Interactive control method, device, computer equipment and storage medium in game
By displaying buttons triggered by another device in the game operation interface to control the virtual character to release skills, the problem of insufficient player interactivity in the game is solved, and richer skill release methods and interactive experiences are achieved.
Patent Information
- Application Number
- CN202111564392.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-12-20
- Publication Date
- 2025-09-16
- Estimated Expiration
- 2041-12-20
AI Technical Summary
The interaction between players in the game combat is poor, and the existing skill release methods are single, lacking diversity and interactivity.
By displaying a button triggered by the second terminal device in the game operation interface of the first terminal device, skill trigger information is generated, and the first virtual character is controlled to obtain a release effect corresponding to the target skill, the ways to obtain the skill release effect are increased, and cooperation between the players of the first and second terminal devices is required.
It enhances the interactivity between players, provides more ways to obtain skill release effects, and improves the interactive experience in the game.
Smart Images

Figure CN114225380B_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technology, and in particular to a method, apparatus, computer equipment, and storage medium for interactive control in a game. Background Art
[0002] Currently, during game combat, players can control their avatars to unleash skills by triggering skill buttons on the game interface. The effects of these skills are determined by pre-set skill release effects. This skill-release method suffers from a single triggering method and poor player interaction. Summary of the Invention
[0003] The embodiments of the present disclosure at least provide a method, apparatus, computer equipment, and storage medium for interactive control in a game.
[0004] In the first aspect, an embodiment of the present disclosure provides an interactive control method in a game, which is applied to a first terminal device; a first game operation interface of the game is displayed in the first terminal device; a game scene is displayed in the first game operation interface; the game scene includes multiple virtual characters; the multiple virtual characters include: a first virtual character and a second virtual character; the first virtual character is controlled by the first terminal device; the second virtual character is controlled by the second terminal device; the method includes: in response to receiving a first skill trigger information, displaying a first button in the first game operation interface; wherein the first skill trigger information is generated after the second button in the second game operation interface displayed on the second terminal device is triggered; the second button is used to control the second virtual character to release a first target skill; in response to the first button being triggered, controlling the first virtual character to obtain a skill release effect corresponding to the first target skill.
[0005] In an optional embodiment, in response to the first button being triggered, controlling the first virtual character to obtain a skill release effect corresponding to the first target skill includes: generating a first response message in response to the first button being triggered; sending the first response message; the first response message is used for the second virtual character to determine the first skill attribute information of the first target skill based on the first response message after releasing the first target skill, and determine the skill release effect of the first target skill based on the first skill attribute information; controlling the first virtual character to obtain the skill release effect.
[0006] In an optional implementation, the skill attribute information includes at least one of the following: skill range, skill strength, and skill goal.
[0007] In an optional embodiment, in response to the first button being triggered, the first virtual character is controlled to obtain a skill release effect corresponding to the first target skill, including: in response to the first button being triggered within a preset time, the first virtual character is controlled to obtain a skill release effect corresponding to the first target skill; in response to the first button not being triggered within the preset time, the first button is controlled to be invalid.
[0008] In an optional embodiment, a third button is also displayed in the first game operation interface displayed in the first terminal device; the third button is used to control the first virtual character to release the second target skill; the method also includes: in response to the third button being triggered, controlling the first virtual character to release the second target skill; and generating second skill trigger information, and based on the second skill trigger information, controlling the second game operation interface to display a fourth button for responding to the third button being triggered; the fourth button is used to trigger the second virtual character to obtain a skill release effect corresponding to the second target skill.
[0009] In an optional embodiment, the method further includes: in response to a preset condition for releasing the second target skill being met, displaying the third button in the first game operation interface.
[0010] In an optional embodiment, the preset conditions for releasing the second target skill are met, including: in response to a picking-up operation of a target skill item in the game scene, determining that the preset conditions for releasing the second target skill are met; or, in response to the current state of the first virtual character reaching a preset state, determining that the preset conditions for releasing the second target skill are met.
[0011] In an optional embodiment, the response to the picking-up operation of the target skill item in the game scene, after determining that the preset conditions for releasing the second target skill are met, also includes: determining a target blank button among the blank buttons displayed in the game operation interface; changing the target blank button to a third button corresponding to the target skill item; the third button is used to trigger the first virtual character to release the second target skill corresponding to the target skill item.
[0012] In an optional embodiment, after changing the target blank button to a third button corresponding to the target skill item, it also includes: adding a skill category identifier corresponding to the second target skill to the first virtual character; wherein the skill category identifier indicates that the category of the second target skill is any one of the following skill categories: attack, defense, gain, debuff, displacement, and control.
[0013] In an optional embodiment, the virtual character further includes: a third virtual character;
[0014] The third virtual character and the first virtual character belong to different game camps;
[0015] The virtual characters belonging to different game camps differ in at least one of the number, initial number of skills, initial skill types, initial attribute information, and initial movement speed.
[0016] In a second aspect, embodiments of the present disclosure further provide an interactive control device for a game, applied to a first terminal device; the first terminal device displays a first game operation interface of the game; the first game operation interface displays a game scene; the game scene includes multiple virtual characters; the multiple virtual characters include: a first virtual character and a second virtual character; the first virtual character is controlled by the first terminal device; the second virtual character is controlled by the second terminal device; the device includes:
[0017] a display module configured to display a first button in the first game operation interface in response to receiving first skill trigger information; wherein the first skill trigger information is generated after a second button in the second game operation interface displayed on the second terminal device is triggered; and the second button is used to control the second virtual character to release the first target skill;
[0018] The processing module is configured to control the first virtual character to obtain a skill release effect corresponding to the first target skill in response to the first button being triggered.
[0019] In an optional embodiment, the processing module, when controlling the first virtual character to obtain the skill release effect corresponding to the first target skill in response to the first button being triggered, generates a first response message in response to the first button being triggered; sends the first response message; the first response message is used for the second virtual character to determine the first skill attribute information of the first target skill based on the first response information after releasing the first target skill, and determine the skill release effect of the first target skill based on the first skill attribute information; and controls the first virtual character to obtain the skill release effect.
[0020] In an optional implementation, the skill attribute information includes at least one of the following: skill range, skill strength, and skill goal.
[0021] In an optional embodiment, the processing module, in response to the first button being triggered, controls the first virtual character to obtain the skill release effect corresponding to the first target skill, and is used to control the first virtual character to obtain the skill release effect corresponding to the first target skill in response to the first button being triggered within a preset time; and controls the first button to be invalid in response to the first button not being triggered within the preset time.
[0022] In an optional embodiment, a third button is also displayed in the first game operation interface displayed in the first terminal device; the third button is used to control the first virtual character to release the second target skill; the processing module is used to control the first virtual character to release the second target skill in response to the third button being triggered; and generate second skill trigger information, and based on the second skill trigger information, control the second game operation interface to display a fourth button for responding to the triggering of the third button; the fourth button is used to trigger the second virtual character to obtain a skill release effect corresponding to the second target skill.
[0023] In an optional embodiment, the processing module is used to display the third button in the first game operation interface in response to the preset condition for releasing the second target skill being met.
[0024] In an optional embodiment, the processing module is used to determine that the preset conditions for releasing the second target skill are met in response to a picking-up operation of a target skill prop in the game scene when the preset conditions for releasing the second target skill are met; or, in response to the current state of the first virtual character reaching a preset state, determine that the preset conditions for releasing the second target skill are met.
[0025] In an optional embodiment, the processing module, after determining that the preset conditions for releasing the second target skill are met in response to the picking-up operation of the target skill item in the game scene, is further used to determine a target blank button among the blank buttons displayed in the game operation interface; change the target blank button to a third button corresponding to the target skill item; and the third button is used to trigger the first virtual character to release the second target skill corresponding to the target skill item.
[0026] In an optional embodiment, the processing module, after changing the target blank button to a third button corresponding to the target skill prop, is also used to add a skill category identifier corresponding to the second target skill to the first virtual character; wherein, the skill category identifier indicates that the category of the second target skill is any one of the following skill categories: attack, defense, gain, debuff, displacement, and control.
[0027] In an optional embodiment, the virtual character also includes: a third virtual character; the third virtual character and the first virtual character belong to different game camps; the virtual characters belonging to different game camps have at least one of the number, initial skill number, initial skill type, initial attribute information, and initial movement speed that is different.
[0028] In a third aspect, an optional implementation of the present disclosure further provides a computer device, a processor, and a memory, wherein the memory stores machine-readable instructions executable by the processor, and the processor is used to execute the machine-readable instructions stored in the memory. When the machine-readable instructions are executed by the processor, the machine-readable instructions perform the steps of the above-mentioned first aspect, or any possible implementation of the first aspect.
[0029] In a fourth aspect, an optional implementation of the present disclosure further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed, it executes the steps of the above-mentioned first aspect or any possible implementation of the first aspect.
[0030] In the interactive control method in the game provided by the embodiment of the present disclosure, after the second button in the second game operation interface displayed in the second terminal device is triggered, first skill trigger information will be generated; the first skill trigger information will be received by the first terminal device; after the first terminal device receives the first skill trigger information, the first button is displayed in the first game operation interface of the first terminal device; in response to the first button being triggered, the first virtual character is controlled to obtain the skill release effect corresponding to the first target skill, thereby increasing the ways to obtain the skill release effect of the skill, and the acquisition of the skill release effect requires the cooperation of the players corresponding to the first terminal device and the second terminal device respectively, thereby enhancing the interactivity between players.
[0031] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0032] In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the following briefly introduces the drawings required for use in the embodiments. The drawings herein are incorporated into and constitute a part of the specification. These drawings illustrate embodiments consistent with the present disclosure and, together with the specification, are used to illustrate the technical solutions of the present disclosure. It should be understood that the following drawings only illustrate certain 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 inventive effort.
[0033] Figure 1 A flowchart of an interactive control method in a game provided by an embodiment of the present disclosure is shown;
[0034] Figure 2 A schematic diagram showing a specific example of displaying a first button in a first game operation interface provided by an embodiment of the present disclosure;
[0035] Figure 3 A flowchart of a specific example of determining that a preset condition for releasing the second target skill is met in response to a pickup operation of a target skill item in a game scene provided by an embodiment of the present disclosure is shown;
[0036] Figure 4a A schematic diagram of a page for determining a target blank button in response to a pickup operation on a target skill item provided by an embodiment of the present disclosure when a blank button exists in a game operation interface is shown;
[0037] Figure 4b A schematic diagram of a page provided by an embodiment of the present disclosure showing a failure to pick up a target skill item in response to a pickup operation on the target skill item, when there is no blank button in the game operation interface;
[0038] Figure 4c A schematic diagram of a page provided by an embodiment of the present disclosure showing a failure to pick up a target skill item in response to a pickup operation on the target skill item, where a blank button exists in the first game operation interface but the user already has permission to release the skill corresponding to the same skill item;
[0039] Figure 5 A schematic diagram of a page for adding a skill category identifier corresponding to a target skill to a target virtual character provided by an embodiment of the present disclosure is shown;
[0040] Figure 6 A schematic diagram showing an interactive control device in a game provided by an embodiment of the present disclosure is shown;
[0041] Figure 7 A schematic diagram of a computer device provided by an embodiment of the present disclosure is shown. DETAILED DESCRIPTION
[0042] In order to make the purpose, 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 in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only part of the embodiments of the present disclosure, rather than all of the embodiments. The components of the embodiments of the present disclosure generally described and shown here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present disclosure is not intended to limit the scope of the present disclosure for protection, but merely represents the selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without making creative work are within the scope of protection of the present disclosure.
[0043] Research has found that in current game play, the player's virtual character is often pre-configured with multiple skill buttons. Different skill buttons correspond to different game skills, and players can trigger different skill buttons to control the virtual character to release the corresponding game skills. The current skill release method is simple, and players can only actively coordinate with each other through the timing and target of the skill release, resulting in poor interactivity between players.
[0044] Based on the above research, the present disclosure provides an interactive control method in a game, where after a second button in a second game operation interface displayed in a second terminal device is triggered, a first skill trigger information is generated; the first skill trigger information is received by the first terminal device; after the first terminal device receives the first skill trigger information, the first button is displayed in the first game operation interface of the first terminal device; in response to the first button being triggered, the first virtual character is controlled to obtain a skill release effect corresponding to the first target skill, thereby increasing the ways to obtain the skill release effects of the skills, and the acquisition of the skill release effects requires cooperation between the players corresponding to the first terminal device and the second terminal device respectively, thereby enhancing the interactivity between players.
[0045] The defects in the above solutions are the results obtained by the inventors after practice and careful research. Therefore, the process of discovering the above problems and the solutions proposed by this disclosure for the above problems below should be the contributions made by the inventors to this disclosure during the disclosure process.
[0046] It should be noted that similar reference numerals and letters denote similar items in the following drawings, and therefore, once an item is defined in one drawing, it does not need to be further defined or explained in subsequent drawings.
[0047] To facilitate understanding of this embodiment, a detailed description of an interactive control method for a game disclosed in an embodiment of the present disclosure is first provided. The interactive control method for a game provided in an embodiment of the present disclosure is generally executed by a computer device with a certain level of computing power. Examples of such computer devices include: a terminal device, a server, or other processing device. Examples of terminal devices include: a touchscreen terminal and a personal computer (PC). Examples of touchscreen terminals include: smartphones, tablet computers, etc.; examples of PC terminals include: desktop computers, laptop computers, etc. A game program corresponding to a game is installed on the terminal device. It should be noted that the game can also be run on a server, with the server performing game-related data processing, and the terminal device acting as a display device to display data sent by the server. When the game program is run on the terminal device, a virtual character is included in the game scene, and a game screen corresponding to at least a portion of the game scene is displayed via a graphical user interface. The virtual character can be displayed on the game screen, for example, in a third-person perspective game, or it can be hidden from the game screen, for example, in a first-person perspective game, where the virtual character is not displayed.
[0048] The game scene includes multiple virtual characters, wherein the multiple virtual characters include a first virtual character and a second virtual character; the first virtual character is controlled by a first terminal device, and the second virtual character is controlled by a second terminal device.
[0049] The first terminal device displays the first game operation interface, while the second terminal device displays the second game operation interface. The layout of the various buttons in the first and second game operation interfaces can be similar. Skill buttons in the same position can correspond to the same or different skills, depending on the game. The screen content varies depending on the location in the scene and the virtual character.
[0050] In one possible implementation, the skill buttons in the game operation interface displayed by the first and second terminal devices are fixed, i.e., pre-set; players can activate corresponding skills by triggering the fixed skill buttons. Alternatively, skill buttons in the game operation interface can be acquired by picking up skill items in the game scene during gameplay. The specific method for acquiring skills by picking up skill items in the game scene is described in the following embodiments and is not further described here.
[0051] In the disclosed embodiment, the game may be a symmetrical game, that is, the number of virtual characters of different camps fighting against each other is the same; in addition, the game may also be an asymmetrical game, that is, at least one of the number of virtual characters of different camps fighting against each other, the number of initial skills, the type of initial skills, the initial attribute information, and the initial movement speed is different.
[0052] A game scene can be a game scene that is only available to a specific player's avatar within the game scene, such as a game instance. A game scene can also be a game scene that is available to all player's avatars. The interactive control methods provided by the disclosed embodiments can be used not only for player-versus-player (PVP) games, but also for other types of games. The following describes in detail the interactive control methods in games provided by the disclosed embodiments.
[0053] See also Figure 1 FIG. 1 is a flowchart of an interactive control method in a game provided by an embodiment of the present disclosure, wherein the method includes steps S101 to S102, wherein:
[0054] S101: In response to receiving first skill trigger information, displaying a first button in the first game operation interface; wherein the first skill trigger information is generated after a second button in the second game operation interface displayed on the second terminal device is triggered; and the second button is used to control the second virtual character to release a first target skill;
[0055] S102: In response to the first button being triggered, controlling the first virtual character to obtain a skill release effect corresponding to the first target skill.
[0056] In the interactive control method in the game provided by the embodiment of the present disclosure, after the second button in the second game operation interface displayed in the second terminal device is triggered, first skill trigger information will be generated; the first skill trigger information will be received by the first terminal device; after the first terminal device receives the first skill trigger information, the first button is displayed in the first game operation interface of the first terminal device; in response to the first button being triggered, the first virtual character is controlled to obtain the skill release effect corresponding to the first target skill, thereby increasing the ways to obtain the skill release effect of the skill, and the acquisition of the skill release effect requires the cooperation of the players corresponding to the first terminal device and the second terminal device respectively, thereby enhancing the interactivity between players.
[0057] The above S101 to S102 are described in detail below.
[0058] Regarding S101 above:
[0059] The first terminal device deploys a first game operation interface, which displays multiple blank buttons, a first button and a third button. The multiple blank buttons can be used to place skill props, wherein the multiple blank buttons are changed to third buttons corresponding to the target skill props by picking up the target skill props in the game scene; the first button is not only used to respond to the first target skill released by the second virtual character, but also by triggering the first button, the player controls the first virtual character to obtain the skill release effect corresponding to the first target skill; the third button is used to control the first virtual character to release the second target skill.
[0060] A second game operation interface is deployed on the second terminal device, and multiple blank buttons, a second button and a fourth button are displayed on the second game operation interface. The multiple blank buttons can be used to place skill props, wherein the multiple blank buttons are changed to second buttons corresponding to the target skill props by picking up the target skill props in the game scene; the second button is used to control the second virtual character to release the first target skill; the fourth button is used to respond to the second target skill released by the first virtual character, and by triggering the fourth button, the player controls the second virtual character to obtain the skill release effect corresponding to the second target skill.
[0061] After the preset conditions for releasing the first target skill are met, the second terminal device will display a second button in the second game operation interface displayed on the second terminal device. The second button is used to trigger the first target skill.
[0062] When the second button is triggered by the player, the second virtual character is controlled to release the first target skill. In addition, when the second button is triggered by the player, the first skill triggering information is also generated.
[0063] The first skill triggering information can be sent to the first terminal device.
[0064] In one possible implementation, the first terminal device and the second terminal device may directly perform data exchange; the second terminal device may directly send the first skill triggering information to the first terminal device.
[0065] In another possible implementation, the game runs in a game server; the first terminal device and the second terminal device both play the game through data interaction with the game server; the second terminal device can send the first skill trigger information to the game server, and the game server sends the first skill trigger information to the first terminal device based on the camp information of the first virtual character corresponding to the first terminal device and the virtual character corresponding to the second terminal device.
[0066] After receiving the first skill trigger information, the first terminal device will display the first button in the first game operation interface.
[0067] When the first button is displayed, for example, it can adopt, but is not limited to, the following A1 or A2:
[0068] A1: A blank button in an invalid state is displayed in the first game operation interface; in the invalid state, the blank button cannot be triggered; after receiving the first skill trigger information, based on the first target skill indicated by the first skill trigger information, the blank button is replaced with the first button corresponding to the first target skill, and the first button is changed to a valid state.
[0069] In the valid state, the first button can be triggered, so that the first virtual character obtains the skill release effect corresponding to the first target skill.
[0070] In one embodiment, after the first button is triggered, it will be replaced by a blank button, and the replaced blank button will be changed back to an invalid state.
[0071] A2: The first button may be displayed at a random position or a fixed position on the first game operation interface. In this case, the first button is triggered and displayed after receiving the first skill triggering information.
[0072] After the first button is triggered, the first virtual character is controlled to obtain the skill release effect corresponding to the first target skill.
[0073] In addition, after the first button is triggered, the first button can also be controlled to no longer be displayed in the first game operation interface.
[0074] In A1 and A2 above, for different types of first target skills, a first button corresponding to the first target skill can be displayed in the first game operation interface based on the specific type of the first target skill. Furthermore, the pattern material corresponding to each first target skill can also be different, making it easier for the user controlling the first virtual character to identify the first target skill and choose whether to trigger the first button or the specific method for triggering the first button.
[0075] For example, if the first target skill is a skill that enhances the virtual character, the first virtual character can obtain the corresponding enhanced state by clicking the first button; if the first target skill is a skill for attacking the virtual character of the enemy camp, the first button can be triggered by dragging to control the attack direction of the first target skill.
[0076] In addition, a preset time for displaying the first button can be set; if the first button is not triggered within the preset time for displaying the first button, the first button is controlled to be invalid. When the first button is controlled to be invalid, the first button can be controlled to be changed back to a blank button (for the above-mentioned situation A1), or the first button can be controlled to no longer be displayed in the first game operation interface (for the above-mentioned situation A2).
[0077] In this case, a control that can change with the display duration can be set for the first button, and the control can indicate to the player the remaining time for the first button to be triggered.
[0078] like Figure 2 As shown, a specific example of displaying the first button in the first game operation interface is provided. Figure 2 As shown in a, it shows the button layout of the first game operation interface before receiving the first skill trigger information; Figure 2 As shown in b, it shows the button layout after the first button is displayed in the first game operation interface after receiving the first skill trigger information, wherein 21 represents the first button, and 22 represents the control set for the first button to indicate to the player the remaining time of the first button being triggered; Figure 2 As shown in c, it shows the change of the control when the first button is not triggered within a certain period of time; Figure 2 As shown in d, it shows a specific example in which after the first button is triggered, the first button disappears and the first virtual character obtains the corresponding skill release effect.
[0079] If the first button is triggered within the preset time, the first virtual character is controlled to obtain a skill release effect corresponding to the first target skill.
[0080] Regarding S102 above:
[0081] In response to the first button being triggered, controlling the first virtual character to obtain a skill release effect corresponding to the first target skill includes but is not limited to any one of the following B1 to B2:
[0082] B1: The first virtual character directly releases the first target skill and obtains the corresponding skill release effect.
[0083] In this case, it can be considered that after the second button in the second game operation interface displayed on the second terminal device is triggered, the first terminal device is given the release permission of the first target skill. The player can control the first virtual character to release the first target skill through the first button.
[0084] For example, the first target skill is an attack skill, which is not owned by the first virtual character but by the second virtual character. When the second virtual character is controlled to release the attack skill, the first virtual character is triggered to obtain the release permission of the attack skill. By triggering the first button, the player can control the first virtual character to release the attack skill.
[0085] For another example, the first target skill is a buff skill that can apply a buff state to the virtual character. When the second virtual character is controlled to release the buff skill, the first terminal device will be triggered to display a first button; if the first button is triggered, the buff state will be applied to the first virtual character.
[0086] B2: In response to the first button being triggered, a first response message is generated; the first response message is sent; the first response message is used by the second virtual character to determine the first skill attribute information of the first target skill based on the first response message after the first target skill is released, and to determine the skill release effect of the first target skill based on the first skill attribute information; and to control the first virtual character to obtain the skill release effect.
[0087] In a specific implementation, the first response information can be sent to the second terminal device, so that the second terminal device determines the first skill attribute information of the first target skill based on the first response information, and determines the skill release effect of the first target skill based on the first skill attribute information, and then controls the first virtual character to obtain the skill release effect.
[0088] In addition, the first response information can also be sent directly to the game server, which determines the first skill attribute information of the first target skill based on the first response information, and determines the skill release effect of the first target skill based on the first skill attribute information, and then controls the first virtual character to obtain the skill release effect.
[0089] When controlling the first virtual character to obtain a skill release effect, the second terminal device or the game server may generate and send skill release effect data to the first terminal device, so that the first virtual character obtains the skill release effect according to the skill release effect data.
[0090] Taking the first terminal device sending the first response information to the second terminal device as an example, the manner of sending the first response information includes any one of the following C1 to C2:
[0091] C1: The first terminal device forwards the first response information to the second terminal device via the game server or router.
[0092] For example, the first terminal device sends a first response message to the game server, and the game server forwards the first response message to the second terminal device in response to receiving the first response message.
[0093] For another example: the first terminal device, the second terminal device and the router are located in the same local area network. By forwarding the first response information to the router, the router responds to receiving the first response information and sends the first response information to the second terminal device according to the Internet Protocol Address (IP address) contained in the first response information.
[0094] C2: The first terminal device sends a first response message to the second terminal device via a short-range connection.
[0095] For example, the first terminal device establishes a Bluetooth connection with the second terminal device by turning on Bluetooth, and sends a first response message to the second terminal device based on the successful Bluetooth connection of the first terminal device.
[0096] For another example, the first terminal device sends the first response information to the second terminal device by establishing a USB interface connection with the second terminal device.
[0097] After receiving the first response information, the second terminal device determines the first skill attribute information of the first target skill based on the first response information, and determines the skill release effect of the first target skill based on the first skill attribute information.
[0098] In addition, when determining the first skill attribute information of the first target skill based on the first response information, there may be one or more first virtual characters; in the case where there are multiple first virtual characters, each first virtual character corresponds to a first terminal device, and different first virtual characters are controlled by different players through different first terminal devices; the first response information may be the first response information generated by at least some of the multiple first terminal devices in response to the first button being triggered.
[0099] For example, in a game, there are five virtual characters belonging to the same game camp, namely M1 to M5. Among them, virtual character M1 serves as the second virtual character. The second terminal device corresponding to M1 triggers the first target skill. Then, the first terminal devices corresponding to M2 to M5 can all receive the first skill trigger information and display the first button. If the first button displayed on the first terminal devices corresponding to M2 to M4 is triggered, the first response information includes: the first response information generated by the first terminal devices corresponding to M2 to M4. The first response information generated by the first terminal devices corresponding to M2 to M4 can then be used to determine the first skill attribute information of the first target skill.
[0100] The skill attribute information includes at least one of the following: skill range, skill strength, and skill target.
[0101] Exemplarily, the first response information includes at least one of the following a1 to a3:
[0102] a1: the time difference between the moment when the first button is triggered and the moment when the first button is displayed.
[0103] In this case, when determining the first skill attribute information of the first target skill based on the first response information, the time difference can be used to determine at least one of the following: the skill range, the skill intensity, or the number of skill targets. The time difference can be negatively correlated with the specific parameters of the skill attribute information. Specifically, a smaller time difference indicates a larger skill range, a higher skill intensity, and a higher number of skill targets; a larger time difference indicates a smaller skill range, a lower skill intensity, and a lower number of skill targets.
[0104] a2: trigger score of the first button being triggered.
[0105] The trigger score may be determined based on the specific situation in which the first button is triggered.
[0106] For example, to trigger the first button, you need to drag the first button to a certain area in the first game operation interface; based on the relative position between the drag landing point and the area, and the dragging time, the dragging perfection score is determined and used as the trigger score. The higher the perfection, the higher the score.
[0107] When determining the first skill attribute information of the first target skill based on the first response information, at least one of the following may be determined according to the size of the trigger score: the size of the skill range, the strength of the skill, and the number of skill targets.
[0108] The trigger score can be positively correlated with the specific parameters of the skill attribute information. That is, the higher the trigger score, the larger the skill range, the stronger the skill strength, and the more skill targets; the lower the trigger score, the smaller the skill range, the weaker the skill strength, and the fewer skill targets.
[0109] In addition, when using the first response information sent by multiple first terminal devices to determine the first skill attribute information of the first target skill, the addition of the first response information sent by each first terminal device to the first skill attribute information can be determined based on the first response information sent by the multiple first terminal devices respectively; and then the corresponding additions of the multiple first terminal devices are superimposed to obtain the above-mentioned first skill attribute information.
[0110] Among them, the method of determining the addition of the first response information sent by each first terminal device to the first skill attribute information can be similar to the above a1 or a2, and will not be repeated here.
[0111] For example, the first target skill type is an attack type, and the original skill release range is a circular area with a radius of 2 feet and the position of the second virtual character as the center. Every time the first button displayed in the first terminal device corresponding to a first virtual character is triggered, the release range is increased by 1 foot. When the first buttons displayed in the first terminal device corresponding to two first virtual characters are triggered, the skill release range is changed to 4 feet; if the first buttons displayed in the first terminal device corresponding to four first virtual characters are triggered, the skill release range is changed to 6 feet.
[0112] For another example, the first target skill type is a gain type, and the gain effect of the original skill release is to increase the own health by 20%. Every time the first button displayed in the first terminal device corresponding to a first virtual character is triggered, the health increased by the gain effect increases by 5%. When the first button displayed in the first terminal device corresponding to one first virtual character is triggered, the gain effect of the skill release is changed to increase the own health by 25%; if the first button displayed in the first terminal device corresponding to three first virtual characters is triggered, the gain effect of the skill release is changed to increase the own health by 35%.
[0113] The present disclosure provides another embodiment, in which a third button is further displayed in the first game operation interface displayed on the first terminal device; the third button is used to control the first virtual character to release a second target skill. In response to the third button being triggered, the first virtual character is controlled to release the second target skill; and
[0114] Generate second skill trigger information, and based on the second skill trigger information, control the second game operation interface to display a fourth button for responding to the triggering of the third button; the fourth button is used to trigger the second virtual character to obtain a skill release effect corresponding to the second target skill.
[0115] Exemplarily, in response to the third button being triggered, a second skill trigger information is generated, the first terminal device sends the second trigger information to the second terminal device, the second terminal device receives the second trigger information, displays the fourth button, and is triggered by the fourth button, thereby triggering the second virtual character to obtain the skill release effect corresponding to the second target skill.
[0116] In a specific embodiment, the second trigger information can be sent to the second terminal device, so that the second terminal device controls the second game operation interface based on the second trigger information to display a fourth button for responding to the triggering of the third button, and controls the second virtual character to obtain the skill release effect corresponding to the second target skill.
[0117] In addition, the second trigger information can also be sent directly to the game server, and the game server controls the second game operation interface to display a fourth button for responding to the triggering of the third button based on the second trigger information, and controls the second virtual character to obtain the skill release effect corresponding to the second target skill.
[0118] When controlling the second virtual character to obtain a skill release effect, the first terminal device or the game server may generate and send skill release effect data to the second terminal device, so that the second virtual character obtains the skill release effect according to the skill release effect data.
[0119] Taking the example of the first terminal device sending the second trigger information to the second terminal device, the manner of sending the second trigger information includes at least one of the following D1 to D2:
[0120] D1: The first terminal device forwards the second skill triggering information to the second terminal device via the game server or router.
[0121] For example: the first terminal device sends the second skill trigger information to the game server, and the server responds to receiving the second skill trigger information and forwards it to the second terminal device according to the second skill trigger information.
[0122] For another example: the first terminal device, the second terminal device and the router are located in the same local area network. By forwarding the second skill trigger information to the router, the router responds to receiving the second skill trigger information and sends the second skill trigger information to the second terminal device based on the IP address contained in the first response information, that is, the address of the second terminal device.
[0123] D2: The first terminal device sends a second trigger message to the second terminal device via a short-range connection.
[0124] For example: before the game starts, the first terminal device establishes a Bluetooth connection with the second terminal device by turning on Bluetooth. During the game, the first terminal device and the second terminal device can exchange data based on the Bluetooth connection between the two; the first terminal device can send a second trigger information to the second terminal device based on the Bluetooth connection with the second terminal device.
[0125] For another example, the first terminal device sends the second trigger information to the second terminal device by establishing a USB interface connection with the second terminal device.
[0126] Before releasing the second target skill, in response to reaching a preset condition for releasing the second target skill, the third button is displayed in the first game operation interface.
[0127] The preset condition for releasing the second target skill includes at least one of the following E1 to E3:
[0128] E1: In response to a pickup operation on a target skill item in a game scene, determining that a preset condition for releasing the second target skill is met.
[0129] Exemplarily, the game scene includes skill props and virtual objects. The player controls the first virtual character to pick up the target prop corresponding to the second target skill prop. By controlling the first virtual character to obtain the target skill prop, the preset conditions for releasing the second target skill are met, and the first virtual character is controlled to release the second target skill.
[0130] For example, if the skill item picked up by the first virtual character is a gain type, the first virtual character is controlled to release the skill to obtain the gain.
[0131] E2: In response to the current state of the first virtual character reaching a preset state, determining that a preset condition for releasing the second target skill is met.
[0132] The current state of the first virtual character includes any of the following situations: the energy value of the first virtual character releasing the second target skill reaches a preset value, the health value of the first virtual character reaches a preset value (i.e. reaches below the blood line), and the first virtual character is in a controlled state.
[0133] For example, if the energy value of the second target skill reaches a preset value, the health value of the first virtual character reaches a preset value (i.e., reaches below the blood line), and the first virtual character is in a controlled state, any of the above situations meets the preset conditions, a third button will be displayed on the first game operation interface, and the third button will be triggered to control the first virtual character to release the second target skill.
[0134] For example, the preset energy value of the second target skill is 100. When the first virtual character attacks a virtual object in the game scene, the virtual object has an energy buff; when the first virtual character successfully defeats the virtual object, the energy value of the second target skill increases by 50; if the first virtual character successfully defeats the virtual object, the energy value of the second target skill is 100, meeting the preset conditions for releasing the second target skill, and controlling the first virtual character to release the second target skill.
[0135] For another example, the health value of the first virtual character reaches a preset value (i.e., reaches below the blood line). If the preset value of the health value of the first virtual character is 10, when the health value of the first virtual character during the game reaches 10 or even less than 10, the preset condition for releasing the second target skill is met, and the first virtual character is controlled to release the second target skill.
[0136] For another example, when the first virtual character is subjected to a control skill released by the enemy camp during the game, the first virtual character is in a controlled state; the control skills include: freezing, deceleration, freezing, etc.; when the first virtual character is in a controlled state and the preset conditions for releasing the second target skill are met, the first virtual character is controlled to directly release the second target skill, and the current controlled state of the first virtual character will be released; or, a virtual character of the same camp is near the first virtual character, the first virtual character will obtain the gain of the virtual character of the same camp, the controlled state will be released, and the first virtual character will be controlled to directly release the second target skill.
[0137] The embodiment of the present disclosure provides a specific example of determining that the preset condition for releasing the second target skill is met in response to the picking operation of the target skill prop in the game scene, see Figure 3 As shown, the specific steps include S301 to S302, wherein:
[0138] S301: Determine a target blank button among the blank buttons displayed in the first game operation interface;
[0139] Exemplarily, in response to a picking operation on a target skill item in the game scene, it is determined whether the skill buttons displayed in the first game operation interface include the third button; then, in response to the skill buttons displayed in the first game operation interface not including the third button, and there are blank buttons in the first game operation interface that have not been changed to other skill buttons, the target blank button is determined from the blank buttons in the first game operation interface that have not been changed to other skill buttons.
[0140] like Figure 4a In the example shown, a "plus sign" is displayed in the blank button in the first game operation interface, indicating that the skill can be picked up by triggering the blank button; the skill item S0 has been picked up in the first game operation interface; if the pickup operation of another skill item S1 is triggered, at this time, it is determined that the skill buttons displayed in the game operation interface do not include the third button corresponding to S1, and there are two other blank buttons. Therefore, a target blank button can be determined from the two blank buttons.
[0141] In another embodiment, if the first game operation interface does not include the third button and there is no blank button that has not been changed into other skill buttons, the picking up operation of the target skill item fails.
[0142] like Figure 4b In the example shown, the first game operation interface has picked up skill props S0, S1 and S2; if the picking operation of another skill prop S3 is triggered, at this time, it is determined that the skill buttons displayed in the first game operation interface do not include a third button corresponding to S3, and there is no blank button, so the picking operation of S3 fails.
[0143] In another embodiment, if the first game operation interface includes a third button, the operation of picking up the target skill item fails.
[0144] like Figure 4c In the example shown, the first game operation interface has already picked up skill props S0 and S1; if the picking operation of another skill prop S0 is triggered, at this time, it is judged that the skill buttons displayed in the first game operation interface include the third button corresponding to S0. Therefore, regardless of whether there is a blank button at this time, the picking operation of the new S0 fails.
[0145] S302: The target blank button is changed to a third button corresponding to the target skill item; the third button is used to trigger the first virtual character to release the second target skill corresponding to the target skill item.
[0146] After the target blank button is determined based on the method provided in S301 above, the target blank button is changed to the third button corresponding to the picked up target skill item to obtain the release permission for the second target skill.
[0147] In another embodiment of the present disclosure, after changing the target blank button to the third button corresponding to the picked-up target skill item, the following steps may also be included:
[0148] Adding a skill category identifier corresponding to the second target skill to the first virtual character;
[0149] The skill category identifier indicates that the category of the second target skill is any one of the following skill categories: attack, defense, gain, loss, displacement, and control.
[0150] Among them, different skill categories have different corresponding skill category identifiers.
[0151] Exemplarily, the skill category identifiers of different skill categories may be different in at least one of color, shape, special effects, etc.
[0152] For example, see Figure 5 As shown, the first virtual character picks up skill props S0 and skill props S1, and the skill category corresponding to skill props S0 is marked as "△", and the skill category corresponding to skill props S1 is "○", then "△" and "○" are displayed above the health bar of the first virtual character.
[0153] For example, the skill identifier can be a different skill type displayed with different colored shapes on the health display icon (i.e., blood bar) of the first virtual character; for example, when the first virtual character picks up an attack type skill, it can be displayed with a red dot (or square) on the blood bar of the first virtual character, or when the first virtual character picks up a defense type skill, it can be displayed with a green dot (or square) on the blood bar of the first virtual character; in addition, the skill identifier can be an aperture of different colors added to the body of the first virtual character; for example, when the first virtual character picks up an attack type skill, a red aperture special effect surrounds the first virtual character on the first virtual character; the display of the skill identifier can be visible to other virtual characters in the same camp, and can also be visible to virtual characters in different camps.
[0154] The disclosed embodiment determines the target blank button among the blank buttons through the picking-up operation of the target skill item, and changes the target blank button to a third button corresponding to the target skill item; the third button is used to trigger the first virtual character to release the second target skill corresponding to the target skill item, and then the skill item can be picked up by the first virtual character, so that the first virtual character can obtain the skill corresponding to the picked-up skill item. Players can control the virtual character to select the required skills according to their own game preferences, game needs and other factors, with greater flexibility.
[0155] Those skilled in the art will understand that in the above-mentioned method of the specific implementation method, the writing order of each step does not mean a strict execution order and does not constitute any limitation on the implementation process. The specific execution order of each step should be determined by its function and possible internal logic.
[0156] Based on the same inventive concept, the embodiment of the present disclosure also provides an interactive control device in the game corresponding to the interactive control method in the game. Since the principle of solving the problem by the device in the embodiment of the present disclosure is similar to the interactive control method in the above-mentioned game in the embodiment of the present disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.
[0157] Reference Figure 6 FIG. 1 is a schematic diagram of interactive control in a game provided by an embodiment of the present disclosure. The device includes: a display module 61 and a processing module 62; wherein,
[0158] a display module 61 configured to display a first button in the first game operation interface in response to receiving first skill trigger information; wherein the first skill trigger information is generated when a second button in the second game operation interface displayed on the second terminal device is triggered; and the second button is used to control the second virtual character to release the first target skill;
[0159] The processing module 62 is configured to control the first virtual character to obtain a skill release effect corresponding to the first target skill in response to the first button being triggered.
[0160] In an optional embodiment, the processing module 62, when controlling the first virtual character to obtain the skill release effect corresponding to the first target skill in response to the first button being triggered, generates a first response message in response to the first button being triggered; sends the first response message; the first response message is used for the second virtual character to determine the first skill attribute information of the first target skill based on the first response information after releasing the first target skill, and determine the skill release effect of the first target skill based on the first skill attribute information; and controls the first virtual character to obtain the skill release effect.
[0161] In an optional implementation, the skill attribute information includes at least one of the following: skill range, skill strength, and skill goal.
[0162] In an optional embodiment, the processing module 62, in response to the first button being triggered, controls the first virtual character to obtain the skill release effect corresponding to the first target skill, and is used to control the first virtual character to obtain the skill release effect corresponding to the first target skill in response to the first button being triggered within a preset time; and controls the first button to be invalid in response to the first button not being triggered within the preset time.
[0163] In an optional embodiment, a third button is also displayed in the first game operation interface displayed in the first terminal device; the third button is used to control the first virtual character to release the second target skill; the processing module 62 is used to control the first virtual character to release the second target skill in response to the third button being triggered; and to generate second skill trigger information, and based on the second skill trigger information, control the second game operation interface to display a fourth button for responding to the triggering of the third button; the fourth button is used to trigger the second virtual character to obtain a skill release effect corresponding to the second target skill.
[0164] In an optional embodiment, the processing module 62 is configured to display the third button in the first game operation interface in response to a preset condition for releasing the second target skill being met.
[0165] In an optional embodiment, the processing module 62 is used to determine that the preset conditions for releasing the second target skill are met in response to a picking-up operation of a target skill prop in the game scene when the preset conditions for releasing the second target skill are met; or, in response to the current state of the first virtual character reaching a preset state, determine that the preset conditions for releasing the second target skill are met.
[0166] In an optional embodiment, the processing module 62, after determining that the preset conditions for releasing the second target skill are met in response to the picking-up operation of the target skill item in the game scene, is further used to determine a target blank button among the blank buttons displayed in the game operation interface; change the target blank button to a third button corresponding to the target skill item; and the third button is used to trigger the first virtual character to release the second target skill corresponding to the target skill item.
[0167] In an optional embodiment, the processing module 62, after changing the target blank button to a third button corresponding to the target skill item, is also used to add a skill category identifier corresponding to the second target skill to the first virtual character; wherein, the skill category identifier indicates that the category of the second target skill is any one of the following skill categories: attack, defense, gain, debuff, displacement, and control.
[0168] In an optional embodiment, the virtual character also includes: a third virtual character; the third virtual character and the first virtual character belong to different game camps; the virtual characters belonging to different game camps have at least one of the number, initial skill number, initial skill type, initial attribute information, and initial movement speed that is different.
[0169] For descriptions of the processing flow of each module in the device and the interaction flow between each module, reference can be made to the relevant descriptions in the above method embodiment, which will not be described in detail here.
[0170] The present disclosure also provides a computer device, such as Figure 7 FIG. 1 is a schematic diagram of a computer device structure provided by an embodiment of the present disclosure, including:
[0171] Processor 71 and memory 72; the memory 72 stores machine-readable instructions executable by the processor 71, and the processor 71 is configured to execute the machine-readable instructions stored in the memory 72. When the machine-readable instructions are executed by the processor 71, the processor 71 performs the following steps:
[0172] In response to receiving the first skill trigger information, displaying a first button in the first game operation interface; wherein the first skill trigger information is generated after a second button in the second game operation interface displayed on the second terminal device is triggered; and the second button is used to control the second virtual character to release the first target skill;
[0173] In response to the first button being triggered, the first virtual character is controlled to obtain a skill release effect corresponding to the first target skill.
[0174] The above-mentioned memory 72 includes internal memory 721 and external memory 722; the memory 721 here is also called internal memory, which is used to temporarily store the calculation data in the processor 71 and the data exchanged with the external memory 722 such as the hard disk. The processor 71 exchanges data with the external memory 722 through the internal memory 721.
[0175] The specific execution process of the above instructions can refer to the steps of the interactive control method in the game described in the embodiment of the present disclosure, and will not be repeated here.
[0176] The present disclosure also provides a computer-readable storage medium having a computer program stored thereon. When executed by a processor, the computer program executes the steps of the interactive control method in a game described in the above method embodiment. The storage medium may be a volatile or non-volatile computer-readable storage medium.
[0177] The embodiments of the present disclosure also provide a computer program product, which carries program code. The instructions included in the program code can be used to execute the steps of the interactive control method in the game described in the above method embodiment. For details, please refer to the above method embodiment and will not be repeated here.
[0178] The computer program product may be implemented in hardware, software, or a combination thereof. In one embodiment, the computer program product is implemented as a computer storage medium. In another embodiment, the computer program product is implemented as a software product, such as a software development kit (SDK).
[0179] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working processes of the systems and devices described above can refer to the corresponding processes in the aforementioned method embodiments, and will not be repeated here. In the several embodiments provided in 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 schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For 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 mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.
[0180] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.
[0181] In addition, each functional unit in each embodiment of the present disclosure may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
[0182] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0183] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above-described embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-described embodiments within the technical scope disclosed in the present disclosure, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure shall be subject to the scope of protection of the claims.
Claims
1. An interactive control method in a game, characterized in that: Applied to a first terminal device; a first game operation interface of the game is displayed in the first terminal device; The first game operation interface displays a game scene; The game scene includes multiple virtual characters; The plurality of virtual characters include: a first virtual character and a second virtual character; the first virtual character is controlled by the first terminal device; the second virtual character is controlled by the second terminal device; the method includes: In response to receiving the first skill trigger information, displaying a first button in the first game operation interface; wherein the first skill trigger information is generated after a second button in the second game operation interface displayed on the second terminal device is triggered; and the second button is used to control the second virtual character to release the first target skill; In response to the first button being triggered, controlling the first virtual character to obtain a skill release effect corresponding to the first target skill; Among them, controlling the first virtual character to obtain the skill release effect corresponding to the first target skill includes: in response to the second button being triggered, triggering the first virtual character to obtain the release authority of the first target skill; in response to the first button being triggered, controlling the first virtual character to directly release the first target skill and obtain the skill release effect corresponding to the first target skill.
2. The interactive control method according to claim 1, characterized in that: In response to the first button being triggered, controlling the first virtual character to obtain a skill release effect corresponding to the first target skill includes: In response to the first button being triggered, generating first response information; Sending the first response information; the first response information is used by the second virtual character to determine the first skill attribute information of the first target skill based on the first response information after the second virtual character releases the first target skill, and to determine the skill release effect of the first target skill based on the first skill attribute information; Control the first virtual character to obtain the skill release effect.
3. The interactive control method according to claim 2, characterized in that: The skill attribute information includes at least one of the following: skill range, skill strength, and skill target.
4. The interactive control method according to claim 1, characterized in that: In response to the first button being triggered, controlling the first virtual character to obtain a skill release effect corresponding to the first target skill includes: In response to the first button being triggered within a preset time, controlling the first virtual character to obtain a skill release effect corresponding to the first target skill; In response to the first button not being triggered within the preset time, the first button is controlled to be invalid.
5. The interactive control method according to claim 1, characterized in that: The first game operation interface displayed on the first terminal device further displays a third button; the third button is used to control the first virtual character to release a second target skill; The method further comprises: In response to the third button being triggered, controlling the first virtual character to release the second target skill; and Generate second skill trigger information, and based on the second skill trigger information, control the second game operation interface to display a fourth button for responding to the triggering of the third button; the fourth button is used to trigger the second virtual character to obtain a skill release effect corresponding to the second target skill.
6. The interactive control method according to claim 5, characterized in that: The method further includes: in response to a preset condition for releasing the second target skill being met, displaying the third button in the first game operation interface.
7. The interactive control method according to claim 6, characterized in that: The preset conditions for releasing the second target skill include: In response to a pick-up operation on a target skill item in a game scene, determining that a preset condition for releasing the second target skill has been met; or, In response to the current state of the first virtual character reaching a preset state, it is determined that a preset condition for releasing the second target skill is met.
8. The interactive control method according to claim 7, characterized in that: After determining that a preset condition for releasing the second target skill is met in response to a picking operation of the target skill item in the game scene, the method further includes: Determine a target blank button among the blank buttons displayed in the first game operation interface; The target blank button is changed into a third button corresponding to the target skill item; the third button is used to trigger the first virtual character to release the second target skill corresponding to the target skill item.
9. The interactive control method according to claim 8, characterized in that: After the target blank button is changed to a third button corresponding to the target skill item, the method further includes: Adding a skill category identifier corresponding to the second target skill to the first virtual character; The skill category identifier indicates that the category of the second target skill is any one of the following skill categories: attack, defense, gain, loss, displacement, and control.
10. The interactive control method according to claim 8, characterized in that: The virtual character further includes: a third virtual character; The third virtual character and the first virtual character belong to different game camps; The virtual characters belonging to different game camps differ in at least one of the number, initial number of skills, initial skill types, initial attribute information, and initial movement speed.
11. An interactive control device in a game, characterized in that: Applied to a first terminal device; a first game operation interface of the game is displayed in the first terminal device; The first game operation interface displays a game scene; The game scene includes multiple virtual characters; The plurality of virtual characters include: a first virtual character and a second virtual character; the first virtual character is controlled by the first terminal device; the second virtual character is controlled by the second terminal device; the apparatus includes: a display module configured to display a first button in the first game operation interface in response to receiving first skill trigger information; wherein the first skill trigger information is generated after a second button in the second game operation interface displayed on the second terminal device is triggered; and the second button is used to control the second virtual character to release the first target skill; a processing module, configured to control the first virtual character to obtain a skill release effect corresponding to the first target skill in response to the first button being triggered; Among them, the processing module is also used to: in response to the second button being triggered, trigger the first virtual character to obtain the release authority of the first target skill; in response to the first button being triggered, control the first virtual character to directly release the first target skill, and obtain the skill release effect corresponding to the first target skill.
12. A computer device, characterized in that: include: A processor and a memory, wherein the memory stores machine-readable instructions executable by the processor, and the processor is configured to execute the machine-readable instructions stored in the memory. When the machine-readable instructions are executed by the processor, the processor executes the steps of the method for interactive control in a game as described in any one of claims 1 to 10.
13. A computer-readable storage medium, characterized in that The computer-readable storage medium stores a computer program. When the computer program is executed by a computer device, the computer device executes the steps of the method for interactive control in a game according to any one of claims 1 to 10.