based on the state of the virtual object when the release of the first skill is aborted includes: The display shows the duration corresponding to the reduction in the state of the virtual object during the cooling period.
4. The method according to claim 3, wherein, The process of displaying the duration corresponding to the decrease in the state of the virtual object due to the cooling duration includes: The display shows that the cooling time is reduced by a first duration, where the first duration is equal to the product of the shortening ratio corresponding to the state of the virtual object and the preset cooling time, and the preset cooling time is the maximum cooling time corresponding to the cooling state.
5. The method according to any one of claims 3 to 4, wherein, The process of displaying the duration corresponding to the decrease in the state of the virtual object due to the cooling duration includes: If the virtual object is in a skill-activated state when the release of the first skill is stopped, the cooldown time is reduced by the duration corresponding to the skill-activated state based on the second duration. The skill-activated state indicates that the first skill produces a skill effect, and the second duration is the duration during which the virtual object is in the skill-activated state.
6. The method according to claim 5, wherein, When the virtual object is in a skill-activated state when the release of the first skill is aborted, the method of displaying the cooldown time reduction corresponding to the skill-activated state based on the second duration includes: When the virtual object is in the active state of the skill when the release of the first skill is stopped, the cooldown time is reduced by a third time. The third time is equal to the product of a first ratio and a preset cooldown time. The first ratio is the ratio of a fourth time to a preset active time. The fourth time is the difference between the preset active time and the second time. The preset cooldown time is the maximum cooldown time corresponding to the cooldown state. The preset active time is the maximum time that the virtual object can maintain the active state of the skill.
7. The method according to any one of claims 1 to 6, wherein, The method further includes: In response to the release operation, the attribute value of the virtual object is displayed as decreased; In response to the skill interruption event, based on the state of the virtual object when the release of the first skill was aborted, the attribute value of the virtual object is increased.
8. The method according to claim 7, wherein, In response to the skill interruption event, based on the state of the virtual object when the release of the first skill is aborted, the display shows an increase in the attribute value of the virtual object, including: In response to the skill interruption event, the attribute value of the virtual object is increased by the value corresponding to the state of the virtual object; or... In response to the skill interruption event, based on the state of the virtual object, the attribute values of the virtual object are displayed and restored to the attribute values of the virtual object when the release operation was detected.
9. The method according to claim 8, wherein, The response to the skill interruption event, displaying the increase of the virtual object's attribute value by the value corresponding to the virtual object's state, includes: In response to the skill interruption event, if the virtual object is in a skill-activated state when the release of the first skill is aborted, the attribute value of the virtual object is increased by the value corresponding to the skill-activated state based on a second duration. The skill-activated state indicates that the first skill produces a skill effect, and the second duration is the duration during which the virtual object is in the skill-activated state.
10. The method according to any one of claims 8 to 9, wherein, In response to the skill interruption event, based on the state of the virtual object, the method of displaying the attribute values of the virtual object restored to the attribute values of the virtual object at the time the release operation was detected includes: In response to the skill interruption event, if the virtual object is in a ready state when the release of the first skill is aborted, the attribute values of the virtual object are restored to the attribute values of the virtual object when the release operation is detected, and the ready state indicates that the virtual object performs a preparatory action to release the first skill.
11. The method according to any one of claims 1 to 10, wherein, After responding to the release operation of the first skill, controlling the virtual object to release the first skill, and displaying that the first skill has entered a cooldown state, the method further includes: In response to the skill interruption event, the virtual object is controlled to stop releasing the first skill. Based on the fifth duration and the preset duration of the first skill, the cooldown time is shortened. The fifth duration is the duration of the first skill when the release of the first skill is stopped.
12. The method according to claim 11, wherein, In response to the skill interruption event, controlling the virtual object to stop releasing the first skill, and displaying a shortened cooldown time based on the fifth duration and the preset duration of the first skill, includes: In response to the skill interruption event, the virtual object is controlled to stop releasing the first skill, and the cooldown time is reduced by a sixth duration. The sixth duration is the product of a second ratio and a preset cooldown time. The second ratio is the ratio of a seventh duration to a preset duration. The seventh duration is the difference between the preset duration and the fifth duration. The preset cooldown time is the maximum cooldown time corresponding to the cooldown state.
13. The method according to any one of claims 1 to 12, wherein, The skill interruption event includes at least one of the following: the virtual object is attacked, the virtual object is hit by a skill released by another virtual object, or the virtual object's health is reduced to a preset value.
14. The method according to any one of claims 1 to 13, wherein, The response to the skill interruption event, controlling the virtual object to stop releasing the first skill, and displaying the shortened cooldown time based on the state of the virtual object when the first skill release is stopped, includes: In response to the virtual object being hit by a second skill released by another virtual object, and in the case where the first skill counters the second skill, the virtual object is controlled to stop releasing the first skill, and the cooldown time is shortened based on the state of the virtual object when the first skill is stopped.
15. The method according to claim 14, wherein, After responding to the release operation of the first skill, controlling the virtual object to release the first skill, and displaying that the first skill has entered a cooldown state, the method further includes: In response to the virtual object being hit by the second skill, if the first skill does not counter the second skill, control the virtual object to stop releasing the first skill.
16. A control device for a virtual object, the device comprising: The display module is used to respond to the release operation of the first skill, control the virtual object to release the first skill, and display that the first skill has entered a cooldown state. The cooldown state corresponds to a cooldown duration. The first skill cannot be released when it is in the cooldown state. The cooldown duration refers to the duration that the first skill is in the cooldown state. The display module is also configured to respond to a skill interruption event, control the virtual object to stop releasing the first skill, and display the shortened cooldown time based on the state of the virtual object when the release of the first skill is stopped. The skill interruption event is an event that interrupts the release of the first skill by the virtual object.
17. A computer device comprising a processor and a memory, the memory storing at least one computer program, the at least one computer program being loaded and executed by the processor to perform the operations performed by the control method of the virtual object as claimed in any one of claims 1 to 15.
18. A computer-readable storage medium storing at least one computer program, said at least one computer program being loaded and executed by a processor to perform the operations performed by the control method of the virtual object as claimed in any one of claims 1 to 15.
19. A computer program product comprising a computer program that, when executed by a processor, implements the operations performed by the control method for a virtual object as described in any one of claims 1 to 15.