Battle command method, device and electronic equipment in game

By displaying configured skill icons and generating command information on the game interface, the command operations of the team leader are simplified, the problem of high complexity in team command is solved, and the game experience is improved.

CN116549962BActive Publication Date: 2026-06-02NETEASE (HANGZHOU) NETWORK CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2023-03-31
Publication Date
2026-06-02

AI Technical Summary

Technical Problem

In the game, the team leader needs to command and operate various target objects, which results in high operational complexity and mental cost for players, affecting the game experience.

Method used

By displaying the configured skill icons of virtual objects on the game interface and generating command information in response to player actions, the command process is simplified.

Benefits of technology

It reduces the complexity of player operations and mental effort, improves the gaming experience, and enhances command efficiency and teammate response speed.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application provides a battle command method and device in a game and electronic equipment. In response to a teaming-up success instruction, a game scene picture is displayed. The configured skill identifiers of a second virtual object are acquired and displayed. In response to a first operation on a first configured skill identifier of a target second virtual object, a first target virtual object is determined. First command information is sent to a target second terminal device to instruct the target second terminal device to control the target second virtual object to execute a skill corresponding to the first configured skill identifier on the first target virtual object. By displaying the configured skill identifiers in the game scene, a team leader player can perform a simple command operation on the configured skill identifiers and select an execution object of the configured skill identifiers, so that the target second terminal device can execute the commanded skill on the first target virtual object. The operation complexity of the player is reduced, the labor cost and mental cost are reduced, and the game experience of the player is improved.
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Description

Technical Field

[0001] This invention relates to the field of game technology, and in particular to a combat command method, device, and electronic device in games. Background Technology

[0002] In some games, there are gameplay elements that require players to team up to attack various targets. In these games, the team leader typically commands each target during combat, specifying the attack attributes to use. Teammates then observe the command indicators on each target to determine its corresponding attack attribute, assess whether they possess the relevant skills, and choose the appropriate attack skill. This command method is complex for teammate players, requiring significant human and mental effort, resulting in a poor player experience. Summary of the Invention

[0003] In view of this, the purpose of the present invention is to provide a combat command method, device and electronic device in a game, so as to reduce the operational complexity of players, reduce human and mental costs, and thus improve the player's gaming experience.

[0004] In a first aspect, embodiments of the present invention provide a combat command method in a game, which provides a game interface through a first terminal device. The game interface includes a first virtual object, which is controlled by the first terminal device. The method includes: in response to a successful team formation command, displaying a game scene screen including the first virtual object and at least one second virtual object on the game interface; acquiring and displaying a pre-configured skill identifier for the second virtual object; in response to a first operation of the first configured skill identifier in the pre-configured skill identifier for the second virtual object, determining a first target virtual object corresponding to the first operation; generating first command information including the first configured skill identifier and the first target virtual object; and sending the first command information to a target second terminal device that controls the target second virtual object to instruct the target second terminal device to control the target second virtual object to execute the skill corresponding to the first configured skill identifier on the first target virtual object, wherein the target second virtual object is the second virtual object corresponding to the first configured skill identifier.

[0005] Secondly, embodiments of the present invention provide a combat command device in a game, which provides a game interface through a first terminal device. The game interface includes a first virtual object, which is controlled by the first terminal device. The device includes: a game scene display module, used to display a game scene including the first virtual object and at least one second virtual object in response to a team formation success command; a skill identifier display module, used to acquire and display pre-configured skill identifiers for the second virtual object; a first target virtual object determination module, used to determine the first target virtual object corresponding to the first operation in response to a first operation of the first configured skill identifier in the pre-configured skill identifiers of the second virtual object; a first command information generation module, used to generate first command information including the first configured skill identifier and the first target virtual object; and a first command information sending module, used to send the first command information to a target second terminal device that controls the target second virtual object, so as to instruct the target second terminal device to control the target second virtual object to execute the skill corresponding to the first configured skill identifier on the first target virtual object, wherein the target second virtual object is the second virtual object corresponding to the first configured skill identifier.

[0006] Thirdly, embodiments of the present invention provide an electronic device, including 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 combat command method in the game according to any one of the first aspects.

[0007] Fourthly, embodiments of the present invention provide a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to implement the combat command method in the game according to any one of the first aspects.

[0008] The embodiments of the present invention bring the following beneficial effects:

[0009] This invention provides a combat command method, device, and electronic device for games. In response to a successful team formation command, it displays the game scene; acquires and displays the configured skill identifier of a second virtual object; responds to a first operation targeting the first configured skill identifier of the second virtual object, determines the corresponding first target virtual object; and sends the generated first command information to a second target terminal device, instructing the second target terminal device to control the second virtual object to execute the skill corresponding to the first configured skill identifier on the first target virtual object. By displaying the configured skill identifier in the game scene, the team leader can perform simple command operations on the configured skill identifier, select the execution target of the configured skill identifier, and enable the second target terminal device to execute the commanded skill on the first target virtual object. This reduces the operational complexity for players, lowers labor and mental costs, and thus improves the player's gaming experience.

[0010] Other features and advantages of the invention will be set forth in the description which follows, and will be apparent in part from the description, or may be learned by practicing the invention. The objects and other advantages of the invention are realized and obtained in accordance with the structures particularly pointed out in the description, claims and drawings.

[0011] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0012] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0013] Figure 1 A flowchart of a combat command method in a game provided by an embodiment of the present invention;

[0014] Figure 2 A schematic diagram of a game interface provided in an embodiment of the present invention;

[0015] Figure 3 A schematic diagram of another game interface provided in an embodiment of the present invention;

[0016] Figure 4 A schematic diagram of a team-up window provided in an embodiment of the present invention;

[0017] Figure 5 A schematic diagram of another team-up window provided in an embodiment of the present invention;

[0018] Figure 6 A schematic diagram of another team-up window provided in an embodiment of the present invention;

[0019] Figure 7 This is a schematic diagram of the structure of a combat command device in a game, provided by an embodiment of the present invention;

[0020] Figure 8 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention. Detailed Implementation

[0021] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.

[0022] Currently, some games often include gameplay mechanics that require players to team up to attack various target objects. In related technologies, the team leader typically commands each target during combat, instructing them on the appropriate attack attributes. Teammates then observe the command markers on each target to determine its corresponding attack attribute, assess whether they possess the skill associated with that attribute, and select the appropriate attack skill. This command method is complex for teammate players, requiring significant human and mental effort, resulting in a poor gaming experience. Therefore, this invention provides a combat command method, device, and electronic device for games, applicable to devices such as mobile phones, computers, laptops, and tablets.

[0023] In one embodiment of this disclosure, the combat command method in the game can run on a local terminal device or a server. When the combat command method in the game runs 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 client devices.

[0024] In an optional implementation, various cloud applications, such as cloud gaming, can 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 operating mode, the game program and the game screen presentation are separate. The storage and execution of combat command methods in the game are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client 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 client device via the network, and finally, the client device decodes and outputs the game screen.

[0025] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0026] In one possible implementation, embodiments of the present invention provide a combat command method in a game, providing a game interface through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. The game interface includes a first virtual object, which is controlled through the first terminal device. Figure 1 As shown, the method includes the following steps:

[0027] Step S102: In response to the team formation success command, the game interface displays a game scene screen including the first virtual object and at least one second virtual object;

[0028] In practical applications, virtual objects typically operate within a large-scale game world. Within this world, virtual objects can accept and perform daily tasks, roam freely across different areas under the control of the primary terminal device, and engage in social activities with other virtual objects. Upon successful team formation, the first virtual object enters the game scene along with other virtual objects who have joined the team. The game scene can include participating virtual objects, such as friendly virtual objects from the same faction as the first virtual object, and enemy virtual objects from a different faction. In some scenarios, virtual objects cannot move freely within the game scene and can only attack enemy virtual objects using their configured skills. Each virtual object in the game scene can have its skills configured according to its attributes and operating habits. Furthermore, combat within the game scene can be turn-based, and virtual objects can choose different skills in each turn based on the enemy's attributes and strength. Furthermore, during the game, virtual characters can cooperate with teammates from the same faction, choosing the best skills based on the skills released by their teammates to maximize attack damage and win the game.

[0029] Optionally, before a team is successfully formed, the system further includes: displaying a team-up window on the game interface in response to an object matching command; wherein the team-up window includes: a first virtual object, and at least one teammate virtual object matched for the first virtual object; the first virtual object is controlled via a first terminal device, and the teammate virtual objects are controlled via a second terminal device; when a player wants to team up to open a game instance, they can match teammate virtual objects for the first virtual object through the team-up controls displayed on the game interface. The number of teammate virtual objects can be determined based on the game instance being opened or by the player's selection. In actual implementation, the system may also display the object names of the first virtual object and the teammate virtual objects, or the account name of the player controlling the virtual object, as well as other object attributes, such as the virtual object's level (or the player's account level), the virtual object's combat ability, and the faction the virtual object belongs to.

[0030] In one possible approach, in response to an object matching command, a teammate virtual object is matched for the first virtual object, and the first virtual object and the matched teammate virtual object are displayed on the game interface; wherein the first virtual object and the teammate virtual object are team virtual objects, which are used to fight against the opened game instance.

[0031] After a player is matched with a virtual teammate and triggers the team-up success command, the game enters the battle preparation phase. During this phase, the game interface displays the match scene, including the first virtual object and at least one second virtual object. The second virtual object includes a teammate virtual character belonging to the same game faction as the first virtual object, and an enemy virtual character belonging to a different game faction. The match will consist of multiple rounds of combat, with a battle preparation phase between each round. During this phase, the player with command authority can perform combat command operations on each virtual object. These command operations can be performed by the virtual object during each battle preparation phase after entering the match scene. Alternatively, players can enable or disable the command function by triggering designated controls on the graphical user interface, such as the command function control. Once the command function is enabled, combat command operations can be performed.

[0032] Step S104: Obtain the pre-configured skill identifier for the second virtual object and display the configured skill identifier;

[0033] The second virtual object mentioned above can be a teammate virtual object belonging to the same game faction as the first virtual object. The pre-configured skill identifiers mentioned above can be text identifiers, where the text indicates the corresponding skill name, or they can be graphic identifiers, where the graphic indicates the corresponding skill graphic. The pre-configured skill identifiers mentioned above can include one or more. That is to say, a virtual character can have at least one skill pre-configured.

[0034] In this embodiment, the first virtual object can be a team leader virtual object, meaning that the team leader has the command authority to direct combat and can command other virtual objects in the team. In response to a successful team formation command or a triggering operation of the command control in the game interface, it checks whether each second virtual object belonging to the same game faction as the first virtual object has a pre-configured skill identifier. If a skill identifier is pre-configured, it will be displayed. Specifically, the configured skill identifier can be displayed above the second virtual object. Optionally, depending on the actual application scenario, each virtual object in the game interface can also have the command authority to direct combat, and can command other virtual objects in the current scene when combat skill prompts are needed.

[0035] Step S106: In response to a first operation of the first configured skill identifier in the pre-configured configured skill identifiers of the second virtual object, determine the first target virtual object corresponding to the first operation.

[0036] After identifying the first target virtual object, one possible approach is to display the first configured skill identifier on the first target virtual object. Here, the first target virtual object is the execution target of the first configured skill identifier. In other words, the team leader or a player with command authority wants to instruct a teammate player corresponding to a second virtual object to control that second virtual object and execute the skill corresponding to the first configured skill identifier on the first target virtual object.

[0037] The aforementioned first operation can be a first click operation targeting the first configured skill identifier among the pre-configured configured skill identifiers of the target second virtual object, and a second click operation targeting the first target virtual object, wherein the first click operation and the second click operation are consecutive operations; it can also be a sliding operation with the first configured skill identifier among the pre-configured configured skill identifiers of the target second virtual object as the sliding start point and the first target virtual object as the sliding end point. The aforementioned first target virtual object can be a virtual object belonging to the same game faction as the first virtual object, or it can be a virtual object belonging to a different game faction than the first virtual object, and there can be one or more first target virtual objects.

[0038] In actual implementation, after obtaining and displaying the pre-configured skill identifier for the second virtual object, the game system will not immediately control the team virtual object to fight against the enemy virtual object. There is usually a preset command operation duration. The player controlling the teammate usually needs to wait for the player with command authority to complete the command operation or for the preset time to be reached before controlling the virtual object to fight.

[0039] It should be noted that if there is only one virtual object applicable to the selected configured skill, the player with command authority may not perform the first operation or may only perform some sub-operations of the first operation. For example, the player may only perform the selection operation for a configured skill in the first operation, without performing the selection operation for the first target virtual object in the first operation.

[0040] Step S108: Generate first command information containing the first configured skill identifier and the first target virtual object;

[0041] Step S110: Send first command information to the target second terminal device that controls the target second virtual object, so as to instruct the target second terminal device to control the target second virtual object to execute the skill corresponding to the first configured skill identifier on the first target virtual object, wherein the target second virtual object is the second virtual object corresponding to the first configured skill identifier.

[0042] The first command message can be sent to the second terminal devices corresponding to all virtual objects belonging to the same game faction as the first virtual character. Alternatively, the first command message can be sent to the target second terminal device corresponding to the target second virtual object belonging to the same game faction as the first virtual character. The aforementioned target second virtual object is a virtual object pre-configured with a first configured skill identifier.

[0043] In one possible approach, the second terminal device displays a first configured skill identifier on the first target virtual object based on the received first command information. Alternatively, the first configured skill identifier may only be displayed on the first target virtual object by the target second terminal device based on the received first command information. This allows the player corresponding to the target second terminal device to control the target second virtual object to assign the first configured skill identifier to the first target virtual object via touch operation.

[0044] In another possible approach, after receiving the first command information, the second target terminal device automatically controls the second target virtual object to assign a first configured skill identifier to the first target virtual object based on the first command information.

[0045] The above solution addresses the issue of unclear and thorough commands from team leaders or players with command authority during combat. Through pre-configured skill icons, team leaders or players with command authority can clearly identify each team member's strengths and weaknesses, enabling rapid point-to-point command operations. This generates initial command information, which is sent to the corresponding target secondary terminal device. The target virtual object can be marked, allowing teammates to clearly understand which skill to use on which target. Alternatively, no marking is required, and the target secondary terminal device automatically executes the commanded skill based on the initial command information. This solves the problem of teammates being unclear about whether to use single-target or area-of-effect skills due to previously vague focus fire instructions, significantly improving the granularity of the command system during combat, enhancing command efficiency, and increasing team member response speed.

[0046] Additionally, players with command authority can set the skill release order for virtual objects belonging to the same game faction as the first virtual object. For example, the skill release order can be determined based on the order of the first actions, or the release order of skills corresponding to pre-configured skill identifiers can be determined by actions on the numerical markers of configured skill identifiers. The release order of each configured skill identifier is usually displayed in the game interface.

[0047] Furthermore, in some embodiments, player B, who does not have command authority, can only receive command information relevant to themselves. For example, if player B controls a virtual object M, and the command information includes a configured skill identifier for virtual object M, player B's game interface cannot see command information targeting other players. In this case, if player B is second to release a skill and player A is first, the game interface will typically indicate the relationship between player B's skill release timing and teammate A's skill release timing. When player A finishes releasing their skill, a notification will be displayed indicating that player A has finished, as well as a notification prompting player B to release their skill. This notification could be the order of player actions, text (or voice) indicating that a skill will be released after "XX," or a countdown timer to indicate the release timing.

[0048] In other embodiments, skill command information can be simultaneously displayed on the interfaces of various players within the same game faction. For example, the order in which players in the faction release skills and the skills commanded to be released by each player can be displayed in a preset display method. This display method can be a list type, for example, listing each player and their corresponding skills in the skill release order, and displaying the corresponding entries in the list in different display formats after a player releases a skill; or highlighting the entries corresponding to the player waiting to release a skill in the list. Optionally, the display method can also be a series of icons arranged in the skill release order, where the icons can display the player's avatar and skill identifier, or the icons can be displayed using a preset color representing the player's character and include the skill identifier; to indicate the player waiting to release a skill and their skill, during combat, the icon corresponding to a player who has already released a skill can be grayed out, or the icon corresponding to a player waiting to release a skill can be highlighted. The purpose of the above display methods is to simultaneously display battle command information and skill release progress on the interface of players in the same faction, so that each player can more conveniently release skills according to the command and better cooperate in battle. The specific display method can be set according to the application scenario or game interface, and there are no restrictions here.

[0049] This invention provides a combat command method in a game. In response to a successful team formation command, the method displays the game scene; acquires and displays the configured skill identifier of a second virtual object; responds to a first operation targeting the first configured skill identifier of the second virtual object, determining the corresponding first target virtual object; and sends the generated first command information to a second target terminal device, instructing the second target terminal device to control the second virtual object to execute the skill corresponding to the first configured skill identifier on the first target virtual object. By displaying the configured skill identifier in the game scene, the team leader can perform simple command operations on the configured skill identifier, selecting the execution target of the configured skill identifier, enabling the second target terminal device to execute the commanded skill on the first target virtual object. This reduces the operational complexity for players, lowers labor and mental costs, and thus improves the player's gaming experience.

[0050] The aforementioned first target virtual object includes friendly virtual objects that are in the same camp as the first virtual object and enemy virtual objects that are in the opposing camp as the first virtual object.

[0051] In this game, friendly and enemy virtual objects can be player characters or non-player characters. The team leader or a player with command authority can direct the battle of each friendly virtual object based on the function corresponding to the skill icon displayed on the friendly virtual object and the object attributes of the enemy virtual object.

[0052] Specifically, if the first configured skill identifier is an attack skill, the first configured skill identifier displayed on the target second virtual object can be dragged to the enemy virtual object. The first configured skill identifier will then be displayed on the enemy virtual object. The purpose of this command is to allow the teammate controlling the target second virtual object to select the corresponding skill based on the first configured skill identifier displayed on the enemy virtual object through touch operation, and release the skill to attack the designated game object. Alternatively, a first command message can be sent to control the target second terminal device of the target second virtual object to automatically control the enemy virtual object to release the skill of the first configured skill identifier object to attack the enemy virtual object.

[0053] If the first configured skill identifier is a buff / recovery skill, the first configured skill identifier displayed on the target second virtual object can be dragged and dropped onto a friendly virtual object. The identifier will then be displayed on that friendly virtual object. The purpose of this command is to apply buffs to the friendly virtual object, such as increasing a teammate's health or shields. This allows the teammate controlling the target second virtual object to directly select the corresponding skill based on the first configured skill identifier displayed on the friendly virtual object and release that skill to buff the friendly virtual object. Alternatively, a first command message can be sent to control the target second terminal device of the target second virtual object, automatically controlling the friendly virtual object to release the skill of the first configured skill identifier object to buff the friendly virtual object.

[0054] In this method, players can not only command friendly virtual objects to attack enemy virtual objects, but also command friendly virtual objects to provide buffs to teammates, improving command efficiency and the response speed of teammates.

[0055] The first operation mentioned above includes multiple consecutive click operations in terms of operation sequence. The response mentioned above is for the first operation of the first configured skill identifier in the pre-configured configured skill identifiers of the second virtual object, and the step of determining the first target virtual object corresponding to the first operation is as follows:

[0056] The system responds to a first click operation that acts on a first configured skill identifier, and a second click operation that acts on a virtual object in the game within a preset time after the first click operation is triggered, and determines the virtual object corresponding to the second click operation as the first target virtual object.

[0057] The preset time can be 2 seconds, 3 seconds, etc., depending on the needs of the game.

[0058] In this embodiment, the first virtual object is the team captain virtual object. The game scene screen includes the first virtual object, friendly virtual objects, enemy virtual objects, and configured skill icons displayed on the friendly virtual objects. For example... Figure 2 The game interface shown depicts one primary virtual object, four friendly virtual objects, and four enemy virtual objects. Each friendly virtual object displays a pre-configured skill icon, such as... Figure 2 The characters “a”, “b”, “c”, “d”, “e”, “f”, “g”, “h”, “i”, “j”, “k”, and “l”.

[0059] For example, such as Figure 3As shown, the team leader or a player with command authority can first click on the first configured skill icon "f" displayed on the friendly virtual object 2, and then click on the enemy virtual object 2 to confirm that the enemy virtual object 2 corresponding to the second click operation is the first target virtual object. At the same time, the first configured skill icon "f" will be displayed on the enemy virtual object 2.

[0060] In this method, the team leader can click on the first configured skill icon during the battle preparation phase, and then click on other virtual objects. The virtual object corresponding to the second click is then identified as the first target virtual object, achieving precise command. At the same time, teammates can clearly understand the command instructions through the configured skill icons displayed on the virtual objects.

[0061] The first operation described above is a continuous sliding operation. Another possible implementation of the response method for determining the first target virtual object corresponding to the first operation is as follows:

[0062] In response to a sliding operation that starts with the first configured skill identifier and ends with a virtual object in the game, the virtual object corresponding to the sliding end point is determined as the first target virtual object.

[0063] When performing a swipe, a swipe effect is usually displayed at the touch location. For example, the corresponding skill icon may be enlarged at the starting point of the swipe and move with the swipe position. A target avatar wheel, which includes various virtual objects, is usually displayed in a designated area at the starting point of the swipe. You can directly swipe to the corresponding avatar to complete the swipe operation.

[0064] The following describes how players can configure the location and skill identifiers of the first virtual object in the team-up interface. Specifically, in response to a successful team-up command, before the game interface displays the match scene including the first virtual object and at least one second virtual object, the above method further includes: providing a team-up window in the game interface, the team-up window including a skill configuration area for the first virtual object.

[0065] In another approach, players can configure the skill identifiers for the first virtual object, outside of the team-up function, via a button in the game interface that brings up the skill configuration window, or through an entry point into the skill configuration interface. Specifically, the game interface provides a game settings window, which includes a skill configuration area for the first virtual object.

[0066] In one possible implementation, the aforementioned team-up window and game settings window also include a location identifier area for the first virtual object. This location identifier area, along with the aforementioned skill configuration area, typically displays an initial location identifier and an initial skill identifier. Alternatively, the location identifier area and the skill configuration area can be displayed side-by-side. It is also possible that the skill configuration area is displayed after the location identifier area is triggered, or vice versa. In one implementation, the aforementioned location identifier area comprises one instance, and the aforementioned skill identifier area comprises at least one instance.

[0067] The aforementioned team-up window includes a first virtual object and friendly virtual objects, and typically also includes controls for confirming team-up, transferring team leader, removing teammate, disbanding team, setting command authority, replacing teammate, leaving team, request list, and formation. Clicking the confirm team-up control displays a game scene screen showing the first virtual object and at least one second virtual object, indicating the start of the battle preparation phase. Clicking on a designated friendly virtual object and then the transfer team leader control confirms that the designated friendly virtual object is the team leader. Clicking on a designated friendly virtual object and then the remove teammate control removes that designated friendly virtual object from the current team. Clicking the disband team control cancels the current team and hides the team-up window. Clicking on a designated friendly virtual object and then the command authority setting control confirms that the designated friendly virtual object has command authority. Selecting a virtual object from the requesting team-up list, clicking on the designated friendly virtual object, and finally clicking the replace teammate control replaces the designated friendly virtual object with the selected virtual object. Clicking the leave team control removes the first virtual object from the current team. Clicking the request list control displays virtual objects that want to join the current team. Clicking the formation control will display multiple formations to choose from.

[0068] Furthermore, the above method also includes: responding to a trigger operation on the skill configuration area, displaying a skill selection page, the skill selection page including at least one skill identifier; responding to a selection operation on the skill selection page, determining the selected skill identifier, and configuring the selected skill identifier for the first virtual object.

[0069] In this embodiment, the first virtual object can be either the team leader or a teammate. For example, such as... Figure 4 In the team formation window shown, clicking on the location marker area will generate at least one skill marker area at the bottom of the location marker selection page, such as... Figure 4 The display shows three indicator areas: "m", "n", and "o" (these can be configured as needed, and are not limited to these areas). Figure 4(The game displays three skill display areas). Specifically, after the player selects a skill icon, the game system will configure the selected skill icon for the first virtual object. One or more skill icons can be selected.

[0070] For ease of viewing by players, the skill configuration area actually includes at least one blank window space, such as... Figure 4 The three blank window slots shown are used to configure the selected skill identifier for the first virtual object, including filling the blank window slots with the selected skill identifier.

[0071] The selected skill identifier can be one or more. For example, such as... Figure 5 As shown, when the player controlling the first virtual character clicks on the skill icon area, a skill icon selection page will appear on the right, which includes multiple skill icons. The player clicks on skill icon "1" to confirm the selection, configuring skill icon "1" for the first virtual object, and displaying the selected skill icon "1" in the corresponding m-area of ​​the skill icon area. If multiple skill icons are selected, they will be displayed sequentially in the various blank window positions within the skill icon area.

[0072] In another approach, the skill configuration area includes at least one initial skill identifier, and configuring the selected skill identifier for the first virtual object includes replacing the initial skill identifier with the selected skill identifier.

[0073] In fact, in the initial state, the skill indicator area will display the initial skill indicator (e.g., Figure 4 The initial skill identifier is usually determined based on the object attributes of the first virtual object. For example, if the first virtual object is a character with the attribute of healing, then the initial skill identifier is usually the skill used for healing. Alternatively, it can be determined based on the skills commonly used by the first virtual object. For example, if the first virtual object's commonly used skills are ranked as first, second, and third, then the initial skill identifier is usually the skill identifier of one or more of the top-ranked skills. Or it can be determined based on the team requirements. If the team leader requires a specific skill to be configured, then the initial skill identifier is the skill identifier of that specific skill.

[0074] If the skill configuration area displays an initial skill identifier in the initial state, the initial skill identifier will be updated and replaced with the selected skill identifier after configuring the selected skill identifier for the first virtual object.

[0075] Specifically, such as Figure 5 As shown, the skill selection page also includes a confirmation control for configuring the selected skill identifier for the first virtual object. One possible implementation is: responding to a skill identifier among multiple skill identifiers (such as...). Figure 5The trigger operation of the skill identifier "1" in the middle, and the trigger operation of the confirmation control, configure the selected skill identifier for the first virtual object.

[0076] In some games, multiple factions are typically set up, each with its own unique gameplay. Generally, each character in the game belongs to a specific faction. When players team up to fight a target, the team-up interface usually only displays the faction of the characters controlled by the team members. Therefore, the team leader typically needs to have a clear understanding of each faction's gameplay to determine if the characters controlled by each player in the team meet the requirements. However, due to the large number of factions in the game, this leads to high manpower and mental effort costs. Furthermore, if the team leader makes an incorrect judgment, it may result in flawed battle command and ultimately, defeat. Additionally, if the team leader is unfamiliar with the gameplay of each faction, communication is necessary. If, after communication, it is discovered that the target characters do not meet the team requirements, additional time must be spent re-forming the team, resulting in a poor gaming experience for all players.

[0077] Based on this, the team window also includes a location marker area; the above method also includes: responding to a trigger operation on the location marker area, displaying a skill configuration area and a location marker selection page; the location marker selection page includes multiple location markers, which are used to indicate the role position of virtual objects in the team;

[0078] In response to a selection operation for at least one location identifier, determine the target location identifier corresponding to the selection operation and display the target location identifier in the location identifier area.

[0079] The aforementioned location marker area can be blank or display an initial location marker. The initial location marker can be determined based on the player's historical selection data; for example, if the first location marker is frequently selected historically, it will be initially displayed in the location marker area. Alternatively, it can be determined based on the faction to which the first virtual character belongs; for example, if the first virtual character belongs to the first faction, the location marker corresponding to that faction will be initially displayed in the location marker area. It can also be determined based on team requirements; for example, if the team leader requests a character to be positioned as the first location when initiating a team request, the location marker for that first location will be initially displayed in the location marker area. Furthermore, the multiple location markers included in the aforementioned location marker selection page can be all location markers in the game, or location markers corresponding to team requirements, etc.

[0080] For example, such as Figure 6 As shown, multiple location markers will be displayed after the player clicks on the location marker area, such as... Figure 6The six positioning markers shown are "Position a", "Position b", "Position c", "Position d", "Position e", and "Position f". Different positioning markers indicate the virtual character's preferred attack abilities and positioning. For example, Position b indicates that the virtual character should be positioned further back in the team, with a longer attack range. Players can click on "Position a" among the multiple positioning markers to assign a positioning marker to the first virtual character, and Position a will be displayed in the positioning marker area.

[0081] Specifically, players can select the team location marker for the first virtual object based on their experience and equipment. The selected marker is then displayed in real-time in the first control panel. In practice, the first control panel initially displays a default location marker; once a player selects a target location marker, the default marker is updated to reflect the target location marker.

[0082] In the above method, by selecting the virtual object's positioning identifier in the team window, teammates can promptly understand whether the matched virtual object meets the team requirements. This solves the problem of unclear understanding of the virtual object's positioning. Configuring positioning identifiers can quickly help players recognize the strengths of team members and quickly create a more suitable team lineup, avoiding the problem of losing battles due to teaming up with unsuitable teammates, improving the win rate, enhancing the player's gaming experience, and enriching the diversity of team formation in the game.

[0083] Alternatively, the location markers in the aforementioned location marker area may not require player selection; the game system will directly display the corresponding location markers based on the virtual character's location. Or, the aforementioned location marker area may not have a triggering function and may only be used to display location markers.

[0084] Before providing a team-up window, the above method also includes receiving team-up requests and displaying the location and skill identifiers of the virtual object that initiated the team-up request in the game interface.

[0085] If the first virtual player is a team member, after receiving a team-up request from the team leader, the team leader's requirements will be displayed on the game interface, including role and skill identifiers. For example, the team leader might want a player whose role is the first one and whose skill identifier is the first skill. After receiving the team-up request, the player can see the requirements and confirm whether they meet them. If they do, they can accept the request and join the team.

[0086] Additionally, if the first virtual object is the team leader, when initiating a team request, team requirements can be set, such as "requesting players whose role is designated as the first role and whose skill is designated as the first skill." Alternatively, the team leader can post a recruitment notice for team members with a specific role or skill requirements. Based on these requirements, players who meet the criteria can submit a team request to the team leader, who can then view the role and skill identifiers of the requesting players.

[0087] The above method also includes: displaying the captain identifier on the captain virtual object.

[0088] The team leader identifier can be either a text identifier or an icon. Initially, the first virtual object corresponding to the player who initiated the team formation can be designated as the default team leader virtual object, and the leader identifier will be displayed on this first virtual object. Alternatively, during the team formation phase, the team leader can be determined among the players, creating a new team leader virtual object and displaying the leader identifier on it. Only the team leader player has the authority to give commands.

[0089] If the first virtual object is the team leader, the team window also includes a first control and a second control for the second virtual object; after the team window is provided in the game interface, the above method further includes: responding to a first selection operation for the second virtual object and a trigger operation for the first control, determining the second virtual object corresponding to the first selection operation as the team leader; responding to a second selection operation for the second virtual object and a trigger operation for the second control, removing the second virtual object corresponding to the second selection operation from the team window.

[0090] In other words, the team leader can control each member. If the team leader, after seeing the location and skill indicators of each member, deems a teammate unsuitable for the team, they can remove that member from the team. If the team leader no longer wishes to be the leader, they can transfer the leadership to another member. This new member can be appointed as the leader, either by clicking "accept" or by refusing. If the new member declines, the transfer will fail.

[0091] The aforementioned team-up window also includes: a location identifier area corresponding to the second virtual object; the location identifier area displays a location identifier; after the team-up window is provided in the game interface, the aforementioned method further includes: responding to a trigger operation for the location identifier corresponding to the second virtual object and displaying the pre-configured skill identifier of the second virtual object.

[0092] To ensure that every player in a team can see the skill icons selected by their teammates, players can move their mouse or finger to the location icon below the friendly virtual object and click or touch it, or simply move the mouse to that location to display the pre-configured skill icons for that friendly virtual object. In this embodiment, players can customize their own location icons and preferred skill icons for the team to see, improving players' understanding of each friendly virtual object and allowing them to see their teammates' skill preferences in advance, thus improving the efficiency of team command.

[0093] Furthermore, the above methods also include:

[0094] In response to receiving second command information sent by a second terminal device controlling a second virtual object, the system displays a second configured skill identifier contained in the second command information corresponding to a second target virtual object. The second command information is generated based on the second configured skill identifier and the second target virtual object. The second configured skill identifier is one of the pre-configured skill identifiers of the first virtual object. In response to a skill release operation for the first virtual object, the system controls the first virtual object to execute the skill corresponding to the second configured skill identifier on the second target virtual object.

[0095] The aforementioned virtual object may or may not have command authority; typically, multiple players in a team can have command authority. The team leader sets the command authority. In the game, the commander can take turns; it's even possible to simultaneously assign command authority to two players in a team, meaning these two individuals can both command and be commanded by others.

[0096] After the first virtual object receives the second command message from the player with command authority, it will not display any identifier. The first terminal device can directly control the first virtual character to execute the second configured skill identifier on the second target virtual object based on the second target virtual object and the second configured skill identifier in the second command message. Alternatively, after the first virtual object receives the second command message from the player with command authority, it will display the second configured skill identifier in the area corresponding to the second target virtual object. The player can determine the target of the skill based on the real location of the second configured skill identifier, and then control the first virtual object to execute the second configured skill identifier on the second target virtual object.

[0097] The aforementioned display of skill icons includes: displaying configured skill icons in a preset area of ​​the game interface. This preset area can be a designated area of ​​the game interface, such as displaying each configured skill icon in a list format, or displaying configured skill icons in a preset direction near the virtual object. Specifically, the preset area is located above the virtual object.

[0098] If the first virtual object has the command authority for combat command; in response to receiving the second command information sent by the second terminal device controlling the second virtual object, and before determining the second configured skill identifier and the second target virtual object based on the second command information, in one possible manner: in response to the command authority change operation, the command authority is assigned to the second virtual object.

[0099] Furthermore, in response to a first operation on the first configured skill identifier in the pre-configured configured skill identifiers of the second virtual object, after determining the first target virtual object corresponding to the first operation, the above method further includes: displaying the first configured skill identifier on the first target virtual object; in response to an identifier cancellation operation on the first configured skill identifier on the first target virtual object, canceling the first target virtual object as the virtual object corresponding to the first configured skill identifier, and canceling the display of the first configured skill identifier on the first target virtual object.

[0100] The aforementioned cancellation operation can be a swipe operation, i.e., swiping to a specified position, or a swipe operation with a specified gesture, such as swiping up. It can also be a long press to display the cancellation button, or a tap to cancel the button. If a player with command authority makes a mistake—that is, commands the wrong target of the first configured skill icon—and needs to cancel the command, they can cancel the first configured skill icon displayed on the first target virtual object. This will cancel the command targeting the second virtual object, thus canceling the target of the first configured skill icon (i.e., the virtual object corresponding to the first configured skill icon). Simultaneously, the first configured skill icon will also be removed from the preset area of ​​the first target virtual object.

[0101] In response to a first operation on a first configured skill identifier among the pre-configured configured skill identifiers for a second virtual object, after determining the first target virtual object corresponding to the first operation, the method further includes: displaying the first configured skill identifier corresponding to the first target virtual object; in response to a second operation on the first configured skill identifier on the first target virtual object, taking the virtual object corresponding to the second operation as the virtual object corresponding to the first configured skill identifier, canceling the first configured skill identifier displayed on the first target virtual object, and displaying the first configured skill identifier on the virtual object corresponding to the second operation.

[0102] The second operation described above can be a continuous click operation or a swipe operation. For example, it could be a first click operation on a first configured skill icon on a first target virtual object, followed by a second click operation on another specified virtual object in the game within a preset time; in this case, the specified virtual object corresponding to the second click operation would be identified as the first target virtual object. Alternatively, it could be a swipe starting point on the first configured skill icon on the first target virtual object and ending point on another specified virtual object in the game; in this case, the specified virtual object corresponding to the swipe ending point would be identified as the first target virtual object.

[0103] At the same time, the first configured skill identifier on the first target virtual object will be canceled, while the first configured skill identifier will be displayed on the virtual object corresponding to the second operation.

[0104] The above methods can prevent players from making accidental operations.

[0105] Corresponding to the above method embodiments, this embodiment of the invention provides a combat command device in a game, which provides a game interface through a first terminal device. The game interface includes a first virtual object, which is controlled by the first terminal device, such as... Figure 7 As shown, the device includes:

[0106] The game scene display module 71 is used to display the game scene screen including a first virtual object and at least one second virtual object in the game interface in response to the team formation success command.

[0107] The skill identifier display module 72 is used to obtain the pre-configured skill identifiers for the second virtual object and display the configured skill identifiers;

[0108] The first target virtual object determination module 73 is used to respond to a first operation of the first configured skill identifier in the pre-configured configured skill identifier of the second virtual object, and determine the first target virtual object corresponding to the first operation;

[0109] The first command information generation module 74 is used to generate first command information containing a first configured skill identifier and a first target virtual object;

[0110] The first command information sending module 75 is used to send first command information to the target second terminal device that controls the target second virtual object, so as to instruct the target second terminal device to control the target second virtual object to execute the skill corresponding to the first configured skill identifier on the first target virtual object, wherein the target second virtual object is the second virtual object corresponding to the first configured skill identifier.

[0111] This invention provides a combat command device in a game. In response to a successful team formation command, it displays the game scene; acquires and displays the configured skill identifier of a second virtual object; responds to a first operation targeting the first configured skill identifier of the second virtual object, determines the corresponding first target virtual object; and sends the generated first command information to a second target terminal device, instructing the second target terminal device to control the second virtual object to execute the skill corresponding to the first configured skill identifier on the first target virtual object. By displaying the configured skill identifier in the game scene, the team leader can perform simple command operations on the configured skill identifier, select the execution target of the configured skill identifier, and enable the second target terminal device to execute the commanded skill on the first target virtual object. This reduces the operational complexity for players, lowers labor and mental costs, and thus improves the player's gaming experience.

[0112] The aforementioned first target virtual object includes friendly virtual objects that are in the same camp as the first virtual object and enemy virtual objects that are in the opposing camp as the first virtual object.

[0113] The first operation mentioned above includes multiple consecutive click operations in the operation sequence. The first target virtual object determination module is also used to: respond to the first click operation acting on the first configured skill identifier, and the second click operation acting on the virtual object in the game within a preset time after the first click operation is triggered, and determine the virtual object corresponding to the second click operation as the first target virtual object.

[0114] The first operation described above is a continuous sliding operation. The first target virtual object determination module is further configured to: in response to a sliding operation with the first configured skill identifier as the starting point and the virtual object in the game as the ending point, determine the virtual object corresponding to the sliding ending point as the first target virtual object.

[0115] The aforementioned device also includes a team window display module, used to: provide a team window in the game interface, the team window including a skill configuration area for the first virtual object.

[0116] The aforementioned device also includes a game settings window display module, used to: provide a game settings window on the game interface, the game settings window including a skill configuration area for the first virtual object.

[0117] The aforementioned device further includes a skill identifier configuration module, configured to: display a skill selection page in response to a trigger operation on the skill configuration area, the skill selection page including at least one skill identifier; and determine the selected skill identifier in response to a selection operation on the skill selection page, and configure the selected skill identifier for the first virtual object.

[0118] The skill configuration area includes at least one blank window, and the skill identifier configuration module is also used to fill the blank window with the selected skill identifier.

[0119] The skill configuration area mentioned above includes at least one initial skill identifier. The skill identifier configuration module is also used to replace the initial skill identifier with the selected skill identifier.

[0120] The skill selection page also includes a confirmation control, and the skill identifier configuration module is further used to: respond to the trigger operation of the confirmation control and configure the selected skill identifier for the first virtual object.

[0121] The aforementioned team-up window also includes a location marker area; the aforementioned device also includes a target location marker determination module, used to: respond to a trigger operation on the location marker area, display a skill configuration area and a location marker selection page; the location marker selection page includes multiple location markers, which are used to indicate the role position of virtual objects in the team; respond to a selection operation on at least one location marker, determine the target location marker corresponding to the selection operation, and display the target location marker on the location marker area.

[0122] The aforementioned device also includes a team request receiving module, used to receive team requests and display the location and skill identifiers of the virtual object that initiated the team request in the game interface.

[0123] The aforementioned team-up window also includes: a location identifier area for the second virtual object, wherein a location identifier is displayed in the location identifier area; the aforementioned device also includes a skill identifier display module, used to: in response to a trigger operation for the location identifier corresponding to the second virtual object, display the pre-configured skill identifier of the second virtual object.

[0124] The aforementioned device further includes: a second command information receiving module, configured to: in response to receiving second command information sent by a second terminal device controlling a second virtual object, display a second configured skill identifier contained in the second command information corresponding to a second target virtual object, wherein the second command information is generated based on the second configured skill identifier and the second target virtual object; the second configured skill identifier is one of the pre-configured configured skill identifiers of the first virtual object; and in response to a skill release operation for the first virtual object, control the first virtual object to execute the skill corresponding to the second configured skill identifier on the second target virtual object.

[0125] The first virtual object has the command authority to command in combat; the device also includes a command authority allocation module, used to: respond to command authority change operations and allocate command authority to the second virtual object.

[0126] The aforementioned device further includes: an identifier cancellation module, configured to display a first configured skill identifier corresponding to a first target virtual object; and in response to an identifier cancellation operation for the first configured skill identifier, to cancel the first target virtual object as the virtual object corresponding to the first configured skill identifier, and to cancel the display of the first configured skill identifier on the first target virtual object.

[0127] The aforementioned device further includes: an identifier transfer module, configured to display a first configured skill identifier corresponding to a first target virtual object; respond to a second operation on the first configured skill identifier, and use the virtual object corresponding to the second operation as the virtual object corresponding to the first configured skill identifier; cancel the first configured skill identifier displayed on the first target virtual object, and display the first configured skill identifier on the virtual object corresponding to the second operation.

[0128] The skill icon display module mentioned above is also used to display skill icons in a preset area of ​​the game interface.

[0129] The aforementioned preset area is located above the virtual object.

[0130] The combat command device in the game provided in this embodiment of the invention has the same technical features as the combat command method in the game provided in the above embodiments, so it can also solve the same technical problems and achieve the same technical effects.

[0131] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the combat command method in the aforementioned game. This electronic device can be a server or a terminal device.

[0132] See Figure 8 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the combat command method in the game described above.

[0133] Furthermore, Figure 8 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.

[0134] The memory 101 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 8 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0135] Processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 100 or by instructions in software form. Processor 100 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 can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a mature storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101. The processor 100 reads information from memory 101 and, in conjunction with its hardware, completes the steps of the combat command method in the game described in the aforementioned embodiment, specifically including:

[0136] In response to a successful team formation command, the game interface displays a match scene including a first virtual object and at least one second virtual object; it acquires and displays pre-configured skill identifiers for the second virtual object; responds to a first operation on the first configured skill identifier among the pre-configured skill identifiers for the second virtual object, and determines the first target virtual object corresponding to the first operation; it generates first command information containing the first configured skill identifier and the first target virtual object; and it sends the first command information to a target second terminal device that controls the target second virtual object, instructing the target second terminal device to control the target second virtual object to execute the skill corresponding to the first configured skill identifier on the first target virtual object, wherein the target second virtual object is the second virtual object corresponding to the first configured skill identifier. By displaying configured skill identifiers in the match scene, the team leader can perform simple command operations on the configured skill identifiers, select the execution object of the configured skill identifier, and enable the target second terminal device to execute the commanded skill on the first target virtual object. This reduces the operational complexity for players, reduces human and mental costs, and thus improves the player's gaming experience.

[0137] The aforementioned first target virtual object includes friendly virtual objects that are in the same camp as the first virtual object and enemy virtual objects that are in the opposing camp as the first virtual object.

[0138] The first operation mentioned above includes multiple consecutive click operations in the operation sequence. The first operation responds to the first configured skill identifier in the pre-configured configured skill identifiers of the second virtual object. The steps of determining the first target virtual object corresponding to the first operation include: responding to the first click operation acting on the first configured skill identifier, and the second click operation acting on the virtual object in the game within a preset time after the first click operation is triggered, and determining the virtual object corresponding to the second click operation as the first target virtual object.

[0139] The first operation described above is a continuous sliding operation. The step of determining the first target virtual object corresponding to the first operation in response to the first operation of the first configured skill identifier in the pre-configured configured skill identifiers of the second virtual object includes: in response to a sliding operation with the first configured skill identifier as the sliding start point and the virtual object in the game as the sliding end point, determining the virtual object corresponding to the sliding end point as the first target virtual object.

[0140] In response to the team formation success command, before the game interface displays the match scene including the first virtual object and at least one second virtual object, the method further includes: providing a team formation window in the game interface, the team formation window including a skill configuration area for the first virtual object.

[0141] In response to the team formation success command, before the game interface displays a match scene including a first virtual object and at least one second virtual object, the method further includes: providing a game settings window in the game interface, the game settings window including a skill configuration area for the first virtual object.

[0142] The above method further includes: responding to a trigger operation on the skill configuration area, displaying a skill selection page, the skill selection page including at least one skill identifier; responding to a selection operation on the skill selection page, determining the selected skill identifier, and configuring the selected skill identifier for the first virtual object.

[0143] The skill configuration area mentioned above includes at least one blank window. Configuring the selected skill identifier for the first virtual object includes filling the blank window with the selected skill identifier.

[0144] The aforementioned skill configuration area includes at least one initial skill identifier. Configuring the selected skill identifier for the first virtual object includes replacing the initial skill identifier with the selected skill identifier.

[0145] The skill selection page also includes a confirmation control, and the step of configuring the selected skill identifier for the first virtual object further includes: responding to a trigger operation on the confirmation control and configuring the selected skill identifier for the first virtual object.

[0146] The aforementioned team-up window also includes a location marker area; the aforementioned method further includes: responding to a trigger operation on the location marker area, displaying a skill configuration area and a location marker selection page; the location marker selection page includes multiple location markers, which are used to indicate the role positioning of virtual objects in the team; responding to a selection operation on at least one location marker, determining the target location marker corresponding to the selection operation, and displaying the target location marker on the location marker area.

[0147] Before providing the team-up window, the method also includes receiving a team-up request and displaying the location and skill identifiers of the virtual object that initiated the team-up request in the game interface.

[0148] The aforementioned team-up window also includes: a location identifier area for the second virtual object, where a location identifier is displayed; after the team-up window is provided in the game interface, the method further includes: responding to a trigger operation for the location identifier corresponding to the second virtual object, and displaying the pre-configured skill identifier of the second virtual object.

[0149] The method further includes: in response to receiving second command information sent by a second terminal device controlling a second virtual object, displaying a second configured skill identifier contained in the second command information corresponding to a second target virtual object, wherein the second command information is generated based on the second configured skill identifier and the second target virtual object; the second configured skill identifier is one of the configured skill identifiers pre-configured by the first virtual object; in response to a skill release operation for the first virtual object, controlling the first virtual object to execute the skill corresponding to the second configured skill identifier on the second target virtual object.

[0150] The first virtual object mentioned above has the command authority for combat command; before responding to receiving the second command information sent by the second terminal device controlling the second virtual object, and determining the second configured skill identifier and the second target virtual object based on the second command information, the method further includes: responding to the command authority change operation and assigning the command authority to the second virtual object.

[0151] The above response is for the first operation of the first configured skill identifier in the pre-configured configured skill identifiers of the second virtual object. After determining the first target virtual object corresponding to the first operation, the method further includes: displaying the first configured skill identifier corresponding to the first target virtual object; responding to the identifier cancellation operation of the first configured skill identifier, canceling the first target virtual object as the virtual object corresponding to the first configured skill identifier, and canceling the display of the first configured skill identifier on the first target virtual object.

[0152] The above response addresses a first operation of the first configured skill identifier in the pre-configured configured skill identifiers of the second virtual object. After determining the first target virtual object corresponding to the first operation, the method further includes: displaying the first configured skill identifier corresponding to the first target virtual object; responding to a second operation of the first configured skill identifier, taking the virtual object corresponding to the second operation as the virtual object corresponding to the first configured skill identifier; canceling the first configured skill identifier displayed on the first target virtual object, and displaying the first configured skill identifier on the virtual object corresponding to the second operation.

[0153] The above-mentioned display of configured skill icons includes: displaying configured skill icons in a preset area of ​​the game interface.

[0154] The aforementioned preset area is located above the virtual object.

[0155] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When these machine-executable instructions are invoked and executed by a processor, they cause the processor to implement the combat command method in the aforementioned game, specifically including:

[0156] In response to a successful team formation command, the game interface displays a match scene including a first virtual object and at least one second virtual object; it acquires and displays pre-configured skill identifiers for the second virtual object; responds to a first operation on the first configured skill identifier among the pre-configured skill identifiers for the second virtual object, and determines the first target virtual object corresponding to the first operation; it generates first command information containing the first configured skill identifier and the first target virtual object; and it sends the first command information to a target second terminal device that controls the target second virtual object, instructing the target second terminal device to control the target second virtual object to execute the skill corresponding to the first configured skill identifier on the first target virtual object, wherein the target second virtual object is the second virtual object corresponding to the first configured skill identifier. By displaying configured skill identifiers in the match scene, the team leader can perform simple command operations on the configured skill identifiers, select the execution object of the configured skill identifier, and enable the target second terminal device to execute the commanded skill on the first target virtual object. This reduces the operational complexity for players, reduces human and mental costs, and thus improves the player's gaming experience.

[0157] The aforementioned first target virtual object includes friendly virtual objects that are in the same camp as the first virtual object and enemy virtual objects that are in the opposing camp as the first virtual object.

[0158] The first operation mentioned above includes multiple consecutive click operations in the operation sequence. The first operation responds to the first configured skill identifier in the pre-configured configured skill identifiers of the second virtual object. The steps of determining the first target virtual object corresponding to the first operation include: responding to the first click operation acting on the first configured skill identifier, and the second click operation acting on the virtual object in the game within a preset time after the first click operation is triggered, and determining the virtual object corresponding to the second click operation as the first target virtual object.

[0159] The first operation described above is a continuous sliding operation. The step of determining the first target virtual object corresponding to the first operation in response to the first operation of the first configured skill identifier in the pre-configured configured skill identifiers of the second virtual object includes: in response to a sliding operation with the first configured skill identifier as the sliding start point and the virtual object in the game as the sliding end point, determining the virtual object corresponding to the sliding end point as the first target virtual object.

[0160] In response to the team formation success command, before the game interface displays the match scene including the first virtual object and at least one second virtual object, the method further includes: providing a team formation window in the game interface, the team formation window including a skill configuration area for the first virtual object.

[0161] In response to the team formation success command, before the game interface displays a match scene including a first virtual object and at least one second virtual object, the method further includes: providing a game settings window in the game interface, the game settings window including a skill configuration area for the first virtual object.

[0162] The above method further includes: responding to a trigger operation on the skill configuration area, displaying a skill selection page, the skill selection page including at least one skill identifier; responding to a selection operation on the skill selection page, determining the selected skill identifier, and configuring the selected skill identifier for the first virtual object.

[0163] The skill configuration area mentioned above includes at least one blank window. Configuring the selected skill identifier for the first virtual object includes filling the blank window with the selected skill identifier.

[0164] The aforementioned skill configuration area includes at least one initial skill identifier. Configuring the selected skill identifier for the first virtual object includes replacing the initial skill identifier with the selected skill identifier.

[0165] The skill selection page also includes a confirmation control, and the step of configuring the selected skill identifier for the first virtual object further includes: responding to a trigger operation on the confirmation control and configuring the selected skill identifier for the first virtual object.

[0166] The aforementioned team-up window also includes a location marker area; the aforementioned method further includes: responding to a trigger operation on the location marker area, displaying a skill configuration area and a location marker selection page; the location marker selection page includes multiple location markers, which are used to indicate the role positioning of virtual objects in the team; responding to a selection operation on at least one location marker, determining the target location marker corresponding to the selection operation, and displaying the target location marker on the location marker area.

[0167] Before providing the team-up window, the method also includes receiving a team-up request and displaying the location and skill identifiers of the virtual object that initiated the team-up request in the game interface.

[0168] The aforementioned team-up window also includes: a location identifier area for the second virtual object, where a location identifier is displayed; after the team-up window is provided in the game interface, the method further includes: responding to a trigger operation for the location identifier corresponding to the second virtual object, and displaying the pre-configured skill identifier of the second virtual object.

[0169] The method further includes: in response to receiving second command information sent by a second terminal device controlling a second virtual object, displaying a second configured skill identifier contained in the second command information corresponding to a second target virtual object, wherein the second command information is generated based on the second configured skill identifier and the second target virtual object; the second configured skill identifier is one of the configured skill identifiers pre-configured by the first virtual object; in response to a skill release operation for the first virtual object, controlling the first virtual object to execute the skill corresponding to the second configured skill identifier on the second target virtual object.

[0170] The first virtual object mentioned above has the command authority for combat command; before responding to receiving the second command information sent by the second terminal device controlling the second virtual object, and determining the second configured skill identifier and the second target virtual object based on the second command information, the method further includes: responding to the command authority change operation and assigning the command authority to the second virtual object.

[0171] The above response is for the first operation of the first configured skill identifier in the pre-configured configured skill identifiers of the second virtual object. After determining the first target virtual object corresponding to the first operation, the method further includes: displaying the first configured skill identifier corresponding to the first target virtual object; responding to the identifier cancellation operation of the first configured skill identifier, canceling the first target virtual object as the virtual object corresponding to the first configured skill identifier, and canceling the display of the first configured skill identifier on the first target virtual object.

[0172] The above response addresses a first operation of the first configured skill identifier in the pre-configured configured skill identifiers of the second virtual object. After determining the first target virtual object corresponding to the first operation, the method further includes: displaying the first configured skill identifier corresponding to the first target virtual object; responding to a second operation of the first configured skill identifier, taking the virtual object corresponding to the second operation as the virtual object corresponding to the first configured skill identifier; canceling the first configured skill identifier displayed on the first target virtual object, and displaying the first configured skill identifier on the virtual object corresponding to the second operation.

[0173] The above-mentioned display of configured skill icons includes: displaying configured skill icons in a preset area of ​​the game interface.

[0174] The aforementioned preset area is located above the virtual object.

[0175] The computer program products of the combat command method, device and electronic device in the game provided by the embodiments of the present invention include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.

[0176] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.

[0177] Furthermore, in the description of the embodiments of the present invention, unless otherwise explicitly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in the present invention based on the specific circumstances.

[0178] If the aforementioned functions are implemented as 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 this invention, essentially, 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 invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0179] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0180] Finally, it should be noted that the above embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. 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 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 within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these 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 the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.

Claims

1. A combat command method in a game, characterized in that, A game interface is provided through a first terminal device, the game interface including a first virtual object, the first virtual object being controlled by the first terminal device, the method comprising: In response to the team formation success command, the game interface displays a game scene screen including the first virtual object and at least one second virtual object; Obtain the pre-configured skill identifier for the second virtual object and display the configured skill identifier; wherein, the configured skill identifier includes a text identifier for indicating the corresponding skill name; or, the configured skill identifier includes a pattern identifier for indicating the corresponding skill pattern; In response to a first operation on a first configured skill identifier in a pre-configured set of configured skill identifiers for the second virtual object, a first target virtual object corresponding to the first operation is determined; wherein, the first operation includes multiple click operations in a sequential order, or the first operation is a continuous sliding operation with a continuous trajectory. The step of responding to a first operation of a first configured skill identifier in the pre-configured configured skill identifiers of the second virtual object and determining the first target virtual object corresponding to the first operation includes: responding to a first click operation acting on the first configured skill identifier, and a second click operation acting on the virtual object in the game within a preset time after the first click operation is triggered, and determining the virtual object corresponding to the second click operation as the first target virtual object; or, responding to a sliding operation with the first configured skill identifier as the sliding start point and the virtual object in the game as the sliding end point, determining the virtual object corresponding to the sliding end point as the first target virtual object; Generate first command information containing the first configured skill identifier and the first target virtual object; The first command information is sent to the target second terminal device that controls the second target virtual object, so as to instruct the target second terminal device to control the second target virtual object to execute the skill corresponding to the first configured skill identifier on the first target virtual object, wherein the second target virtual object is the second virtual object corresponding to the first configured skill identifier.

2. The method according to claim 1, characterized in that, The first target virtual object includes friendly virtual objects that are in the same camp as the first virtual object and enemy virtual objects that are in the opposing camp as the first virtual object.

3. The method according to claim 1, characterized in that, In response to the team formation success command, before the game interface displays the match scene including the first virtual object and at least one second virtual object, the method further includes: The game interface provides a team-up window, which includes a skill configuration area for the first virtual object.

4. The method according to claim 1, characterized in that, In response to the team-up success command, before the game interface displays the match scene including the first virtual object and at least one second virtual object, the method further includes: The game interface provides a game settings window, which includes a skill configuration area for the first virtual object.

5. The method according to claim 3 or 4, characterized in that, The method further includes: In response to a triggered operation on the skill configuration area, a skill selection page is displayed, the skill selection page including at least one skill identifier; In response to a selection operation on the skill selection page, the selected skill identifier is determined, and the selected skill identifier is configured for the first virtual object.

6. The method according to claim 5, characterized in that, The skill configuration area includes at least one blank window, and configuring the selected skill identifier for the first virtual object includes: Fill the blank window with the selected skill icon.

7. The method according to claim 5, characterized in that, The skill configuration area includes at least one initial skill identifier, and configuring the selected skill identifier for the first virtual object includes: Replace the initial skill identifier with the selected skill identifier.

8. The method according to claim 5, characterized in that, The skill selection page also includes a confirmation control, and the step of configuring the selected skill identifier for the first virtual object further includes: In response to a trigger operation on the confirmation control, the selected skill identifier is configured for the first virtual object.

9. The method according to claim 3, characterized in that, The team-up window also includes a location marker area, and the method further includes: In response to a trigger operation targeting the location identifier area, the skill configuration area and the location identifier selection page are displayed. The location identifier selection page includes multiple location identifiers, which are used to indicate the role position of the virtual object in the team. In response to a selection operation for at least one of the location identifiers, a target location identifier corresponding to the selection operation is determined, and the target location identifier is displayed on the location identifier area.

10. The method according to claim 9, characterized in that, Before providing the team-up window, the method further includes receiving a team-up request and displaying the location identifier and skill identifier of the virtual object that initiated the team-up request in the game interface.

11. The method according to claim 9, characterized in that, The team-up window also includes: a location identifier area for the second virtual object, wherein a location identifier is displayed in the location identifier area; After providing a team-up window in the game interface, the method further includes: In response to a trigger operation targeting the location identifier corresponding to the second virtual object, the pre-configured skill identifier of the second virtual object is displayed.

12. The method according to claim 1, characterized in that, The method further includes: In response to receiving second command information sent by a second terminal device controlling the second virtual object, the second configured skill identifier contained in the second command information is displayed corresponding to the second target virtual object, wherein the second command information is generated based on the second configured skill identifier and the second target virtual object; the second configured skill identifier is one of the pre-configured configured skill identifiers of the first virtual object; In response to a skill release operation targeting the first virtual object, the first virtual object is controlled to execute the skill corresponding to the second configured skill identifier on the second target virtual object.

13. The method according to claim 12, characterized in that, The first virtual object possesses the command authority for the battle command; Before determining the second configured skill identifier and the second target virtual object based on the second command information in response to receiving second command information from the second terminal device controlling the second virtual object, the method further includes: In response to the command authority change operation, the command authority is assigned to the second virtual object.

14. The method according to claim 1, characterized in that, After responding to a first operation on a first configured skill identifier in a pre-configured set of configured skill identifiers for the second virtual object, and determining the first target virtual object corresponding to the first operation, the method further includes: The first configured skill identifier is displayed corresponding to the first target virtual object; in response to the identifier cancellation operation for the first configured skill identifier, the first target virtual object is cancelled as the virtual object corresponding to the first configured skill identifier, and the first configured skill identifier is cancelled from being displayed on the first target virtual object.

15. The method according to claim 1, characterized in that, After responding to a first operation on a first configured skill identifier in a pre-configured set of configured skill identifiers for the second virtual object, and determining the first target virtual object corresponding to the first operation, the method further includes: The first configured skill identifier is displayed corresponding to the first target virtual object; In response to a second operation on the first configured skill identifier, the virtual object corresponding to the second operation is used as the virtual object corresponding to the first configured skill identifier; Cancel the first configured skill identifier displayed on the first target virtual object, and display the first configured skill identifier on the virtual object corresponding to the second operation.

16. The method according to claim 1, characterized in that, The display of the configured skill identifier includes: The configured skill icons are displayed in a preset area of ​​the game interface.

17. The method according to claim 16, characterized in that, The preset area is located above the virtual object.

18. A combat command device in a game, characterized in that, A game interface is provided through a first terminal device, the game interface including a first virtual object, the first virtual object being controlled by the first terminal device, the device comprising: The game scene display module is used to display a game scene screen including the first virtual object and at least one second virtual object on the game interface in response to the team formation success command; A skill identifier display module is used to acquire and display pre-configured skill identifiers for the second virtual object; wherein the configured skill identifiers include text identifiers to indicate the corresponding skill name; or, the configured skill identifiers include pattern identifiers to indicate the corresponding skill pattern. The first target virtual object determination module is used to respond to a first operation on the first configured skill identifier in the pre-configured configured skill identifiers of the second virtual object, and determine the first target virtual object corresponding to the first operation; wherein, the first operation includes multiple click operations in the operation sequence, or the first operation is a sliding operation with a continuous operation trajectory; The first target virtual object determination module is further configured to: respond to a first click operation acting on the first configured skill identifier, and a second click operation acting on a virtual object in the game within a preset time after the first click operation is triggered, determine the virtual object corresponding to the second click operation as the first target virtual object; or, respond to a sliding operation with the first configured skill identifier as the sliding start point and the virtual object in the game as the sliding end point, determine the virtual object corresponding to the sliding end point as the first target virtual object; The first command information generation module is used to generate first command information containing the first configured skill identifier and the first target virtual object; The first command information sending module is used to send the first command information to the target second terminal device that controls the second target virtual object, so as to instruct the target second terminal device to control the second target virtual object to execute the skill corresponding to the first configured skill identifier on the first target virtual object, wherein the second target virtual object is the second virtual object corresponding to the first configured skill identifier.

19. An electronic device, characterized in that, It includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to implement the combat command method in the game according to any one of claims 1-17.

20. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the combat command method in the game as described in any one of claims 1-17.