Method, device, terminal equipment and storage medium for controlling skills in games

By adding tags to virtual objects in the game and adjusting skill attributes, the problem of single buff and debuff effects is solved, the fun of the game and the player experience are improved, and a faster game rhythm and resource optimization are achieved.

CN115920379BActive Publication Date: 2025-09-09NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202211433213.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-11-16
Publication Date
2025-09-09
Estimated Expiration
2042-11-16

AI Technical Summary

Technical Problem

The buff and debuff effects in existing games are relatively simple, which affects the player's gaming experience and fun.

Method used

By adding target markers to target virtual objects in the game and adjusting skill attributes in response to specific game events, such as skill cooldown and duration, increasing skill damage or effective range, etc., the game content is enriched and the fun is improved.

Benefits of technology

It significantly improves the fun of the game and the player's gaming experience, speeds up the game rhythm by dynamically adjusting skill attributes, and reduces data processing resource usage.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present invention provides a method, apparatus, terminal device, and storage medium for controlling in-game skills, including: responding to a trigger instruction for a target skill of a first virtual object, determining a target virtual object from at least one second virtual object based on the trigger instruction, and adding a target marker to the target virtual object; responding to a target game event of the target virtual object, removing the target marker of the target virtual object, and adjusting the initial skill attributes of the target skill based on preset adjustment parameters. This invention can further enrich game content and significantly enhance game fun, thereby improving the player's gaming experience.
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Description

Technical Field

[0001] The present invention relates to the field of game technology, and in particular to a method, device, terminal equipment and storage medium for controlling skills in a game. Background Art

[0002] In the gaming field, there are usually many buffs and debuffs in the game for adding buff effects to game objects, in order to enrich the game content and increase the fun of the game. However, the effects achieved by the buffs and debuffs in the game are relatively simple, which to some extent affects the player's gaming experience. Summary of the Invention

[0003] In view of this, the purpose of the present invention is to provide a method, device, terminal device and storage medium for controlling skills in a game, which can further enrich the game content and significantly improve the fun of the game, thereby improving the player's gaming experience.

[0004] In a first aspect, an embodiment of the present invention provides a method for controlling skills in a game, providing a graphical user interface through a terminal device, wherein the graphical user interface includes a game scene, a first virtual object located in the game scene, and at least one second virtual object located in the game scene, the first virtual object corresponding to the terminal device, and the method including: responding to a trigger instruction of a target skill for the first virtual object, determining a target virtual object from the at least one second virtual object according to the trigger instruction, and adding a target mark to the target virtual object; responding to a target game event of the target virtual object, removing the target mark of the target virtual object, and adjusting the initial skill attributes of the target skill according to preset adjustment parameters.

[0005] In a second aspect, an embodiment of the present invention further provides a device for controlling skills in a game, providing a graphical user interface through a terminal device, wherein the graphical user interface includes a game scene, a first virtual object located in the game scene, and at least one second virtual object located in the game scene, wherein the first virtual object corresponds to the terminal device, and the device includes: a tag adding module for responding to a trigger instruction of a target skill for the first virtual object, determining a target virtual object from the at least one second virtual object according to the trigger instruction, and adding a target tag to the target virtual object; an attribute adjustment module for responding to a target game event of the target virtual object, removing the target tag of the target virtual object, and adjusting the initial skill attributes of the target skill according to preset adjustment parameters.

[0006] In a third aspect, an embodiment of the present invention further provides a terminal device comprising a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement any one of the methods provided in the first aspect.

[0007] In a fourth aspect, an embodiment of the present invention further provides a computer-readable storage medium, wherein the computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement any one of the methods provided in the first aspect.

[0008] The control method, apparatus, terminal device, and storage medium for in-game skills provided by the embodiments of the present invention can respond to a trigger operation for a target skill, add a target tag to a target virtual object, and simultaneously monitor whether the target virtual object is in a first target state. When the target virtual object is monitored to be in the first state, the target tag carried by the target virtual object is removed, and the skill attributes of the target skill are adjusted. The above method can add a target tag to the target virtual object when the target skill is triggered, and respond to the first target game event of the target virtual object carrying the target tag to adjust the initial skill attributes of the target skill of the first virtual object, thereby further enriching the game content, significantly improving the fun of the game, and thus improving the player's gaming experience.

[0009] Other features and advantages of the present invention will be described in the following description, and in part will become apparent from the description, or understood by practicing the present invention. The purposes and other advantages of the present invention are realized and obtained by the structures particularly pointed out in the description, claims and drawings.

[0010] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0011] In order to more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the following briefly introduces the drawings required for use in the specific embodiments or the description of the prior art. Obviously, the drawings described below are some embodiments of the present invention. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.

[0012] Figure 1 A flowchart of a method for controlling skills in a game provided by an embodiment of the present invention;

[0013] Figure 2A schematic diagram of a control field provided by an embodiment of the present invention;

[0014] Figure 3 A schematic diagram of the structure of a skill control device in a game provided by an embodiment of the present invention;

[0015] Figure 4 A schematic structural diagram of a terminal device provided in an embodiment of the present invention. DETAILED DESCRIPTION

[0016] To make the objectives, technical solutions, and advantages of the embodiments of the present invention more clear, the technical solutions of the present invention will be clearly and completely described below in conjunction with the embodiments. Obviously, the embodiments described are only part of the embodiments of the present invention, not all of them. All other embodiments obtained by ordinary technicians in this field based on the embodiments of the present invention without making any creative efforts shall fall within the scope of protection of the present invention.

[0017] Currently, the effects achieved by the gain and loss effects in games are relatively simple. Based on this, the present invention provides a method, device, terminal device and storage medium for controlling skills in games, which can further enrich the game content and significantly improve the fun of the game, thereby improving the player's gaming experience. At the same time, the method disclosed in the present invention can speed up the game rhythm to quickly obtain the game results, thereby reducing the occupation of data processing resources.

[0018] In one embodiment of the present disclosure, the method for controlling a skill in a game can be executed on a local terminal device or a server. When the method for controlling a skill in a game is executed on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0019] In an optional embodiment, various cloud applications, such as cloud gaming, can be run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the control method of the skills in the game are completed on the cloud gaming server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; however, it is the cloud gaming server in the cloud that performs information processing. When playing the game, the player operates the client device to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0020] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0021] In one possible implementation, an embodiment of the present disclosure provides a method for controlling skills in a game, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or a client device in the cloud interaction system mentioned above.

[0022] The following specific embodiments are used to describe the technical solution of the present application in detail. The following specific embodiments can be combined with each other, and the same or similar concepts or processes may not be described in detail in some embodiments.

[0023] To facilitate understanding of this embodiment, a method for controlling skills in a game disclosed in an embodiment of the present invention is first described in detail. A graphical user interface is provided by a terminal device. The graphical user interface includes a game scene, a first virtual object located in the game scene, and at least one second virtual object located in the game scene. The first virtual object corresponds to the terminal device. Figure 1 The flowchart of a method for controlling skills in a game is shown, and the method mainly includes the following steps S102 to S106:

[0024] Step S102, in response to a trigger instruction for a target skill of the first virtual object, a target virtual object is determined from at least one second virtual object according to the trigger instruction, and a target mark is added to the target virtual object. The trigger instruction is generated based on one or more of a click operation, a slide operation, and a gesture operation for the target skill, the target mark is also the target buff, and the target virtual object is also the second virtual object affected by the target skill. In one embodiment, a first virtual object and a plurality of skill controls can be displayed through a graphical user interface, and a trigger instruction is generated in response to a click operation on the skill control corresponding to the target skill, thereby controlling the first virtual object to release the target skill, and at the same time determining the second virtual object affected by the target skill as the target virtual object to add a target buff to the target virtual object.

[0025] Step S104: In response to the first target game event of the target virtual object, the target marker of the target virtual object is removed, and the initial skill attributes of the target skill are adjusted according to preset adjustment parameters. For example, the first target game event may include being attacked (such as by another virtual object), being assisted (such as having health increased by another virtual object), or the target virtual object performing a specified action. For example, when the target virtual object carrying the target marker suffers any damage, the first target game event of the target virtual object may be responded to.

[0026] In addition, the initial skill attributes include at least the skill cooldown and skill duration (also known as the skill effective duration), and may also include skill damage, skill effective range, etc. For example, if the target virtual object suffers any damage, the skill cooldown of the target skill may be reduced, the skill duration of the target skill may be extended, the skill damage of the target skill may be increased, or the skill effective range of the target skill may be expanded.

[0027] The method for controlling skills in a game provided by an embodiment of the present invention can add a target tag to a target virtual object when a target skill is triggered, and respond to a first target game event of a target virtual object carrying the target tag to adjust the initial skill attributes of the target skill of the first virtual object, thereby further enriching the game content, significantly improving the fun of the game, and thus improving the player's gaming experience.

[0028] To facilitate understanding of the aforementioned embodiments, an embodiment of the present invention provides an implementation method for adjusting the initial skill attributes of a target skill according to preset adjustment parameters, which can reduce the skill cooldown of the target skill according to a preset first order of magnitude; or increase the skill duration of the target skill according to a preset second order of magnitude. In one embodiment, the target skill includes a first target skill and a second target skill. When the first target skill is released, the affected second virtual object will be added with the above-mentioned target buff, or when the second target skill is released, the second virtual object within the control field generated by the second target skill will be added with the above-mentioned target buff. On this basis, when the target virtual object receives any damage, the skill duration will be permanently increased and the skill cooldown will be reduced.

[0029] In another embodiment, if it is determined that the number of times the target skill has been updated is less than or equal to a preset threshold, the initial skill attributes of the target skill are adjusted. For example, assuming the preset threshold is 15 times, if the target virtual object is affected by the target skill more than 15 times, the target buff will no longer be added to the target virtual object; if the target virtual object is affected by the target skill less than 15 times, the initial skill attributes of the target skill are adjusted.

[0030] For example, the first target skill is "Yesterday's Reappearance", the second target skill is "Time and Space Stasis", the control field is "Stagnation Field", and the target buff is "Expansion Period" buff. After "Yesterday's Reappearance" is released, the second virtual object affected will add a 10s "Expansion Period" buff, or after "Time and Space Stasis" is released, the virtual object in the "Stagnation Field" will add an "Expansion Period" buff until the "Stagnation Field" disappears. In addition, in a game match, when a virtual object with the "Expansion Period" buff is subjected to any damage, the cooldown period of the skills "Yesterday's Reappearance" and "Time and Space Stasis" will be permanently reduced, such as reduced by 1s, and the number of times the cooldown period is reduced is at most 15 times; and the record effective period of "Yesterday's Reappearance" (that is, the duration of the above-mentioned skills) will be permanently extended, such as extended by 1s, and the number of times the record effective period is extended is at most 15 times; and the "stagnation field" duration of "Time and Space Stasis" will be permanently extended (that is, the duration of the above-mentioned skills), such as extended by 1s, and the number of times the "stagnation field" duration is extended is at most 15 times.

[0031] In another embodiment, in response to not monitoring the first target game event of the target virtual object within a preset duration, the target marker carried by the target virtual object is removed. Assuming that the duration of the target buff is 10 seconds, if the target virtual object carrying the target buff does not suffer any damage within 10 seconds, the target buff carried by the target object will be directly removed.

[0032] Based on the above embodiments, the embodiments of the present invention respectively explain the skill effects of the first target skill and the skill effects of the second target skill, as shown in the following methods 1 and 2:

[0033] Method 1: When the target skill is the first target skill, refer to steps a1 to a2 below:

[0034] Step a1: Determine the second virtual object within the skill effective range corresponding to the first target skill as the target virtual object, and record the first game data value of the first virtual object at the first moment and / or the second game data value of the target virtual object at the first moment. The first game data value includes: the first position of the first virtual object; the second game data value includes: one or more of the target virtual object's current health, second position, item cooldown, and remaining controlled time. The item cooldown can be the cooldown of a reusable item (i.e., a virtual item that can be reused multiple times), and the remaining controlled time can be the remaining time of the control skill endured by the target virtual object. For example, if the target virtual object is knocked down, the remaining controlled time can be the remaining down time. For example, a circle with a radius of 15 meters and the first virtual object as the center is used as the skill effective range corresponding to the first target skill. All second virtual objects within the skill effective range are determined as target virtual objects, and the current health, item cooldown, second position, and remaining down time of all second virtual objects within the same 15-meter range are recorded.

[0035] Step a2, within the skill duration of the first target skill, in response to a trigger operation for the first target skill at the second moment, controls the game data of the first virtual object at the second moment to be restored to the first game data recorded value at the first moment, and controls the game data of the target virtual object at the second moment to be restored to the second game data value at the first moment. Wherein, the game data of the first virtual object at the second moment includes the current position of the character, and the game data of the target virtual object at the second moment includes health, current position of the object, item cooldown time, and remaining controlled time. The skill duration is the adjusted skill duration. For example, if the skill attribute of the first virtual object has been adjusted N times (where N is less than a preset threshold), the skill duration is the sum of the initial skill duration and the passive gain, and the passive gain is N*the second order of magnitude. For example, if the initial skill duration is 5s, the adjusted skill duration is "5+passive gain", and the adjusted skill duration is at most 20s.

[0036] In one embodiment, within the skill duration, if the first target skill is used again, the first virtual object is controlled to move from the character's current position to the first position, and all game data of the target virtual object at the second moment are restored to the second game data value. This process can be called backtracking.

[0037] In one embodiment, in response to not monitoring the second target game event of the target virtual object, the game data of the target virtual object at the second moment is controlled to be restored to the second game data value at the first moment. The second target game event can be in a controlled state. For example, if the target virtual object falls, the game data of the target virtual object at the second moment will not be restored when backtracking occurs. For the target virtual object that has not fallen, its game data at the second moment is controlled to be restored to the second game data value when backtracking occurs.

[0038] Optionally, the target virtual object is displayed with a target special effect. In one embodiment, a 1 second dazzling flash effect can be added to the target virtual object that has been backtracked, and a target buff that lasts for 10 seconds can be added.

[0039] Optionally, the condition for the first target skill to enter cooldown is: the first target skill is triggered again within the skill duration of the first target skill, or the skill duration is reached.

[0040] Method 2: When the target skill is the second target skill, refer to steps b1 to b2 below:

[0041] Step b1: Determine the second virtual object within the skill effective range corresponding to the second target skill as the target virtual object, and generate a control field in the game scene based on the skill effective range corresponding to the second target skill; wherein the control field is configured to limit the movement range of the target virtual object within the control field, and / or reduce the movement speed of the target virtual object within the control field. In one embodiment, a 15m circular area is created, such as Figure 2 The diagram shows a control field. The circular area is also known as the control field ("stagnation field"). The target virtual object cannot leave the control field, and the movement speed of the target virtual object within the control field is reduced by 50%. The control field disappears after the skill duration is reached. In addition, the control field has a one-way physical barrier to the target virtual object, that is, virtual objects outside the control field can enter the control field, but virtual objects within the control field cannot leave the control field, and the logical height of the control field is ±3m. Optionally, the control field has no effect on the first virtual object.

[0042] Step b2, when the control field meets the preset conditions, cancel the control field in the game scene. In one embodiment, whether the control field meets the preset conditions can be determined according to the following (1) to (3): (1) when the skill duration corresponding to the second target skill is reached, it is determined that the control field meets the preset conditions. For example, when the skill duration (such as 5+passive gain) is reached, the control field will disappear, where the skill duration is at most 20 seconds; (2) in response to the third target game event of the target virtual object, it is determined that the control field meets the preset conditions. The third target game event can be that the target virtual object receives any damage, such as the control field disappears when the target object is attacked; (3) in response to the fourth target game event of the first virtual object, it is determined that the control field meets the preset conditions. The fourth target game event can be that the first virtual object triggers a specified skill, or triggers a specified number of specified skills, such as the first virtual object releases two melee combat skills in the control field.

[0043] Regarding the method for controlling skills in a game provided in the aforementioned embodiment, an embodiment of the present invention provides a device for controlling skills in a game, wherein a graphical user interface is provided through a terminal device, wherein the graphical user interface includes a game scene, a first virtual object located in the game scene, and at least one second virtual object located in the game scene, wherein the first virtual object corresponds to the terminal device, see Figure 3 The schematic diagram of the structure of a skill control device in a game is shown, and the device mainly includes the following parts:

[0044] a tag adding module 302, in response to a trigger instruction for a target skill of a first virtual object, determining a target virtual object from at least one second virtual object according to the trigger instruction, and adding a target tag to the target virtual object;

[0045] The attribute adjustment module 304 is used to respond to the target game event of the target virtual object, remove the target mark of the target virtual object, and adjust the initial skill attribute of the target skill according to preset adjustment parameters.

[0046] The skill control device for the game provided by an embodiment of the present invention can add a target mark to the target virtual object when the target skill is triggered, and respond to the first target game event of the target virtual object carrying the target mark to adjust the initial skill attributes of the target skill of the first virtual object, thereby further enriching the game content and significantly improving the fun of the game, thereby improving the player's gaming experience.

[0047] In one embodiment, the initial skill attributes include at least one of the following: skill cooldown time and skill duration; the attribute adjustment module 304 is also used to: reduce the skill cooldown time of the target skill according to a preset first order of magnitude; or, increase the skill duration of the target skill according to a preset second order of magnitude.

[0048] In one embodiment, the attribute adjustment module 304 is further configured to: if it is determined that the number of times the target skill has been updated is less than or equal to a preset threshold, adjust the initial skill attribute of the target skill.

[0049] In one embodiment, the attribute adjustment module 304 is further configured to: in response to not monitoring the first target game event of the target virtual object within a preset time period, remove the target marker carried by the target virtual object.

[0050] In one embodiment, the device also includes a first skill control module, which is used to: if the target skill is the first target skill, determine the second virtual object within the skill effectiveness range corresponding to the first target skill as the target virtual object, and record the first game data value of the first virtual object at the first moment and / or the second game data value of the target virtual object at the first moment; within the skill duration of the first target skill, respond to the trigger operation for the first target skill at the second moment, control the game data of the first virtual object at the second moment to be restored to the first game data recorded value at the first moment, and control the game data of the target virtual object at the second moment to be restored to the second game data value at the first moment.

[0051] In one embodiment, the first skill control module is further used to: in response to not monitoring the second target game event of the target virtual object, control the game data of the target virtual object at the second moment to be restored to the second game data value at the first moment.

[0052] In one embodiment, the first game data value includes: the first position of the first virtual object; the second game data value includes: one or more of the current health value, second position, item cooling time, and remaining controlled time of the target virtual object.

[0053] In one embodiment, the above-mentioned device also includes a second skill control module, which is used to: if the target skill is the second target skill, determine the second virtual object within the skill effectiveness range corresponding to the second target skill as the target virtual object, and generate a control field in the game scene based on the skill effectiveness range corresponding to the second target skill; wherein the control field is configured to limit the movement range of the target virtual object within the control field, and / or reduce the movement speed of the target virtual object within the control field; when the control field meets the preset conditions, cancel the control field in the game scene.

[0054] In one embodiment, the second skill control module is also used to: determine that the control field meets the preset conditions when the skill duration corresponding to the second target skill is reached; or, determine that the control field meets the preset conditions in response to the third target game event of the target virtual object; or, determine that the control field meets the preset conditions in response to the fourth target game event of the first virtual object.

[0055] The device provided in the embodiment of the present invention has the same implementation principle and technical effects as those in the aforementioned method embodiment. For the sake of brief description, for matters not mentioned in the device embodiment, reference can be made to the corresponding content in the aforementioned method embodiment.

[0056] An embodiment of the present invention provides a terminal device. Specifically, the terminal device includes a processor and a storage device. The storage device stores a computer program, which, when executed by the processor, executes:

[0057] A method for controlling skills in a game, providing a graphical user interface through a terminal device, the graphical user interface including a game scene, a first virtual object located in the game scene, and at least one second virtual object located in the game scene, the first virtual object corresponding to the terminal device, the method comprising: responding to a trigger instruction for a target skill of the first virtual object, determining a target virtual object from at least one second virtual object according to the trigger instruction, and adding a target mark to the target virtual object; responding to a target game event of the target virtual object, removing the target mark of the target virtual object, and adjusting the initial skill attributes of the target skill according to preset adjustment parameters.

[0058] The terminal device provided by an embodiment of the present invention can add a target tag to the target virtual object when the target skill is triggered, and respond to the first target game event of the target virtual object carrying the target tag to adjust the initial skill attributes of the target skill of the first virtual object, thereby further enriching the game content and significantly improving the fun of the game, thereby improving the player's gaming experience.

[0059] In one embodiment, the initial skill attributes include at least one of the following: skill cooldown time and skill duration time; the step of adjusting the initial skill attributes of the target skill according to preset adjustment parameters includes: reducing the skill cooldown time of the target skill according to a preset first order of magnitude; or increasing the skill duration time of the target skill according to a preset second order of magnitude.

[0060] In one embodiment, the step of adjusting the initial skill attributes of the target skill according to preset adjustment parameters further includes: if it is determined that the number of times the target skill has been updated is less than or equal to a preset threshold, adjusting the initial skill attributes of the target skill.

[0061] In one embodiment, the method further includes: in response to not monitoring the first target game event of the target virtual object within a preset time period, removing the target mark carried by the target virtual object.

[0062] In one embodiment, after the step of responding to the trigger instruction of the target skill for the first virtual object, the method also includes: if the target skill is the first target skill, determining the second virtual object within the skill effectiveness range corresponding to the first target skill as the target virtual object, and recording the first game data value of the first virtual object at the first moment and / or the second game data value of the target virtual object at the first moment; within the skill duration of the first target skill, responding to the trigger operation for the first target skill at the second moment, controlling the game data of the first virtual object at the second moment to be restored to the first game data recorded value at the first moment, and controlling the game data of the target virtual object at the second moment to be restored to the second game data value at the first moment.

[0063] In one embodiment, the step of controlling the game data of the target virtual object at the second moment to be restored to the second game data value at the first moment includes: in response to not monitoring the second target game event of the target virtual object, controlling the game data of the target virtual object at the second moment to be restored to the second game data value at the first moment.

[0064] In one embodiment, the first game data value includes: the first position of the first virtual object; the second game data value includes: one or more of the current health value, second position, item cooling time, and remaining controlled time of the target virtual object.

[0065] In one embodiment, after the step of responding to the trigger instruction of the target skill for the first virtual object, the method also includes: if the target skill is a second target skill, determining the second virtual object within the skill effectiveness range corresponding to the second target skill as the target virtual object, and generating a control field in the game scene based on the skill effectiveness range corresponding to the second target skill; wherein the control field is configured to limit the movement range of the target virtual object within the control field, and / or reduce the movement speed of the target virtual object within the control field; when the control field meets the preset conditions, canceling the control field in the game scene.

[0066] In one embodiment, when the control field meets the preset conditions, before the step of canceling the control field in the game scene, the method also includes: when the skill duration corresponding to the second target skill is reached, determining that the control field meets the preset conditions; or, responding to the third target game event of the target virtual object, determining that the control field meets the preset conditions; or, responding to the fourth target game event of the first virtual object, determining that the control field meets the preset conditions.

[0067] Figure 4 A structural diagram of a terminal device provided in an embodiment of the present invention, the terminal device 100 includes: a processor 40, a memory 41, a bus 42 and a communication interface 43, wherein the processor 40, the communication interface 43 and the memory 41 are connected via the bus 42; the processor 40 is used to execute an executable module stored in the memory 41, such as a computer program.

[0068] The memory 41 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage. The system network element communicates with at least one other network element via at least one communication interface 43 (which may be wired or wireless), and may utilize the Internet, a wide area network, a local area network, a metropolitan area network, or the like.

[0069] The bus 42 may be an ISA bus, a PCI bus, or an EISA bus. The bus may be divided into an address bus, a data bus, a control bus, and the like. For ease of representation, Figure 4 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or one type of bus.

[0070] Among them, the memory 41 is used to store programs, and the processor 40 executes the program after receiving the execution instruction. The method executed by the device for flow process definition disclosed in any embodiment of the above-mentioned embodiment of the present invention can be applied to the processor 40 or implemented by the processor 40.

[0071] Processor 40 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method may be completed by hardware integrated logic circuits or software instructions in processor 40. The above processor 40 may be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it may 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 may implement or execute the various methods, steps, and logic block diagrams disclosed in the embodiments of the present invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the method disclosed in conjunction with the embodiments of the present invention may be directly implemented and executed by a hardware decoding processor, or by a combination of hardware and software modules in the decoding processor. The software module may be located in a storage medium well-known in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, registers, or the like. The storage medium is located in the memory 41 , and the processor 40 reads the information in the memory 41 and completes the steps of the above method in combination with its hardware.

[0072] The computer program product of a readable storage medium provided in an embodiment of the present invention includes a computer-readable storage medium storing program code, wherein the program code includes instructions that can be used to execute:

[0073] A method for controlling skills in a game, providing a graphical user interface through a terminal device, the graphical user interface including a game scene, a first virtual object located in the game scene, and at least one second virtual object located in the game scene, the first virtual object corresponding to the terminal device, the method comprising: responding to a trigger instruction for a target skill of the first virtual object, determining a target virtual object from at least one second virtual object according to the trigger instruction, and adding a target mark to the target virtual object; responding to a target game event of the target virtual object, removing the target mark of the target virtual object, and adjusting the initial skill attributes of the target skill according to preset adjustment parameters.

[0074] The readable storage medium provided by an embodiment of the present invention can add a target tag to the target virtual object when the target skill is triggered, and respond to the first target game event of the target virtual object carrying the target tag to adjust the initial skill attributes of the target skill of the first virtual object, thereby further enriching the game content and significantly improving the fun of the game, thereby improving the player's gaming experience.

[0075] In one embodiment, the initial skill attributes include at least one of the following: skill cooldown time and skill duration time; the step of adjusting the initial skill attributes of the target skill according to preset adjustment parameters includes: reducing the skill cooldown time of the target skill according to a preset first order of magnitude; or increasing the skill duration time of the target skill according to a preset second order of magnitude.

[0076] In one embodiment, the step of adjusting the initial skill attributes of the target skill according to preset adjustment parameters further includes: if it is determined that the number of times the target skill has been updated is less than or equal to a preset threshold, adjusting the initial skill attributes of the target skill.

[0077] In one embodiment, the method further includes: in response to not monitoring the first target game event of the target virtual object within a preset time period, removing the target mark carried by the target virtual object.

[0078] In one embodiment, after the step of responding to the trigger instruction of the target skill for the first virtual object, the method also includes: if the target skill is the first target skill, determining the second virtual object within the skill effectiveness range corresponding to the first target skill as the target virtual object, and recording the first game data value of the first virtual object at the first moment and / or the second game data value of the target virtual object at the first moment; within the skill duration of the first target skill, responding to the trigger operation for the first target skill at the second moment, controlling the game data of the first virtual object at the second moment to be restored to the first game data recorded value at the first moment, and controlling the game data of the target virtual object at the second moment to be restored to the second game data value at the first moment.

[0079] In one embodiment, the step of controlling the game data of the target virtual object at the second moment to be restored to the second game data value at the first moment includes: in response to not monitoring the second target game event of the target virtual object, controlling the game data of the target virtual object at the second moment to be restored to the second game data value at the first moment.

[0080] In one embodiment, the first game data value includes: the first position of the first virtual object; the second game data value includes: one or more of the current health value, second position, item cooling time, and remaining controlled time of the target virtual object.

[0081] In one embodiment, after the step of responding to the trigger instruction of the target skill for the first virtual object, the method also includes: if the target skill is a second target skill, determining the second virtual object within the skill effectiveness range corresponding to the second target skill as the target virtual object, and generating a control field in the game scene based on the skill effectiveness range corresponding to the second target skill; wherein the control field is configured to limit the movement range of the target virtual object within the control field, and / or reduce the movement speed of the target virtual object within the control field; when the control field meets the preset conditions, canceling the control field in the game scene.

[0082] In one embodiment, when the control field meets the preset conditions, before the step of canceling the control field in the game scene, the method also includes: when the skill duration corresponding to the second target skill is reached, determining that the control field meets the preset conditions; or, responding to the third target game event of the target virtual object, determining that the control field meets the preset conditions; or, responding to the fourth target game event of the first virtual object, determining that the control field meets the preset conditions.

[0083] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present invention. The aforementioned storage medium includes various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.

[0084] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the above-described embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-described embodiments within the technical scope disclosed by the present invention, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the scope of protection of the present invention. Therefore, the scope of protection of the present invention shall be subject to the scope of protection of the claims.

Claims

1. A method for controlling skills in a game, characterized in that: Providing a graphical user interface via a terminal device, the graphical user interface including a game scene, a first virtual object located in the game scene, and at least one second virtual object located in the game scene, wherein the first virtual object corresponds to the terminal device, and the method includes: In response to a trigger instruction for a target skill of the first virtual object, determining a target virtual object from the at least one second virtual object according to the trigger instruction, and adding a target mark to the target virtual object, wherein the target mark is a target buff; In response to a first target game event of the target virtual object, the target mark of the target virtual object is removed, and initial skill attributes of the target skill are adjusted according to preset adjustment parameters, where the initial skill attributes include at least one of the following: skill cooldown duration and skill duration; The step of adjusting the initial skill attributes of the target skill according to the preset adjustment parameters includes: reducing the skill cooldown time of the target skill according to a preset first order of magnitude; or increasing the skill duration time of the target skill according to a preset second order of magnitude.

2. The method according to claim 1, characterized in that The step of adjusting the initial skill attributes of the target skill according to preset adjustment parameters further includes: Determine whether the number of times the target skill is updated is less than or equal to a preset threshold, and adjust the initial skill attribute of the target skill.

3. The method according to claim 1, characterized in that The method further comprises: In response to not monitoring the first target game event of the target virtual object within a preset time period, the target mark carried by the target virtual object is removed.

4. The method according to claim 1, wherein After the step of responding to a trigger instruction for a target skill of the first virtual object, the method further includes: If the target skill is a first target skill, determining a second virtual object within the skill effectiveness range corresponding to the first target skill as the target virtual object, and recording a first game data value of the first virtual object at the first moment and / or a second game data value of the target virtual object at the first moment; During the skill duration of the first target skill, in response to a trigger operation for the first target skill at the second moment, the game data of the first virtual object at the second moment is controlled to be restored to the first game data recorded value at the first moment, and the game data of the target virtual object at the second moment is controlled to be restored to the second game data value at the first moment.

5. The method according to claim 4, characterized in that The step of controlling the game data of the target virtual object at the second moment to be restored to the second game data value at the first moment includes: In response to not monitoring the second target game event of the target virtual object, the game data of the target virtual object at the second moment is controlled to be restored to the second game data value at the first moment.

6. The method according to claim 4, characterized in that The first game data value includes: a first position of the first virtual object; The second game data value includes: one or more of the current life value, the second position, the item cooling time, and the remaining controlled time of the target virtual object.

7. The method according to claim 1, characterized in that After the step of responding to a trigger instruction for a target skill of the first virtual object, the method further includes: If the target skill is a second target skill, determining a second virtual object within a skill effectiveness range corresponding to the second target skill as the target virtual object, and generating a control field within the game scene based on the skill effectiveness range corresponding to the second target skill; wherein the control field is configured to limit a movement range of the target virtual object within the control field and / or reduce a movement speed of the target virtual object within the control field; When the control field meets a preset condition, the control field is cancelled in the game scene.

8. The method according to claim 7, characterized in that When the control field meets a preset condition, before the step of canceling the control field in the game scene, the method further includes: When the skill duration corresponding to the second target skill is reached, determining that the control field meets a preset condition; Alternatively, in response to a third target game event of the target virtual object, determining that the control field satisfies the preset condition; Alternatively, in response to a fourth target game event of the first virtual object, it is determined that the control field meets the preset condition.

9. A device for controlling skills in a game, characterized in that: Providing a graphical user interface through a terminal device, the graphical user interface including a game scene, a first virtual object located in the game scene, and at least one second virtual object located in the game scene, wherein the first virtual object corresponds to the terminal device, the apparatus comprising: a tag adding module, responding to a trigger instruction for a target skill of the first virtual object, determining a target virtual object from the at least one second virtual object according to the trigger instruction, and adding a target tag to the target virtual object, wherein the target tag is a target buff; an attribute adjustment module, configured to respond to a target game event of the target virtual object, remove the target mark of the target virtual object, and adjust the initial skill attributes of the target skill according to preset adjustment parameters, wherein the initial skill attributes include at least one of the following: skill cooldown duration and skill duration; The attribute adjustment module is specifically used to: reduce the skill cooldown time of the target skill according to a preset first order of magnitude; or increase the skill duration of the target skill according to a preset second order of magnitude.

10. A terminal device, characterized in that: The method comprises a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the method according to any one of claims 1 to 8.

11. A computer-readable storage medium, characterized in that The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the method according to any one of claims 1 to 8.

Citation Information

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