Skill release method and device, electronic equipment and readable storage medium
By unified control of virtual characters in virtual game battles, the problem of players' poor control over our camp was solved, and the game experience and interaction efficiency were improved.
Patent Information
- Application Number
- CN202510401070.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-03-31
- Publication Date
- 2025-07-04
AI Technical Summary
In the virtual game battle scene, the player has poor control over multiple virtual characters in our camp, resulting in a low gaming experience, especially the inefficiency caused by automatic attack of virtual characters when they cannot release their character skills.
Provides a skill release method, control our camp to enter the game scene through terminal devices, release skills to the target object or position in response to the target camp skill command, and controls the automatic attack virtual characters to gather fire, improving control effects and game experience.
By uniformly controlling the virtual characters to focus on the target object or position, the player's control effect and game experience of multiple virtual characters are improved, and the richness and efficiency of game interaction is improved.
Smart Images

Figure CN120242473A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the technical field of human-computer interaction, and particularly to a skill release method, apparatus, electronic device, and readable storage medium. Background Art
[0002] In a virtual game battle scenario, confrontation can be carried out by dividing different camps. There can be multiple virtual characters in each camp at the same time. For our own camp, the game needs to be won by defeating the enemy virtual characters in the enemy camp.
[0003] During the battle, each virtual character in our own camp can release character skills to perform virtual interaction behaviors with the enemy virtual characters. However, when releasing the corresponding character skills, a certain amount of virtual resources need to be consumed. This requires that the character skills can be released only when our own camp meets the specified conditions. When our own camp does not meet the specified conditions, the virtual characters in our own camp will perform automatic attacks in the game scene respectively, and the player's control effect on multiple virtual characters in our own camp is poor, and the player's game experience is low. Summary of the Invention
[0004] In view of this, the purpose of the present disclosure is to provide a skill release method, apparatus, electronic device, and readable storage medium, which can select the corresponding target camp skills assigned to our own camp before the game round, and after determining the target camp skills, use them during the game round. When using the target camp skills, some virtual characters that are in automatic attack can be uniformly controlled to target the target object and / or the target position for concentrated fire, which helps to improve the player's control effect on multiple virtual characters in our own camp and the player's game experience.
[0005] In a first aspect, an embodiment of the present disclosure provides a skill release method, and the skill release method includes:
[0006] Controlling our own camp controlled by a terminal device to enter the game scene corresponding to the game round. Our own camp includes multiple virtual characters participating in the battle and target camp skills. Each of the virtual characters is configured to perform automatic attacks in the game scene;
[0007] During the battle, in response to a release instruction for the target camp skills, controlling the release of the target camp skills to a target object and / or a target position determined from the game scene to cause a skill effect corresponding to the target camp skills to the target object and / or the target position;
[0008] Controlling at least some of the virtual characters in our own camp that are in automatic attack to target the target object and / or the target position for concentrated fire.
[0009] In a second aspect, embodiments of the present disclosure further provide a skill release device, which includes:
[0010] A game scene entry module, configured to control the entry of our side's camp controlled by a terminal device into the game scene corresponding to the game round. Our side's camp includes multiple virtual characters participating in the battle and the target camp skills. Each of the virtual characters is configured to perform automatic attacks in the game scene;
[0011] A camp skill release module, configured to, during the battle, in response to a release instruction for the target camp skill, control the release of the target camp skill to a target object and / or a target location determined from the game scene, so as to cause a skill effect corresponding to the target camp skill to the target object and / or the target location;
[0012] A focus fire control module, configured to control at least some of the virtual characters in our side's camp that are in automatic attack to perform focus fire on the target object and / or the target location.
[0013] In a third aspect, embodiments of the present disclosure further provide an electronic device, including: a processor, a storage medium, and a bus. The storage medium stores machine-readable instructions executable by the processor. When the electronic device runs, communication between the processor and the storage medium is performed through the bus. The processor executes the machine-readable instructions to execute the skill release method as described in the first aspect.
[0014] In a fourth aspect, embodiments of the present disclosure further provide a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, it executes the skill release method as described in the first aspect.
[0015] The skill release method, device, electronic device, and readable storage medium provided by the embodiments of the present disclosure control the entry of our side's camp controlled by a terminal device into the game scene corresponding to a game match. Our side's camp includes multiple virtual characters participating in the battle and target camp skills. Each of the virtual characters is configured to perform automatic attacks in the game scene. During the battle, in response to the release instruction for the target camp skill, control the release of the target camp skill towards the target object and / or target position determined from the game scene to cause the skill effect corresponding to the target camp skill on the target object and / or target position. Control at least some of the virtual characters in our side's camp that are in automatic attack to focus fire on the target object and / or target position. In this way, the corresponding target camp skills allocated to our side's camp can be selected before the game match and used during the game match after determining the target camp skills. When using the target camp skill, some of the virtual characters that are in automatic attack can be uniformly controlled to focus fire towards the target object and / or target position, which helps to improve the player's control effect on the multiple virtual characters in our side's camp and the player's gaming experience.
[0016] To make the above objects, features, and advantages of the present disclosure more obvious and understandable, the following specific preferred embodiments are given, and in conjunction with the accompanying drawings, the detailed description is as follows. BRIEF DESCRIPTION OF THE DRAWINGS
[0017] To more clearly illustrate the technical solutions of the embodiments of the present disclosure, the following will briefly introduce the drawings required for the embodiments. It should be understood that the following drawings only show some embodiments of the present disclosure and should not be regarded as limiting the scope. For those of ordinary skill in the art, other relevant drawings can be obtained based on these drawings without creative efforts.
[0018] Figure 1 It is a flowchart of a skill release method provided by an embodiment of the present disclosure;
[0019] Figure 2 It is one of the schematic diagrams of the graphical user interface provided by an embodiment of the present disclosure;
[0020] Figure 3 It is another schematic diagram of the graphical user interface provided by an embodiment of the present disclosure;
[0021] Figure 4 It is a third schematic diagram of the graphical user interface provided by an embodiment of the present disclosure;
[0022] Figure 5 It is a fourth schematic diagram of the graphical user interface provided by an embodiment of the present disclosure;
[0023] Figure 6The fifth schematic diagram of the graphical user interface provided by the embodiments of the present disclosure;
[0024] Figure 7 The sixth schematic diagram of the graphical user interface provided by the embodiments of the present disclosure;
[0025] Figure 8 The structural schematic diagram of a skill release device provided by the embodiments of the present disclosure;
[0026] Figure 9 The structural schematic diagram of an electronic device provided by the embodiments of the present disclosure. Detailed implementation manners
[0027] To make the objectives, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present disclosure. Apparently, the described embodiments are only a part rather than all of the embodiments of the present disclosure. Usually, the components of the embodiments of the present disclosure described and illustrated in the accompanying drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed present disclosure, but merely represents the selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, every other embodiment obtained by those skilled in the art without creative efforts belongs to the scope of protection of the present disclosure.
[0028] First, the nouns related to the present disclosure are introduced:
[0029] (1) Terminal device
[0030] The terminal device involved in the embodiments of the present disclosure mainly refers to a terminal for providing a graphical user interface and capable of controlling a virtual character. Among them, the terminal device can be the local terminal device mentioned below, or the client device in the cloud interaction system. The terminal device can include, but is not limited to, any one of the following devices: smart phone, tablet computer, game console, MP4 (Moving Picture Experts Group Audio Layer IV) player, personal digital assistant (PDA), e-book reader, etc. A game-supporting application program is installed and run in the terminal device, such as an application program supporting a three-dimensional game or a two-dimensional game. In the embodiments of the present disclosure, the application program is introduced as a game application. Optionally, the application program can be a stand-alone version of the application program, such as a stand-alone 3D game program, or a network online version of the application program.
[0031] (2) Graphical user interface
[0032] A graphical user interface is a display format for the interface between humans and computers, which allows users to manipulate icons, labels, or menu options on the screen using input devices such as a mouse or keyboard, and also allows users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, start programs, or perform other tasks, etc.
[0033] (3) Game scene
[0034] A game scene is a game scene displayed (or provided) when an application runs on a terminal or a server, that is, the scene used during the normal game process. That is to say, a game scene refers to, during the game process, virtual game controls that carry virtual characters, and the virtual characters can move, release skills, etc. under the control of operation instructions issued by the user (i.e., the player) to the terminal device in the game scene. Optionally, the game scene can be a simulation environment of the real world, or a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The game scene can be any one of a 2D game scene, a 2.5D game scene, and a 3D game scene. The virtual environment can be the sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. Among them, the game scene is the scene for the user to control the complete game logic of the virtual character. Optionally, the game scene can also be used for game scene battles between at least two virtual characters, and there are virtual resources available for at least two virtual characters in this game scene. Exemplarily, the game scene can include any one or more of the following elements: game background elements, game object elements, game prop elements, and game material elements, etc.
[0035] (4) Virtual character
[0036] A virtual character refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual person, a virtual animal, an anime character, etc. The virtual object is a character controlled by the player through an input device, or an artificial intelligence (AI) set in a virtual environment battle through training, or a non-player character (NPC) set in a virtual scene battle. Optionally, the virtual object is a virtual person competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset, or is dynamically determined according to the number of clients joining the battle. The embodiments of the present disclosure do not limit this. In a possible implementation manner, the user can control the virtual object to move in the virtual scene. For example, control the virtual object to run, jump, crawl, etc., and can also control the virtual character to use skills, virtual props, etc. provided by the application to fight with other virtual objects.
[0037] Secondly, an introduction to the technical background of the present disclosure is provided:
[0038] In a virtual game battle scenario, confrontation can be carried out by dividing different camps. There can be multiple virtual characters in each camp at the same time. For our camp, the game victory needs to be achieved by defeating the enemy virtual characters in the enemy camp.
[0039] During the battle, each virtual character in our camp can release character skills and perform virtual interaction behaviors with the enemy virtual characters. However, a certain amount of virtual resources need to be consumed when releasing the corresponding character skills. This requires that the character skills can be released only when our camp meets the specified conditions. In the case where our camp does not meet the specified conditions, the virtual characters in our camp will perform automatic attacks respectively in the game scene, and the player's control effect on the multiple virtual characters in our camp is poor, and the player's game experience is low.
[0040] Based on this, the embodiments of the present disclosure provide a skill release method to improve the player's control effect on multiple virtual characters in our camp and the player's game experience.
[0041] In one of the application embodiments, the skill release method can run on a local mobile terminal or a server. When the skill release method runs on the server, the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and a client device.
[0042] In an optional implementation manner, various cloud applications can run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the running entity of the game program and the presenting entity of the game screen are separated. The storage and operation of the skill release method are completed on the cloud game server, and the role of the client device is to receive, send data, and present the game screen. For example, the client device can be a display device with data transmission function near the user side, such as a mobile terminal, a television, a computer, a palm computer, etc.; but the information processing is performed by the cloud game server in the cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, returns it to the client device through the network, and finally, the game screen is decoded and output through the client device.
[0043] In an alternative embodiment, taking a game as an example, the local mobile terminal stores a game program and is used to present a game screen. The local mobile terminal is used to interact with the player through a graphical user interface, that is, conventionally, the game program is downloaded and installed on an electronic device and run. The way for the local mobile terminal to provide the graphical user interface to the player can include various methods. For example, it can be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection. For example, the local mobile terminal may include a display screen and a processor. The display screen is used to present the graphical user interface, which includes a game screen. The processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0044] In an alternative embodiment, the embodiment of the present invention provides a skill release method. A graphical user interface is provided through a mobile terminal. The mobile terminal can be the aforementioned local mobile terminal (such as a local touch terminal), or the client device in the aforementioned cloud interaction system. The following takes the skill release method running on the local mobile terminal (hereinafter referred to as the mobile terminal) as an example for description.
[0045] Please refer to Figure 1 , Figure 1 which is a flowchart of a skill release method provided by an embodiment of the present disclosure. As Figure 1 shown therein, the skill release method provided by the embodiment of the present disclosure includes:
[0046] S101. Control the player's own camp controlled by the terminal device to enter the game scene corresponding to the game session. The player's own camp includes a plurality of virtual characters participating in the battle and the skills of the target camp. Each of the virtual characters is configured to perform automatic attacks in the game scene.
[0047] S102. During the battle, in response to the release instruction for the skills of the target camp, control to release the skills of the target camp to the target object and / or target location determined from the game scene, so as to cause the skill effects corresponding to the skills of the target camp to the target object and / or target location.
[0048] S103. Control at least some of the virtual characters in the player's own camp that are performing automatic attacks to focus fire on the target object and / or the target location.
[0049] The skill release method provided by the embodiments of the present disclosure can select the corresponding target camp skills assigned to our camp before the game round, and after determining the target camp skills, use them during the game round. When using the target camp skills, some virtual characters that are in the auto-attack state can be uniformly controlled to target a target object and / or a set of target positions for focused fire, which helps to improve the player's control effect on multiple virtual characters in our camp and the player's gaming experience.
[0050] The following describes the exemplary steps of the embodiments of the present disclosure:
[0051] S101. Control our camp controlled by a terminal device to enter the game scene corresponding to the game round. Our camp includes multiple virtual characters participating in the battle and target camp skills. Each of the virtual characters is configured to perform auto-attack in the game scene.
[0052] In the embodiments of the present disclosure, if it is currently a Player VS Environment (PVE) game mode, the virtual characters in our camp are controlled by the player at this time, and the virtual enemy characters in the enemy camp that the virtual characters in our camp can attack can be virtual characters controlled by the system.
[0053] Furthermore, after our camp enters the game scene and before officially fighting against the enemy camp, preparations need to be made. During the preparation process, there may be multiple candidate virtual characters in our camp, and it is necessary to select the virtual characters participating in this game round during the preparation process. The virtual characters selected to participate in this game round will participate in this game round and cannot be replaced until the end of this game round.
[0054] Here, both the virtual characters in our camp and the target camp skills of our camp can be selected during the preparation process.
[0055] Here, the target camp skills are not specifically targeted at any virtual character in our camp, but are bound to the game account of the player controlling our camp. The release control and the generated skill effects of the target camp are targeted at all virtual characters in our camp.
[0056] Here, for the game scene of the present disclosure, each virtual character in our camp is configured with corresponding character skills. During the battle process of the game round, the virtual characters in our camp can be controlled to release character skills to participate in the battle, and when the virtual characters do not release character skills, the virtual characters in our camp will automatically attack other enemy virtual characters to improve the richness of the game interaction and the human-computer interaction efficiency.
[0057] Specifically, the skill release method further includes:
[0058] a1: Determine a camp skill pool composed of at least the character skills of the virtual characters in our camp.
[0059] a2: During the battle, in response to our camp meeting the skill allocation conditions, allocate at least some of the character skills in the camp skill pool to our camp, so that our camp can control the multiple virtual characters to fight by using the allocated character skills.
[0060] In an alternative embodiment, after determining the virtual characters in our camp, since character skills need to be allocated to our camp during the game process, the camp skill pool of our camp can be determined according to at least one character skill configured for each virtual character in our camp.
[0061] In the embodiments of the present disclosure, the attack behaviors of virtual characters include releasing character skills and automatically performing attacks. However, for releasing character skills, it is necessary to wait for the camp skill pool to issue character skills, and there may be a situation where the character skills do not match the current battle situation and cannot be released. For the situation of automatically performing attacks, it is necessary to determine the target object that meets the preset attack conditions before execution. If there is a situation where both character skills and automatic attacks cannot be executed, the virtual characters in our camp cannot perform any operations, resulting in a poor efficiency of virtual characters performing virtual behaviors and a low game experience for players. Therefore, the corresponding target camp skills allocated to our camp can be selected before the game round, and after determining the target camp skills, they can be used during the game round to fill the gap in the situation where both character skills and automatic attacks cannot be executed, thereby improving the efficiency of virtual characters performing virtual behaviors and the game experience of players.
[0062] In an alternative embodiment, the camp skill pool in our camp is determined according to the character skills configured for each virtual character in our camp; the number of character skills included in the camp skill pool is the sum of the skill numbers of the character skills configured for each virtual character in our camp, and the types of character skills included in the camp skill pool are also determined according to the skill types of the character skills configured for each virtual character in our camp.
[0063] Exemplarily, if there are three virtual characters in our camp and each virtual character is configured with two character skills, then the camp skill pool in our camp includes six character skills.
[0064] Furthermore, after determining the virtual characters in our camp, at least some of the character skills need to be allocated to our camp so that the virtual characters in our camp can use the character skills to fight.
[0065] In an alternative embodiment, the allocation of the character skills of our side's camp can be carried out in a preset number at one time when our side's camp enters the game scene, or can be allocated according to the consumption situation of the character skills of our side's camp during the game.
[0066] Specifically, the step "during the battle, in response to our side's camp meeting the skill allocation condition, allocate at least some of the character skills in the camp skill pool to our side's camp" includes:
[0067] b1: In response to the start of the game session, allocate a preset number of character skills in the camp skill pool to our side's camp.
[0068] b2: During the battle, in response to our side's camp using the allocated character skills, determine the number of skills of the character skills used by our side's camp.
[0069] b3: Control to allocate the character skills of the determined number of skills from the camp skill pool to our side's camp.
[0070] Among them, each character skill allocated to our side's camp is determined from the camp skill pool according to the release probability of each character skill.
[0071] In an alternative embodiment, after determining the start of the game session, the system determines the character skills that can be allocated to our side's camp according to the character skills that the virtual characters included in our side's camp can use, and then determines a plurality of character skills to be released to our side's camp from the camp skill pool according to the release probability of each character skill.
[0072] Here, each character skill corresponds to a different release probability. The greater the corresponding release probability, the greater the probability of being released to our side's camp. At the same time, when the system releases character skills to our side's camp, there may be duplicate character skills.
[0073] In an alternative embodiment, the preset number can be automatically determined by the system, and the player cannot select the size of the preset number. For example, if the system sets the preset number to 3, then when determining the start of the game session, 3 character skills are allocated to our side's camp.
[0074] Furthermore, in order for the player to accurately understand the character skills of our side's camp and directly release them for the character skills, at least some of the character skills of our side's camp need to be displayed in the graphical user interface.
[0075] In an alternative embodiment, the character skills can be displayed below the graphical user interface. Without obscuring the game scene, players can more conveniently release character skills, further enhancing the human-computer interaction efficiency and the player's gaming experience.
[0076] In another alternative embodiment, during the game session, after determining that a character skill is released by our side's camp, it is necessary to issue the corresponding number of character skills to our side's camp again to ensure that the number of character skills owned by our side's camp always remains the same as the number when entering the game session.
[0077] In an alternative embodiment, the timing of issuing character skills for our side's camp can be real-time. Exemplarily, after our side's camp currently releases a character skill, the system will immediately allocate a character skill to our side's camp again according to the issuance probability of each character skill.
[0078] Specifically, when the system determines the character skills to be replenished to our side's camp, it is only determined according to the issuance probability of each character skill, without referring to the category of the character skills that our side's camp has just released. That is, after our side's camp consumes a character skill, if the issuance probability corresponding to this character skill is relatively high, then even if our side's camp has just released this character skill, it may still be re-allocated this character skill to our side's camp by the camp skill pool.
[0079] In an alternative embodiment, for each character skill, releasing each character skill may consume certain consumption resources. At the start of the game, a preset number of target resources will be allocated to our side's camp. If the current target resources of our camp are less than the consumption resources of the character skills allocated to our side's camp, the character skills will be set to a non-interactive state, and at this time, the character skills cannot be released; if with the accumulation of the target resources of our side's camp, the target resources of our camp are greater than or equal to the consumption resources of the character skills allocated to our side's camp, the character skills will be updated to an interactive state, and our side's camp can control the virtual character in the game scene to release the selected character skills.
[0080] In a possible embodiment, the virtual character of our side's camp can use the allocated character skills to automatically attack in the game scene; however, when the virtual character of our side's camp uses the character skills, it needs to meet the preset attack conditions to perform automatic attacks.
[0081] Specifically, the step "each of the virtual characters is configured to perform automatic attacks in the game scene" includes:
[0082] c1: In response to the virtual character and the target object in the game scene meeting the preset attack conditions, controlling the virtual character to perform an automatic attack on the target object.
[0083] In an alternative embodiment, after a virtual character in our camp enters the game round and before releasing the corresponding character skill, it will automatically attack a target object that meets the preset attack conditions.
[0084] Here, when the virtual character in our camp makes an automatic attack on the target object, it performs a normal attack behavior on the target object.
[0085] In an alternative embodiment, when the virtual character in our camp makes an automatic attack on the target object, it can only perform a normal attack on the target object that meets the preset attack conditions. If the target object does not meet the preset attack conditions, the virtual character in our camp cannot perform an automatic attack on the target object either.
[0086] Specifically, the preset attack conditions include:
[0087] The distance between the target object and the virtual character is less than a preset distance threshold, and / or the health value of the target object is less than a preset health value threshold.
[0088] In an alternative embodiment, for a normal attack, on the one hand, the skill release range of the normal attack is relatively limited. Therefore, in the game round, the target object for which the virtual character performs an automatic attack should be near the current position of the virtual character, that is, the distance between the target object and the virtual character is less than the preset distance threshold, and the virtual character can attack the target object near its own position. On the other hand, the attack damage of the normal attack is also relatively low. Therefore, in the game round, the target object for which the virtual character performs an automatic attack should also be an enemy virtual character that is relatively easy to defeat, that is, the health value of the target object is less than the preset health value threshold. This can improve the attack success rate of the virtual character, thereby increasing the probability of the player winning the game round and further improving the human-computer interaction efficiency.
[0089] Here, the preset distance threshold and the preset health threshold can be set according to the scope of the game scenario, the total health value of the enemy virtual characters, and the specific game requirements, and no specific limitation is made here.
[0090] Exemplarily, the preset distance threshold can be set to 10m (game distance), and the preset health threshold can be set to 50. In the game scenario, there are three enemy virtual characters and a virtual character. Among them, the distance between enemy virtual character A and the virtual character is 30m (game distance), and the health of enemy virtual character A is 70; the distance between enemy virtual character B and the virtual character is 5m (game distance), and the health of enemy virtual character B is 20; the distance between enemy virtual character C and the virtual character is 3m (game distance), and the health of enemy virtual character C is 70. At this time, although the distance between enemy virtual character C and the virtual character is less than 10m, currently, the health of enemy virtual character C is relatively high. Therefore, in this current situation, after the virtual character enters the game scenario, it preferentially selects to attack enemy virtual character B.
[0091] In an alternative implementation, a character selection interface can be displayed in the graphical user interface, and all the virtual characters included in our side's camp can be displayed in the character interface. Then, based on at least one virtual character selected by the player, the virtual characters of our side's camp participating in the current game round can be determined.
[0092] Exemplarily, if the system stipulates that the number of virtual characters of our side's camp participating in the game round is 3, at this time, the player can determine three virtual characters as the virtual characters of our side's camp participating in the current game round through the character selection operation from the character selection interface.
[0093] In another alternative implementation, for the target camp skill, it can also be selected in the camp skill selection interface in the preparation interface. The player can independently select a suitable camp skill during the preparation process. In this way, a more satisfactory camp skill can be selected, which helps to improve the player's gaming experience.
[0094] Specifically, before the step of "controlling the virtual characters of our side's camp controlled by the terminal device to enter the game scenario corresponding to the game round", the skill release method further includes:
[0095] d1: Display a camp skill selection interface on the graphical user interface of the terminal device, where at least one candidate camp skill that has been unlocked is displayed in the camp skill selection interface.
[0096] d2: Respond to the selection operation for the target candidate camp skill among the at least one candidate camp skill, and determine the candidate camp skill as the target camp skill corresponding to our side's camp.
[0097] In an alternative embodiment, the faction skill selection interface can be automatically displayed. Specifically, after determining the end of the operation of selecting a virtual character in our faction, the faction skill selection interface can be automatically displayed in the graphical user interface, and at least one candidate faction skill that has been unlocked currently is displayed in the faction skill selection interface, and the player can directly select the faction skill in the faction skill selection interface.
[0098] In another alternative embodiment, the faction skill selection interface can also be displayed by the player's trigger operation. Specifically, a skill selection control can be displayed in the graphical user interface. After determining that the trigger operation of the player on the skill selection control is received, the faction skill selection interface is displayed in the graphical user interface, and at least one candidate faction skill that has been unlocked currently is displayed in the faction skill selection interface, and the player can directly select the faction skill in the faction skill selection interface.
[0099] Regarding the above two display methods for the faction skill selection interface, for the automatic display method, there may be a situation that does not conform to the actual game needs of the player. Exemplarily, the player does not select a faction skill for this game. After the selection of the virtual character in our faction is completed, the player hopes to enter the game session as soon as possible. The automatic display of the faction skill selection interface may interrupt the player's operation of entering the game session, resulting in a lower game experience for the player. Therefore, in the embodiments of the present disclosure, it is preferred to display the faction skill selection interface by the player's trigger operation.
[0100] In an alternative embodiment, at least one candidate faction skill that has been unlocked corresponding to the player's game level is displayed in the faction skill selection interface. Players with different game levels can select different candidate faction skills. Exemplarily, the higher the player's game level, the more the number and types of candidate faction skills that can be selected.
[0101] Among them, the player's game level can be determined according to the duration of the player's login to the game and the player's record in historical game sessions.
[0102] Exemplarily, the game level of player A is level one. During the preparation process of player A, one candidate faction skill can be displayed in the faction skill selection interface; the game level of player B is level three. Then, during the preparation process of player B, three candidate faction skills can be displayed in the faction skill selection interface.
[0103] In an alternative embodiment, to enable players to more clearly determine the detailed information of each faction skill, by triggering an operation on the skill area where different faction skills are located in the faction skill selection interface, a skill information interface can be displayed in the graphical user interface. The skill information interface displays detailed information such as the skill name and skill effect of the corresponding candidate faction skill.
[0104] In an alternative embodiment, players can select at least one candidate faction skill displayed in the faction skill selection interface and select the target faction skill to be brought into the current game session. To enable players to intuitively determine the currently selected target faction skill, after a player selects any candidate faction skill, the skill area where the selected candidate faction skill is located can be highlighted (exemplarily, highlighting the skill area where the selected candidate faction skill is located, or magnifying the skill area where the selected candidate faction skill is located, etc.) to accurately prompt the player of the currently selected target faction skill, reducing the occurrence of misoperations where the player is unclear about the specific target faction skill selected and helping to improve the accuracy of skill selection.
[0105] Furthermore, a confirmation control is also displayed in the faction skill selection interface. Before the player triggers an operation on the confirmation control, the player can arbitrarily change the selected target faction skill. After selecting the target faction skill, by triggering an operation on the confirmation control, the target faction skill is selected and the display of the faction skill selection interface is cancelled.
[0106] In an alternative embodiment, after determining the target faction skill during the preparation process and entering the game scene, the target faction skill cannot be changed during the game session until the end of the current game session, and the selection of the target faction skill is made again during the preparation process.
[0107] Here, for each player, the number of target faction skills that can be selected in each game session is limited. Players can only select a preset number of target faction skills during the preparation process. After selecting the preset number of target faction skills, they will no longer be able to select the target faction skill again.
[0108] Exemplarily, the preset quantity can be set to 1, that is, the player-controlled our side camp can carry a target camp skill into the game session. After the player selects a target camp skill, the skill selection control can be updated to a non-interactive state (exemplarily, grayed out display, etc.), and the player cannot open the camp skill selection interface again through the triggering operation for the skill selection control to select candidate camp skills; or, after the player selects a target camp skill, if the player selects a different camp skill again through the camp skill selection interface, skill selection prompt information is displayed in the graphical user interface, prompting the player that the target camp skill has been selected before, whether to abandon the previous selection and update to the current camp skill, and determining the target camp skill selected by the player for the current game session according to the player's selection operation.
[0109] In an alternative implementation manner, the target camp skill selected by the player is a camp skill for the entire our side camp, rather than a skill for a certain virtual character in the our side camp.
[0110] Furthermore, the player can release the target camp skill through the release instruction for the target camp skill, thereby controlling all virtual characters in the our side camp to perform corresponding virtual game behaviors with the selected enemy object.
[0111] S102. During the battle, in response to the release instruction for the target camp skill, control to release the target camp skill to a target object and / or target position determined from the game scene, so as to cause the skill effect corresponding to the target camp skill to the target object and / or target position.
[0112] Here, after the player selects a target camp skill during the preparation process, the skill interaction control corresponding to the target camp skill can be displayed in the graphical user interface, and the player can issue a release instruction for the target camp skill through the triggering operation for the skill interaction control.
[0113] Here, the virtual attack behavior corresponding to the target camp skill can be a normal attack behavior.
[0114] Specifically, the skill release method further includes:
[0115] e1: Display a skill interaction control corresponding to the target camp skill in the graphical user interface of the terminal device.
[0116] Here, in order to reduce the occlusion of the game scene by the skill interaction control, the skill interaction control can be displayed within the preset range of the character skills. Exemplarily, if multiple character skills of the our side camp are displayed in the lower right corner of the graphical user interface, then the skill interaction control can be displayed on the left side of the multiple character skills.
[0117] In an alternative embodiment, there is a cooldown time for the target camp skill. If the current target camp skill is in the cooldown period, at this time, the skill interaction control corresponding to the target camp skill can be set to a non-interactive state. For example, the skill interaction control is grayed out, etc.; at this time, the player cannot release the target camp skill. If the target camp skill is not in the cooldown state, the skill interaction control is updated to an interactive state. At the same time, the player can select the release target of the target camp skill through the operation on the skill interaction control.
[0118] Specifically, before the step of "responding to the release instruction for the target camp skill and controlling the release of the target camp skill to the target object and / or target position determined from the game scene", the skill release method further includes:
[0119] f1: Responding to the trigger operation on the skill interaction control, displaying the skill indication identifier corresponding to the target camp skill, and configuring the skill indication identifier to change the target object and / or target position indicated in the game field based on the real-time operation position of the trigger operation.
[0120] f2: Responding to the end of the trigger operation, controlling the release of the target camp skill to the target object and / or target position indicated by the skill indication identifier.
[0121] In an alternative embodiment, each virtual character occupies a certain scene area in the game scene. Exemplarily, if different grid areas are divided in the game scene, each virtual character can occupy at least one grid area.
[0122] In a possible embodiment, in order to ensure that the player can accurately know the target object or target position in the game scene selected after the trigger operation on the skill interaction control, after receiving the trigger operation on the skill interaction control, a skill indication identifier can be displayed in the graphical user interface. The skill indication identifier can be used to indicate the target object and / or target position selected by the trigger operation on the skill interaction control at that time.
[0123] For the above example, the skill indication identifier can be the highlighted display of different grid areas to indicate the currently selected target object and / or target position.
[0124] In an alternative embodiment, when there are multiple virtual characters in the game scene, the player can control the skill indication identifier to move in the game scene. According to the degree of overlap between the position of the skill indication identifier in the occluded game scene and the grid areas where each virtual character is located, the target object and / or target position selected by the player is determined.
[0125] Specifically, the virtual character with the largest overlapping area between the skill indication identifier and the grid area where each virtual character is located is determined as the marked enemy object.
[0126] Exemplarily, if there are overlapping areas between the position of the skill indication identifier in the game scene and the grid areas where virtual character A and virtual character B are located, at this time, it is determined that the overlapping area between the position of the skill indication identifier in the game scene and the grid area where virtual character A is located accounts for 40% of the area of the entire skill indication identifier, and the overlapping area between the position of the skill indication identifier in the game scene and the grid area where virtual character B is located accounts for 50% of the area of the entire skill indication identifier, then virtual character B is determined as the marked enemy object.
[0127] In an alternative implementation, when the target camp skill is not in the cooling period, after determining the end of the trigger operation for the skill interaction control, it can be released at any scene position in the game scene and any process time node in the game match, and after the release, a release effect will be generated for a period of time.
[0128] Here, when the target camp skill is not in the cooling period, the target camp skill can be released by triggering the skill interaction control. The specific release method can be: after the trigger operation for the skill interaction control, if the target object or target position is selected, after the trigger operation for the skill interaction control ends, the target camp skill can be directly released; it can also be that after the target object or target position is selected, if a trigger operation for the skill interaction control (such as a click operation) is received again, the target camp skill can be released.
[0129] In an alternative implementation, the target camp skill has a corresponding skill release time. After releasing the target camp skill, within the skill release time, the target camp skill will continue to be released and produce corresponding skill release effects. When it is determined that the skill release time reaches the preset time threshold, it is determined that the release of the target camp skill ends.
[0130] Here, the skill release times corresponding to different target camp skills may be different. The skill release time corresponding to each target camp skill can be system-configured according to the skill attributes of the target camp skill. Exemplarily, the skill release time can be set to 10 seconds.
[0131] In a possible implementation, when releasing the target camp skill on the target object and / or target position, it is necessary to determine the skill effective area and determine the target object or target position located in the skill effective area, and then release the target camp skill towards the target object and / or target position.
[0132] Specifically, the step of "responding to the release instruction for the target camp skill and controlling the release of the target camp skill to the target object and / or target position determined from the game scene" includes:
[0133] g1: Responding to the release instruction for the target camp skill and determining the skill effective area corresponding to the target camp skill.
[0134] g2: Determining at least one virtual character located within the skill effective area as the target object determined from the game scene, and / or determining at least one scene position located within the skill effective area as the target position determined from the game scene.
[0135] g3: Controlling the release of the target camp skill to the target object and / or the target position.
[0136] In a possible implementation manner, after determining the release of the target camp skill, determine the skill effective area of the target camp skill, and the skill effective area can be determined according to the skill release range of the target camp.
[0137] In a possible implementation manner, after determining the skill effective area, the virtual characters located within the skill effective area can be determined as the target objects; at least one scene position located within the skill effective area can be determined as the target position determined from the game scene, and then directly control at least some of the virtual characters of our camp to release the target camp skill towards the target object and / or the target position.
[0138] Here, the position where the target object is located and the target position may partially overlap, completely overlap, or not overlap at all; the number of target objects can be one or multiple; the number of target positions can be one or multiple.
[0139] In a possible implementation manner, after determining that the release instruction for the target camp skill is received, directly control at least some of the virtual characters in our camp that are in auto - attack to focus fire on the selected target object and / or target position.
[0140] Here, different effects may be produced when releasing different types of target camp skills. The skill effects produced by different target camp skill types will be elaborated below.
[0141] S103: Control at least some of the virtual characters in our camp that are in auto - attack to focus fire on the target object and / or the target position.
[0142] In an alternative embodiment, when the target camp skill includes a normal attack behavior, the step of "controlling at least some virtual characters in our camp that are in auto-attack mode to focus fire on the target object and / or the target location" includes:
[0143] h1: Determine the target virtual characters participating in the focus fire from the virtual characters in our camp;
[0144] h2: According to the attack type of each target virtual character, determine the attack position when each target virtual character focuses fire on the target object and / or the target location.
[0145] h3: Control each target virtual character to focus fire on the target object and / or the target location at the attack position.
[0146] In a possible implementation, the target virtual characters in our camp that can participate in the focus fire may include virtual characters that are not currently in the auto-attack state.
[0147] In an alternative embodiment, controlling each target virtual character to focus fire on the enemy object means controlling multiple target virtual characters to move to their respective attack positions, releasing skills towards the enemy object simultaneously, and attacking the enemy object at the same time.
[0148] In an alternative embodiment, when the target camp skill includes a normal attack skill, after selecting the enemy object in the game scene, different from the attack method of the normal skill attack in the prior art, the distance between the target virtual character and the target object and / or the target location, or the health value of the target object is no longer considered. Instead, all the target virtual characters in our camp participating in the focus fire will move towards the scene location where the target object and / or the target location is located. And according to the attack types of different target virtual characters, the corresponding attack positions of the target virtual characters are determined. After determining the release of the target active attack skill, control all the target virtual characters in our camp participating in the focus fire to move towards the corresponding attack positions, and then output the normal attack behavior towards the target object and / or the target location. In this way, the requirements for distance and object state in the normal attack of the conventional technology can be avoided, the freedom of skill release can be improved, and thus the human-computer interaction efficiency and the player's game experience can be enhanced.
[0149] Furthermore, for the attack position of each target virtual character towards the enemy object, it can be determined according to the attack type of the target virtual character (melee attack type or ranged attack type).
[0150] Specifically, the step of "according to the attack type of each target virtual character, determine the attack position when each target virtual character focuses fire on the target object and / or the target location" includes:
[0151] i1: When the target virtual character is a melee attack type object, determine the melee attack range of the target virtual character, and determine the positions around the target object and / or the target position that are within the melee attack range as the attack positions when the target virtual character performs concentrated fire.
[0152] i2: When the target virtual character is a ranged attack type object, determine the ranged attack range of the target virtual character, and determine the positions around the target object and / or the target position that are within the ranged attack range as the attack positions when the target virtual character performs concentrated fire.
[0153] In an alternative embodiment, if the target virtual character is a melee attack type object, the target virtual character needs to move near the enemy object and perform a normal attack towards the enemy object. Therefore, when it is determined that the target virtual character is a melee attack type object, the target virtual character needs to be forced to displace, and after determining the corresponding melee attack range of the target virtual character's movement, any position within the melee attack range is determined as the attack position.
[0154] Here, different target virtual characters have different attack capabilities according to the character attributes of the virtual characters, and the corresponding melee attack ranges are also different.
[0155] In another alternative embodiment, if the target virtual character is a ranged attack type object, the target virtual character does not necessarily need to move near the enemy object to perform a normal attack, but can attack remotely with the help of virtual items (such as virtual guns, virtual bows and arrows, etc.). Therefore, it can be based on the ranged attack range of the virtual item used by the target virtual character.
[0156] Specifically, if the enemy object is within the ranged attack range of the target virtual character, at this time, the target virtual character can no longer displace, but directly determine the current position where the target virtual character is located as the attack position.
[0157] In another possible embodiment, if the enemy object is not within the ranged attack range of the target virtual character, it is necessary to determine the farthest shooting range of the current target virtual character, the target virtual character needs to be forced to displace, and after determining that the target virtual character moves to the farthest ranged attack range, any position within the farthest shooting range is determined as the attack position.
[0158] Specifically, the step of "controlling each target virtual character to perform concentrated fire on the target object and / or the target position at the attack position" includes:
[0159] j1: In response to the target virtual character not being located at the attack position, control the movement of the target virtual character to the attack position so that the target object or the target position is within the melee attack range or the ranged attack range of the target virtual character, and control each target virtual character to focus fire on the target object or the target position at the attack position.
[0160] j2: In response to the target virtual character being located at the attack position, control each target virtual character to directly focus fire on the target object and / or the target position at the attack position.
[0161] In a possible implementation manner, if it is determined the part of the target virtual character and the attack position, it is necessary to control the target virtual character to move in the game scene. After the target virtual character moves, determine that the target object or the target position is within the melee attack range or the ranged attack range of the target virtual character, so that the target virtual character can attack the target object or the target position, and then directly control the target virtual character to move to the attack position and directly focus fire on the target object and / or the target position.
[0162] In a possible implementation manner, the skill effects of the target camp skill at least include any one of the following:
[0163] Configure the virtual objects within the target object and / or the target position to be unable to be attacked by designated skills; or
[0164] Provide a virtual shield for the virtual objects within the target object and / or the target position to reflect damage from enemy attacks; or
[0165] Improve the object attributes of the virtual objects within the target object and / or the target position; or
[0166] Control to reduce the game resource consumption of the virtual objects within the target object and / or the target position.
[0167] In another alternative implementation manner, when the skill effect of the target camp skill includes configuring the virtual objects within the target object and / or the target position to be unable to be attacked by designated skills, the skill release method further includes:
[0168] k1: In response to the release instruction for the target camp skill, determine the skill effective area corresponding to the target camp skill.
[0169] k2: Configure at least one virtual object located within the skill effective area to be unable to be attacked by designated skills.
[0170] In an alternative embodiment, when the skill effect of the target camp skill includes configuring the target object and / or the virtual objects within the target location as unable to be targeted by designated skills, technical effects will be produced on the virtual objects within the entire skill activation area after the release of the target camp skill.
[0171] Specifically, the skill indication identifier can be dragged to move in the game scene, and the skill activation area is determined according to the position of the drag operation in the game scene. Exemplarily, the position of the drag operation in the game scene can be used as the target center, and the skill activation area is divided in the game scene according to a preset area distance.
[0172] Furthermore, for the virtual objects within the skill activation area (which can be our virtual characters in our camp or enemy virtual characters in the enemy camp), after the release of the target camp skill, they can no longer be locked by individual attack skills and cannot be damaged by designated attack skills. However, area of effect (AOE) skills can still cause damage to the virtual characters within the skill activation area.
[0173] Exemplarily, if the skill activation area is determined through the drag operation on the skill indication identifier, and there are virtual character X of our camp, virtual character Y of our camp, and enemy virtual character Z of the enemy camp within the skill activation area. At this time, after the release of the target camp skill, virtual character X, virtual character Y, and enemy virtual character Z can no longer be individually locked and attacked, but an AOE skill targeting the skill activation area can be released. At this time, the AOE skill can cause damage to virtual character X, virtual character Y, and enemy virtual character Z simultaneously.
[0174] In another alternative embodiment, when the skill effect of the target camp skill includes providing a virtual shield for the target object and / or the virtual objects within the target location to reflect damage from enemy attacks, the skill release method further includes:
[0175] l1: Respond to the release instruction for the target camp skill to determine the target object and / or the virtual objects within the target location corresponding to the target camp skill.
[0176] l2: In response to the virtual object being attacked, provide a virtual shield for the virtual object; the virtual shield is used to cause damage to other virtual objects when other virtual objects attack the virtual shield.
[0177] In an alternative embodiment, when the skill effect of the target camp skill includes providing a virtual shield for the target object and / or virtual objects within the target location to counterattack enemy attacks, when released towards the corresponding virtual object, a virtual shield will be provided for the corresponding virtual object, and when the corresponding virtual object is attacked by other virtual objects, the other virtual objects will attack the virtual shield. While the virtual shield protects the corresponding virtual object, it will also cause additional damage to the other virtual objects that attack the virtual shield.
[0178] Exemplarily, the attack damage value of the enemy virtual object can be determined according to a preset percentage.
[0179] In another alternative embodiment, when the skill effect of the target camp skill includes enhancing the object attributes of the target object and / or virtual objects within the target location, the skill release method further includes:
[0180] m1: In response to the release instruction for the target camp skill, determine the target object corresponding to the target camp skill and / or virtual objects within the target location, and enhance the object attributes of the virtual objects.
[0181] In an alternative embodiment, similarly, each virtual character occupies a certain scene area in the game scene.
[0182] Furthermore, when dragging the skill indication icon to move in the game scene, if there is an overlapping area between the position where the skill interaction control is located and the grid area where the virtual character is located, the corresponding virtual object can be determined.
[0183] In an alternative embodiment, if it is a target camp skill for enhancing the attributes of the corresponding virtual object, the object attack attributes of the corresponding target object and / or virtual objects within the target location can be enhanced, thereby enhancing the timeliness and accuracy of the attack of the corresponding target object.
[0184] Wherein, the object attack attributes include at least one of the following:
[0185] The attack speed of the target object and / or virtual objects within the target location, the attack damage value of the target object and / or virtual objects within the target location.
[0186] Here, for different target objects and / or virtual objects within the target location, different enhancement ratios of the attack speed and attack damage value can be determined according to the attribute information of the object, or it can be that different target objects and / or virtual objects within the target location are not divided, but the same enhancement ratios of the attack speed and attack damage value are set. The specific setting method can be set by the system according to the game requirements and will not be specifically limited here.
[0187] Exemplarily, after releasing the target camp skill, the attack speed of the virtual objects within the target object and / or the target location can be increased by 50%, and at the same time, the attack damage value of the virtual objects within the target object and / or the target location can be increased by 20%.
[0188] In another alternative embodiment, when the skill effect of the target camp skill includes controlling and reducing the game resource consumption of the virtual objects within the target object and / or the target location, the skill release method further includes:
[0189] m1: In response to the release instruction for the target camp skill, determine the target object corresponding to the target camp skill and / or the virtual objects within the target location.
[0190] m2: During the release time of the target camp skill, control and reduce the target object corresponding to a preset number of the third target objects and / or the virtual objects within the target location.
[0191] In an alternative embodiment, as described above, for each virtual character, a corresponding amount of consumption resources will be consumed when releasing the corresponding character skill. When using the target camp skill for the target object and / or the virtual objects within the target location (here, the target object and / or the virtual objects within the target location are virtual characters of our own camp), and within the effective time of the target camp skill, if the same character skill is released by the same target object, the consumption resources of a preset number will be reduced. This can ensure that the target resources of our own camp can release multiple character skills to the maximum extent at the same time, improving the release frequency of character skills and the human-computer interaction efficiency.
[0192] Here, for different target objects and / or the virtual objects within the target location, the preset number of reduced consumption resources can be determined according to the attribute information of the object and the type of character skill. It can also be that different target objects and / or the virtual objects within the target location are not classified by character skill type, but the same preset number of reduced consumption resources is set. The specific setting method can be set by the system according to game requirements and will not be specifically limited here.
[0193] Exemplarily, the preset number can be set to 2. When not using the target camp skill, virtual character M needs to consume five virtual resources to release character skill A, while after using the target camp skill, virtual character M needs to consume three virtual resources to release character skill A.
[0194] In an alternative embodiment, there are two game modes in the embodiments of the present disclosure. If the current game mode is the PVE mode, then the enemy virtual character is a non-player character controlled by the system; if the current game mode is the player-versus-player (PVP) game mode, then the enemy virtual character is a player character controlled by another player through a terminal device. Generally, in the game round, it is default that the virtual character can only be placed at the initial position in the game scene and cannot move autonomously. Therefore, in the PVP mode, players need to control their respective virtual characters to move in the game scene. Therefore, in the PVP mode, the target camp skills also include displacement skills.
[0195] Specifically, when the target camp skill includes a displacement skill, the skill release method further includes:
[0196] n1: In response to a release instruction for the target camp skill, determine the target object and / or the virtual object within the target position and at least one displacement candidate area.
[0197] n2: In response to a selection operation for at least one displacement candidate area, determine the target displacement area, and control the target object and / or the virtual object within the target position to move to the target displacement area.
[0198] In an alternative embodiment, after releasing the target camp skill, a fourth target object can be determined, and at least one displacement candidate area can be determined according to the position of the target object and / or the virtual object within the target position.
[0199] Here, the displacement candidate area can be set as a grid area in the game scene.
[0200] In an alternative embodiment, the distance that the target object and / or the virtual object within the target position can displace can be determined according to the attack type of the target object and / or the virtual object within the target position, and then, based on the current position of the target object and / or the virtual object within the target position, the displacement candidate area can be determined.
[0201] Here, when the target object and / or the virtual object within the target position is a melee attack type object, the movable distance is less than when the target object and / or the virtual object within the target position is a ranged attack type object.
[0202] In an alternative embodiment, after determining at least one displacement candidate area, the displacement candidate area can be displayed in the game scene. Exemplarily, at least one displacement candidate area can be highlighted, so that players can intuitively determine the currently selectable displacement candidate areas and accurately select the target candidate area, thereby improving the human-computer interaction efficiency and the player's game experience.
[0203] Further, the player can perform a selection operation on at least one displacement candidate area, determine the target displacement area selected by the player according to the operation position of the player in the game scene, and move the target object and / or the virtual object within the target position to the target displacement area.
[0204] In an alternative embodiment, no target resources of our own camp are consumed when releasing the target camp skill.
[0205] In an alternative embodiment, different from the release of the character skills of the virtual character, after releasing the target camp skill, no target resources of our own camp will be consumed, which can increase the probability of using the camp skill of our own camp and thus enhance the richness of skill release.
[0206] In an alternative embodiment, the target camp skill has a cooling time. After determining to release the target camp skill, the target camp skill enters the cooling phase. At this time, the skill interaction control will be adjusted to a non-interactive state.
[0207] Specifically, the skill release method further includes:
[0208] o1: In response to the end of the release of the target camp skill, control the target camp skill to enter the cooling state and adjust the skill interaction control to a non-interactive state.
[0209] In an alternative embodiment, after determining that the skill interaction control enters the non-interactive state, the display form of the skill interaction control can be adjusted to prompt the player that the current skill interaction control is in the non-interactive state. Exemplarily, the skill interaction control can be grayed out.
[0210] In an alternative embodiment, a skill cooling progress bar can also be displayed in the graphical user interface. After the target camp skill enters the cooling state, the skill cooling progress bar starts to be filled from the blank state. When the skill cooling progress bar is in the fully filled state, the cooling time of the target camp skill ends.
[0211] Here, the filling speed of the skill cooling progress bar corresponds to the cooling time of the target camp skill. Exemplarily, the cooling time of the target camp skill is 3 minutes. If the current time is 1.5 minutes away from the time when the target camp skill enters the cooling state, then the filling area of the current skill cooling progress bar will account for 50% of the area of the entire skill cooling progress bar.
[0212] In an alternative real-time implementation, the skill cooldown times corresponding to different types of target camp skills are different. It is possible to determine whether the target camp skills are core gameplay skills in the game. The skill cooldown time of core gameplay skills is less than that of non-core gameplay skills, so as to reduce the usage proportion of non-core gameplay skills in the game match.
[0213] Furthermore, within the game match, the player can also control the virtual character to release the character skill by performing trigger operations on different character skills.
[0214] In an alternative implementation, when releasing a character skill, it is required that our camp meets the specified conditions. After determining that our camp meets the specified conditions, control the virtual character corresponding to the character skill to face the enemy object corresponding to the character skill and release the character skill.
[0215] Here, taking the character skill as a card skill as an example, the condition for our camp to meet the specified condition is that the target resources of our camp are greater than the consumption resources of the character skill.
[0216] In an alternative implementation, after the target resources of our camp are greater than the consumption resources of the character skill, it is possible to control the corresponding single virtual character to face the selected second skill release object and release the character skill by performing a trigger operation on the target card skill.
[0217] Among them, the trigger operation for the target card skill can be a swiping-up operation on the target card skill.
[0218] Specifically, as described above, when controlling the virtual character of our camp to release the character skill, the corresponding consumption resources will be consumed.
[0219] Specifically, each of the character skills corresponds to corresponding consumption resources; the skill release method further includes:
[0220] p1: Respond to the release instruction for the character skill, and based on the consumption resources corresponding to the character skill, control at least part of the target resources of our camp to be consumed, so that the virtual character releases the character skill in the game scene.
[0221] Here, the target resources of our camp increase as the match time of the game match increases.
[0222] Specifically, the skill release method further includes:
[0223] q1: Respond to our camp entering the game match, and provide the first quantity of game resources to our camp; and / or, respond to the game match entering the action turn of our camp, and provide the second quantity of game resources to our camp.
[0224] Among them, the game resources are used to trigger the multiple virtual characters in our camp to use the assigned character skills to fight by consuming the game resources.
[0225] In a possible implementation manner, after our camp enters the game round, a first quantity of game resources can be uniformly distributed to our camp, and after the action round of our camp, the second quantity of game resources to be distributed to our camp is determined according to the consumption in the previous action round of our camp.
[0226] Here, the first quantity of game resources can be a fixed quantity; the second quantity is determined according to the resource consumption of our camp in the previous action round.
[0227] In an alternative implementation manner, the skill attributes, skill types that different virtual characters can release, and the consumption resources consumed by each character skill are all different. After determining that the virtual character in our camp releases a skill, the consumption resources consumed by the virtual character for the released character skill are determined according to the skill attribute of the character skill released by the virtual character in our camp.
[0228] In an alternative implementation manner, in order to enable the player to more intuitively determine each character skill that each virtual character in our camp can release and the consumption resources required to release each character skill, the character skills and corresponding consumption resources of each virtual character in our camp that is about to enter the battle can be displayed at a preset position in the graphical user interface.
[0229] Exemplarily, our camp currently has 7 game resources. Virtual character A has three character skills. When releasing character skill A, it consumes 3 consumption resources. When releasing character skill B, it consumes 2 consumption resources. When releasing character skill C, it consumes 1 consumption resource. After controlling virtual character A to release character skill C, the game resources of our camp are updated to 6.
[0230] Furthermore, in the embodiments of the present disclosure, a gameplay mode is further provided. In this gameplay mode, a single virtual character can be selected to enter the game round to perform virtual game interactions with the enemy virtual characters. After selecting a single virtual character, a camp skill selection interface can also be provided according to the current level of the player to perform camp skill selection, and then use the target camp skill in the game round, further improving the autonomy of the player in choosing skill combinations and further enhancing the player's game experience.
[0231] The following will elaborate on the skill release process in the embodiments of the present disclosure through specific examples:
[0232] Please refer toFigure 2 , Figure 2 is one of the schematic diagrams of the graphical user interface provided by the embodiments of the present disclosure. As Figure 2 shown, in the graphical user interface 200, a plurality of virtual characters 210 to be selected are displayed. The player determines a plurality of virtual characters 220 of our side through a selection operation on the plurality of virtual characters 210 to be selected. At the same time, a skill selection control 230 is displayed in the graphical user interface 200. The player can trigger an operation on the skill selection control 230 to open a camp skill selection interface and determine the target camp skill.
[0233] Furthermore, please refer to Figure 3 , Figure 3 is the second schematic diagram of the graphical user interface provided by the embodiments of the present disclosure. As Figure 3 shown, if a trigger operation of the player on the skill selection control 230 is received, a camp skill selection interface 240 is displayed in the graphical user interface. At least one candidate camp skill 241 that has been unlocked is displayed in the camp skill selection interface 240.
[0234] Furthermore, please refer to Figure 4 , Figure 4 is the third schematic diagram of the graphical user interface provided by the embodiments of the present disclosure. As Figure 4 shown, in response to the trigger operation of the player on any target candidate camp skill 2411 in the camp skill selection interface 240, the area where the target candidate camp skill 2411 is located is highlighted. At the same time, a skill information interface 250 is displayed in the graphical user interface 200. The skill name and skill effect of the target candidate camp skill 2411 are displayed in the skill information interface 250. Furthermore, there is a start control 260 in the graphical user interface 200. The player triggers an operation on the start control 260 to end the preparation process and control our side's camp to enter the game scene corresponding to the game session.
[0235] Furthermore, please refer to Figure 5 , Figure 5 is the fourth schematic diagram of the graphical user interface provided by the embodiments of the present disclosure. As Figure 5 shown, a skill interaction control 270 corresponding to the target camp skill selected by the player during the preparation process and a role skill 280 assigned to our side's camp (at this time, the target camp skill is in a cooling state) are displayed in the graphical user interface 200. The player can release the target camp skill by selecting a skill release object for the skill interaction control 270, or control the corresponding virtual character to release the role skill after consuming the corresponding virtual resources by triggering an operation on the role skill 280.
[0236] Furthermore, please refer to Figure 6, Figure 6 The fifth schematic diagram of the graphical user interface provided by the embodiments of the present disclosure. As Figure 6 shown, when it is determined that the target camp skill is not in the cooling period, the player determines the target object 290 through a triggering operation on the skill interaction control 270.
[0237] Further, please refer to Figure 7 , Figure 7 The sixth schematic diagram of the graphical user interface provided by the embodiments of the present disclosure. As Figure 7 shown, after determining the target object 290, the virtual characters 220 participating in the concentrated fire of our camp all move towards the target object 290, and determine the attack positions of the respective virtual characters 220 according to the attack types of the virtual characters 220. After determining that the respective virtual characters 220 move to the attack positions, they perform normal attack behaviors towards the target object 290, and after the target camp skill is released, the target camp skill enters the cooling period, and the display form of the skill interaction control 270 is adjusted.
[0238] The skill release method provided by the embodiments of the present disclosure controls our camp controlled by a terminal device to enter the game scene corresponding to the game session. Our camp includes a plurality of virtual characters participating in the battle and a target camp skill. Each of the virtual characters is configured to perform automatic attacks in the game scene; during the battle, in response to the release instruction of the target camp skill, control to release the target camp skill to the target object and / or target position determined from the game scene, so as to cause the skill effect corresponding to the target camp skill on the target object and / or target position; control at least some of the virtual characters in our camp that are performing automatic attacks to concentrate fire on the target object and / or target position. In this way, the corresponding target camp skill assigned to our camp can be selected before the game session and used during the game session after determining the target camp skill. When using the target camp skill, some of the virtual characters that are performing automatic attacks can be uniformly controlled to concentrate fire on the target object and / or target position, which helps to improve the control effect of the player on the plurality of virtual characters in our camp and the player's gaming experience.
[0239] Based on the same inventive concept, a skill release device corresponding to the skill release method is further provided in the embodiments of the present disclosure. Since the principle of solving problems by the device in the embodiments of the present disclosure is similar to the above-mentioned skill release method in the embodiments of the present disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.
[0240] Please refer to Figure 8 , Figure 8 The structural schematic diagram of a skill release device provided by the embodiments of the present disclosure. As Figure 8As shown in, the skill release device 800 includes:
[0241] A game scene entry module 810, configured to control the player's camp controlled by a terminal device to enter the game scene corresponding to a game match. The player's camp includes a plurality of virtual characters participating in the battle and target camp skills. Each of the virtual characters is configured to perform automatic attacks in the game scene;
[0242] A camp skill release module 820, configured to, during the battle, in response to a release instruction for the target camp skill, control the release of the target camp skill to a target object and / or a target location determined from the game scene, so as to cause a skill effect corresponding to the target camp skill to the target object and / or the target location;
[0243] A focus fire control module 830, configured to control at least some of the virtual characters in the player's camp that are performing automatic attacks to focus fire on the target object and / or the target location.
[0244] In a possible implementation manner, the virtual characters in the player's camp are configured with character skills. The skill release device 800 further includes a character skill control module (not shown in the figure). The character skill control module is used for:
[0245] Determine a camp skill pool composed of at least character skills of the virtual characters in the player's camp;
[0246] During the battle, in response to the player's camp meeting the skill allocation condition, allocate at least some of the character skills in the camp skill pool to the player's camp, so that the player's camp can control the plurality of virtual characters to fight by using the allocated character skills.
[0247] In an alternative implementation manner, the skill release device 800 further includes an automatic attack module (not shown in the figure). The automatic attack module is used for:
[0248] In response to the virtual character and a target object in the game scene meeting a preset attack condition, control the virtual character to perform an automatic attack on the target object.
[0249] In an alternative implementation manner, the preset attack condition includes:
[0250] The distance between the target object and the virtual character is less than a preset distance threshold, and / or the health value of the target object is less than a preset health value threshold.
[0251] In an alternative implementation manner, the skill release device 800 further includes an interaction control display module (not shown in the figure). The interaction control display module is used for:
[0252] Display a skill interaction control corresponding to the target camp skill in the graphical user interface of the terminal device.
[0253] In an optional implementation, when the camp skill release module 820 is used to respond to a release instruction for the target camp skill and control the release of the target camp skill to a target object and / or a target position determined from the game scene, the camp skill release module 820 is used to:
[0254] Respond to a trigger operation on the skill interaction control, display a skill indication identifier corresponding to the target camp skill, and configure the skill indication identifier to change the target object and / or the target position indicated in the game field based on the real-time operation position of the trigger operation;
[0255] Respond to the end of the trigger operation, and control the release of the target camp skill to the target object and / or the target position indicated by the skill indication identifier.
[0256] In an optional implementation, when the focus control module 830 is used to control at least some virtual characters in our camp that are in auto-attack to focus on the target object and / or the target position, the focus control module 830 is used to:
[0257] Determine target virtual characters participating in the focus from the virtual characters in our camp;
[0258] According to the attack type of each target virtual character, determine the attack position when each target virtual character focuses on the target object and / or the target position;
[0259] Control each target virtual character to focus on the target object and / or the target position at the attack position.
[0260] In an optional implementation, when the focus control module 830 is used to determine the attack position when each target virtual character focuses on the target object and / or the target position according to the attack type of each target virtual character, the focus control module 830 is used to:
[0261] When the target virtual character is a melee attack type object, determine the melee attack range of the target virtual character, and determine the position around the target object and / or the target position within the melee attack range as the attack position when the target virtual character focuses.
[0262] When the target virtual character is a long-range attack type object, determine the long-range attack range of the target virtual character, and determine the positions around the target object and / or the target position that are within the long-range attack range as the attack positions when the target virtual character conducts focused fire.
[0263] In an alternative embodiment, when the focused fire control module 830 is used to control each target virtual character to conduct focused fire on the target object and / or the target position at the attack position, the focused fire control module 830 is configured to:
[0264] In response to the target virtual character not being at the attack position, control the movement of the target virtual character to the attack position so that the target object or the target position is within the melee attack range or long-range attack range of the target virtual character, and control each target virtual character to conduct focused fire on the target object or the target position at the attack position;
[0265] In response to the target virtual character being at the attack position, control each target virtual character to directly conduct focused fire on the target object and / or the target position at the attack position.
[0266] In an alternative embodiment, when the faction skill release module 820 is used to respond to a release instruction for the target faction skill and control the release of the target faction skill to the target object and / or target position determined from the game scene, the faction skill release module 820 is configured to:
[0267] In response to the release instruction for the target faction skill, determine the skill effective area corresponding to the target faction skill;
[0268] Determine at least one virtual character within the skill effective area as the target object determined from the game scene, and / or determine at least one scene position within the skill effective area as the target position determined from the game scene;
[0269] Control the release of the target faction skill to the target object and / or the target position.
[0270] In an alternative embodiment, the skill effects of the target faction skill include at least any one of the following:
[0271] Configure the virtual objects within the target object and / or the target position to be unable to be attacked by designated skills; or
[0272] Provide a virtual shield for the virtual objects within the target object and / or the target position for counter-injury against enemy attacks; or
[0273] Enhance the object attributes of the target object and / or the virtual object within the target location; or
[0274] Control and reduce the game resource consumption of the target object and / or the virtual object within the target location.
[0275] In an alternative embodiment, the skill release device 800 further includes a resource allocation module (not shown in the figure), and the resource allocation module is configured to:
[0276] In response to our side's camp entering the game match, provide a first quantity of game resources to our side's camp; and / or, in response to the game match entering the action turn of our side's camp, provide a second quantity of game resources to our side's camp;
[0277] Wherein, the game resources are used for: by consuming the game resources, triggering the multiple virtual characters in our side's camp to use the assigned character skills for battle.
[0278] In an alternative embodiment, the target camp skill is configured not to consume the game resources.
[0279] In an alternative embodiment, the skill release device 800 further includes a camp skill selection module (not shown in the figure), and the camp skill selection module is configured to:
[0280] Display a camp skill selection interface on the graphical user interface of the terminal device, wherein at least one candidate camp skill that has been unlocked is displayed on the camp skill selection interface;
[0281] In response to a selection operation for a target candidate camp skill among the at least one candidate camp skills, determine the candidate camp skill as the target camp skill corresponding to our side's camp.
[0282] In an alternative embodiment, when the role skill control module is used to, during the battle process, in response to our side's camp meeting the skill allocation condition, allocate at least some of the role skills in the camp skill pool to our side's camp, the role skill control module is configured to:
[0283] During the battle process, in response to our side's camp using the assigned role skill, determine the number of skills of the role skill used by our side's camp;
[0284] Control and determine the number of role skills determined from the camp skill pool to be allocated to our side's camp.
[0285] The skill release device provided by the embodiments of the present disclosure controls the player's own camp controlled by the terminal device to enter the game scene corresponding to the game session. The player's own camp includes multiple virtual characters participating in the battle and the skills of the target camp. Each of the virtual characters is configured to perform automatic attacks in the game scene; during the battle, in response to the release instruction for the skills of the target camp, it controls to release the skills of the target camp to the target object and / or target position determined from the game scene, so as to cause the skill effects corresponding to the skills of the target camp to the target object and / or target position; it controls at least some of the virtual characters in the player's own camp that are in automatic attack to focus fire on the target object and / or target position. In this way, the skills of the target camp assigned to the player's own camp can be selected before the game session, and after determining the skills of the target camp, they can be used during the game session. When using the skills of the target camp, some of the virtual characters that are in automatic attack can be uniformly controlled to focus fire on the target object and / or target position, which helps to improve the player's control effect on the multiple virtual characters in the player's own camp and the player's game experience.
[0286] Please refer to Figure 9 , Figure 9 which is a schematic structural diagram of an electronic device provided by the embodiments of the present disclosure. As Figure 9 shown in
[0287] The memory 920 stores machine-readable instructions executable by the processor 910. When the electronic device 900 runs, the processor 910 communicates with the memory 920 through the bus 930, so that the processor 910 executes the following instructions when running:
[0288] Control the player's own camp controlled by the terminal device to enter the game scene corresponding to the game session. The player's own camp includes multiple virtual characters participating in the battle and the skills of the target camp. Each of the virtual characters is configured to perform automatic attacks in the game scene;
[0289] During the battle, in response to the release instruction for the skills of the target camp, control to release the skills of the target camp to the target object and / or target position determined from the game scene, so as to cause the skill effects corresponding to the skills of the target camp to the target object and / or target position;
[0290] Control at least some of the virtual characters in the player's own camp that are in automatic attack to focus fire on the target object and / or the target position.
[0291] In an optional implementation manner, the virtual characters in the player's own camp are configured with character skills. Among the instructions executed by the processor 910, there are also included:
[0292] Determine a camp skill pool composed of at least the character skills of virtual characters in our camp;
[0293] During the battle, in response to our camp meeting the skill allocation conditions, allocate at least some of the character skills in the camp skill pool to our camp, so that our camp can control the multiple virtual characters to fight by using the allocated character skills.
[0294] In an optional implementation manner, in the instructions executed by the processor 910, each of the virtual characters is configured to perform an auto-attack in the game scene, including:
[0295] In response to the virtual character and the target object in the game scene meeting the preset attack conditions, control the virtual character to perform an auto-attack on the target object.
[0296] In an optional implementation manner, the preset attack conditions include:
[0297] The distance between the target object and the virtual character is less than a preset distance threshold, and / or the health value of the target object is less than a preset health value threshold.
[0298] In an optional implementation manner, the instructions executed by the processor 910 further include:
[0299] Display a skill interaction control corresponding to the target camp skill in the graphical user interface of the terminal device.
[0300] In an optional implementation manner, in the instructions executed by the processor 910, the step of controlling the release of the target camp skill to the target object and / or target position determined from the game scene in response to the release instruction for the target camp skill includes:
[0301] In response to a trigger operation on the skill interaction control, display a skill indication identifier corresponding to the target camp skill, and configure the skill indication identifier to change the target object and / or target position indicated in the game field based on the real-time operation position of the trigger operation;
[0302] In response to the end of the trigger operation, control the release of the target camp skill to the target object and / or target position indicated by the skill indication identifier.
[0303] In an optional implementation manner, in the instructions executed by the processor 910, the step of controlling at least some of the virtual characters in our camp that are in auto-attack to focus fire on the target object and / or the target position includes:
[0304] Determine the target virtual character participating in focused fire from the virtual characters in our camp;
[0305] According to the attack type of each target virtual character, determine the attack position when each target virtual character conducts focused fire on the target object and / or the target location;
[0306] Control each target virtual character to conduct focused fire on the target object and / or the target location at the attack position.
[0307] In an optional implementation manner, in the instructions executed by the processor 910, the step of determining the attack position when each target virtual character conducts focused fire on the target object and / or the target location according to the attack type of each target virtual character includes:
[0308] When the target virtual character is a melee attack type object, determine the melee attack range of the target virtual character, and determine the positions around the target object and / or the target location that are within the melee attack range as the attack positions when the target virtual character conducts focused fire;
[0309] When the target virtual character is a ranged attack type object, determine the ranged attack range of the target virtual character, and determine the positions around the target object and / or the target location that are within the ranged attack range as the attack positions when the target virtual character conducts focused fire.
[0310] In an optional implementation manner, in the instructions executed by the processor 910, the step of controlling each target virtual character to conduct focused fire on the target object and / or the target location at the attack position includes:
[0311] In response to the target virtual character not being at the attack position, control to move the target virtual character to the attack position so that the target object or the target location is within the melee attack range or ranged attack range of the target virtual character, and control each target virtual character to conduct focused fire on the target object or the target location at the attack position;
[0312] In response to the target virtual character being at the attack position, control each target virtual character to directly conduct focused fire on the target object and / or the target location at the attack position.
[0313] In an optional implementation manner, in the instructions executed by the processor 910, the step of controlling to release the target camp skill on the target object and / or target location determined from the game scene in response to the release instruction for the target camp skill includes:
[0314] In response to a release instruction for the target camp skill, determine a skill effect area corresponding to the target camp skill;
[0315] Determine at least one virtual character located within the skill effect area as a target object determined from the game scene, and / or determine at least one scene position located within the skill effect area as a target position determined from the game scene;
[0316] Control the release of the target camp skill towards the target object and / or the target position.
[0317] In an optional implementation manner, the skill effect of the target camp skill at least includes any one of the following:
[0318] Configure virtual objects within the target object and / or the target position to be unable to be attacked by designated skills; or
[0319] Provide a virtual shield for virtual objects within the target object and / or the target position for counter - injury against enemy attacks; or
[0320] Enhance the object attributes of virtual objects within the target object and / or the target position; or
[0321] Control to reduce the game resource consumption of virtual objects within the target object and / or the target position.
[0322] In an optional implementation manner, the instructions executed by the processor 910 further include:
[0323] In response to our camp entering the game round, provide a first quantity of game resources to our camp; and / or, in response to the game round entering the action turn of our camp, provide a second quantity of game resources to our camp;
[0324] Wherein, the game resources are used for: by consuming the game resources, triggering the multiple virtual characters in our camp to use the assigned character skills for battle.
[0325] In an optional implementation manner, the target camp skill is configured not to consume the game resources.
[0326] In an optional implementation manner, the instructions executed by the processor 910 further include:
[0327] Display a camp skill selection interface on the graphical user interface of the terminal device, wherein the camp skill selection interface displays at least one candidate camp skill that has been unlocked currently;
[0328] In response to a selection operation for a target candidate camp skill among the at least one candidate camp skill, determine that the candidate camp skill is a target camp skill corresponding to our camp.
[0329] In an alternative implementation, among the instructions executed by the processor 910, the step of, during the battle, in response to our camp satisfying the skill allocation condition, allocating at least some of the character skills in the camp skill pool to our camp includes:
[0330] In response to the start of the game session, allocate a preset number of character skills in the camp skill pool to our camp;
[0331] During the battle, in response to our camp using the allocated character skill, determine the number of skills of the character skill used by our camp;
[0332] Control to allocate the character skills of the determined number from the camp skill pool to our camp.
[0333] In the above manner, the target faction skills assigned to our faction can be selected before the game match, and after determining the target faction skills, they can be used during the game match. When using the target faction skills, some virtual characters that are in auto-attack mode can be uniformly controlled to target the target object and / or the target position set for focused fire, which helps to improve the player's control effect on multiple virtual characters of our faction and the player's gaming experience. At the same time, the target faction skills assigned to our faction can be selected before the game match, and after determining the target faction skills, they can be used during the game match. When used in combination with the control method of releasing the character skills of the virtual characters, it reduces the impact of the overly single control method of the virtual characters in our faction during the game match, thereby improving the efficiency of the virtual characters performing virtual actions and the player's gaming experience. Further, when the virtual characters do not release their character skills, the virtual characters in our faction will automatically attack other enemy virtual characters to enhance the richness of the game interaction and the human-computer interaction efficiency. Further, the target faction skills can also be selected in the faction skill selection interface in the preparation interface. Players can independently select suitable faction skills during the preparation process. In this way, more satisfactory faction skills can be selected, which helps to improve the player's gaming experience. Further, after the player selects any candidate faction skill, the skill area where the selected candidate faction skill is located can be highlighted to accurately prompt the player of the currently selected target faction skill, reducing the occurrence of misoperations where the player is unclear about the specific target faction skill selected, and helping to improve the accuracy of skill selection. Further, after determining the release of the target active attack skill, control all the target virtual characters in our faction participating in the focused fire to move towards the corresponding attack position, and then output a normal attack behavior towards the enemy object. In this way, it can avoid the requirements for distance and object status in the conventional technology for normal attacks, improve the freedom of skill release, and thereby improve the human-computer interaction efficiency and the player's gaming experience. Further, when using the target faction skill and within the effective time of the target faction skill, if the same virtual character releases the same character skill, a preset amount of consumed resources will be reduced. In this way, it can ensure that the target resources of our faction can release multiple character skills to the maximum extent at the same time, improving the release frequency of character skills and the human-computer interaction efficiency.
[0334] This disclosure embodiment also provides a computer-readable storage medium, on which a computer program is stored, so that when the computer program is run by a processor, the following instructions are executed:
[0335] Control the our faction controlled by the terminal device to enter the game scene corresponding to the game match. The our faction includes multiple virtual characters participating in the battle and target faction skills. Among them, each virtual character is configured to perform auto-attack in the game scene;
[0336] During the battle, in response to the release instruction for the target camp skill, control the release of the target camp skill towards the target object and / or target position determined from the game scene, so as to cause the skill effect corresponding to the target camp skill to the target object and / or target position;
[0337] Control at least some of the virtual characters in our camp that are in auto-attack mode to focus fire on the target object and / or the target position.
[0338] In an optional implementation manner, the virtual characters in our camp are configured with character skills, and the instructions executed by the computer-readable storage medium further include:
[0339] Determine the camp skill pool composed of at least the character skills of the virtual characters in our camp;
[0340] During the battle, in response to our camp meeting the skill allocation condition, allocate at least some of the character skills in the camp skill pool to our camp, so that our camp can control the multiple virtual characters to fight by using the allocated character skills.
[0341] In an optional implementation manner, in the instructions executed by the computer-readable storage medium, each of the virtual characters is configured to perform auto-attack in the game scene, including:
[0342] In response to the virtual character and the target object in the game scene meeting the preset attack condition, control the virtual character to perform auto-attack on the target object.
[0343] In an optional implementation manner, the preset attack condition includes:
[0344] The distance between the target object and the virtual character is less than the preset distance threshold, and / or the health value of the target object is less than the preset health value threshold.
[0345] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0346] Display a skill interaction control corresponding to the target camp skill in the graphical user interface of the terminal device.
[0347] In an optional implementation manner, in the step of the response to the release instruction for the target camp skill, controlling the release of the target camp skill towards the target object and / or target position determined from the game scene, includes:
[0348] In response to a trigger operation on the skill interaction control, display a skill indication identifier corresponding to the target camp skill, and configure the skill indication identifier to change the target object and / or target position indicated in the game field based on the real-time operation position of the trigger operation;
[0349] In response to the end of the trigger operation, control the release of the target camp skill to the target object and / or target position indicated by the skill indication identifier.
[0350] In an optional implementation manner, in the instructions executed by the computer-readable storage medium, the step of controlling at least some virtual characters in our camp that are in auto-attack to focus fire on the target object and / or the target position includes:
[0351] Determine the target virtual characters participating in the focus fire from the virtual characters in our camp;
[0352] According to the attack type of each target virtual character, determine the attack position when each target virtual character focuses fire on the target object and / or the target position;
[0353] Control each target virtual character to focus fire on the target object and / or the target position at the attack position.
[0354] In an optional implementation manner, in the instructions executed by the computer-readable storage medium, the step of determining the attack position when each target virtual character focuses fire on the target object and / or the target position according to the attack type of each target virtual character includes:
[0355] When the target virtual character is an object of melee attack type, determine the melee attack range of the target virtual character, and determine the position around the target object and / or the target position that is within the melee attack range as the attack position when the target virtual character focuses fire;
[0356] When the target virtual character is an object of ranged attack type, determine the ranged attack range of the target virtual character, and determine the position around the target object and / or the target position that is within the ranged attack range as the attack position when the target virtual character focuses fire.
[0357] In an optional implementation manner, in the instructions executed by the computer-readable storage medium, the step of controlling each target virtual character to focus fire on the target object and / or the target position at the attack position includes:
[0358] In response to the target virtual character not being located at the attack position, control is performed to move the target virtual character to the attack position, so that the target object or the target position is within the melee attack range or the ranged attack range of the target virtual character, and control each target virtual character to focus fire on the target object or the target position at the attack position;
[0359] In response to the target virtual character being located at the attack position, control each target virtual character to directly focus fire on the target object and / or the target position at the attack position.
[0360] In an alternative embodiment, in the instructions executed by the computer-readable storage medium, the step of, in response to the release instruction for the target camp skill, controlling to release the target camp skill to the target object and / or the target position determined from the game scene includes:
[0361] In response to the release instruction for the target camp skill, determine the skill effect area corresponding to the target camp skill;
[0362] Determine at least one virtual character located within the skill effect area as the target object determined from the game scene, and / or determine at least one scene position located within the skill effect area as the target position determined from the game scene;
[0363] Control to release the target camp skill to the target object and / or the target position.
[0364] In an alternative embodiment, the skill effects of the target camp skill include at least any one of the following:
[0365] Configure the virtual objects within the target object and / or the target position to be unable to be attacked by designated skills; or
[0366] Provide a virtual shield for the virtual objects within the target object and / or the target position to reflect damage from enemy attacks; or
[0367] Enhance the object attributes of the virtual objects within the target object and / or the target position; or
[0368] Control to reduce the game resource consumption of the virtual objects within the target object and / or the target position.
[0369] In an alternative embodiment, the instructions executed by the computer-readable storage medium further include:
[0370] In response to our camp entering the game round, provide a first quantity of game resources to our camp; and / or, in response to the game round entering the action turn of our camp, provide a second quantity of game resources to our camp;
[0371] Wherein, the game resources are used for: by consuming the game resources, triggering the multiple virtual characters in our camp to use the assigned character skills to fight.
[0372] In an optional implementation manner, the target camp skill is configured not to consume the game resources.
[0373] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0374] Display a camp skill selection interface on the graphical user interface of the terminal device, wherein the camp skill selection interface displays at least one candidate camp skill that has been unlocked currently;
[0375] In response to a selection operation for a target candidate camp skill among the at least one candidate camp skills, determine the candidate camp skill as the target camp skill corresponding to our camp.
[0376] In an optional implementation manner, in the instructions executed by the computer-readable storage medium, the step of, during the battle, in response to our camp meeting the skill allocation condition, allocating at least some of the character skills in the camp skill pool to our camp includes:
[0377] In response to the start of the game round, allocate a preset quantity of character skills in the camp skill pool to our camp;
[0378] During the battle, in response to our camp using the assigned character skills, determine the quantity of the character skills used by our camp;
[0379] Control to allocate the character skills with the determined quantity from the camp skill pool to our camp.
[0380] In the above manner, corresponding target camp skills assigned to our camp can be selected before the game round, and after determining the target camp skills, they can be used during the game round. When using the target camp skills, some virtual characters that are in auto-attack can be uniformly controlled to target the target object and / or the target position set for concentrated fire, which helps to improve the player's control effect on multiple virtual characters in our camp and the player's gaming experience. At the same time, corresponding target camp skills assigned to our camp can be selected before the game round, and after determining the target camp skills, they can be used during the game round, and used in combination with the control method of the release of the character skills of the virtual characters, reducing the impact of the overly single control method of the virtual characters in our camp during the game round, and further improving the efficiency of the virtual characters performing virtual behaviors and the player's gaming experience. Further, when the virtual characters do not release their character skills, the virtual characters in our camp will automatically attack other enemy virtual characters to enhance the richness of the game interaction and the human-computer interaction efficiency. Further, the target camp skills can also be selected in the camp skill selection interface in the preparation interface. Players can independently select suitable camp skills during the preparation process. In this way, more desirable camp skills can be selected, which helps to improve the player's gaming experience. Further, after the player selects any candidate camp skill, the skill area where the candidate camp skill selected by the player is located can be highlighted to accurately prompt the player of the currently selected target camp skill, reducing the occurrence of misoperations where the player is unclear about the specific target camp skill selected, and helping to improve the accuracy of skill selection. Further, after determining the release of the target active attack skill, control all the target virtual characters in our camp participating in the concentrated fire to move towards the corresponding attack position, and then output ordinary attack behaviors towards the enemy object. In this way, the requirements for distance and object status in the conventional technology for ordinary attacks can be avoided, the freedom of skill release can be improved, and the human-computer interaction efficiency and the player's gaming experience can be improved. Further, when using the target camp skills and within the effective time of the target camp skills, if the same virtual character releases the same character skill, the consumption of a preset amount of resources will be reduced. In this way, the target resources of our camp can release multiple character skills to the maximum extent at the same time, improving the release frequency of the character skills and the human-computer interaction efficiency.
[0381] Those skilled in the art can clearly understand that for the convenience and simplicity of description, the specific working processes of the systems, devices, and units described above can refer to the corresponding processes in the foregoing method embodiments and will not be elaborated here.
[0382] In several embodiments provided by the present disclosure, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of the units is only a logical function division, and there may be other division methods in actual implementation. For another example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed couplings or direct couplings or communication connections to each other can be through some communication interfaces. The indirect couplings or communication connections of the devices or units can be in electrical, mechanical, or other forms.
[0383] The units described as separate components may or may not be physically separated. The components displayed as units may or may not be physical units, that is, they can be located in one place or distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0384] In addition, in each embodiment of the present disclosure, the functional units can be integrated in a processing unit, or each unit can exist physically alone, or two or more units can be integrated in one unit.
[0385] If the functions are implemented in the form of software function units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium executable by a processor. Based on this understanding, the technical solution of the present disclosure, in essence, or the part that contributes to the prior art, or part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in each embodiment of the present disclosure. The foregoing storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memories (ROMs), random access memories (RAMs), magnetic disks, or optical discs that can store program codes.
[0386] Finally, it should be noted that the above-described embodiments are only specific embodiments of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than limiting them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that any person skilled in the art within the technical scope disclosed by the present disclosure can still modify the technical solutions recorded in the foregoing embodiments, or can easily think of changes, or perform equivalent replacements on some of the technical features; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should all be covered within the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure shall be subject to the protection scope of the claims.
Claims
1. A skill release method, characterized in that, The described skill release method includes: Controlling the player's camp controlled by the terminal device to enter the game scene corresponding to the game round. The player's camp includes multiple virtual characters participating in the battle and the target camp skills. Each of the virtual characters is configured to perform automatic attacks in the game scene; During the battle, in response to the release instruction for the target camp skills, controlling the release of the target camp skills to the target object and / or target location determined from the game scene, so as to cause the skill effects corresponding to the target camp skills to the target object and / or target location; Controlling at least some of the virtual characters in the player's camp that are performing automatic attacks to focus fire on the target object and / or the target location.
2. The skill release method according to claim 1, wherein The virtual characters in the player's camp are configured with character skills. The skill release method further includes: Determining a camp skill pool composed of at least the character skills of the virtual characters in the player's camp; During the battle, in response to the player's camp meeting the skill allocation conditions, allocating at least some of the character skills in the camp skill pool to the player's camp, so that the player's camp can control the multiple virtual characters to fight by using the allocated character skills.
3. The skill release method according to claim 1, wherein Each of the virtual characters being configured to perform automatic attacks in the game scene includes: In response to the virtual character and the target object in the game scene meeting the preset attack conditions, controlling the virtual character to perform an automatic attack on the target object.
4. The skill release method according to claim 3, wherein The preset attack conditions include: The distance between the target object and the virtual character is less than the preset distance threshold, and / or the health value of the target object is less than the preset health value threshold.
5. The skill release method according to claim 1, wherein The skill release method further includes: Displaying a skill interaction control corresponding to the target camp skills in the graphical user interface of the terminal device; The step of, in response to the release instruction for the target camp skills, controlling the release of the target camp skills to the target object and / or target location determined from the game scene includes: In response to the triggering operation on the skill interaction control, displaying a skill indication identifier corresponding to the target camp skills, and configuring the skill indication identifier to change the target object and / or target location indicated in the game field based on the real-time operation position of the triggering operation; In response to the end of the triggering operation, controlling the release of the target camp skills to the target object and / or target location indicated by the skill indication identifier.
6. The skill release method according to claim 1, wherein The step of controlling at least some of the virtual characters in the player's camp that are performing automatic attacks to focus fire on the target object and / or the target location includes: Determining the target virtual characters participating in the focus fire from the virtual characters in the player's camp; According to the attack type of each target virtual character, determining the attack position when each target virtual character focuses fire on the target object and / or the target location; Controlling each target virtual character to focus fire on the target object and / or the target location at the attack position.
7. The skill release method according to claim 6, wherein The step of determining the attack position when each target virtual character focuses fire on the target object and / or the target location according to the attack type of each target virtual character includes: When the target virtual character is a melee attack type object, determine the melee attack range of the target virtual character, and determine the positions around the target object and / or the target location that are within the melee attack range as the attack positions when the target virtual character focuses fire; When the target virtual character is a ranged attack type object, determine the ranged attack range of the target virtual character, and determine the positions around the target object and / or the target location that are within the ranged attack range as the attack positions when the target virtual character focuses fire.
8. The skill release method according to claim 7, characterized in that, The step of controlling each target virtual character to focus fire on the target object and / or the target location at the attack position includes: In response to the target virtual character not being at the attack position, control to move the target virtual character to the attack position so that the target object or the target location is within the melee attack range or the ranged attack range of the target virtual character, and control each target virtual character to focus fire on the target object or the target location at the attack position; In response to the target virtual character being at the attack position, control each target virtual character to directly focus fire on the target object and / or the target location at the attack position.
9. The skill release method according to claim 1, characterized in that The step of responding to the release instruction of the target camp skill and controlling to release the target camp skill to the target object and / or target location determined from the game scene includes: In response to the release instruction of the target camp skill, determine the skill effective area corresponding to the target camp skill; Determine at least one virtual character located within the skill effective area as the target object determined from the game scene, and / or determine at least one scene position located within the skill effective area as the target location determined from the game scene; Control to release the target camp skill to the target object and / or the target location.
10. The skill release method according to claim 9, characterized in that, The skill effects of the target camp skill at least include any one of the following: Configure the virtual objects within the target object and / or the target location to be unable to be attacked by designated skills; or Provide a virtual shield for the virtual objects within the target object and / or the target location to reflect damage from enemy attacks; or Enhance the object attributes of the virtual objects within the target object and / or the target location; or Control to reduce the game resource consumption of the virtual objects within the target object and / or the target location.
11. The skill release method according to claim 2, wherein, The skill release method further includes: In response to our camp entering the game round, provide the first quantity of game resources to our camp; and / or, in response to the game round entering the action turn of our camp, provide the second quantity of game resources to our camp; Among them, the game resources are used to trigger, by consuming the game resources, the multiple virtual characters in our camp to use the assigned character skills for battle.
12. The skill release method according to claim 11, wherein The target camp skill is configured not to consume the game resources.
13. The skill release method according to claim 1, characterized in that, Before the control makes our camp controlled by the terminal device enter the game scene corresponding to the game session, the skill release method further includes: Displaying a camp skill selection interface on the graphical user interface of the terminal device, where at least one candidate camp skill that has been unlocked is displayed on the camp skill selection interface; Responding to a selection operation on a target candidate camp skill among the at least one candidate camp skills, determining the candidate camp skill as the target camp skill corresponding to our camp.
14. The skill release method according to claim 2, wherein The step of, during the battle, in response to our camp meeting the skill allocation condition, allocating at least some of the character skills in the camp skill pool to our camp includes: In response to the start of the game session, allocating a preset number of character skills in the camp skill pool to our camp; During the battle, in response to our camp using the assigned character skills, determining the number of skills of the character skills used by our camp; Controlling to determine the number of character skills from the camp skill pool and allocate them to our camp.
15. A skill release device, characterized in that, The skill release device includes: A game scene entry module, configured to control our camp controlled by the terminal device to enter the game scene corresponding to the game session. Our camp includes multiple virtual characters participating in the battle and a target camp skill. Each of the virtual characters is configured to perform automatic attacks in the game scene; A camp skill release module, configured to, during the battle, in response to a release instruction for the target camp skill, control to release the target camp skill to a target object and / or a target location determined from the game scene, so as to cause a skill effect corresponding to the target camp skill to the target object and / or the target location; A focus fire control module, configured to control at least some of the virtual characters in our camp that are performing automatic attacks to focus fire on the target object and / or the target location.
16. An electronic device, characterized in that, Including: A processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device runs, the processor communicates with the memory through the bus. The processor executes the machine-readable instructions to perform the steps of the skill release method according to any one of claims 1 to 14.
17. A computer-readable storage medium, characterized in that, A computer program is stored on the computer-readable storage medium. When the computer program is run by the processor, it performs the steps of the skill release method according to any one of claims 1 to 14.
Citation Information
Cited By
Data processing method, computing device, storage medium and computer program product
CN120939571A