A game skill generation method and device, and a computer device

By constructing skill models and adding skill segments, and using a conditional rule generator to manage the logical relationships of game skills, the problem of complex traditional game skill design is solved, and more efficient game skill development is achieved.

CN114404992BActive Publication Date: 2026-01-16BEIJING PIXEL SOFTWARE TECH
View PDF 2 Cites 0 Cited by

Patent Information

Application Number
CN202111633177.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-12-29
Publication Date
2026-01-16
Estimated Expiration
2041-12-29

AI Technical Summary

Technical Problem

Traditional game skill organization structures are complex, leading to high design difficulty and maintenance costs.

Method used

By constructing a first skill model and adding skill segments, a skill step flowchart is generated. The logical relationships and triggering conditions between steps are managed using a condition rule generator, simplifying the design and maintenance of game skills.

Benefits of technology

It reduces the design difficulty and maintenance cost of game skills, and improves the efficiency of game skill development.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN114404992B_ABST
    Figure CN114404992B_ABST
Patent Text Reader

Abstract

Embodiments of the present application disclose a game skill generation method and device and a computer device. The method is applied to the computer device and includes: in response to a model construction operation of a user, constructing a first skill model, wherein the first skill model includes first skill steps and logical relationships between the first skill steps; in response to a first adding operation of the user, adding a first skill segment to the first skill model to generate a first skill step flowchart, wherein the first skill segment is used to represent a set of events that need to be executed by the game skill in a first preset time period, and the first skill step flowchart is used to represent an execution flow of the game skill. The game skill generation method provided by the embodiments of the present application can reduce the design difficulty and maintenance cost of the game skill.
Need to check novelty before this filing date? Find Prior Art

Description

TECHNICAL FIELD

[0001] The present application relates to the game technical field, and particularly to a game skill generation method and device and a computer device. BACKGROUND

[0002] A traditional game skill organization structure directly uses skill segments and skill segment jumps to organize skills into a tree-shaped game skill flowchart, wherein a skill segment is one time axis in multiple skill segments. If a game skill performance style is to be changed, more skill segments and skill segment jumps are needed to be added to the tree-shaped game skill flowchart, so that the finally generated game skill flowchart is very complex, increasing the game skill design difficulty and maintenance cost. Therefore, how to reduce the game skill design difficulty and maintenance cost is a technical problem to be solved at present. SUMMARY

[0003] One of the purposes of the present application is to provide a game skill generation method, device, computer device and readable storage medium, so as to solve the problem of how to reduce the game skill design difficulty and maintenance cost.

[0004] In a first aspect, an embodiment of the present application provides a game skill generation method applied to a computer device, comprising:

[0005] In response to a model construction operation of a user, a first skill model is constructed, wherein the first skill model comprises first skill steps and logical relationships between the first skill steps;

[0006] In response to a first adding operation of the user, a first skill segment is added to the first skill model to generate a first skill step flowchart, wherein the first skill segment is used to represent a set of events that the game skill needs to perform in a first preset time period, and the first skill step flowchart is used to represent the execution flow of the game skill.

[0007] In an optional implementation, a plurality of condition ruleers are pre-stored in the computer device, and the condition ruleer is used to store a trigger condition of the first skill segment. Before the first skill segment is added to the first skill model, the method further comprises:

[0008] In response to an association operation of the user, an association relationship between the condition ruleer and the first skill segment is established;

[0009] The first skill segment is added to the first skill model, comprising:

[0010] The first skill segment and the corresponding condition ruleer are added to the first skill model.

[0011] In an optional implementation, after the first skill step flowchart is generated, the method further includes:

[0012] In response to a user execution operation, all first skill segments in the first skill steps are traversed;

[0013] According to current information and the condition rule, a target first skill segment is determined and displayed, wherein the current information includes current environment information and / or current character information.

[0014] In an optional implementation, after the first skill step flowchart is generated, the method further includes:

[0015] In response to a user first editing operation, a second skill segment is added to the first skill model to generate a second skill step flowchart, wherein the second skill step flowchart is used to represent an execution flow of a game skill.

[0016] In an optional implementation, after the first skill step flowchart is generated, the method further includes:

[0017] In response to a user second editing operation, a second skill model is constructed based on the first skill model, wherein the second skill model includes the first skill steps, second skill steps, logical relationships between the first skill steps, logical relationships between the second skill steps, and logical relationships between the first skill steps and the second skill steps.

[0018] In response to a user second adding operation, a second skill segment is added to the second skill model to generate a third skill step flowchart, wherein the second skill segment is used to represent a set of events that need to be executed by the game skill in a second preset time period, and the third skill step flowchart is used to represent an execution flow of a game skill.

[0019] In an optional implementation, the logical relationship includes any one of a sequential relationship, a branching relationship, and the like.

[0020] In an optional implementation, before the first skill segment is added to the first skill model, the method further includes:

[0021] In response to a user skill segment construction operation, a first skill segment is constructed.

[0022] In a second aspect, an embodiment of the present application provides a game skill generation apparatus, applied to a computer device, and including:

[0023] A construction module is configured to construct a first skill model in response to a user model construction operation, wherein the first skill model includes first skill steps and logical relationships between the first skill steps.

[0024] The generating module is configured to, in response to a first adding operation of a user, add a first skill segment to the first skill model, and generate a first skill step flowchart, wherein the first skill segment is used to represent a set of events that need to be performed by the game skill in a first preset time period, and the first skill step flowchart is used to represent an execution flow of the game skill.

[0025] In a third aspect, an embodiment of the present application provides a computer device, which comprises a memory and a processor, the memory stores a computer program, and the computer program, when executed on the processor, implements the game skill generation method in the first aspect.

[0026] In a fourth aspect, an embodiment of the present application provides a computer readable storage medium, which stores a computer program, and the computer program, when executed on a processor, implements the game skill generation method in the first aspect.

[0027] The game skill generation method, device, computer device and readable storage medium provided in the embodiments of the present application are applied to a computer device, and the method comprises: in response to a model construction operation of a user, constructing a first skill model, wherein the first skill model comprises first skill steps and logical relationships between the first skill steps; in response to a first adding operation of the user, adding a first skill segment to the first skill model, and generating a first skill step flowchart, wherein the first skill segment is used to represent a set of events that need to be performed by the game skill in a first preset time period, and the first skill step flowchart is used to represent an execution flow of the game skill. Through the first skill model, the designer can manage the jumps between the steps, and the designer only needs to add the first skill segment in the first skill model to generate the first skill step flowchart, thereby reducing the design difficulty and maintenance cost of the game skill. BRIEF DESCRIPTION OF DRAWINGS

[0028] In order to more clearly illustrate the technical solutions of the present application, the following will briefly introduce the drawings needed in the embodiments. It should be understood that the following drawings only show some embodiments of the present application, and therefore should not be regarded as limiting the scope of protection of the present application. In the various drawings, similar components are denoted by similar reference numerals.

[0029] Figure 1 A step flowchart schematic block diagram of a game skill generation method provided in an embodiment of the present application is shown;

[0030] Figure 2 A first skill model schematic diagram provided in an embodiment of the present application is shown;

[0031] Figure 3A second skill model schematic diagram provided by an embodiment of the present application is shown.

[0032] Figure 4 A third skill model schematic diagram provided by an embodiment of the present application is shown.

[0033] Figure 5 A fourth skill model schematic diagram provided by an embodiment of the present application is shown.

[0034] Figure 6 A structural schematic block diagram of a game skill generation device provided by an embodiment of the present application is shown. DETAILED DESCRIPTION

[0035] The technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments of the present application.

[0036] The components of the embodiments of the present application generally described and illustrated in the accompanying drawings can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the accompanying drawings is not intended to limit the scope of the claimed present application, but only represents selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of the present application.

[0037] Hereinafter, the terms "include", "have", and their conjugates used in various embodiments of the present application are only intended to denote that specific features, numbers, steps, operations, elements, components, or combinations thereof are present, and should not be understood as excluding the presence or addition of one or more other features, numbers, steps, operations, elements, components, or combinations thereof.

[0038] In addition, the terms "first", "second", "third", and the like are only used to distinguish descriptions, and cannot be understood as indicating or implying relative importance.

[0039] Unless otherwise defined, all terms (including technical and scientific terms) used herein have the same meaning as commonly understood by one of ordinary skill in the art to which various embodiments of the present application belong. The terms (such as those defined in commonly used dictionaries) will be interpreted as having a meaning that is the same as the contextual meaning in the relevant technical field and will not be interpreted as having an idealized or overly formal meaning unless clearly defined in various embodiments of the present application.

[0040] Embodiment 1

[0041] Referring to Figure 1 , Figure 1 A step flow schematic block diagram of a game skill generation method provided by an embodiment of the present application is shown.

[0042] As Figure 1 shown, the game skill generation method provided by an embodiment of the present application can be applied to a computer device, and the method comprises S110 to S120.

[0043] S110: constructing a first skill model in response to a model construction operation of a user, wherein the first skill model comprises first skill steps and logical relationships between the first skill steps.

[0044] In this embodiment, the computer device comprises a skill editor. A designer first divides a game skill into at least one first skill step, then inputs the first skill steps and logical relationships between the first skill steps into the computer device, and clicks a model construction option. The computer device constructs a first skill model in response to a model construction operation of the user clicking the model construction option, wherein the logical relationships between the first skill steps in the first skill model are represented by arrows.

[0045] Referring to Figure 2 and Figure 3 , Figure 2 A first skill model schematic diagram provided by an embodiment of the present application is shown. Figure 3 A second skill model schematic diagram provided by an embodiment of the present application is shown. As Figure 2 shown, the computer device 200 constructs a first skill model 210 comprising a start, one first skill step, and an end. As Figure 3 shown, the computer device 200 constructs a first skill model 210 comprising a start, three first skill steps connected in sequence, and an end.

[0046] In an alternative embodiment, the logical relationships comprise any one of a sequential relationship, a branching relationship, etc.

[0047] Still referring to Figure 3 , as Figure 3 shown, the first skill model 210 has a sequential relationship between the first skill steps, i.e., the three first skill steps are executed in sequence. Referring to Figure 4 , Figure 4 A third skill model schematic diagram provided by an embodiment of the present application is shown. As Figure 4The logical relationship between the first skill steps in the first skill model 210 constructed by the computer device 200 is a branch relationship. That is, after the first first skill step is executed, the second first skill step is executed, and after the second first skill step is executed, it is determined whether to wait. If it needs to wait, the third first skill step and the fourth first skill step are executed in turn, and finally ended. If it does not need to wait, the fourth first skill step is executed directly and then ended.

[0048] It can be understood that the number of first skill steps and the logical relationship between the first skill steps can be selected according to actual conditions, which is not limited here.

[0049] S120: In response to the first adding operation of the user, adding a first skill segment to the first skill model to generate a first skill step flowchart, wherein the first skill segment is used to represent a set of events that the game skill needs to execute in a first preset time period, and the first skill step flowchart is used to represent the execution process of the game skill.

[0050] In this embodiment, the skill segment table is pre-stored in the computer device, and the skill segment table includes a plurality of first skill segments. The designer can add at least one first skill segment existing in the skill segment table to the first skill model to generate a first skill step flowchart representing the execution process of the game skill. If the designer wants to add a first skill segment that does not exist in the skill segment table, he can create a first skill segment and add the created first skill segment to the first skill model to generate a first skill step flowchart for representing the execution process of the game skill.

[0051] Specifically, the designer selects at least one first skill segment in the computer device and clicks the add option. The computer device adds the first skill segment to the first skill model in response to the first adding operation of the designer clicking the add option to generate a first skill step flowchart for representing the execution process of the game skill.

[0052] In an alternative embodiment, before adding the first skill segment to the first skill model, it includes:

[0053] In response to the skill segment construction operation of the user, the first skill segment is constructed.

[0054] Specifically, the designer inputs the total skill segment duration, at least one preset time in the total skill segment duration, and the event corresponding to the preset time, and clicks the skill segment construction option. The computer device constructs the first skill segment according to the total skill segment duration, at least one preset time in the total skill segment duration, and the event corresponding to the preset time in response to the skill segment construction operation of the user clicking the skill segment construction option.

[0055] As an example, the total length of the skill section input by the designer is 1s, the event corresponding to 0.2s is to play a sound, the event corresponding to 0.4s is to create a particle, the event corresponding to 0.5s is to set a camera, and the event corresponding to 0.8s is to play an animation. According to the above information, the computer device constructs a skill section of 0.2s playing a sound, 0.4s creating a particle, 0.5s setting a camera, and 0.8s playing an animation.

[0056] In an optional implementation, a plurality of condition rules are pre-stored in the computer device, and the condition rules are used to store the trigger conditions of the first skill section. Before the first skill section is added to the first skill model, the method further includes:

[0057] In response to an association operation of the user, an association relationship between the condition rule and the first skill section is established.

[0058] In response to the first adding operation of the user, the first skill section is added to the first skill model, including:

[0059] The first skill section and the corresponding condition rule are added to the first skill model.

[0060] Specifically, the designer selects a condition rule and a first skill section in the computer device and clicks an association option. In response to the association operation of the designer clicking the association option, the computer device establishes an association relationship between the condition rule and the first skill section. The designer selects at least one first skill section and the corresponding condition rule in the computer device and clicks an adding option. In response to the first adding operation of the designer clicking the adding option, the computer device adds the first skill section and the corresponding condition rule to the first skill model, and generates a first skill step flowchart for representing the execution flow of the game skill.

[0061] In an optional implementation, after the first skill step flowchart is generated, the method further includes:

[0062] In response to an execution operation of the user, all first skill sections in the first skill step are traversed.

[0063] According to the current information and the condition rule, a target first skill section is determined and displayed, wherein the current information includes current environment information and / or current character information.

[0064] Specifically, the designer clicks an execution option on the computer device. The computer device traverses all the first skill segments in the first skill step in response to the user's execution operation of clicking the execution option. According to the current information and the condition rule, a target first skill segment is determined and displayed. The current information includes current environment information and current character information, and the current environment information includes natural conditions and day and night.

[0065] For example, when the current environment information is a raining state, a first skill segment with a weakened fireball effect is triggered, indicating that the fireball is weakened by the rain; when the current environment information is a sunny state, a first skill segment with a fierce fireball effect is triggered, indicating that the fireball is enhanced by the sun. When the current state of the character is a rage state, a first skill segment with an enhanced fireball effect is triggered, indicating that the character has a critical hit; when the current state of the character is a normal state, a first skill segment with a normal fireball effect is triggered.

[0066] It can be understood that if the current environment information is a raining state, but there are multiple first skill segments with weakened fireball effects, the first skill segment can be determined according to a preset order, or the computer device can randomly select the triggered first skill segment according to a probability.

[0067] Optionally, the first skill segments are stored in the skill segment table in a grouped manner. When traversing, the type of the first skill segment is located by grouping first, and then the target first skill segment is determined and displayed in the type that meets the current information and the condition rule by using a sequential search method.

[0068] In an optional implementation, after the first skill step flowchart is generated, the method further includes:

[0069] In response to a first editing operation of the user, a second skill segment is added to the first skill model to generate a second skill step flowchart, wherein the second skill step flowchart is used to represent the execution flow of the game skill.

[0070] Specifically, the skill segment table further includes a plurality of second skill segments. The designer selects an editing skill segment option in the computer device, then adds a second skill segment in the first skill step, and finally clicks a confirmation adding option. The computer device adds a second skill segment representing a set of events that need to be executed by the game skill in a first preset time period to the first skill model in response to the first editing operation of the designer clicking the confirmation adding option, and generates a second skill step flowchart representing the execution flow of the game skill.

[0071] It can be understood that in the embodiments of the present application, only the second skill segment needs to be added in the first skill step in the original first skill model, so that the modification and maintenance of the game skill can be realized, the development of the game skill is accelerated, the design difficulty and maintenance cost of the game skill are reduced, and the overall skill design is more efficient.

[0072] Correspondingly, the designer can also add the condition rule corresponding to the second skill segment in the first skill step. The specific implementation process is that the designer selects the edit skill segment option in the computer device, then adds the second skill segment and the corresponding condition rule in the first skill step, and finally clicks the confirm addition option. The computer device responds to the first editing operation of the designer clicking the confirm addition option, adds the second skill segment and the corresponding condition rule for representing the set of events that the game skill needs to perform in the first preset time period to the first skill model, and generates the second skill step flowchart for representing the execution flow of the game skill.

[0073] In an optional implementation, after the first skill step flowchart is generated, the method further includes:

[0074] In response to the second editing operation of the user, a second skill model is constructed based on the first skill model, wherein the second skill model includes the first skill step, the second skill step, the logical relationship between the first skill steps, the logical relationship between the second skill steps, and the logical relationship between the first skill step and the second skill step.

[0075] In response to the second adding operation of the user, a second skill segment is added to the second skill model to generate a third skill step flowchart, wherein the second skill segment is used to represent a set of events that the game skill needs to perform in a second preset time period, and the third skill step flowchart is used to represent the execution flow of the game skill.

[0076] Specifically, the designer selects the edit skill segment option in the computer device, then adds the second skill step in the first skill model, and finally clicks the confirm editing option. The computer device responds to the second editing operation of the designer clicking the confirm editing option, and constructs the second skill model including the first skill step, the second skill step, the logical relationship between the first skill steps, the logical relationship between the second skill steps, and the logical relationship between the first skill step and the second skill step. That is, the second skill step and the second skill segment are added to the first skill model to generate the second skill model.

[0077] Please refer to Figure 5 , Figure 5 A fourth skill model schematic diagram provided by the embodiments of the present application is shown. As shown in Figure 5As shown, the computer device 200 creates a second skill model 220 including a start, three first skill steps, a second skill step, and an end.

[0078] Further, the designer adds a second skill segment in the first skill step and / or the second skill step of the computer device, and clicks a confirm adding option. The computer device adds, in response to a second adding operation of the designer clicking the confirm adding option, a second skill segment for representing a set of events that the game skill needs to perform in a second preset time period to the second skill model, and generates the third skill step flowchart for representing the execution flow of the game skill.

[0079] It can be understood that, in the embodiments of the present application, the modification and maintenance of the game skill can be realized by only adding a second skill step in the original first skill model and adding a second skill segment in the first skill step and / or the second skill step, which accelerates the development of the game skill, reduces the design difficulty and maintenance cost of the game skill, and makes the overall skill design more efficient.

[0080] Correspondingly, the designer can also add a second skill segment corresponding condition rule in the first skill step and / or the second skill step. The specific implementation process is that the designer selects an edit skill segment option in the computer device, then adds a second skill segment and a corresponding condition rule in the first skill step and / or the second skill step, and finally clicks a confirm adding option. The computer device adds, in response to a second adding operation of the designer clicking the confirm adding option, a second skill segment and a corresponding condition rule for representing a set of events that the game skill needs to perform in a second preset time period to the first skill model, and generates a second skill step flowchart for representing the execution flow of the game skill.

[0081] The game skill generation method provided in the embodiments of the present application is applied to a computer device, and includes: constructing a first skill model in response to a model construction operation of a user, wherein the first skill model includes a first skill step and a logical relationship between the first skill steps; and adding a first skill segment to the first skill model in response to a first adding operation of the user, and generating a first skill step flowchart, wherein the first skill segment is used for representing a set of events that the game skill needs to perform in a first preset time period, and the first skill step flowchart is used for representing an execution flow of the game skill. Through the first skill model, the designer is helped to manage the jump between steps, and the designer only needs to add a first skill segment in the first skill model to generate a first skill step flowchart, which can reduce the design difficulty and maintenance cost of the game skill.

[0082] Embodiment 2

[0083] Please refer to Figure 6, Figure 6 A structural schematic block diagram of a key management device provided by an embodiment of the present application is shown. The game skill generation device 500 can be applied to a computer device, and includes a construction module 510 and a generation module 520.

[0084] The construction module 510 is configured to construct a first skill model in response to a model construction operation of a user, wherein the first skill model includes first skill steps and logical relationships between the first skill steps.

[0085] The generation module 520 is configured to add a first skill segment to the first skill model in response to a first adding operation of the user, and generate a first skill step flowchart, wherein the first skill segment is used to represent a set of events that need to be performed by the game skill in a first preset time period, and the first skill step flowchart is used to represent an execution flow of the game skill.

[0086] The above device is used to execute the method provided by Embodiment 1, and has similar implementation principles and technical effects, which will not be described here.

[0087] An embodiment of the present application further discloses a computer device, which includes a memory and a processor, and the memory stores a computer program. When the processor executes the computer program, the game skill generation method described in Embodiment 1 is implemented.

[0088] An embodiment of the present application further discloses a computer readable storage medium, which stores a computer program. When the processor executes the computer program, the game skill generation method described in Embodiment 1 is implemented.

[0089] In several embodiments provided in the present application, it should be understood that the disclosed apparatus and method can also be implemented by other means. The apparatus embodiments described above are only illustrative, for example, the flowcharts and structural diagrams in the drawings show the possible implementation architecture, function and operation of the apparatus, method and computer program product according to the embodiments of the present application. In this regard, each block in the flowchart or block diagram can represent a module, a program segment or a part of code, which contains one or more executable instructions for implementing the specified logic function. It should also be noted that in alternative implementation, the functions noted in the blocks can also occur in different order from that noted in the drawings. For example, two consecutive blocks can actually be executed substantially in parallel, and they can also be executed in reverse order, depending on the functions involved. It should also be noted that each block in the structural diagram and / or flowchart, and the combination of blocks in the structural diagram and / or flowchart, can be implemented by a dedicated hardware-based system that performs the specified function or action, or can be implemented by a combination of dedicated hardware and computer instructions.

[0090] In addition, each functional module or unit in the embodiments of the present application can be integrated together to form an independent part, or each module can exist independently, or two or more modules can be integrated to form an independent part.

[0091] If the functions are implemented in the form of software function modules and sold or used as independent products, they can be stored in a computer readable storage medium. Based on this understanding, the technical solutions of the present application can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for causing a computer device (which can be a smart phone, a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in the embodiments of the present application. The aforementioned storage medium includes: a U disk, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, and various media that can store program codes.

[0092] The above description is only a specific implementation of the present application, but the protection scope of the present application is not limited thereto, and any person skilled in the art can easily think of changes or replacements within the technical scope disclosed in the present application, which should be covered within the protection scope of the present application.

Claims

1. A method of generating a game skill, characterized by, The application is applied to a computer device, comprising: in response to a user's model construction operation, constructing a first skill model, wherein the first skill model comprises first skill steps and logical relationships between the first skill steps; wherein the logical relationships between the first skill steps in the first skill model are represented by arrows; in response to a user's first adding operation, adding a first skill segment to the first skill model to generate a first skill step flowchart, wherein the first skill segment is used to represent a set of events that need to be performed by the game skill in a first preset time period, and the first skill step flowchart is used to represent the execution process of the game skill; a skill segment table is pre-stored in the computer device, and the skill segment table comprises a plurality of first skill segments; the computer device pre-stores a plurality of condition rules, and the condition rules are used to store trigger conditions of the first skill segment; before the first skill segment is added to the first skill model, the method further comprises: in response to a user's association operation, establishing an association relationship between the condition rules and the first skill segment; the adding of the first skill segment to the first skill model comprises: adding the first skill segment and the corresponding condition rules to the first skill model; after the first skill step flowchart is generated, the method further comprises: in response to a user's second editing operation, constructing a second skill model based on the first skill model, wherein the second skill model comprises the first skill steps, second skill steps, logical relationships between the first skill steps, logical relationships between the second skill steps, and logical relationships between the first skill steps and the second skill steps; in response to a user's second adding operation, adding a second skill segment to the second skill model to generate a third skill step flowchart, wherein the second skill segment is used to represent a set of events that need to be performed by the game skill in a second preset time period, and the third skill step flowchart is used to represent the execution process of the game skill.

2. The method of claim 1, wherein, after the first skill step flowchart is generated, the method further comprises: in response to a user's execution operation, traversing all first skill segments in the first skill steps; determining and displaying a target first skill segment according to current information and the condition rules, wherein the current information comprises current environment information and / or current character information.

3. The method of claim 1, wherein, after the first skill step flowchart is generated, the method further comprises: in response to a user's first editing operation, adding a second skill segment to the first skill model to generate a second skill step flowchart, wherein the second skill step flowchart is used to represent the execution process of the game skill.

4. The method of claim 1, wherein, the logical relationships comprise any one of a sequential relationship and a branching relationship.

5. The method of claim 1, wherein, before the first skill segment is added to the first skill model, the method comprises: in response to a user's skill segment construction operation, constructing a first skill segment.

6. A game skill generating apparatus characterized by comprising: The application is applied to a computer device, comprising: a construction module, configured to construct a first skill model in response to a user's model construction operation, wherein the first skill model comprises first skill steps and logical relationships between the first skill steps; The generating module is configured to, in response to a first adding operation of a user, add a first skill segment to the first skill model, and generate a first skill step flowchart, wherein the first skill segment is used to represent a set of events that need to be performed by the game skill in a first preset time period, and the first skill step flowchart is used to represent an execution flow of the game skill; a plurality of condition rule sets are pre-stored in the computer device, and the condition rule set is used to store a trigger condition of the first skill segment; and before the first skill segment is added to the first skill model, the method further comprises: in response to an association operation of a user, establishing an association relationship between the condition rule set and the first skill segment; and adding the first skill segment and the corresponding condition rule set to the first skill model. After the first skill step flowchart is generated, the method further comprises: in response to a second editing operation of a user, constructing a second skill model based on the first skill model, wherein the second skill model comprises the first skill step, a second skill step, a logical relationship between the first skill steps, a logical relationship between the second skill steps, and a logical relationship between the first skill step and the second skill step; in response to a second adding operation of a user, adding a second skill segment to the second skill model, and generating a third skill step flowchart, wherein the second skill segment is used to represent a set of events that need to be performed by the game skill in a second preset time period, and the third skill step flowchart is used to represent an execution flow of the game skill.

7. A computer device, characterized by The computer device comprises a computer readable storage medium and a processor, the computer readable storage medium stores a computer program, and the computer program is implemented when executed by the processor to realize the game skill generation method in any one of claims 1-5.

8. A computer-readable storage medium, characterized in that, The computer readable storage medium stores a computer program, and the computer program is implemented when executed by one or more processors to realize the game skill generation method in any one of claims 1-5.

Citation Information

Patent Citations

  • Method and device for realizing programmable game skill

    CN109298865A

  • Method and device for editing game skills

    CN110721474A