Method, device, equipment, medium and program product for using virtual skills
Patent Information
- Application Number
- CN202210364180.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-04-07
- Publication Date
- 2026-08-18
- Estimated Expiration
- 2042-04-07
AI Technical Summary
[0004]然而,上述虚拟技能的实现过程中,人机交互方式较为单一,玩家如果需要体验不同的虚拟技能,则需要通过创建不同门派类别对应的虚拟对象,且由于不同门派类别的虚拟对象之间互相独立,设备在存储虚拟对象的相关数据时存在资源浪费的情况
[0020] In applications that provide virtual environments, when a first virtual object and its corresponding virtual pet are displayed in the virtual environment, the first skill can be triggered upon receiving the first attack operation. After the virtual pet attaches to the first virtual object, the second skill is triggered upon receiving the first attack operation. That is, the process of triggering different virtual skills under the same attack operation through different states of the virtual pet enriches the implementation methods of virtual skills and enhances the diversity of human-computer interaction. At the same time, enriching the implementation methods of virtual skills through different states of virtual pets in the same virtual environment reduces the consumption of device resources during the implementation of multiple skills.
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Figure CN116920394B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of virtual environments, and in particular to a method, apparatus, device, medium, and program product for using virtual skills. Background Technology
[0002] In applications that provide virtual environments, virtual objects within those environments can perform various activities under the player's control, such as walking, running, jumping, using virtual items, and using skills.
[0003] In related technologies, applications assign different virtual skills to different virtual objects. For example, virtual objects are divided into different sect categories, and virtual objects of different sect categories can achieve virtual skills with different effects. Specifically, virtual objects of sect A can achieve healing-type virtual skills, while virtual objects of sect B can achieve attack-type virtual skills.
[0004] However, the human-computer interaction method is relatively simple in the implementation of the above-mentioned virtual skills. If players want to experience different virtual skills, they need to create virtual objects corresponding to different sect categories. Since the virtual objects of different sect categories are independent of each other, there is a waste of resources when the device stores the relevant data of the virtual objects. Summary of the Invention
[0005] This application provides a method, apparatus, device, medium, and program product for using virtual skills, enriching the diversity of human-computer interaction methods. The technical solution is as follows:
[0006] On the one hand, a method for using virtual skills is provided, the method comprising:
[0007] Display the first virtual object and the virtual pet of the first virtual object;
[0008] In response to receiving a first attack operation, control the first virtual object to use the first skill to attack;
[0009] In response to receiving a conversion operation for the virtual pet, the virtual pet is attached to the first virtual object; the conversion operation is used to switch the attack skill of the first virtual object from the first skill to the second skill;
[0010] In response to receiving the first attack operation, the first virtual object is controlled to use the second skill to launch an attack.
[0011] On the other hand, a device for using virtual skills is provided, the device comprising:
[0012] The display module is used to display the first virtual object and the virtual pet of the first virtual object;
[0013] The control module is used to respond to receiving a first attack operation and control the first virtual object to use the first skill to attack;
[0014] An attachment module is configured to attach the virtual pet to the first virtual object in response to receiving a conversion operation for the virtual pet; the conversion operation is configured to switch the attack skill of the first virtual object from the first skill to the second skill.
[0015] The control module is also configured to, in response to receiving the first attack operation, control the first virtual object to use the second skill to launch an attack.
[0016] On the other hand, a computer device is provided, the terminal including a processor and a memory, the memory storing at least one instruction, at least one program, code set or instruction set, the at least one instruction, the at least one program, the code set or instruction set being loaded and executed by the processor to implement the virtual skill usage method described in any of the embodiments of this application.
[0017] On the other hand, a computer-readable storage medium is provided, wherein at least one piece of program code is stored in the computer-readable storage medium, the program code being loaded and executed by a processor to implement the method of using virtual skills as described in any of the embodiments of this application.
[0018] On the other hand, a computer program product or computer program is provided, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the virtual skill usage method described in any of the above embodiments.
[0019] The technical solution provided in this application includes at least the following beneficial effects:
[0020] In applications that provide virtual environments, when a first virtual object and its corresponding virtual pet are displayed in the virtual environment, the first skill can be triggered upon receiving the first attack operation. After the virtual pet attaches to the first virtual object, the second skill is triggered upon receiving the first attack operation. That is, the process of triggering different virtual skills under the same attack operation through different states of the virtual pet enriches the implementation methods of virtual skills and enhances the diversity of human-computer interaction. At the same time, enriching the implementation methods of virtual skills through different states of virtual pets in the same virtual environment reduces the consumption of device resources during the implementation of multiple skills. Attached Figure Description
[0021] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0022] Figure 1 This is a structural block diagram of a computer system provided in an exemplary embodiment of this application;
[0023] Figure 2 This is a flowchart illustrating a method for using virtual skills provided in an exemplary embodiment of this application;
[0024] Figure 3 This is a schematic diagram illustrating a virtual pet performing a taunt skill according to an exemplary embodiment of this application;
[0025] Figure 4 This is a flowchart illustrating a method for using virtual skills provided in another exemplary embodiment of this application;
[0026] Figure 5 This is a schematic diagram showing the energy storage area provided in an exemplary embodiment of this application;
[0027] Figure 6 This is a schematic diagram of the second skill release provided in an exemplary embodiment of this application;
[0028] Figure 7 This is a schematic diagram illustrating the release of a third skill provided in an exemplary embodiment of this application;
[0029] Figure 8 This is a flowchart illustrating a method for using virtual skills provided in another exemplary embodiment of this application;
[0030] Figure 9 This is a schematic diagram illustrating the gain effect provided in an exemplary embodiment of this application;
[0031] Figure 10 This is a structural block diagram of a device for using virtual skills provided in an exemplary embodiment of this application;
[0032] Figure 11 This is a structural block diagram of a device for using virtual skills provided in another exemplary embodiment of this application;
[0033] Figure 12 This is a structural block diagram of a terminal provided in an exemplary embodiment of this application. Detailed Implementation
[0034] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.
[0035] First, a brief introduction to the terms used in the embodiments of this application:
[0036] Virtual environment: This refers to the virtual environment displayed (or provided) by an application when it runs on a terminal. This virtual environment can be a simulation of the real world, a semi-simulated / semi-fictional three-dimensional environment, or a purely fictional three-dimensional environment. The virtual environment can be any of the following: two-dimensional, 2.5-dimensional, or three-dimensional. Optionally, the aforementioned virtual environment can be provided by applications such as virtual reality applications, first-person shooter (FPS) games, third-person shooter (TPS) games, multiplayer online battle arena (MOBA) games, and massively multiplayer online role-playing games (MMORPGs).
[0037] Virtual objects refer to movable objects in a virtual environment. These movable objects can be virtual characters, virtual animals, anime characters, etc., such as people, animals, plants, oil drums, walls, and stones displayed in a 3D virtual environment. Optionally, virtual objects are 3D models created based on animation skeletal technology. Each virtual object has its own shape and volume in the 3D virtual environment, occupying a portion of the space within the 3D virtual environment. Optionally, virtual objects can also be 2D or 2.5D virtual objects; the above example of 3D virtual objects is merely illustrative and not intended to limit the scope. In the embodiments of this application, players can manipulate virtual objects in the virtual environment to perform actions such as walking, running, jumping, shooting, fighting, driving, picking up items, and using skills.
[0038] Skills: These are abilities released by virtual objects to modify the attribute values of the virtual object itself, other virtual objects, or both simultaneously. Illustratively, a virtual object possesses at least one skill. Optionally, virtual object skills can be acquired or upgraded during level progression, or obtained by equipping specific virtual items.
[0039] In some embodiments, skills can be divided into active skills and passive skills based on triggering conditions. Active skills are skills released by a virtual object after the terminal device receives a corresponding trigger operation, and active skills require player operation to activate. Passive skills are skills that are automatically triggered according to preset triggering conditions, and passive skills can be activated without manual player operation.
[0040] In other embodiments, skills can be categorized into targeted skills and non-targeted skills based on their release method. Targeted skills are those that specify a target for skill release; once a targeted skill is used to specify a target, that target will inevitably be affected by the skill. Non-targeted skills are those that are released in a specified direction, range, or area; virtual objects located within that direction, range, or area will be affected by the skill.
[0041] In this embodiment, the skills implemented in the virtual environment include skills released by virtual objects through virtual props / virtual equipment, or skills released directly by virtual objects. In some embodiments, the above-mentioned skills also include normal attacks implemented by virtual objects in the virtual environment, that is, basic attack methods without additional attribute value consumption (such as virtual energy, virtual rage, virtual mana, etc.) and without cooldown time. In this embodiment, the above-mentioned normal attacks can also be regarded as a skill that virtual objects can implement. In some embodiments, when the above-mentioned virtual environment is a virtual environment provided by a shooting game application, the above-mentioned skills also include shooting attacks performed by virtual objects in the virtual environment through virtual firearms, melee attacks performed by melee props, and throwing operations performed by virtual projectiles, etc., that is, the above-mentioned shooting attacks, melee attacks, throwing operations, etc., can all be regarded as a skill in this embodiment.
[0042] Based on the above definitions, the implementation environment of the embodiments of this application will be described. Figure 1 A structural block diagram of a computer system provided in an exemplary embodiment of this application is shown. The computer system 100 includes: a terminal device 110, a server 120, and a communication network 130.
[0043] Terminal device 110 has an application installed and running that supports a virtual environment. This application can be any of the following: virtual reality application, first-person shooter game, third-person shooter game, multiplayer online tactical battle royale game, or massively multiplayer online role-playing game. The user controls a main virtual object located in the virtual environment through terminal device 110. Terminal device 110 can take many forms, including mobile phones, tablets, desktop computers, laptops, smart home appliances, vehicle terminals, and aircraft.
[0044] Server 120 provides backend services for applications supporting virtual environments. Illustratively, server 120 provides backend logic for the application based on application requests sent by terminal device 110, while terminal device 110 provides frontend logic for the application. Optionally, server 120 performs the primary computational work, and terminal device 110 performs secondary computational work; or, server 120 performs secondary computational work, and terminal device 110 performs primary computational work; or, server 120 and terminal device 110 collaborate using a distributed computing architecture. In some embodiments, when the application is a single-player game, the game logic is entirely handled by terminal device 110.
[0045] It is worth noting that the aforementioned server 120 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. In some embodiments, the aforementioned server 120 can also be implemented as a node in a blockchain system. Blockchain is a new application model of computer technologies such as distributed data storage, peer-to-peer transmission, consensus mechanisms, and encryption algorithms.
[0046] In this embodiment, terminal device 110 displays a virtual environment interface, which includes a first virtual object and a virtual pet of the first virtual object. The first virtual object is a virtual object controlled by terminal device 110, and the virtual pet is an object controlled by server 120 that belongs to the first virtual object. Illustratively, when the first virtual object and virtual pet are displayed, upon receiving a first attack operation, terminal device 110 sends an operation command corresponding to the first attack operation to server 120. Server 120 determines that the virtual pet is in the virtual environment and then sends a trigger command corresponding to a first skill to terminal device 110. After receiving the trigger command corresponding to the first skill, terminal device 110 controls the first virtual object to use the first skill to attack. When terminal device 110 receives a conversion operation for a virtual pet, it sends a conversion instruction corresponding to the virtual pet to server 120. Upon receiving the conversion instruction, server 120 authenticates it. If the server determines that the conversion instruction meets the conversion requirements of the virtual pet, it sends confirmation information to terminal device 120 and records the status change of the virtual pet. Based on the confirmation information, terminal device 110 attaches the virtual pet to the first virtual object. When terminal device 110 receives a first attack operation again, it sends an operation instruction corresponding to the first attack operation to server 120. Based on the determination that the virtual pet is currently attached to the first virtual object, server 120 sends a trigger instruction corresponding to the second skill to terminal device 110. Upon receiving the trigger instruction, terminal device 110 controls the first virtual object to use the second skill to attack.
[0047] To illustrate, terminal device 110 and server 120 are connected via communication network 130.
[0048] Please refer to Figure 2 This illustrates a method of using virtual skills as shown in one embodiment of this application. In this embodiment, the method is applied to, for example... Figure 1 In the terminal device shown, the method includes:
[0049] Step 201: Display the first virtual object and the virtual pet of the first virtual object.
[0050] Schematic illustration: The terminal device displays a virtual environment interface, which includes a view of the virtual environment from the perspective of a first virtual object. The first virtual object is the master virtual object, meaning it is the virtual object currently controlled by the terminal device. Optionally, the view can be a first-person perspective of the first virtual object, or a third-person perspective. The first-person perspective is the viewpoint that the first virtual object can observe within the virtual environment; it does not include the first virtual object itself, for example, only its arm and any virtual props it holds. The third-person perspective is the viewpoint through a camera model within the virtual environment; it includes the first virtual object itself, and the camera model is typically positioned behind the first virtual object. The terminal device can control the first virtual object within the virtual environment.
[0051] In some optional embodiments, the virtual pet corresponds to at least one pet skill, which is a virtual skill issued by a first virtual object and executed by the virtual pet. Optionally, the aforementioned pet commands include at least one of the following skills, standby skills, taunt skills, attack skills, support skills, scouting skills, and tracking skills. Specifically, the following skill instructs the virtual pet to follow the first virtual object in the virtual environment; the standby skill instructs the virtual pet to enter a standby state at a marked location; the taunt skill instructs the virtual pet to taunt hostile virtual objects in the virtual environment, with the taunted hostile virtual objects prioritizing attacking the virtual pet; the attack skill instructs the virtual pet to attack hostile virtual objects in the virtual environment; the support skill instructs the virtual pet to assist teammate virtual objects in the virtual environment, for example, by increasing the attack power or virtual health of teammate virtual objects; the scouting skill instructs the virtual pet to mark hostile virtual objects within a specified range in the virtual environment; and the tracking skill instructs the virtual pet to move towards the indicated target.
[0052] In one example, such as Figure 3 As shown, this diagram illustrates an exemplary embodiment of a virtual pet performing a taunt skill. A first virtual object 301 is displayed in the virtual environment interface 300. When the first virtual object 301 summons a virtual pet 302 using a target item and issues a taunt skill release command to the virtual pet 302, an enemy virtual object 303 in the virtual environment moves towards the location of the virtual pet 302.
[0053] Optionally, the number of virtual pets mentioned above can be one or more, and there is no limit to this.
[0054] Step 202: In response to receiving the first attack operation, control the first virtual object to use the first skill to attack.
[0055] Optionally, the aforementioned first skill can be a skill determined by the object type of the first virtual object, meaning that different types of master virtual objects in the virtual environment possess different skills. For example, master virtual objects in the virtual environment are divided into different object types based on their virtual sect affiliation. Virtual objects belonging to sect A can use support skills, while virtual objects belonging to sect B can use attack skills. Optionally, the aforementioned first skill can also be a skill determined by the virtual equipment equipped by the first virtual object, meaning that when the first virtual object equips different virtual equipment, the corresponding skill of the virtual equipment can be triggered. For example, if the master virtual object is equipped with a virtual dagger, the master virtual object can use the virtual dagger to perform thrust and uppercut skills.
[0056] Optionally, the first attack operation can be triggered by a control; that is, the virtual environment interface provides an attack control, and the first attack operation is received through the attack control. Optionally, the first attack operation can also be triggered by a touch gesture; that is, when the terminal device receives a touch gesture bound to the first attack operation, it is determined that the first attack operation has been received. Optionally, the first attack operation can also be triggered by a shortcut key; that is, the first attack operation is bound to a specified shortcut key, and when the corresponding shortcut key is triggered via an external input device, it is determined that the first attack operation has been received.
[0057] Optionally, the above-mentioned touch gestures include swipe gestures, long press gestures, tap gestures, double tap gestures, multi-finger tap gestures, multi-finger swipe gestures, etc., and are not limited here.
[0058] In illustrative terms, the trigger operation, touch gesture, or shortcut key received by the aforementioned attack control can be obtained through at least one hardware interface of the terminal device. That is, the terminal device receives a trigger signal from at least one hardware interface, and the trigger signal determines that the attack control has received a trigger operation, or receives a touch gesture indicating a first attack operation, or receives a shortcut key trigger operation.
[0059] Optionally, the aforementioned hardware interface can be an interface corresponding to a sensor configured in the terminal device, or an interface corresponding to an external access device. Illustratively, when the aforementioned hardware interface is an interface corresponding to a sensor, the sensor can be a pressure sensor, touch sensor, optical sensor, proximity sensor, ultrasonic sensor, speed sensor, or other sensor capable of detecting gestures received by the terminal device, and is not limited here. Optionally, the aforementioned sensor can be disposed under the touch screen of the terminal device, or the aforementioned sensor can be disposed under the touch panel equipped with the terminal device, and is not limited here. Illustratively, when the aforementioned hardware interface is an interface corresponding to an external access device, the aforementioned external access device can be a mouse, keyboard, remote control, gamepad, virtual reality instrument, etc., and is not limited here.
[0060] Step 203: In response to receiving a conversion operation for the virtual pet, attach the virtual pet to the first virtual object.
[0061] Indicatively, the switching operation is used to switch the attack skill of the first virtual object from the first skill to the second skill.
[0062] Optionally, the above conversion operation can be triggered by a control, a touch gesture, or a shortcut key; there is no limitation on this.
[0063] In some embodiments, when attaching a virtual pet to a first virtual object via a conversion operation, the feasibility of the conversion process is determined by the pet conversion conditions corresponding to the virtual pet. Illustratively, in response to receiving a conversion operation for a virtual pet, a matching condition between the virtual pet and the pet conversion conditions is obtained; and in response to the matching condition indicating that the virtual pet meets the pet conversion conditions, the virtual pet is attached to the first virtual object.
[0064] In some embodiments, when the conversion operation is triggered by a conversion skill, the condition for pet conversion is determined based on the cooldown status of the conversion skill. That is, when the conversion skill is on cooldown, a virtual pet can be attached to the first virtual object through the conversion skill. Optionally, the conversion skill can be a virtual skill possessed by the first virtual object or a pet skill possessed by the virtual pet.
[0065] Optionally, the first skill and the second skill can be different skills with the same skill range, for example, both the first skill and the second skill are melee attacks, or both the first skill and the second skill are ranged attacks. Optionally, the first skill and the second skill can also be different skills with different skill ranges, for example, the first skill is a ranged attack and the second skill is a melee attack, or the first skill is a melee attack and the second skill is a ranged attack; there is no limitation here.
[0066] Optionally, the first skill and the second skill can be different skills of the same type. For example, both the first skill and the second skill can be attack-type skills, or both can be support-type skills. Optionally, the first skill and the second skill can also be different skills of different types. For example, the first skill can be a support-type skill, and the second skill can be an attack-type skill; this is not limited here. Illustratively, when the first skill and the second skill are different skills of different types, by attaching the virtual pet to the first virtual object, the switching between different skill types is achieved, enhancing the strategic nature of virtual skill switching. For example, when the first skill is a support-type skill and the second skill is an attack-type skill, when the virtual pet is in the virtual environment, the first virtual object can use the first skill to support the virtual pet, that is, the virtual pet is the primary target of attack. When the virtual pet is attached to the first virtual object, the first virtual object can use the attack-type second skill to attack, that is, the first virtual object is the primary target of attack.
[0067] Optionally, the first skill and the second skill mentioned above can be different skills triggered by the same attack operation. Optionally, the first skill and the second skill can be different skills triggered by the same virtual equipment equipped by the first virtual object. Illustratively, the first virtual object is equipped with a first item. Before the virtual pet attaches to the first virtual object, the first virtual object can trigger the first skill through the first item. After the virtual pet attaches to the first virtual object, the first virtual object can trigger the second skill through the first item. For example, if the first virtual object is equipped with a virtual dagger, before attaching to the virtual pet, the first virtual object can trigger a horizontal slash skill when using the virtual dagger. After attaching to the virtual pet, the first virtual object can trigger a vertical combo skill when using the virtual dagger.
[0068] Optionally, the first skill and the second skill can be different skills triggered by equipping different virtual equipment on the first virtual object. That is, after the first virtual object attaches a virtual pet, the virtual pet will transform the virtual equipment equipped by the first virtual object. For example, before attaching a virtual pet, the first virtual object is equipped with a first item; using the first item will trigger the first skill. After attaching a virtual pet, the first item is transformed into a second item; using the second item will trigger the second skill. For instance, before attaching a virtual pet, the first virtual object is equipped with a virtual dagger; after attaching a virtual pet, the virtual dagger is transformed into virtual gauntlets due to the attached virtual pet.
[0069] Optionally, the virtual pet is attached to a target part of the first virtual object, for example, the virtual pet is attached to the arm of the first virtual object. It is worth noting that the arm position mentioned above is only an example and does not limit the specific location where the virtual pet is attached.
[0070] Optionally, the target part to which the virtual pet is attached can be determined based on the virtual pet itself; that is, different virtual pets will be attached to different parts of the first virtual object. In one example, if virtual pet A is used to provide the skill conversion function for handheld props, then virtual pet A is attached to the arm of the first virtual object; if virtual pet B is used to provide the skill conversion function for foot props, then virtual pet B is attached to the leg of the first virtual object.
[0071] Optionally, the target part to which the virtual pet is attached can also be set by the player. That is, the player receives a selection operation on the target part of the first virtual object and completes the attachment process of the virtual pet according to the selection operation.
[0072] Step 204: In response to receiving the first attack operation, control the first virtual object to use the second skill to attack.
[0073] In this embodiment of the application, after a virtual pet is attached to the first virtual object, the first skill is switched to the second skill, and the first virtual object can trigger the second skill.
[0074] In some embodiments, the second skill performed in response to a first attack operation after attaching a virtual pet may be a second skill determined based on the pet type. Illustratively, the pet type of the virtual pet and at least two candidate second skills are obtained; a second skill is determined from the at least two candidate second skills based on the pet type, the skill type of the second skill corresponding to the pet type. In one example, when the virtual pet's pet type is a support type, i.e., the virtual pet provides auxiliary functions (e.g., scouting, increasing virtual health, tracking, etc.) to the first virtual object when summoned to the virtual environment, then the candidate second skill with a support type is determined as the aforementioned second skill. In another example, when the virtual pet's pet type is an attack type, i.e., the virtual pet attacks hostile virtual objects in the virtual environment when summoned to the virtual environment, then the candidate second skill with an attack type is determined as the aforementioned second skill.
[0075] In illustrative terms, by assigning virtual skills of the same type to the first virtual object based on the pet type of the virtual pet, the consistency of the virtual pet's functions is ensured. When the skill type corresponds to the pet type, the second skill and the pet skill implemented by the virtual pet can also be similar skills released by different subjects, thereby reducing the consumption of resources in the design phase and the implementation phase of the application.
[0076] In summary, the virtual skill usage method provided in this application embodiment, in an application with a virtual environment, when a first virtual object and its corresponding virtual pet are displayed in the virtual environment, a first skill can be triggered upon receiving a first attack operation. When the virtual pet is attached to the first virtual object and then receives the first attack operation again, a second skill is triggered. That is, by using different states of the virtual pet to realize the triggering process of different virtual skills under the same attack operation, the virtual skill implementation method is enriched, and the diversity of human-computer interaction methods is improved. At the same time, by using different states of the virtual pet in the same virtual environment to enrich the implementation method of virtual skills, the consumption of device resources during the implementation of multiple skills is reduced.
[0077] Please refer to Figure 4 This illustration shows a method for using virtual skills according to an embodiment of this application. Indicatively, a virtual pet attached to a first virtual object can change the virtual items equipped on the first virtual object. Steps 404 to 407 are executed after step 203. The method includes:
[0078] Step 404: In response to receiving the first attack operation, display the item conversion animation.
[0079] Indicatively, the aforementioned item conversion animation is used to indicate the conversion of the first item into the second item. The first item is the virtual item equipped by the first virtual object before the virtual pet is attached to it, and the second item is the virtual item equipped by the first virtual object after the virtual pet is attached to it.
[0080] The first skill is an attack skill achieved by the first virtual object through the first prop. Optionally, the first prop can be virtual equipment equipped by the first virtual object, such as virtual knife, virtual stick, virtual projectile, virtual firearm, etc.
[0081] Step 405: Control the first virtual object to use the second skill to attack based on the second prop.
[0082] In illustrative terms, the second skill is an attack skill implemented by a virtual object through a second prop. Optionally, the first prop can be virtual equipment equipped by the first virtual object, such as a virtual knife, a virtual stick, a virtual projectile, a virtual firearm, etc.
[0083] Optionally, the first item and the second item can be different items with the same range of use, for example, both the first item and the second item can be melee items. Optionally, the first item and the second item can also be different items with different ranges of use, for example, the first item is a ranged item and the second item is a melee item; there is no limitation here.
[0084] In a demonstrative way, when the virtual pet is in different states, the virtual props used by the first virtual object are automatically switched based on the same attack operation. Different virtual props are used to realize different virtual skills, which enriches the implementation style of virtual skills. At the same time, since the switching of virtual props is based on the attachment of the virtual pet and the attack operation is automatically realized, the number of operation commands that players need to issue when switching props is reduced, thus reducing the complexity of human-computer interaction.
[0085] Specifically, let's take the example of the first item being a ranged item and the second item being a melee item for illustration:
[0086] S1, in response to receiving a ground command for the virtual pet, displays the virtual pet in the virtual environment.
[0087] S2, in response to the first virtual object being equipped with a virtual weapon and receiving an attack operation, controls the first virtual object to use the virtual weapon to fire.
[0088] S3, in response to receiving a conversion operation for the virtual pet, attaches the virtual pet to the first virtual object.
[0089] S4 controls the conversion of virtual firearms into virtual daggers.
[0090] S5, in response to receiving an attack operation, controls the first virtual object to use a virtual dagger to launch an attack.
[0091] That is, the method of using virtual skills provided in this application embodiment can further enrich the implementation of virtual skills in shooting game scenarios and increase the strategic nature of releasing virtual skills. For example, when the enemy virtual object is at a far distance, the player can summon a virtual pet to taunt or attack the enemy virtual object. The player can use virtual guns to shoot at the enemy virtual object. When the enemy is at a close distance, the player can attach a virtual pet to the virtual object and convert the virtual gun into a virtual dagger to carry out melee attacks to deal with the enemy virtual object at close range.
[0092] Step 406: In response to the skill usage of the second skill meeting the skill switching conditions, the attack skill of the first virtual object is switched from the second skill to the third skill.
[0093] Schematic illustration: When the usage of the second skill meets the skill switching conditions, the second skill corresponding to the first virtual object is converted into the third skill. Optionally, the usage of the second skill can indicate at least one of the following: the number of times the second skill is triggered, the number of times it hits a virtual object, the elimination of a virtual object by using the second skill, and the continuous triggering of the second skill.
[0094] Optionally, the above skill switching conditions may include at least one of the following conditions:
[0095] First, the skill switching condition is determined based on the number of times the second skill is triggered. That is, in response to the first virtual object triggering the second skill a certain number of times, the skill usage of the second skill is determined to meet the skill switching condition.
[0096] Second, the skill switching condition is determined based on the number of hits of the second skill. That is, when the number of hits of the first virtual object using the second skill to attack the target virtual object reaches the target hit threshold, it is determined that the skill usage of the second skill meets the skill switching condition.
[0097] Optionally, the process of accumulating hit counts can be the hit count when using the second skill on a single target virtual object, or the hit count when using the second skill on multiple target virtual objects, and there is no limitation here.
[0098] Optionally, the accumulation of hit counts can be implemented within a preset time period. That is, the number of times the second skill hits the target virtual object is recorded within the preset time period. If the number of hits reaches the target hit threshold before the preset time period ends, it is determined that the skill usage of the second skill meets the skill switching condition. If the number of hits does not reach the target hit threshold when the preset time period ends, it is determined that the skill usage of the second skill meets the skill switching condition.
[0099] Third, the skill switching condition is determined based on the number of target virtual objects eliminated by the second skill. That is, in response to the number of target virtual objects eliminated by the first virtual object using the second skill reaching the target object threshold, it is determined that the skill usage of the second skill meets the skill switching condition.
[0100] Fourth, the skill switching condition is determined based on the number of combos during the use of the second skill. Specifically, if the number of combos by the first virtual object using the second skill against the target virtual object reaches the target combo threshold, the skill usage of the second skill is deemed to meet the skill switching condition. The aforementioned combo count is data recorded when the first virtual object continuously hits the target virtual object with the second skill. That is, if the second skill hits the target virtual object every time from the first use to the nth use, then the combo count is determined to be n, where n is a positive integer.
[0101] Optionally, the target virtual object can be a virtual object that has an adversarial relationship with the first virtual object, or it can be a virtual object that has a teammate relationship with the first virtual object; there is no limitation on this.
[0102] In some embodiments, the skill release range of the third skill is greater than that of the second skill. In one example, the skill type corresponding to the second skill is melee, and the skill type corresponding to the third skill is ranged. The melee virtual skill is a virtual skill with a skill release range within a first range, and the ranged virtual skill is a virtual skill with a skill release range within a second range. The first range is smaller than the second range.
[0103] In some embodiments, when both the second skill and the third skill are triggered by the second item, the second item stores virtual energy when the first virtual object uses the second skill to attack. When the stored virtual energy reaches a target state, the first virtual object can trigger the third skill. This embodiment specifically includes:
[0104] SS1 displays the energy storage area corresponding to the second item.
[0105] Indicatively, when the first item is converted into the second item, the second item can accumulate virtual energy during use, which is then used to further transform the virtual skills implemented by the second item. In this embodiment, the virtual environment interface provides an energy storage area corresponding to the second item, which can display the energy storage status of the second item.
[0106] Optionally, the aforementioned energy storage area can be displayed as a progress bar at a specified location in the virtual environment interface. In one example, such as... Figure 5 As shown, it illustrates a schematic diagram of the energy storage area display provided by an exemplary embodiment of this application. An object information display area 510 corresponding to the first virtual object is displayed in the virtual environment interface. An energy storage progress bar 520 for indicating the energy storage status is displayed around the object information display area 510. The energy storage status of the second item can be known through the energy storage progress bar 520.
[0107] Optionally, the aforementioned energy storage area can also be displayed as an energy storage display element on the item model corresponding to the second item. In one example, the item model corresponding to the second item displays an energy storage display element of the target shape, which has a corresponding fill state. The fill state of the energy storage display element indicates the energy storage status of the second item. In another example, the item model corresponding to the second item is covered with a target light effect. The target light effect indicates different energy storage statuses by changing colors in a specified order. For example, the target light effect includes three light effects: white light, blue light, and red light. When displayed with white light, it indicates that the virtual energy stored in the second item is 0% to 49%; when displayed with blue light, it indicates that the virtual energy stored in the second item is 50% to 99%; and when displayed with red light, it indicates that the virtual energy stored in the second item is 100%. It is worth noting that the above display methods of the energy storage area are only illustrative examples and do not limit the specific display methods of the energy storage area.
[0108] SS2, in response to receiving the first attack operation, displays the energy storage status of the second item in the energy storage area.
[0109] Schematic illustration: The aforementioned first attack operation instructs the first virtual object to trigger the second skill by using the second item. The aforementioned energy storage state instructs the first virtual object to store virtual energy when using the second skill.
[0110] This is illustrative of displaying a first attack animation corresponding to a second item based on a first attack operation. The aforementioned first attack animation instructs a first virtual object to trigger a second skill using the second item. In some embodiments, the terminal device sends an attack command to the server based on the received first attack operation. The server determines the second skill triggered by the first virtual object based on the currently recorded object state, and broadcasts the skill execution command for the first virtual object to the terminal device corresponding to the master virtual object in the virtual environment. The terminal device then displays the first attack animation of the first virtual object using the second item to trigger the second skill based on the skill execution command.
[0111] In one example, such as Figure 6 As shown, this illustrates a schematic diagram of the second skill release provided in an exemplary embodiment of this application. Screen A 610 provided by the virtual environment interface displays a first virtual object 601. The arm of the first virtual object 601 is equipped with a second prop 602. Taking the second prop 602 as a virtual robotic arm as an example, when the first virtual object 601 is controlled to attack, the second skill is triggered, i.e., as shown... Figure 6 The first virtual object 601 displayed on screen B 620 uses the second item 602 to create a combo effect.
[0112] Alternatively, the accumulation of virtual energy can be achieved through at least one of the following methods:
[0113] First, virtual energy is accumulated based on the impact of the second skill on the attribute values of the target virtual object. In one example, when the first virtual object triggers the second skill on the target virtual object, and the target virtual object and the first virtual object are enemies, the virtual energy stored in the second item can be determined based on the virtual damage dealt to the target virtual object by the second skill. For example, the stored virtual energy value is positively correlated with the virtual damage dealt to the target virtual object by the second skill. In another example, when the target virtual object and the first virtual object are teammates, the virtual energy stored in the second item can be determined based on the buffs provided to the target virtual object by the second skill. For example, the stored virtual energy value is positively correlated with the virtual health restored to the target virtual object by the second skill.
[0114] Second, virtual energy is accumulated based on the number of target virtual objects eliminated by the second skill; that is, the stored value of virtual energy is positively correlated with the number of target virtual objects eliminated. Alternatively, virtual energy can be accumulated based on the number of target virtual objects eliminated with the assistance of the second skill. For example, the second skill can provide an attack buff to the teammate virtual object of the first virtual object; when the teammate virtual object eliminates the target virtual object under the attack buff provided by the second skill, the aforementioned virtual energy is accumulated.
[0115] Third, after equipping the second item, virtual energy automatically accumulates at a preset growth rate. For example, 2% of virtual energy is automatically stored every minute. In some embodiments, the preset growth rate may be a speed data corresponding to the item quality of the second item, or a speed data corresponding to the object level of the first virtual object; no specific limitation is made here.
[0116] SS3, in response to the energy storage state reaching the target state, switches the attack skill of the first virtual object from the second skill to the third skill.
[0117] Schematic, the aforementioned target state indicates that the virtual energy stored in the energy storage area has reached a preset energy threshold. Optionally, the energy storage area is set with an upper limit value for the virtual energy, and the aforementioned target state indicates that the storage state of the virtual energy has reached a specified percentage (e.g., 100%, 50%, etc.) of the upper limit value. In one example, taking the target state indicating that the storage state of the virtual energy has reached the upper limit value as an example, when the virtual energy stored in the energy storage area reaches the upper limit value, it is determined that the skill usage of the second skill meets the skill switching condition. At this time, the energy storage area can no longer store virtual energy. In another example, taking the target state indicating that the storage state of the virtual energy has reached 50% of the upper limit value as an example, when the virtual energy stored in the energy storage area reaches 50% of the upper limit value, it is determined that the skill usage of the second skill meets the skill switching condition. At this time, the energy storage area can still continue to store virtual energy.
[0118] This illustrative example demonstrates how the process of switching from a second skill to a third skill is achieved through the accumulation of virtual energy. This enables an automatic switching process for virtual skills. Specifically, the server records the virtual energy accumulated during the use of the second skill and automatically switches the virtual skill when the virtual energy reaches a specified level. This reduces the manual operation of virtual skills by the player and improves the efficiency of virtual skill implementation.
[0119] Step 407: In response to receiving the second attack operation, control the first virtual object to use the third skill to attack based on the second prop.
[0120] Schematic illustration: The aforementioned second attack operation is used to instruct the first virtual object to trigger the third skill by using the second item. Optionally, the aforementioned second attack operation may be triggered by the skill control corresponding to the third skill, or by the shortcut key or touch gesture bound to the third skill.
[0121] In some embodiments, the second attack operation is illustrated using a skill control as an example. Illustratively, when the first virtual object equips the second item, a skill control for the third skill is displayed in the virtual environment interface. When the skill usage of the second skill does not meet the skill switching conditions, the skill control for the third skill is disabled; that is, the skill control for the third skill is displayed in a disabled state. When the second skill is used to charge the second item, and the charging state reaches the target state, the skill control for the third skill changes from a disabled state to an active state. The active skill control can receive the second attack operation. Illustratively, in response to receiving a first attack operation, attack information corresponding to the first attack operation is sent to the server. The server records the charging state of the second item based on the attack information, receives an activation command sent by the server (the activation command is generated by the server when the charging state of the second item reaches the target state), displays the skill control corresponding to the active third skill based on the activation command, and determines that a second attack operation has been received in response to the skill control corresponding to the third skill receiving a trigger operation.
[0122] Optionally, the second attack operation and the first attack operation can be different attack operations or the same attack operation. When the second attack operation and the first attack operation are the same attack operation, it indicates that after the energy state reaches the target state, the third skill is automatically triggered by the attack operation indicated by the player. When the second attack operation and the first attack operation are different attack operations, it indicates that after the energy state reaches the target state, the third skill is triggered by a skill control or bound shortcut key or touch gesture that is different from the second skill. For example, the second skill corresponds to the first control, and the third skill corresponds to the second control.
[0123] In some embodiments, the terminal device displays a second attack animation corresponding to the second item based on the second attack operation. This second attack animation is used to instruct the first virtual object to trigger a third skill through the second item.
[0124] In some embodiments, the terminal device sends an attack command to the server based on the received second attack operation. The attack command carries a skill identifier corresponding to the third skill. The server determines whether the first virtual object can trigger the third skill based on the currently recorded energy storage state. When it is determined that the first virtual object meets the conditions for triggering the third skill, the server broadcasts the skill execution command of the first virtual object to the terminal device corresponding to the master virtual object in the virtual environment. The terminal device displays a second attack animation of the first virtual object using the second item to trigger the third skill based on the skill execution command.
[0125] In this embodiment, the skill release range of the third skill is greater than that of the second skill. In some embodiments, the second skill is a melee-type virtual skill, and the third skill is a ranged-type virtual skill.
[0126] Indicatively, the system acquires the target location of the second attack operation instruction, controls the second item to detach from the first virtual object and move towards the target location, and in response to the second item moving to the target location, controls the second item to trigger the skill effect corresponding to the third skill. Indicatively, when the charging state reaches the target state, controlling the second item to detach from the first virtual object enables the implementation of a third skill with a larger attack range compared to the second skill, allowing the first virtual object to achieve skills with different attack ranges through the second item, thus increasing the diversity of virtual items.
[0127] Optionally, when the third skill is a ranged virtual skill, the third skill can enable the second item to be used as a throwing item; or, the third skill can enable the second item to be used as virtual ammunition; or, the third skill can enable the second item to be converted into a third item and the virtual ammunition to be launched through the third item.
[0128] Optionally, the skill effect corresponding to the third skill mentioned above can be a targeted skill effect, that is, the third skill is a skill released for the target virtual object specified by the second attack operation; or, the skill effect corresponding to the third skill mentioned above can be an area-of-effect skill effect, that is, the third skill is a skill released for the target range specified by the second attack operation.
[0129] In one example, such as Figure 7 As shown, this illustration depicts a schematic diagram of the release of a third skill provided in an exemplary embodiment of this application. Screen A 710 of the virtual environment interface displays a first virtual object 701 equipped with a second item 702. When the progress bar in the energy storage area 703 indicates that energy storage is complete, the first virtual object 701 can trigger its third skill, as shown in Screen B 720 where the first virtual object 701 fires virtual ammunition.
[0130] In some embodiments, after the third skill is executed, the skill provided by the second item switches back from the third skill to the second skill.
[0131] In summary, the virtual skill usage method provided in this application, after converting the first item of the original equipment of the first virtual object into a second item through a virtual pet, triggers the second skill through the second item. Furthermore, after the second skill's usage meets specified conditions, a third skill can also be triggered through the second item, further enhancing the diversity of virtual skill implementation. Moreover, since the second item enables skills with different release ranges, rather than being limited to a one-to-one correspondence between virtual items and virtual skills, the execution of the second and third skills can be based on a single item model for rendering, reducing resource consumption during the design and implementation of virtual skills.
[0132] Please refer to Figure 8 This illustration shows a method of using virtual skills according to one embodiment of this application, schematically, where the virtual pet is converted from a second virtual object in a virtual environment. The method includes:
[0133] Step 801: Display the first virtual object and the second virtual object in the virtual environment.
[0134] Schematic illustration: The virtual environment includes a first virtual object and a second virtual object. The first virtual object is the controlling virtual object, meaning it is controlled by the current terminal device. The second virtual object is a virtual object with its own behavioral pattern within the virtual environment. This behavioral pattern indicates that the actions performed by the virtual object are pre-set by the system or controlled by artificial intelligence (AI). In other words, virtual objects with their own behavioral patterns are not controlled by real players in the virtual environment; for example, automatically spawning virtual monsters in the virtual environment are virtual objects with their own behavioral patterns. In some embodiments, the second virtual object can be a non-player character (NPC) in the virtual environment. Schematic illustration: The second virtual object is controlled by the computer's artificial intelligence to perform specified actions.
[0135] In this embodiment, the attack skill of the first virtual object includes a first skill, wherein the first skill is an attack skill implemented by the first virtual object through a first prop. Optionally, the first prop may be virtual equipment equipped by the first virtual object, such as a virtual knife, a virtual stick, a virtual projectile, etc.
[0136] Step 802: In response to receiving an acquisition operation for the second virtual object, the second virtual object is converted into a target prop attached to the first virtual object.
[0137] Indicatively, the target item is attached to the target part of the first virtual object to indicate to the player that the target item has been successfully equipped; that is, the first virtual object equipped with the target item is displayed in the virtual environment interface.
[0138] In some embodiments, when converting a second virtual object into a target item via an acquisition operation, the conversion process is determined to be feasible based on object acquisition conditions. Illustratively, in response to receiving an acquisition operation for a second virtual object, a matching condition between the second virtual object and the object acquisition conditions is acquired; and in response to the matching condition indicating that the second virtual object meets the object acquisition conditions, the second virtual object is converted into the target item.
[0139] Optionally, the above object acquisition conditions may include at least one of the following conditions:
[0140] First, determine whether the object acquisition condition is met based on the object type of the second virtual object and whether it conforms to the pre-set target type. That is, in response to the object type of the second virtual object being the target type, determine that the second virtual object meets the object acquisition condition. The target type is a pre-set object type that can realize the conversion process from virtual object to virtual prop.
[0141] In a schematic representation, the virtual environment includes not only the main virtual object controlled by the terminal device, but also NPC virtual objects of different object types. NPC virtual objects are virtual objects with their own behavioral models, and different object types of NPC virtual objects can provide different functions. For example, a task-type NPC virtual object is responsible for issuing virtual tasks, and the main virtual object can interact with the task-type NPC virtual object to obtain virtual tasks. In some embodiments, a portion of NPC virtual objects of the aforementioned target type are pre-set in the virtual environment. When an operation to obtain an NPC virtual object of the aforementioned target type is received, the NPC virtual object of the target type is converted into a target item.
[0142] In some embodiments, virtual objects of different object types correspond to different type identifiers. The terminal device or server stores a list of type identifiers corresponding to the target type. When the second virtual object in the virtual environment receives an acquisition operation, the type identifier corresponding to the second virtual object is matched with the identifiers in the list of type identifiers of the target type. If the type identifier corresponding to the second virtual object matches the identifiers in the type list, it is determined that the second virtual object meets the object acquisition conditions.
[0143] Second, the object acquisition condition is determined based on the interaction result between the first virtual object and the second virtual object. That is, the second virtual object is determined to meet the object acquisition condition in response to the interaction result between the first virtual object and the second virtual object as the target result.
[0144] In some embodiments, the first virtual object and the second virtual object are in an adversarial relationship. When the second virtual object is attacked by the first virtual object and the object state of the second virtual object changes from the first state to the second state, it is determined that the second virtual object meets the object acquisition conditions. The first state can be a living state and the second state can be a dead state, which are not specifically limited here.
[0145] In other embodiments, the first virtual object and the second virtual object have a friendly or neutral relationship. When the interaction attribute value between the first virtual object and the second virtual object reaches a target threshold, the second virtual object is determined to meet the object acquisition condition. The aforementioned interaction attribute value can be the attribute value accumulated through the interaction operation between the first virtual object and the second virtual object.
[0146] Third, the object acquisition condition is determined based on the distance between the first virtual object and the second virtual object. That is, in response to the distance between the first virtual object and the second virtual object being less than a preset distance threshold, the second virtual object is determined to meet the object acquisition condition.
[0147] Step 8031: In response to receiving the first attack operation, control the first virtual object to use the first skill to attack.
[0148] Indicatively, when the target item is attached to the first virtual object, the target item provides an attack buff function, and the aforementioned first skill is a skill executed under the attack buff function.
[0149] Schematic illustration: In response to the terminal device receiving the first attack operation, an attack buff screen is displayed. This attack buff animation is used to instruct the first virtual object to execute the first skill under the attack buff function. Schematic illustration: The attack buff function can be a passive skill provided by the target item to the first virtual object; that is, the attack buff function is a buff skill automatically triggered when the first virtual object executes the first skill.
[0150] Schematic illustration: The aforementioned first attack operation is used to instruct the first virtual object to trigger the first skill by using the first item. Optionally, the aforementioned first attack operation may be triggered by the skill control corresponding to the first skill, or by the shortcut key or touch gesture bound to the first skill.
[0151] In some embodiments, the aforementioned attack enhancement function may be to enhance the virtual damage caused by the first skill. Optionally, the virtual damage caused by the first skill may be increased by the target damage value or the target damage percentage. In one example, taking a melee attack as the first skill, when the target item is attached to the first virtual object, the virtual damage caused by the first skill is increased when the first virtual object uses the first skill.
[0152] In other embodiments, the aforementioned attack enhancement function can also enhance the release process of the first skill. Optionally, the enhancement effect implemented by the aforementioned attack enhancement function can be an enhancement of the release range of the first skill, or it can be an enhancement of the release speed of the first skill. In one example, taking the first skill as a melee attack, when the target item is attached to the first virtual object, the skill range corresponding to the first skill expands from a first range to a second range. In another example, taking the first skill as throwing the first item, when the target item is attached to the first virtual object and the first skill is used to throw the first item, the throwing speed of the first item increases from a first speed to a second speed.
[0153] Schematic illustration: The terminal device sends the item usage information of the target item to the server based on the first attack operation. After determining the buff effect of the target item on the first skill based on the item usage information, the server generates attack parameter information based on the aforementioned buff effect and sends the attack parameter information to the terminal device. After receiving the attack parameter information corresponding to the first attack operation returned by the server, the terminal device displays an attack buff animation based on the attack information. Optionally, the aforementioned attack parameter information includes at least one of the following: skill release duration of the first skill, virtual damage value, skill range, and information of the hit target.
[0154] In some embodiments, the attack boost animation displays the boost effect corresponding to the aforementioned attack boost function. Optionally, the boost effect can be manifested through at least one of the following: text, images, dynamic effects, and audio effects. For example, when no target item is attached, the virtual environment displays the release process of the first skill with a first dynamic effect when the first virtual object uses the first skill; after attaching a target item, the virtual environment displays the release process of the first skill with a second dynamic effect when the first virtual object uses the first skill. This illustratively demonstrates the attack boost function by differentiating the release effect of the first skill from that without a target item, making the function provided by the target item more intuitive and improving the efficiency of information dissemination within the screen.
[0155] Optionally, the buff effect corresponding to the aforementioned attack buff function can be displayed only during the triggering of the first skill, or it can be displayed on the first item equipped by the first virtual object at any time. In one example, such as Figure 9 The diagram illustrates a gain effect provided by an exemplary embodiment of this application. A first virtual object 901 is displayed in the virtual environment interface. In screen A 910, the first virtual object 901 is not attached to a target item. At this time, the first item 902 held by the first virtual object 901 is as shown in screen A 910. When the first virtual object 901 is attached to a target item (screen B 920), a star-shaped light effect 903 is added to the first item 902 held by the first virtual object 901. This star-shaped light effect 903 is used to indicate that using the first item 902 can produce an attack gain effect.
[0156] Step 8032: In response to receiving a function trigger operation for the summoning function, display the virtual pet of the first virtual object in the virtual environment.
[0157] For illustrative purposes, the aforementioned target item provides a function to summon virtual pets.
[0158] The function trigger operation is used to trigger the object summoning function of the target item. The virtual pet mentioned above is a virtual object that belongs to the first virtual object. That is, the virtual pet mentioned above is a virtual object controlled by AI and has a teammate relationship with the first virtual object.
[0159] Schematic illustration: The above-described function triggering operation is used to instruct the first virtual object to summon a virtual pet by using the target item. Optionally, the above-described function triggering operation can be triggered by the skill control corresponding to the summoning skill, or by the shortcut key or touch gesture bound to the summoning skill.
[0160] Optionally, the object model of the virtual pet can be the same as that of the second virtual object. That is, different functions can be achieved by calling the same virtual object model, thereby reducing the resource consumption of the application in the process of implementing the virtual environment.
[0161] In some embodiments, the virtual pet can be a virtual object converted from a target item attached to a first virtual object, that is, the target item is converted from a virtual item into a virtual object, and the target item attached to the first virtual object disappears after the virtual pet is displayed; or, the virtual pet can be a virtual object summoned by a target item, that is, the target item can summon a virtual pet, and the target item remains attached to the first virtual object after the virtual pet is displayed. Optionally, the virtual pet summoned by the target item can be a virtual object that already exists in the virtual environment or a newly generated virtual object.
[0162] In summary, the virtual skill usage method provided in this application, in applications with a virtual environment, can convert a second virtual object in the virtual environment into a target item attached to a first virtual object. This target item can achieve attack boosting and / or object summoning functions. Specifically, the attack boosting function allows the first virtual object to gain a boosting effect when using a first skill, i.e., it provides the first virtual object with a passive skill that provides a boosting effect; the object summoning function provides a virtual pet to assist the first virtual object, i.e., it provides the first virtual object with a summoning skill that can summon virtual objects. The aforementioned attack boosting and object summoning functions further enrich the implementation methods of virtual skills and enhance the diversity of human-computer interaction methods.
[0163] Specifically, regarding the attack buff function, the attack parameters of the first skill are increased without changing the first skill. This can reduce the resource consumption when expanding virtual skills by modifying parameters, while enriching the ways to implement virtual skills. Regarding the object summoning function, the way virtual objects are converted into virtual items and then back into virtual objects is enriched.
[0164] It should be noted that all information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.), and signals involved in this application are authorized by the user or fully authorized by all parties, and the collection, use, and processing of related data must comply with the relevant laws, regulations, and standards of the relevant countries and regions. For example, the terminal devices involved in this application obtain touch gesture recognition through sensors only under fully authorized conditions.
[0165] Please refer to Figure 10 The diagram illustrates a structural block diagram of a virtual skill usage device provided in an exemplary embodiment of this application, the device comprising the following modules:
[0166] Display module 1010 is used to display the first virtual object and the virtual pet of the first virtual object;
[0167] Control module 1020 is used to control the first virtual object to use the first skill to attack in response to receiving the first attack operation;
[0168] The attachment module 1030 is configured to attach the virtual pet to the first virtual object in response to receiving a conversion operation for the virtual pet; the conversion operation is configured to switch the attack skill of the first virtual object from the first skill to the second skill.
[0169] The control module 1020 is also configured to, in response to receiving the first attack operation, control the first virtual object to use the second skill to launch an attack.
[0170] In some alternative embodiments, the first skill is an attack skill implemented by the first virtual object by controlling the first prop;
[0171] The display module 1010 is further configured to display an item conversion animation in response to receiving the first attack operation, the item conversion animation being used to indicate the conversion of the first item into the second item;
[0172] The control module 1020 is also used to control the first virtual object to use the second skill to attack based on the second prop.
[0173] In some optional embodiments, the control module 1020 is further configured to switch the attack skill of the first virtual object from the second skill to the third skill in response to the skill usage of the second skill meeting the skill switching condition; the skill release range of the third skill is greater than the skill release range of the second skill.
[0174] In some optional embodiments, the display module 1010 is further configured to display the energy storage area corresponding to the second prop;
[0175] The display module 1010 is also configured to, in response to receiving the first attack operation, display the energy storage status corresponding to the second item in the energy storage area, wherein the energy storage status is used to indicate the virtual energy stored when the first virtual object uses the second skill;
[0176] The control module 1020 is also configured to switch the attack skill of the first virtual object from the second skill to the third skill in response to the energy storage state reaching the target state.
[0177] In some optional embodiments, the control module 1020 is further configured to, in response to receiving a second attack operation, control the first virtual object to use the third skill to launch an attack based on the second prop.
[0178] In some alternative embodiments, such as Figure 11 As shown, the device further includes:
[0179] Acquisition module 1040 is used to acquire the target location indicated by the second attack operation;
[0180] The control module 1020 is also used to control the second prop to detach from the first virtual object and move toward the target position;
[0181] The control module 1020 is also used to control the second item to trigger the skill effect corresponding to the third skill in response to the second item moving to the target position.
[0182] In some optional embodiments, the display module 1010 is further configured to display a skill control for a third skill that is in a disabled state, the skill control for the third skill being used to trigger the second attack operation;
[0183] The device further includes:
[0184] The sending module 1050 is used to send attack information corresponding to the first attack operation to the server in response to receiving the first attack operation. The server is used to record the energy storage state corresponding to the second item according to the attack information.
[0185] The receiving module 1060 is used to receive the activation instruction sent by the server, wherein the activation instruction is an instruction generated by the server when the energy storage state of the second item reaches the target state;
[0186] The display module 1010 is also used to display the skill control of the third skill that is in an active state based on the activation command;
[0187] The determination module 1070 is used to determine that the second attack operation has been received in response to the skill control of the third skill receiving a trigger operation.
[0188] In some optional embodiments, the display module 1010 is further configured to display the first virtual object equipped with a target item, the target item providing a function to summon the virtual pet;
[0189] The display module 1010 is also used to display the virtual pet of the first virtual object in the virtual environment in response to receiving a function trigger operation for the summoning function.
[0190] In some optional embodiments, the display module 1010 is further configured to display a second virtual object in a virtual environment;
[0191] The attachment module 1030 is further configured to, in response to receiving an acquisition operation for the second virtual object, convert the second virtual object into a target item attached to the first virtual object, wherein the target item provides an attack boost function;
[0192] The control module 1020 is further configured to, in response to receiving the first attack operation, control the first virtual object to use the first skill to launch an attack; the first skill is a skill executed under the attack enhancement function.
[0193] In some optional embodiments, the sending module 1050 is further configured to send the item usage information of the target item to the server based on the first attack operation;
[0194] The receiving module 1060 is further configured to receive attack parameter information corresponding to the first attack operation returned by the server, wherein the attack parameter information is determined by the server based on the item usage information to determine the benefit of the target item to the first skill.
[0195] The control module 1020 is also used to control the first virtual object to use the first skill to launch an attack based on the attack information.
[0196] In some optional embodiments, the acquisition module 1040 is further configured to, in response to receiving an acquisition operation for the second virtual object, acquire the matching status between the second virtual object and the object acquisition conditions;
[0197] The control module 1020 is further configured to convert the second virtual object into the target item in response to the matching status indicating that the second virtual object meets the object acquisition conditions.
[0198] In some optional embodiments, the object acquisition conditions include at least one of the following conditions:
[0199] The object type of the second virtual object is the target type, which is a pre-set object type that can realize the conversion process from virtual object to virtual prop;
[0200] or,
[0201] The second virtual object is attacked by the first virtual object, and the object state of the second virtual object changes from the first state to the second state;
[0202] or,
[0203] The distance between the first virtual object and the second virtual object is less than a preset distance threshold.
[0204] In some optional embodiments, the acquisition module 1040 is further configured to acquire the pet type and at least two candidate second skills of the virtual pet;
[0205] The determining module 1070 is further configured to determine the second skill from the at least two candidate second skills based on the pet type, wherein the skill type of the second skill corresponds to the pet type.
[0206] In summary, the virtual skill application device provided in this application, when a first virtual object and its corresponding virtual pet are displayed in the virtual environment, can trigger a first skill upon receiving a first attack operation. When the virtual pet is attached to the first virtual object and then receives the first attack operation again, a second skill is triggered. That is, by using different states of the virtual pet to realize the triggering process of different virtual skills under the same attack operation, the virtual skill implementation method is enriched, and the diversity of human-computer interaction is improved. At the same time, by using different states of the virtual pet in the same virtual environment to enrich the implementation method of virtual skills, the consumption of device resources during the implementation of multiple skills is reduced.
[0207] It should be noted that the virtual skill application device provided in the above embodiments is only an example of the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the virtual skill application device and the virtual skill application method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.
[0208] Figure 12 A structural block diagram of a terminal 1200 provided in an exemplary embodiment of this application is shown. The terminal 1200 may be a smartphone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), MP4 player (Moving Picture Experts Group Audio Layer IV), laptop computer, or desktop computer. The terminal 1200 may also be referred to as a user device, portable terminal, laptop terminal, desktop terminal, or other names.
[0209] Typically, terminal 1200 includes a processor 1201 and a memory 1202.
[0210] Processor 1201 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1201 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1201 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1201 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 1501 may also include an AI processor for handling computational operations related to machine learning.
[0211] The memory 1202 may include one or more computer-readable storage media, which may be non-transitory. The memory 1202 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1202 are used to store at least one instruction, which is executed by the processor 1201 to implement the method of using virtual skills provided in the method embodiments of this application.
[0212] In some embodiments, the terminal 1200 may also optionally include a peripheral device interface 1203 and at least one peripheral device. The processor 1201, memory 1202, and peripheral device interface 1203 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 1203 via a bus, signal line, or circuit board. Specifically, the peripheral devices include peripheral devices such as a display screen 1205 and a power supply 1209.
[0213] Peripheral device interface 1203 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 1201 and memory 1202. In some embodiments, processor 1201, memory 1202 and peripheral device interface 1203 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 1201, memory 1202 and peripheral device interface 1203 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0214] Display screen 1205 is used to display a UI (User Interface). This UI may include graphics, text, icons, videos, and any combination thereof. When display screen 1205 is a touch display screen, it also has the ability to collect touch signals on or above its surface. These touch signals can be input as control signals to processor 1201 for processing. In this case, display screen 1205 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one display screen 1205, which serves as the front panel of terminal 1200; in other embodiments, there may be at least two display screens 1205, respectively disposed on different surfaces of terminal 1200 or in a folded design; in still other embodiments, display screen 1205 may be a flexible display screen, disposed on a curved or folded surface of terminal 1200. Furthermore, display screen 1205 may also be configured as a non-rectangular, irregular shape, i.e., a non-rectangular screen. The display screen 1205 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0215] Power supply 1209 is used to power the various components in terminal 1200. Power supply 1209 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 1209 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged via a wired line, and a wireless rechargeable battery is a battery that is charged via a wireless coil. The rechargeable battery can also be used to support fast charging technology.
[0216] In some embodiments, the terminal 1200 further includes one or more sensors 1210. The one or more sensors 1210 include, but are not limited to, a pressure sensor 1213, an optical sensor 1215, and a proximity sensor 1216.
[0217] The pressure sensor 1213 can be disposed on the side bezel of the terminal 1200 and / or on the lower layer of the touch display screen 1205. When the pressure sensor 1213 is disposed on the side bezel of the terminal 1200, it can detect the user's grip signal on the terminal 1200, and the processor 1201 can perform left / right hand recognition or quick operation based on the grip signal collected by the pressure sensor 1213. When the pressure sensor 1213 is disposed on the lower layer of the touch display screen 1205, the processor 1201 can realize touch gesture input on the touch display screen 1205 based on the user's pressure operation on the touch display screen 1205.
[0218] An optical sensor 1215 is used to collect ambient light intensity. In one embodiment, a processor 1201 can determine a touch gesture on the touch display 1205 based on the ambient light intensity collected by the optical sensor 1215 integrated under the touch display 1205.
[0219] The proximity sensor 1216, also known as a distance sensor, is typically located on the front panel of the terminal 1200. The proximity sensor 1216 is used to detect the distance between the user and the front of the terminal 1200. In one embodiment, when the proximity sensor 1216 detects that the distance between the user and the front of the terminal 1200 is gradually decreasing, the processor 1201 will receive a trajectory drawing operation, which can be adjusted by adjusting the backlight brightness of the touch display 1205 to better detect touch gestures.
[0220] This is illustrative; terminal 1200 also includes other components, as those skilled in the art will understand. Figure 12 The structure shown does not constitute a limitation on terminal 1200 and may include more or fewer components than shown, or combine certain components, or use different component arrangements.
[0221] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be implemented by a program instructing related hardware. This program can be stored in a computer-readable storage medium, which may be a computer-readable storage medium included in the memory described in the above embodiments; or it may be a standalone computer-readable storage medium not assembled into a terminal. The computer-readable storage medium stores at least one instruction, at least one program segment, a code set, or an instruction set. The at least one instruction, the at least one program segment, the code set, or the instruction set is loaded and executed by the processor to implement the virtual skill usage method described in any of the above embodiments.
[0222] Optionally, the computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), solid-state drives (SSDs), or optical discs, etc. The random access memory may include resistive random access memory (ReRAM) and dynamic random access memory (DRAM). The sequence numbers of the embodiments in this application are merely descriptive and do not represent the superiority or inferiority of the embodiments.
[0223] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.
[0224] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.
Claims
1. A method of using virtual skills, characterized by, The method includes: Display a first virtual object and the virtual pet of the first virtual object. The virtual pet has at least one pet skill, which is a virtual skill issued by the first virtual object and executed by the virtual pet. In response to receiving a first attack operation, control the first virtual object to use the first skill to attack; In response to receiving a conversion operation for the virtual pet, the virtual pet is attached to the first virtual object; the conversion operation is used to switch the attack skill of the first virtual object from a first skill to a second skill, the first skill and the second skill are different skills triggered by the first virtual object equipping different virtual equipment, after the first virtual object is attached to the virtual pet, the virtual pet converts the virtual equipment equipped by the first virtual object; the second skill is a skill determined from the at least two candidate second skills based on the pet type after obtaining the pet type of the virtual pet and at least two candidate second skills, and the skill type of the second skill corresponds to the pet type; In response to receiving the first attack operation, the first virtual object is controlled to use the second skill to launch an attack.
2. The method of claim 1, wherein, The first skill is an attack skill achieved by the first virtual object through controlling the first prop; The step of responding to receiving the first attack operation and controlling the first virtual object to use the second skill to attack includes: In response to receiving the first attack operation, an item conversion animation is displayed, the item conversion animation being used to indicate that the first item is converted into a second item; The second prop controls the first virtual object to use the second skill to attack.
3. The method according to claim 2, characterized in that, The method further includes: In response to the skill usage of the second skill meeting the skill switching conditions, the attack skill of the first virtual object is switched from the second skill to the third skill; the skill release range of the third skill is greater than that of the second skill.
4. The method according to claim 3, characterized in that, The step of switching the attack skill of the first virtual object from the second skill to the third skill in response to the skill usage of the second skill meeting the skill switching condition includes: Displays the energy storage area corresponding to the second item; In response to receiving the first attack operation, the energy storage status corresponding to the second item is displayed in the energy storage area, and the energy storage status is used to indicate the virtual energy stored when the first virtual object uses the second skill; In response to the energy storage state reaching the target state, the attack skill of the first virtual object is switched from the second skill to the third skill.
5. The method according to claim 4, characterized in that, After switching the attack skill of the first virtual object from the second skill to the third skill, the method further includes: In response to receiving a second attack operation, the first virtual object is controlled to use the third skill to launch an attack based on the second item.
6. The method according to claim 5, characterized in that, The control of the first virtual object to use the third skill to attack based on the second item includes: Obtain the target location indicated by the second attack operation; Control the second prop to detach from the first virtual object and move towards the target location; In response to the second item moving to the target location, the second item is controlled to trigger the skill effect corresponding to the third skill.
7. The method according to claim 4, characterized in that, Before controlling the first virtual object to use the third skill to attack in response to receiving the second attack operation, the method further includes: Displays the skill control for the third skill that is disabled, the skill control for the third skill being used to trigger the second attack operation; In response to receiving the first attack operation, the server sends attack information corresponding to the first attack operation to the server, and the server is used to record the energy storage state corresponding to the second item according to the attack information; Receive an activation command sent by the server, wherein the activation command is a command generated by the server when the energy storage state of the second item reaches the target state; The skill controls for the third skill, which is in an active state, are displayed based on the activation command; In response to the skill control of the third skill receiving a trigger operation, it is determined that the second attack operation has been received.
8. The method according to any one of claims 1 to 7, characterized in that, The display of the first virtual object and the virtual pet of the first virtual object includes: The first virtual object is displayed equipped with the target item, which provides a function to summon the virtual pet; In response to receiving a function trigger operation for the summoning function, the virtual pet of the first virtual object is displayed in the virtual environment.
9. The method according to any one of claims 1 to 7, characterized in that, Before displaying the first virtual object and its virtual pet, the method further includes: Display a second virtual object in a virtual environment; In response to receiving a get operation for the second virtual object, the second virtual object is converted into a target item attached to the first virtual object, the target item providing an attack boost function; In response to receiving the first attack operation, the first virtual object is controlled to use the first skill to launch an attack; the first skill is a skill executed under the attack enhancement function.
10. The method according to claim 9, characterized in that, The step of responding to receiving the first attack operation and controlling the first virtual object to use the first skill to launch an attack includes: Based on the first attack operation, the item usage information of the target item is sent to the server; The server receives attack parameter information corresponding to the first attack operation, wherein the attack parameter information is determined by the server based on the item usage information to determine the benefit of the target item to the first skill. Based on the attack parameter information, the first virtual object is controlled to use the first skill to launch an attack.
11. The method according to claim 9, characterized in that, The step of converting the second virtual object into a target item attached to the first virtual object in response to receiving a retrieval operation for the second virtual object includes: In response to receiving a retrieval operation for the second virtual object, the matching status of the second virtual object with the object retrieval conditions is obtained; In response to the matching status indicating that the second virtual object meets the object acquisition conditions, the second virtual object is converted into the target item.
12. The method according to claim 11, characterized in that, The object acquisition conditions include at least one of the following conditions: The object type of the second virtual object is the target type, which is a pre-set object type that can realize the conversion process from virtual object to virtual prop; or, The second virtual object is attacked by the first virtual object, and the object state of the second virtual object changes from the first state to the second state; or, The distance between the first virtual object and the second virtual object is less than a preset distance threshold.
13. A device for using virtual skills, characterized in that, The device includes: The display module is used to display a first virtual object and a virtual pet of the first virtual object. The virtual pet has at least one pet skill, which is a virtual skill issued by the first virtual object and executed by the virtual pet. The control module is used to respond to receiving a first attack operation and control the first virtual object to use the first skill to attack; An attachment module is used to attach the virtual pet to the first virtual object in response to receiving a conversion operation for the virtual pet; the conversion operation is used to switch the attack skill of the first virtual object from a first skill to a second skill, the first skill and the second skill are different skills triggered by the first virtual object equipping different virtual equipment, after the first virtual object is attached to the virtual pet, the virtual pet converts the virtual equipment equipped by the first virtual object; the second skill is a skill determined from the at least two candidate second skills based on the pet type after obtaining the pet type of the virtual pet and at least two candidate second skills, and the skill type of the second skill corresponds to the pet type; The control module is also configured to, in response to receiving the first attack operation, control the first virtual object to use the second skill to launch an attack.
14. A computer device, characterized in that, The computer device includes a processor and a memory, the memory storing at least one program, which is loaded and executed by the processor to implement the method of using virtual skills as described in any one of claims 1 to 12.
15. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores at least one piece of program code, which is loaded and executed by a processor to implement the method of using the virtual skill as described in any one of claims 1 to 12.
16. A computer program product, characterized in that, It includes a computer program or instructions that, when executed by a processor, implement the method of using the virtual skill as described in any one of claims 1 to 12.