Virtual object skill control methods, devices, electronic equipment and storage media

By generating target markers in the game and replacing normal attacks with target skills, the problem of monotonous skill release methods is solved, enhancing the game's fun and player experience.

CN115569374BActive Publication Date: 2026-03-13BEIJING ZITIAO NETWORK TECH CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-09-07
Publication Date
2026-03-13

AI Technical Summary

Technical Problem

The current game has a limited range of ways to acquire and use skills, which affects the game's fun factor.

Method used

By displaying a virtual object's basic attack control and multiple skill controls, a target identifier is generated in response to trigger operations, and the basic attack is replaced with the target skill under preset conditions, thus enabling diverse skill releases.

Benefits of technology

It enhances the game's fun and player experience, offering diverse gameplay and visual effects.

✦ Generated by Eureka AI based on patent content.

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Abstract

This disclosure provides a method, apparatus, electronic device, and storage medium for controlling the skills of a virtual object. The method includes: displaying a virtual object and its corresponding normal attack control and multiple skill controls; the multiple skill controls correspond to N types of skill attributes, where N is a positive integer greater than or equal to 2; in response to a trigger operation on a target skill control, determining the target skill attribute corresponding to the target skill control and generating a target identifier corresponding to the target skill attribute in a target area; in response to the target identifiers corresponding to the N types of skill attributes satisfying different preset conditions, replacing the normal attack corresponding to the normal attack control with the target skill corresponding to the different preset conditions; and in response to a trigger operation on the normal attack control, controlling the virtual object to release the target skill. This application embodiment enhances the diversity of skill acquisition and release methods, thereby improving the user experience.
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Description

Technical Field

[0001] This disclosure relates to the field of computer technology, and more specifically, to a method, apparatus, electronic device, and storage medium for controlling the skills of a virtual object. Background Technology

[0002] With the rapid development of computer technology and the popularization of wireless networks, people can engage in increasingly diverse entertainment activities through electronic devices, such as playing various online games through terminal devices, including action games, adventure games, shooting games, and fighting games.

[0003] Current game interfaces typically display various skill controls. Players acquire skills by reaching certain levels or completing specific tasks, and then unleash these skills by triggering the corresponding controls to enhance their combat abilities. However, while this method effectively allows for skill acquisition and activation, it is rather simplistic, thus impacting the player's overall gaming experience. Summary of the Invention

[0004] This disclosure provides at least one method, device, electronic device, and storage medium for controlling the skills of virtual objects, which can enrich the conditions for acquiring and releasing skills, thereby enhancing the fun of the game.

[0005] This disclosure provides a method for controlling the skills of virtual objects, including:

[0006] Displays virtual objects and their corresponding normal attack controls and multiple skill controls; the multiple skill controls correspond to N types of skill attributes, where N is a positive integer greater than or equal to 2;

[0007] In response to a trigger operation targeting a target skill control, the target skill attribute corresponding to the target skill control is determined, and a target identifier corresponding to the target skill attribute is generated in the target area;

[0008] In response to the target identifiers corresponding to the N types of skill attributes satisfying different preset conditions, the normal attack corresponding to the normal attack control is replaced with the target skill corresponding to the different preset conditions;

[0009] In response to a trigger operation on the common attack control, the virtual object is controlled to release the target skill.

[0010] In this embodiment of the disclosure, a corresponding target identifier can be generated during the skill release process. When the target identifiers corresponding to the N types of skill attributes meet different preset conditions, the normal attack corresponding to the normal attack control is replaced with the target skill corresponding to the different preset conditions. In this way, different target skills can be obtained according to the skill attributes and number of the released skills during the skill release process, and the target skill can be released through the normal attack control, thereby enhancing the fun of the game and providing players with different gaming experiences.

[0011] In one possible implementation, the method further includes:

[0012] Display at least one skill slot, and each skill slot corresponds to at least one skill control with the same target skill attribute.

[0013] In this embodiment of the disclosure, skill controls with the same target skill attribute are displayed together through skill slots. This allows skill controls of various skill attributes to be categorized and organized. This not only helps players distinguish between skill controls of different skill attributes, but also improves the cleanliness and aesthetics of the display interface, thus enhancing the player's visual experience.

[0014] In one possible implementation, replacing the normal attack corresponding to the normal attack control with a target skill corresponding to different preset conditions includes:

[0015] Replace the normal attack corresponding to the normal attack control with the target skill corresponding to different preset conditions, and change the display style of the normal attack control.

[0016] In this embodiment, while replacing the normal attack corresponding to the normal attack control with target skills corresponding to different preset conditions, the display style of the normal attack control is also changed. In this way, players can intuitively perceive that the function corresponding to the normal attack control has changed, which is conducive to improving the player's gaming experience.

[0017] In one possible implementation, the target identifiers corresponding to the N types of skill attributes satisfy different preset conditions, including:

[0018] Each of the N skill attributes has a target identifier corresponding to a preset condition; and / or, the target identifiers of at least two skill attributes in the N skill attributes are combined to obtain a combination result; wherein, each combination result corresponds to a preset condition.

[0019] In this embodiment of the disclosure, each of the N skill attributes can correspond to a preset condition as a target identifier, or the combination of target identifiers of at least two of the N skill attributes can correspond to a preset condition. In this way, the preset conditions can be diversified, thereby making the target skills obtained more diverse and improving the fun of the game.

[0020] In one possible implementation, for each combination result, the target skill corresponding to the preset condition corresponding to the combination result includes the target skill corresponding to the preset condition corresponding to the target identifier of each type of skill attribute contained in the combination result, as well as the additional skill effect.

[0021] In this embodiment of the disclosure, when the preset conditions correspond to two or more types of skill attributes, the target skill is the target skill corresponding to the preset conditions of the target identifier of each type of skill attribute, and the skill effect is added. In this way, the skill effect can be displayed while realizing the combination skill, thereby improving the player's skill release experience and the player's visual experience.

[0022] In one possible implementation, the different preset conditions are determined by the number and / or presentation style of the target identifiers of at least one type of skill attribute.

[0023] In this embodiment of the disclosure, the preset conditions can be determined based on the number of target icons of skill attributes, or based on the presentation style of the target icons, or a combination of the two. This allows for the diversification of preset conditions, providing players with a diverse range of target skill experiences.

[0024] In one possible implementation, the target area includes multiple sub-regions, with each skill attribute corresponding to one sub-region; the step of determining the target skill attribute corresponding to the target skill control in response to a trigger operation on the target skill control, and generating a target identifier corresponding to the target skill attribute in the target area, includes:

[0025] In response to a trigger operation on the target skill control, the target skill attribute corresponding to the target skill control and the target sub-region corresponding to the skill attribute are determined;

[0026] Generate a target identifier corresponding to the target skill attribute in the target sub-region.

[0027] In this embodiment of the disclosure, the target identifiers of different skill attributes correspond to different sub-regions. This allows the same type of skill attribute to generate corresponding target identifiers in the same sub-region after the skill is released. This helps players to intuitively distinguish different target identifiers through the display area. In addition, it can also improve the aesthetics of the display interface layout.

[0028] In one possible implementation, there is a preset positional relationship between the sub-regions, and adjacent sub-regions are separated by a target pattern.

[0029] In this embodiment, since there is a preset positional relationship between each sub-region, the efficiency of determining each sub-region can be improved; in addition, adjacent sub-regions are separated by target patterns, which not only helps players distinguish adjacent sub-regions, but also improves the aesthetics of the display.

[0030] In one possible implementation, after releasing the target skill, the method further includes restoring the target area corresponding to the target skill to its initial state.

[0031] In this embodiment of the disclosure, after the target skill is released, the target area corresponding to the target skill is restored to its initial state. This represents the end of a target skill cycle, which is beneficial for the generation of the next target identifier. In this way, the cycle of generating and releasing target skills can be continuously realized during the game, which is beneficial for improving the player's gaming experience.

[0032] This disclosure provides a skill control device for virtual objects, including:

[0033] The display module is used to display virtual objects and their corresponding normal attack controls and multiple skill controls; the multiple skill controls correspond to N types of skill attributes, where N is a positive integer greater than or equal to 2;

[0034] The determination module is used to determine the target skill attribute corresponding to the target skill control in response to a trigger operation on the target skill control, and generate a target identifier corresponding to the target skill attribute in the target area;

[0035] The replacement module is used to replace the normal attack corresponding to the normal attack control with the target skill corresponding to the different preset conditions in response to the target identifier corresponding to the N types of skill attributes satisfying different preset conditions.

[0036] The release module is used to control the virtual object to release the target skill in response to a trigger operation on the common attack control.

[0037] In one possible implementation, the display module is further configured to:

[0038] Display at least one skill slot, and each skill slot corresponds to at least one skill control with the same target skill attribute.

[0039] In one possible implementation, the replacement module is specifically used for:

[0040] Replace the normal attack corresponding to the normal attack control with the target skill corresponding to different preset conditions, and change the display style of the normal attack control.

[0041] In one possible implementation, the target identifiers corresponding to the N types of skill attributes satisfy different preset conditions, including:

[0042] Each target identifier in the N skill attribute categories corresponds to a preset condition; and / or,

[0043] The target identifiers of at least two skill attributes from the N skill attributes are combined to obtain a combination result; wherein, each combination result corresponds to a preset condition.

[0044] In one possible implementation, for each combination result, the target skill corresponding to the preset condition corresponding to the combination result includes the target skill corresponding to the preset condition corresponding to the target identifier of each type of skill attribute contained in the combination result, as well as the additional skill effect.

[0045] In one possible implementation, the different preset conditions are determined by the number and / or presentation style of the target identifiers of at least one type of skill attribute.

[0046] In one possible implementation, the target area includes multiple sub-regions, with each skill attribute corresponding to one sub-region; the determining module is specifically used for:

[0047] In response to a trigger operation on the target skill control, the target skill attribute corresponding to the target skill control and the target sub-region corresponding to the skill attribute are determined;

[0048] Generate a target identifier corresponding to the target skill attribute in the target sub-region.

[0049] In one possible implementation, there is a preset positional relationship between the sub-regions, and adjacent sub-regions are separated by a target pattern.

[0050] In one possible implementation, the display module is further configured to:

[0051] After the target skill is released, the target area corresponding to the target skill is restored to its initial state.

[0052] This disclosure provides an electronic device, including a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the memory via the bus. When the machine-readable instructions are executed by the processor, they perform the steps of the virtual object skill control method as described in any of the above possible embodiments.

[0053] This disclosure provides a computer-readable storage medium storing a computer program that, when executed by a processor, performs the steps of the skill control method for virtual objects as described in any of the possible embodiments above.

[0054] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0055] To more clearly illustrate the technical solutions of the embodiments of this disclosure, the accompanying drawings used in the embodiments will be briefly described below. These drawings are incorporated in and constitute a part of this specification. They illustrate embodiments conforming to this disclosure and, together with the specification, serve to explain the technical solutions of this disclosure. It should be understood that the following drawings only show some embodiments of this disclosure and should not be considered as limiting the scope. Those skilled in the art can obtain other related drawings based on these drawings without creative effort.

[0056] Figure 1 A schematic diagram of the execution subject of the skill control method for virtual objects provided in some embodiments of this disclosure is shown;

[0057] Figure 2 A flowchart illustrating a method for controlling the skills of virtual objects provided in some embodiments of this disclosure is shown;

[0058] Figure 3 A schematic diagram of a first display interface provided by some embodiments of the present disclosure is shown;

[0059] Figure 4 A schematic diagram of a second display interface provided in some embodiments of this disclosure is shown;

[0060] Figure 5 A schematic diagram of a third display interface provided in some embodiments of this disclosure is shown;

[0061] Figure 6 A schematic diagram of a fourth display interface provided by some embodiments of this disclosure is shown;

[0062] Figure 7A schematic diagram of a fifth display interface provided by some embodiments of this disclosure is shown;

[0063] Figure 8 A schematic diagram of a sixth display interface provided by some embodiments of this disclosure is shown;

[0064] Figure 9 This invention provides a schematic diagram of the structure of a skill control device for virtual objects according to some embodiments of the present disclosure;

[0065] Figure 10 A schematic diagram of an electronic device provided in some embodiments of the present disclosure is shown. Detailed Implementation

[0066] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this disclosure, and not all of them. The components of the embodiments of this disclosure described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed disclosure, but merely represents selected embodiments of this disclosure. All other embodiments obtained by those skilled in the art based on the embodiments of this disclosure without inventive effort are within the scope of protection of this disclosure.

[0067] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures.

[0068] In this document, the term "and / or" merely describes a relationship, indicating that three relationships can exist. For example, A and / or B can represent three cases: A alone, A and B simultaneously, and B alone. Furthermore, the term "at least one" in this document means any combination of at least two of any one or more elements. For example, including at least one of A, B, and C can mean including any one or more elements selected from the set consisting of A, B, and C.

[0069] With the rapid development of computer technology and the widespread adoption of wireless networks, people can engage in increasingly diverse entertainment activities through electronic devices, such as playing various online games via terminal devices (mobile phones, laptops, etc.). Online games, using the internet as a medium, facilitate data exchange between clients on electronic devices and backend servers, enabling dynamic information transmission between clients and backend servers, as well as between clients themselves, thus achieving entertainment and communication effects.

[0070] Research has found that in current games, player characters (hereinafter referred to as users) may be equipped with multiple skills, which are used to enhance combat capabilities. These skills are typically displayed as independent controls within the game interface. However, usually, character skills are only acquired after the player's character reaches a certain level or completes a specific task, and even after acquisition, they require triggering through a corresponding skill control to be activated. This results in a relatively simplistic approach to skill acquisition and activation, thus impacting the game's overall enjoyment.

[0071] Based on the above research, this disclosure provides a method for controlling the skills of virtual objects. This method displays virtual objects and their corresponding basic attack controls and multiple skill controls. The multiple skill controls correspond to N types of skill attributes, where N is a positive integer greater than or equal to 2. Then, in response to a trigger operation targeting a target skill control, the method determines the target skill attribute corresponding to the target skill control and generates a target identifier corresponding to the target skill attribute in the target area. Furthermore, in response to the target identifiers corresponding to the N types of skill attributes satisfying different preset conditions, the method replaces the basic attack corresponding to the basic attack control with a target skill corresponding to different preset conditions. Thus, during gameplay, players can continuously release skills to replace basic attacks with target skills, providing a variety of gameplay experiences. Moreover, different skill attributes and the number of skills released can lead to different target skills after replacement, thereby enhancing the game's fun factor.

[0072] The shortcomings of the above solutions are the result of the inventor's practical experience and careful research. Therefore, the discovery process of the above problems and the solutions proposed in this disclosure below should be considered as the inventor's contribution to this disclosure.

[0073] To facilitate understanding of this embodiment, the executing entity of the virtual object skill control method provided in this disclosure embodiment will first be described in detail. Specifically, see [link to relevant documentation]. Figure 1 As shown, the execution entity of the skill control method for the virtual object is the electronic device 100, which may include a terminal device and a server. For example, the method can be applied to a terminal device, which may be... Figure 1 The smartphone 10, desktop computer 20, laptop computer 30, etc. shown can also be Figure 1 The smartwatches, tablets, in-vehicle devices, VR (Virtual Reality) / AR (Augmented Reality) devices not shown in the text are not limited to any particular type.

[0074] This method can also be applied to server 40, or to an implementation environment consisting of terminals and server 40. Server 40 can be a standalone physical server, a server cluster or distributed system consisting of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud storage, big data and artificial intelligence platforms.

[0075] It should be noted that, in some implementations, server 40 can communicate with smartphone 10, desktop computer 20, and laptop computer 30 via network 50. Network 50 can include various connection types, such as wired, wireless communication links, or fiber optic cables, etc.

[0076] For example, taking cloud gaming as an example, in the cloud gaming operation mode, the game program and the game screen presentation are separate. The storage and execution of game data processing are completed on the cloud gaming server, while the terminal device is used for data reception, transmission, and game screen presentation. When playing the game, the player operates the terminal device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the terminal device through the network, and finally, the terminal device decodes and outputs the game screen.

[0077] In one alternative implementation, when the game runs on a terminal device, the terminal device interacts with the player through a graphical user interface (GUI), i.e., by conventionally downloading, installing, and running the game program on the terminal device. The terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal device's display screen or providing it to the player via holographic projection. Exemplarily, the terminal device can include a display screen for presenting the GUI, which includes game graphics, and a processor for running the game, generating the GUI, and controlling its display on the screen. That is, the skill control method for the virtual object can be implemented by the processor calling computer-readable instructions stored in memory.

[0078] The skill control method for virtual objects provided in this application, as illustrated in the accompanying drawings, will now be described in detail. (See also...) Figure 2 The diagram shows a flowchart of a skill control method for a virtual object provided in this embodiment of the present disclosure. The skill control method for the virtual object includes the following steps S101 to S104:

[0079] S101, Display the virtual object and its corresponding normal attack control and multiple skill controls; the multiple skill controls correspond to N types of skill attributes, where N is a positive integer greater than or equal to 2.

[0080] See Figure 3 The diagram shown is a schematic representation of a first display interface provided in an embodiment of this disclosure. In this embodiment, the display interface is the game screen of a game application. Figure 3 As shown, the display interface shows a virtual object 60, a corresponding normal attack control 70, and multiple skill controls 80. In some embodiments, the virtual object 60 may exist in a virtual scene (not shown), referring to a dynamic object that can be controlled within the virtual scene.

[0081] Optionally, a virtual scene is a scene used by players to control virtual objects to complete game logic. This virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The virtual environment can be sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. Furthermore, a virtual scene can be either a two-dimensional (2D) virtual scene or a three-dimensional (3D) virtual scene. For example, for 2D or 3D multiplayer online battle arena (MOBA) games or games like Dungeon Fighter Online (DNF), the virtual scene is a 2D or 3D terrain scene for virtual objects to engage in combat. This virtual scene may include elements such as canyon-style mountains, routes, rivers, dungeons, and instances.

[0082] Optionally, the virtual object 60 can be a virtual character, virtual animal, anime character, etc. This virtual object is a character controlled by the user through an input device. In one possible implementation, the user can control the virtual object 60 to move within the virtual scene, for example, to run, jump, crawl, etc., and can also control the virtual object 60 to use skills and virtual items provided by the application to fight against other virtual objects.

[0083] Optionally, the basic attack control 70 and multiple skill controls 80 can be displayed on the virtual scene. Players can control the virtual object 60 to launch attack actions through the basic attack control 70. For example, an attack command can be triggered by a trigger operation applied to the basic attack control 70, and the virtual object 60 can be controlled to perform attack operations in the virtual scene according to the attack command. The specific attack behavior is related to the type of trigger operation, which includes, but is not limited to, single-click trigger operation, double-click trigger operation, long-press trigger operation, and swipe trigger operation. For instance, when a player clicks the basic attack control 70, they can control the virtual object 60 to launch a single basic attack; when a player long-presses the basic attack control 70, they can control the virtual object 60 to launch a series of basic attacks. Furthermore, the display position of the basic attack control 70 can be adjusted according to specific needs.

[0084] In games, skills can be understood as actions triggered by virtual objects (characters) to achieve a certain level of attack power, a specific function, or a specific effect. For example, skills in games can be divided into attack, defense, and control, and each category can include multiple specific skills. For instance, attack skills can include punching and kicking; defense skills can include blocking and rolling; and control skills can include immobilizing and freezing.

[0085] Specifically, when skill control 80 is triggered, virtual object 60 can be controlled to release the corresponding skill. It can be understood that different skill controls correspond to different skills; for example, skill 1 control corresponds to the freeze skill, skill 2 control corresponds to the immobilize skill, skill n control corresponds to skill n, and so on.

[0086] In some implementations, multiple skill controls 80 can be arranged in a preset manner, such as in an arc shape, in a straight line, or in other ways. This application embodiment does not impose specific limitations on this. Different skill controls may have different display icons, and each skill control may also display a corresponding skill description.

[0087] It is understandable that since each skill has skill attributes, that is, each skill control corresponds to a skill with a certain type of skill attribute, multiple skill controls 80 can correspond to N types of skill attributes, where N is a positive integer greater than or equal to 2. It should be noted that the N types of skill attributes corresponding to multiple skill controls 80 actually refer to the skill attributes corresponding to the skills associated with those skill controls. The definition of skill attributes may differ in different games. Optionally, skill attributes may include light attributes or dark attributes, and alternatively, skill attributes may also include wind attributes, electric attributes, or thunder attributes, as long as different skills can be categorized. The specific attribute content is not limited here.

[0088] In some implementations, to enable players to generate target identifiers for a specific skill attribute, see [link to relevant documentation]. Figure 4 As shown, at least one skill slot 81 can be displayed on the screen, and at least one skill control 80 corresponding to the same type of skill attribute can be placed in one skill slot 81, so that each skill slot 81 corresponds to at least one skill control 80 with the same target skill attribute. For example, if skill 1 control and skill 2 control both correspond to skills of type X skill attribute, then skill 1 control and skill 2 control can be placed in skill slot 81. Furthermore, when there are multiple skill slots 81, the skill slots 81 can be grouped, with each group of skill slots adjacent to each other, and skill controls with the same target skill attribute can be placed in each group. This makes it easier for players to distinguish skill controls of the same type of skill attribute, facilitates the release of skills with the same skill attribute, and improves the cleanliness and aesthetics of the display screen.

[0089] It should be noted that each skill slot 81 can include multiple slots 811, and each slot 811 can correspond to at least one skill control 80. When a slot 811 corresponds to multiple skill controls 80, one of the multiple skill controls can be selected for display, while the other skill controls can be temporarily set as backups (e.g., temporarily hidden in the list). When needed, the required skill control can be retrieved and displayed in the corresponding slot. This allows for effective management of multiple skill controls while occupying a small display area. For example, if skill 1 and skill 2 have the same skill attributes and are in the same skill slot 81, initially only the skill 1 control will be displayed, and the skill 2 control will be hidden. After skill 1 is released, during its cooldown period, the skill 1 control can be hidden, and the releaseable skill 2 control can be displayed. Furthermore, when the skill 2 control is displayed, the cooldown time of skill 1 can be displayed in the corresponding position of the skill slot 81 (e.g., around the skill 2 control).

[0090] S102, in response to the trigger operation for the target skill control, determine the target skill attribute corresponding to the target skill control, and generate a target identifier corresponding to the target skill attribute in the target area.

[0091] When the terminal device is a touch device, the triggering operation includes, but is not limited to, the aforementioned single-click operation, double-click operation, long-press operation, and swipe operation; when the terminal device is equipped with a mouse and keyboard, for example, when the terminal device is a desktop computer or a laptop computer, the triggering operation can also be a triggering operation input by the player through a mouse or keyboard, and this application embodiment does not impose specific limitations on this.

[0092] For example, see Figure 5 As shown, the target skill control is one of the aforementioned multiple skill controls 80. For example, if the skill 1 control is triggered, then the skill 1 control is the target skill control. In response to the trigger operation targeting the target skill control (skill 1 control), the target skill attribute (e.g., light attribute) corresponding to the skill 1 control can be determined, and a target identifier 31 corresponding to the target skill attribute can be generated in the target area 21. If the skill 3 control is triggered, then the skill 3 control is the target skill control. In response to the trigger operation targeting the target skill control (skill 3 control), the target skill attribute (e.g., dark attribute) corresponding to the skill 3 control can be determined, and a target identifier 32 corresponding to the target skill attribute can be generated in the target area 21. That is, different types of skill attributes correspond to different target identifiers. The specific number of generated target identifiers is not limited; for example, it can be one or multiple.

[0093] Furthermore, it should be noted that the process of generating a target identifier corresponding to the target skill attribute in the target area can be a process of creating something from scratch, for example, as... Figure 5 As shown, target identifiers can be generated in areas that were originally blank, or they can be... Figure 6 As shown, there is a base identifier 311 or 321. The target identifier 31 or 32 is generated by changing the presentation style of the base identifier (such as turning it gray).

[0094] In some implementations, see Figure 6 As shown, the target area 21 includes multiple sub-areas 211, wherein each skill attribute corresponds to one sub-area 211. For example, the light attribute corresponds to the left sub-area 211, while the dark attribute corresponds to the right sub-area 211. Therefore, in response to a trigger operation targeting a target skill control, when determining the target skill attribute corresponding to the target skill control and generating a target identifier corresponding to the target skill attribute in the target area, the following (a) to (b) may be included:

[0095] (a) In response to a trigger operation on the target skill control, determine the target skill attribute corresponding to the target skill control and the target sub-region corresponding to the skill attribute;

[0096] (b) Generate a target identifier corresponding to the target skill attribute in the target sub-region.

[0097] In the above steps, after determining the target skill attribute corresponding to the target skill control, the target sub-region corresponding to the skill attribute can be determined. For example, if the target skill attribute is light, the left sub-region 211 can be determined, and if the target skill attribute is dark, the right sub-region 211 can be determined. Then, a target identifier can be generated in the corresponding sub-region. In this way, after skills of the same type of skill attribute are released, the corresponding target identifier can be generated in the same sub-region, which helps players to intuitively distinguish different target identifiers through the display area. In addition, it can also improve the aesthetics of the display interface layout.

[0098] Please refer to the following: Figure 6 and Figure 7 Optionally, there are preset positional relationships between the various sub-regions, such as... Figure 6 Symmetrical relationship in Figure 7 The circular distribution in the image is arranged so that adjacent sub-regions 211 can be separated by the target pattern 41. This not only helps players distinguish between adjacent sub-regions, but also further enhances the aesthetics of the display.

[0099] The content of the target pattern is not limited; for example, it may include animal patterns, plant patterns, line marks, geometric shapes, etc.

[0100] S103, in response to the target identifier corresponding to the N-type skill attribute satisfying different preset conditions, the normal attack corresponding to the normal attack control is replaced with the target skill corresponding to the different preset conditions.

[0101] The target identifiers corresponding to the N types of skill attributes satisfy different preset conditions, including:

[0102] Each of the N skill attributes has a target identifier corresponding to a preset condition; and / or, the target identifiers of at least two skill attributes in the N skill attributes are combined to obtain a combination result; wherein, each combination result corresponds to a preset condition.

[0103] In practical implementation, for each type of skill attribute target identifier corresponding to a preset condition, different preset conditions can be set according to the target identifiers corresponding to different types of skill attributes. For example, for target identifiers of type X skill attribute, the preset condition can be determined to be met when the number reaches a preset number (e.g., 3). At this time, the normal attack corresponding to the normal attack control is replaced with target skill 1 (e.g., group damage increase). For target identifiers of type Y skill attribute, the preset condition can be determined to be met when the number reaches a preset number (e.g., 4). At this time, the normal attack corresponding to the normal attack control is replaced with target skill 2 (e.g., group healing). For target identifiers of type Z skill attribute, the preset condition can be determined to be met when the number reaches a preset number (e.g., 5) and the target identifiers are distributed in a preset shape (e.g., circle). At this time, the normal attack corresponding to the normal attack control is replaced with target skill 3.

[0104] For cases where each combination result corresponds to a preset condition, the preset condition can be determined to be met only if the target identifiers of each type of skill attribute in the combination meet the preset requirements. For example, if the combination contains target identifiers of both type X and type Y skill attributes, the preset condition is determined to be met when the number of target identifiers of both type X and type Y skill attributes reaches a preset number (e.g., 3). In this case, the normal attack corresponding to the normal attack control is replaced with target skill 4.

[0105] In this embodiment of the disclosure, each of the N skill attributes can correspond to a preset condition as a target identifier, or the combination of target identifiers of at least two of the N skill attributes can correspond to a preset condition. In this way, the preset conditions can be diversified, thereby making the target skills obtained more diverse and improving the fun of the game.

[0106] In some implementations, for each combination result, the target skill corresponding to the preset conditions of the combination result includes the target skill corresponding to the preset conditions of the target identifier of each type of skill attribute included in the combination result, as well as additional skill effects. For example, when the combination includes target identifiers of type X skill attributes and type Y skill attributes, the target skill corresponding to the combination result (such as the aforementioned target skill 4) includes the target skill corresponding to the preset conditions of the target identifier of type X skill attributes (such as the aforementioned target skill 1), the target skill corresponding to the preset conditions of the target identifier of type Y skill attributes (such as the aforementioned target skill 2), and additional skill effects. Thus, while implementing the combined skill, the skill effects can also be displayed externally, thereby enhancing both the player's skill release experience and their visual experience.

[0107] The following is combined Figure 6 The above-mentioned combined skills will be explained in detail using two examples. For instance, if the number of target identifiers 31 corresponding to the X-type skill attribute reaches a preset number (e.g., 3), then the target identifiers 31 corresponding to the X-type skill attribute meet the preset conditions, and the corresponding target skill 1 is "group healing"; if the number of target identifiers 32 corresponding to the Y-type skill attribute reaches a preset number (e.g., 3), then the target identifiers 32 corresponding to the Y-type skill attribute meet the preset conditions, and the corresponding target skill 2 is "group damage increase"; therefore, if the combination meets the preset conditions, that is, the number of target identifiers 31 corresponding to the X-type skill attribute and the number of target identifiers 32 corresponding to the Y-type skill attribute both reach the preset number, then the combination result meets the preset conditions, and the corresponding target skill 4 is "group healing + group damage increase + skill effect". Of course, in other embodiments, target skill 4 can also be other skills different from target skill 1 and target skill 2, which is not limited here.

[0108] Optionally, the different preset conditions are determined by the number and / or presentation style (e.g., the shape of the distribution) of the target icons corresponding to at least one type of skill attribute. That is, the preset conditions can be determined based on the number of target icons for the skill attribute, the presentation style of the target icons, or a combination of both. For example, the preset conditions could be that there are at least three target icons, multiple target icons distributed in a specific shape (e.g., triangles, circles, polygons), or both a specific number and a specific shape distribution. This allows for a diversification of preset conditions, providing players with a diverse range of target skill experiences.

[0109] For example, in order to make players intuitively aware that the skill corresponding to the normal attack control has changed when the skill is replaced, the display style of the normal attack control can be changed at the same time as replacing the normal attack corresponding to the normal attack control with the target skill corresponding to different preset conditions.

[0110] Please see again Figure 6 as well as Figure 7 When the number of target identifiers 31 for skill type X reaches a preset number (2 or 3), it is determined that the target identifiers for skill type X meet the preset conditions. Then, the normal attack corresponding to the normal attack control 70 is replaced with target skill 1, and the presentation style of the attack control 70 is changed. Please refer to [link / reference]. Figure 8In some implementations, when the number of target identifiers 32 for the Y-type skill attribute reaches a preset number (3), it is determined that the target identifiers 32 for the Y-type skill attribute meet preset conditions. Then, the normal attack corresponding to the normal attack control 70 is replaced with target skill 2, and the presentation style of the attack control 70 is changed. The presentation styles corresponding to different preset conditions can be the same or different, such as... Figure 7 and Figure 8 As shown, the presentation styles are different. In this way, players can intuitively determine the target skill corresponding to the current attack control 70 by the presentation style of the attack control 70, which helps to improve the player's gaming experience.

[0111] S104, in response to the triggering operation of the normal attack control, control the virtual object to release the target skill.

[0112] For example, after replacing the normal attack corresponding to the normal attack control 70 with the target skill, if the normal attack control 70 is triggered, the virtual object 60 can be controlled to release the target skill.

[0113] In some implementations, after controlling the virtual object 60 to release the target skill, the target area corresponding to the target skill is also restored to its initial state. For example, see here. Figure 8 After the target skill is released, the target identifier 32 in sub-region 211 can be restored to the basic identifier 321. Figure 6 The state of "uncolored" indicates the end of a target skill cycle, which facilitates the generation of the next target marker. This allows for a continuous cycle of generating and releasing target skills during the game, thus enhancing the player's gaming experience.

[0114] Those skilled in the art will understand that, in the above-described method of the specific implementation, the order in which each step is written does not imply 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.

[0115] Based on the same technical concept, this disclosure also provides a virtual object skill control device corresponding to the virtual object skill control method. Since the principle of the device in this disclosure for solving the problem is similar to the virtual object skill control method described above in this disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.

[0116] Reference Figure 9 The diagram shown is a schematic of a skill control device 900 for a virtual object provided in an embodiment of this disclosure. The device includes:

[0117] Display module 901 is used to display virtual objects and their corresponding normal attack controls and multiple skill controls; the multiple skill controls correspond to N types of skill attributes, where N is a positive integer greater than or equal to 2;

[0118] The determination module 902 is used to determine the target skill attribute corresponding to the target skill control in response to a trigger operation on the target skill control, and generate a target identifier corresponding to the target skill attribute in the target area;

[0119] The replacement module 903 is used to replace the normal attack corresponding to the normal attack control with the target skill corresponding to the different preset conditions in response to the target identifier corresponding to the N types of skill attributes satisfying different preset conditions.

[0120] Release module 904 is used to control the virtual object to release the target skill in response to a trigger operation on the normal attack control.

[0121] In one possible implementation, the display module 901 is further configured to:

[0122] Display at least one skill slot, and each skill slot corresponds to at least one skill control with the same target skill attribute.

[0123] In one possible implementation, the replacement module 903 is specifically used for:

[0124] Replace the normal attack corresponding to the normal attack control with the target skill corresponding to different preset conditions, and change the display style of the normal attack control.

[0125] In one possible implementation, the target identifiers corresponding to the N types of skill attributes satisfy different preset conditions, including:

[0126] Each target identifier in the N skill attribute categories corresponds to a preset condition; and / or,

[0127] The target identifiers of at least two skill attributes from the N skill attributes are combined to obtain a combination result; wherein, each combination result corresponds to a preset condition.

[0128] In one possible implementation, for each combination result, the target skill corresponding to the preset condition corresponding to the combination result includes the target skill corresponding to the preset condition corresponding to the target identifier of each type of skill attribute contained in the combination result, as well as the additional skill effect.

[0129] In one possible implementation, the different preset conditions are determined by the number and / or presentation style of the target identifiers of at least one type of skill attribute.

[0130] In one possible implementation, the target area includes multiple sub-regions, with each skill attribute corresponding to one sub-region; the determining module 902 is specifically used for:

[0131] In response to a trigger operation on the target skill control, the target skill attribute corresponding to the target skill control and the target sub-region corresponding to the skill attribute are determined;

[0132] Generate a target identifier corresponding to the target skill attribute in the target sub-region.

[0133] In one possible implementation, there is a preset positional relationship between the sub-regions, and adjacent sub-regions are separated by a target pattern.

[0134] In one possible implementation, the display module 901 is further configured to:

[0135] After the target skill is released, the target area corresponding to the target skill is restored to its initial state.

[0136] The processing flow of each module in the device and the interaction flow between each module can be referred to the relevant descriptions in the above method embodiments, and will not be detailed here.

[0137] Based on the same technical concept, this disclosure also provides an electronic device. (See also...) Figure 10 The diagram shown is a structural schematic of an electronic device 700 provided in an embodiment of this disclosure, including a processor 701, a memory 702, and a bus 703. The memory 702 is used to store execution instructions and includes a main memory 7021 and an external memory 7022. The main memory 7021, also called internal memory, is used to temporarily store computational data in the processor 701, as well as data exchanged with external memory 7022 such as a hard disk. The processor 701 exchanges data with the external memory 7022 through the main memory 7021.

[0138] In this embodiment, the memory 702 is specifically used to store application code that executes the solution of this application, and its execution is controlled by the processor 701. That is, when the electronic device 700 is running, the processor 701 communicates with the memory 702 through the bus 703, so that the processor 701 executes the application code stored in the memory 702, and then executes the method described in any of the foregoing embodiments.

[0139] The memory 702 may be, but is not limited to, random access memory (RAM), read-only memory (ROM), programmable read-only memory (PROM), erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), etc.

[0140] Processor 701 may be an integrated circuit chip with signal processing capabilities. The aforementioned processor can be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor can be a microprocessor or any conventional processor.

[0141] It is understood that the structures illustrated in the embodiments of this application do not constitute a specific limitation on the electronic device 700. In other embodiments of this application, the electronic device 700 may include more or fewer components than illustrated, or combine some components, or split some components, or have different component arrangements. The illustrated components may be implemented in hardware, software, or a combination of software and hardware.

[0142] This disclosure also provides a computer-readable storage medium storing a computer program that, when executed by a processor, performs the steps of the virtual object skill control method described in the above method embodiments. The storage medium can be either volatile or non-volatile computer-readable storage.

[0143] This disclosure also provides a computer program product carrying program code. The program code includes instructions that can be used to execute the steps of the skill control method for virtual objects in the above method embodiments. For details, please refer to the above method embodiments, which will not be repeated here.

[0144] The aforementioned computer program product can be implemented through hardware, software, or a combination thereof. In one optional embodiment, the computer program product is specifically embodied in a computer storage medium; in another optional embodiment, the computer program product is specifically embodied in a software product, such as a software development kit (SDK), etc.

[0145] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes of the systems and devices described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here. In the several embodiments provided in this disclosure, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of units is only a logical functional division; in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Another point is that the displayed or discussed mutual coupling or direct coupling or communication connection may be through some communication interfaces; the indirect coupling or communication connection of devices or units may be electrical, mechanical, or other forms.

[0146] The units described as separate components may or may not be physically separate. 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 the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0147] In addition, the functional units in the various embodiments of this disclosure can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0148] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory, random access memory, magnetic disks, or optical disks.

[0149] Finally, it should be noted that the above-described embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.

Claims

1. A skill control method of a virtual object, characterized by, The method comprises: displaying a virtual object and its corresponding normal attack control and a plurality of skill controls; the plurality of skill controls correspond to N types of skill attributes, N being a positive integer greater than or equal to 2; in response to a trigger operation on a target skill control, determining a target skill attribute corresponding to the target skill control, and generating a target identifier corresponding to the target skill attribute in a target region; in response to the target identifiers corresponding to the N types of skill attributes satisfying different preset conditions, replacing a normal attack corresponding to the normal attack control with a target skill corresponding to the different preset conditions; in response to a trigger operation on the normal attack control, controlling the virtual object to release the target skill; wherein the target region comprises a plurality of sub-regions, and each type of skill attribute corresponds to a sub-region; the response to the trigger operation on the target skill control to determine the target skill attribute corresponding to the target skill control and generate the target identifier corresponding to the target skill attribute in the target region comprises: in response to the trigger operation on the target skill control, determining the target skill attribute corresponding to the target skill control and a target sub-region corresponding to the skill attribute; generating the target identifier corresponding to the target skill attribute in the target sub-region; wherein there is a preset positional relationship between each sub-region, and adjacent sub-regions are separated by a target pattern.

2. The method of claim 1, wherein, The replacement of the normal attack corresponding to the normal attack control with the target skill corresponding to the different preset conditions comprises: replacing the normal attack corresponding to the normal attack control with the target skill corresponding to the different preset conditions, and changing the display style of the normal attack control.

3. The method of claim 1, wherein, The target identifiers corresponding to the N types of skill attributes satisfy different preset conditions, which comprises: the target identifier of each type of skill attribute in the N types of skill attributes corresponds to a preset condition; and / or, the target identifiers of at least two types of skill attributes in the N types of skill attributes are combined to obtain a combination result; each combination result corresponds to a preset condition.

4. The method of claim 3, wherein, For each combination result, the target skill corresponding to the preset condition corresponding to the combination result comprises the target skill corresponding to the preset condition corresponding to the target identifier of each type of skill attribute contained in the combination result and an additional skill effect.

5. The method of claim 1, wherein, The different preset conditions are determined by the number and / or presentation style of the target identifiers of at least one type of skill attribute corresponding to the different preset conditions.

6. The method according to any one of claims 1 to 5, characterized in that, After releasing the target skill, the method further comprises: restoring the target region corresponding to the target skill to an initial state.

7. The method of claim 1, wherein, The method further comprises: displaying at least one skill slot, each skill slot corresponding to at least one skill control with the same target skill attribute.

8. A skill control apparatus of a virtual object, characterized by, comprises: a display module for displaying a virtual object and its corresponding normal attack control and a plurality of skill controls; the plurality of skill controls correspond to N types of skill attributes, N being a positive integer greater than or equal to 2; a determination module for determining a target skill attribute corresponding to a target skill control in response to a trigger operation on the target skill control, and generating a target identifier corresponding to the target skill attribute in a target region; The replacement module is configured to replace the normal attack corresponding to the normal attack control with a target skill corresponding to different preset conditions in response to the target identifier corresponding to the N-type skill attribute satisfying different preset conditions. The release module is configured to control the virtual object to release the target skill in response to a trigger operation on the normal attack control. The target region includes a plurality of sub-regions, and each skill attribute corresponds to a sub-region. The determination module is further configured to determine a target skill attribute corresponding to the target skill control and a target sub-region corresponding to the skill attribute in response to a trigger operation on the target skill control, and generate a target identifier corresponding to the target skill attribute in the target sub-region. Each sub-region has a preset positional relationship, and adjacent sub-regions are separated by a target pattern.

9. An electronic device, comprising: The processor, the memory and the bus, the memory stores machine readable instructions executable by the processor, when the electronic device runs, the processor and the memory communicate through the bus, the machine readable instructions are executed by the processor to execute the steps of the skill control method of the virtual object as claimed in any one of claims 1-7. The computer readable storage medium stores a computer program, and the computer program is executed by the processor to execute the steps of the skill control method of the virtual object as claimed in any one of claims 1-7.

10. A computer-readable storage medium, characterized in that, ​

Citation Information

Patent Citations

  • Virtual object control method and device, terminal and storage medium

    CN111905363A