Display processing methods, devices, and computer program products based on game skills
By equipping virtual characters in strategy games with skills based on different identities and releasing different skill effects, the problem of monotonous combat methods for virtual characters is solved, thereby enhancing the game's strategic depth and user experience.
Patent Information
- Application Number
- CN202410777551.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2024-06-14
- Publication Date
- 2026-01-30
- Estimated Expiration
- 2044-06-14
AI Technical Summary
In strategy games, the combat methods of virtual characters are too simplistic, which negatively impacts the user's gaming experience.
It allows users to configure skills for different identities for their virtual characters, and to unleash different skill effects in the game scene through these skills, thereby changing the visual and attribute effects of the game scene.
It enriches the game's strategic depth, increases user enjoyment, and provides diverse attack methods and visual experiences.
Smart Images

Figure CN118903812B_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present disclosure relates to the technical field of game data processing, and more particularly, to a display processing method and device based on game skills and a computer program product. BACKGROUND
[0002] With the rapid rise of strategy games (SLG), the types of strategy games are increasingly diverse. Users can control their virtual characters to move or fight in a game scene, and each user's virtual character can be configured with attack skills, so that two virtual characters can fight using attack skills. However, this fighting mode is relatively single in attack, which affects the user's game experience. SUMMARY
[0003] An object of embodiments of the present disclosure is to provide a new technical solution for display processing based on game skills.
[0004] According to a first aspect of the present disclosure, a display processing method based on game skills is provided, which comprises:
[0005] displaying a first game scene in a user's game interface; wherein the user sets a first virtual character, the first virtual character is configured with a first skill in a first identity, the first skill is different from a second skill configured in a second identity determined by a character attribute of the first virtual character, and the first virtual character participates in the user's action in the first game scene in the first identity;
[0006] based on the first skill of the first virtual character being released, a skill effect associated with the first skill acts on a release object in the first game scene, and the object state of the release object changed in the first game scene is displayed.
[0007] Optionally, the user also sets a second virtual character, the second virtual character acts in the first game scene, and the first virtual character forms a set association relationship with the second virtual character in the first game scene based on the first identity.
[0008] Optionally, the first skill of the first virtual character is released, comprising:
[0009] receiving a release instruction for releasing the first skill to the release object;
[0010] based on the release instruction, the second virtual character releases the first skill in the first game scene.
[0011] Optionally, the game interface further displays a first interaction control corresponding to the first identity of the virtual character, and the receiving the release instruction for releasing the first skill on the release object comprises:
[0012] In response to the first interaction control being triggered, a first character selection window is displayed on the game interface, wherein the first character selection window comprises a first option corresponding to the second virtual character;
[0013] In a case where the first option is selected by the user, it is confirmed that the release instruction is received.
[0014] Optionally, the second virtual character is configured with a third skill, and the method further comprises:
[0015] Based on the second virtual character releasing the third skill in the first game scene, an effect of the third skill acting on the release object in the object state is displayed.
[0016] Optionally, the method further comprises:
[0017] An action instruction indicating that the second virtual character performs a set action is received.
[0018] Based on the action instruction, an action effect of the second virtual character performing the set action in the object state is displayed.
[0019] Optionally, the game interface further displays a second interaction control corresponding to the set action, and the receiving the action instruction indicating that the second virtual character performs the set action comprises:
[0020] In response to the second interaction control being triggered, a second character selection window is displayed on the game interface, wherein the second character selection window comprises a second option corresponding to the second virtual character;
[0021] In a case where the second option is selected by the user, it is confirmed that the action instruction indicating that the second virtual character performs the set action is received.
[0022] Optionally, the first option comprises a first image icon representing the second virtual character for the set action and a second image icon representing the first identity of the first virtual character.
[0023] The confirming, in a case where the first option is selected by the user, that the release instruction is received comprises:
[0024] Based on the user selecting an area where the first image icon or the second image icon is located, it is confirmed that the release instruction is received.
[0025] Optionally, the user further sets a third virtual character and a fourth virtual character, the third virtual character is configured with a fourth skill in a first identity, the fourth virtual character acts in the first game scene, the third virtual character forms a set association relationship with the fourth virtual character in the first game scene based on the first identity; the fourth skill corresponds to the same skill attribute as the first skill;
[0026] The first skill released by the second virtual character in the first game scene and the fourth skill released by the fourth virtual character in the first game scene have the same skill consumption.
[0027] Optionally, the method further comprises:
[0028] Determining a skill remaining amount of the user;
[0029] When the skill remaining amount is less than a required skill consumption amount for each virtual character in a set virtual character group to release an associated skill, configuring the first interaction control displayed on the game interface to be in an unselectable state; wherein the virtual character in the set virtual character group forms the association relationship with the virtual character acting in the first identity, the associated skill is a skill configured by the virtual character in the first identity, and the virtual character group includes the second virtual character; when the skill remaining amount is greater than or equal to the required skill consumption amount, configuring the first interaction control displayed on the game interface to be in a selectable state.
[0030] Optionally, the method further comprises:
[0031] When the skill consumption amount corresponding to the first option is greater than the skill remaining amount of the user, configuring the first option in the displayed first character selection window to be in an unselectable state;
[0032] When the skill consumption amount corresponding to the first option is less than or equal to the skill remaining amount, configuring the first option in the displayed first character selection window to be in a selectable state.
[0033] Optionally, the release object includes a first object directly related to the battle participated in by the user in the first game scene and a second object indirectly related to the battle participated in by the user in the first game scene; the skill effect includes a rendering effect and an attribute effect;
[0034] When the release object is the first object, changing the rendering effect and the attribute effect of the first object in the first game scene;
[0035] When the release object is the second object, changing the attribute effect of the second object in the first game scene.
[0036] According to a second aspect of the present disclosure, a display processing device based on game skills is further provided, comprising:
[0037] A scene display module is configured to display a first game scene in a game interface of a user, wherein the user sets a first virtual character, the first virtual character is configured with a first skill in a first identity, the first skill is different from a second skill configured in a second identity determined by a character attribute of the first virtual character, and the first virtual character participates in actions of the user in the first game scene in the first identity;
[0038] An effect display module is configured to display an object state of a release object in the first game scene, based on the first skill of the first virtual character being released and a skill effect associated with the first skill acting on the release object in the first game scene.
[0039] According to a third aspect of the present disclosure, a computer program product is further provided, comprising a computer program, which, when executed by a processor, implements the display processing method based on game skills according to the first aspect of the present disclosure.
[0040] An embodiment of the present disclosure has an advantage that the display processing method based on game skills provided by the present disclosure can display a first virtual character configured with different skills in different identities, the first skill can act on the entire game scene, the visual effect of the game scene is changed, different attack modes of the first virtual character are set to provide different attack means for the user, the strategy of the game is enriched, and the user's playing pleasure is increased.
[0041] The features and advantages of embodiments of the present disclosure will become apparent from the following detailed description of exemplary embodiments of the present disclosure with reference to the accompanying drawings. BRIEF DESCRIPTION OF DRAWINGS
[0042] The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments of the present disclosure and, together with the description, serve to explain the principles of embodiments of the present disclosure.
[0043] Figure 1 FIG. 1 shows a hardware structure schematic diagram of an electronic device that can be used to implement the display processing method based on game skills according to an embodiment of the present disclosure;
[0044] Figure 2 FIG. 2 shows a flowchart of the display processing method based on game skills according to some embodiments;
[0045] Figure 3 FIG. 3 shows a schematic diagram of a game scene according to some embodiments.
[0046] Figure 4 A schematic diagram of a game scene is shown according to some embodiments;
[0047] Figure 5 A schematic diagram of a game scene is shown according to some embodiments;
[0048] Figure 6 A schematic diagram of a game scene is shown according to some embodiments;
[0049] Figure 7 A structural schematic diagram of a display processing device based on game skills is shown according to some embodiments;
[0050] Figure 8 A hardware structural schematic diagram of an electronic device is shown according to some embodiments. DETAILED DESCRIPTION
[0051] Various exemplary embodiments of the present specification will now be described in detail with reference to the accompanying drawings.
[0052] The following description of at least one example embodiment is merely illustrative in nature and is in no way intended to limit the application or its application or uses.
[0053] It should be noted that similar reference numbers and letters refer to similar items in the following drawings, and therefore, once an item is defined in one drawing, it need not be discussed further in subsequent drawings.
[0054] It should be noted that all actions of acquiring signals, information or data in the embodiments of the present disclosure are carried out in accordance with the corresponding data protection regulations and policies of the country where the device is located, and with the authorization given by the corresponding device owner.
[0055] The embodiments of the present disclosure provide a new display processing scheme based on game skills, which allows users to select virtual characters to use skills in different identities, and when virtual characters use skills in different identities, they can act on the entire game scene, change the visual effect of the game scene, or act on other users' virtual characters, enrich the strategy of the game, and increase the user's playing pleasure.
[0056] Figure 1 A hardware structural schematic diagram of an electronic device that can be used to implement a display processing method based on game skills according to the embodiments of the present disclosure is shown.
[0057] The electronic device 1000 is a device capable of running a game, which can be a local application installed on the electronic device, or a web game, a light application, or a small program, etc., which is not limited here. The electronic device 1000 can be a mobile phone, a tablet computer, a PC, etc., which is not limited here.
[0058] As shown in Figure 1 The electronic device 1000 can include a processor 1101, a memory 1102, an interface device 1103, a communication device 1104, an output device 1105, an input device 1106, etc. Figure 1 The hardware configuration shown is only illustrative and is by no means intended to limit the present disclosure, its application or use.
[0059] The processor 1101 is configured to execute a computer program, which can be written in an instruction set of an architecture such as x86, Arm, RISC, MIPS, SSE, etc. The memory 1102 includes, for example, a ROM (Read-Only Memory), a RAM (Random Access Memory), a non-volatile memory such as a hard disk, etc. The interface device 1103 includes, for example, a USB interface, a network interface, a headset interface, etc. The communication device 1104 is capable of wired or wireless communication, for example, and can include at least one short-range communication module, such as any module for short-range wireless communication based on a Hilink protocol, a WiFi (IEEE 802.11 protocol), a Mesh, a Bluetooth, a ZigBee, a Thread, a Z-Wave, an NFC, a UWB, a LiFi, etc., and can also include a long-range communication module, such as any module for WLAN, GPRS, 2G / 3G / 4G / 5G long-range communication. The output device 1105 can include, for example, a liquid crystal display or a touch display, a speaker, etc. The input device 1106 can include, for example, a touch screen, a keyboard, a microphone, various sensors, etc.
[0060] In this embodiment, the memory 1102 of the electronic device 1000 is configured to store a computer program for controlling the processor 1101 to operate to perform the display processing method based on game skills according to any embodiment of the present disclosure.
[0061] Next, taking the electronic device 1000 as shown in Figure 1 as an example, various embodiments of the display processing method based on game skills are described.
[0062] <First Embodiment>
[0063] Figure 2A game skill-based display processing method according to some embodiments is shown, which can include the following steps S210 and S220:
[0064] Step S210, a first game scene is presented in a game interface of a user; wherein the user sets a first virtual character, the first virtual character is configured with a first skill in a first identity, the first skill is different from a second skill configured in a second identity determined by a character attribute of the first virtual character, and the first virtual character participates in actions of the user in the first game scene in the first identity.
[0065] In this embodiment, a user is a player in a game.
[0066] In this embodiment, the first virtual character can be a virtual character unique to the user, for example, the user creates a virtual character through a character creation function of the system. The first virtual character can also be a virtual character obtained by the user from a character library set by the system, for example, the character library set by the system sets Wujiang A to Wujiang F for the user to select, and the user can obtain a virtual character therefrom.
[0067] In this embodiment, the first skill is a skill configured by the first virtual character in the first identity.
[0068] In this embodiment, a virtual character is configured with different identities, and different identities of a virtual character correspond to different skills. One or more virtual characters can be configured with a second identity, when a virtual character participates in a battle in the second identity, the virtual character can be controlled by the user as an independent unit and participate in the battle in the game interface of the user, and the virtual character can use the second skill configured in the second identity determined by the character attribute. Wherein the second skill of the virtual character can be directly displayed in the game interface of the user, or the battle report of the virtual character using the second skill can be displayed in the game interface of the user, which is not limited herein.
[0069] In some examples, the first identity of the first virtual character is, for example, a military advisor identity, and the first skill configured in the first identity is a military advisor skill possessed by the first virtual character, and the second identity of the first virtual character is the original general identity. The virtual character can directly participate in the battle in the game interface of the user in the original general identity, and the virtual character needs to serve as a military advisor skill of other virtual characters of the user to indirectly participate in the battle in the game interface of the user in the military advisor identity.
[0070] In some examples, the first skill is different from the second skill, the first skill can be different from the second skill in release object, in skill effect, in effect intensity of the skill effect, without being limited thereto. For example, the first skill K1 and the second skill K2 are different in release object, the virtual character N can release the first skill K1 changing the terrain in the game scene when being in the identity n1, and the virtual character N can release the second skill K2 attacking other virtual characters when being in the identity n2. For another example, the first skill K3 and the second skill K4 are different in skill effect, the virtual character N can release the first skill K3 changing a land block in the game scene into a depression when being in the identity n3, and the virtual character N can release the second skill K4 changing a land block in the game scene into a flame-covered land block when being in the identity n4.
[0071] In the embodiment, the action of the user in the first game scene can be that the user controls one or more virtual characters to participate in a battle with other users, the first skill can be used by the user himself, for example, the user uses the first skill to obtain a certain amount of honor value, etc., the first skill can also be used by one or more virtual characters participating in the battle, for example, the virtual character A uses the first skill configured by the virtual character B in the first identity, and the attribute value of the virtual character A is improved.
[0072] In some examples, the skill corresponding to an identity of a virtual character can be one or multiple, without being limited thereto. For example, the first skill of the first identity of the virtual character C is set to three, when the first skill is released, one of them can be released, or two or three of them can be released in a certain order.
[0073] In some examples, when the first virtual character participates in the action in the first game scene in the first identity, the first virtual character cannot participate in the action in the first game scene in the second identity at the same time, that is, the second skill cannot be used in the first game scene.
[0074] In step S220, based on the first skill of the first virtual character being released, the skill effect associated with the first skill acts on the release object in the first game scene, and the object state of the release object being changed in the first game scene is displayed.
[0075] In some examples, the release object is the object targeted by the first skill, which is, for example, a virtual environment, a terrain, a virtual building, a virtual vehicle, a virtual character, or a user, etc.
[0076] In some examples, the skill effect can include a rendering effect and an attribute effect, and the change of the object state can be that the rendering effect of the release object is changed in the first game scene, such as that the virtual environment is changed from a sunny day to a rainy day, the terrain is changed from a flat ground to a low-lying ground, a virtual character is added with a fire special effect, and the like. The change of the object state can be that the attribute effect of the release object is changed in the first game scene, such as that the attack power of a virtual character is increased in the transformed virtual environment or terrain, the virtual character is automatically recovered after being transformed, and the like.
[0077] In some embodiments, the release object includes a first object directly related to the battle participated in by the user in the first game scene and a second object indirectly related to the battle participated in by the user in the first game scene, and the skill effect includes a rendering effect and an attribute effect. The first object is, for example, a virtual environment, terrain, a virtual vehicle, or a virtual character, and the second object is, for example, a user or a virtual building.
[0078] When the release object is the first object, the rendering effect and the attribute effect of the first object in the first game scene are changed. For example, the first object is a virtual character, and the relative position of the virtual character triggering the battle and the triggering time of the battle parties triggering the battle are changed. Before the virtual character D releases the first skill, the virtual character E can initiate a battle with other virtual characters on an adjacent plot; after the virtual character D releases the first skill, the virtual character E affected by the skill effect can initiate a battle with other virtual characters at a certain number of plots away. The certain number is, for example, 1, 2, or 5, and the like, which is not limited herein. Before the virtual character F releases the first skill, the virtual character G triggers the battle within a limited short time, and after the virtual character F releases the first skill, the virtual character G affected by the skill effect triggers the battle within a longer time. After the virtual character H releases the first skill, the attribute effect of the virtual character J affected by the skill effect can be to increase the recovery speed of the life recovery of the own party from 0 to 1 point / second.
[0079] In some examples, the release object in the first game scene can be held by the battle parties or pre-set in the first game scene. Also, one of the battle parties can be a user, or a user and a friendly party of the user, wherein the friendly party of the user can include other users of the friendly party or friendly artificial intelligence of the friendly party. The other of the battle parties can be an enemy party of the user, wherein the enemy party can include users of the enemy party or artificial intelligence of the enemy party.
[0080] In other words, by changing the skill effect in the first game for different objects, the skill effect of the first skill can be applied to the virtual characters of the battle parties, the battle between the battle parties is affected, and the user is required to reasonably use the virtual characters to release the first skill, thereby effectively improving the fun of the game.
[0081] In some examples, displaying a virtual character using the second skill can be displayed in different ways. Display method one: displaying the battle result of a virtual character using the second skill on other virtual characters in the form of a battle report; display method two: displaying a virtual character releasing the second skill on other virtual characters in a game scene; display method three: switching from a game scene to another game scene, and the other game scene displays the battle picture of a virtual character releasing the second skill on other virtual characters.
[0082] In other words, the first virtual character configures different skills with different identities, and the first skill can act on the entire game scene, changing the visual effect of the game scene, and changing the attack mode of the first virtual character, which requires the user to re-determine the attack mode of the first virtual character, enriches the strategy of the game, and increases the user's playing pleasure.
[0083] In some embodiments, in order to set some cooperation relationship between virtual characters to improve the diversity of game skills, the user also sets a second virtual character, and the second virtual character acts in the first game scene, and the first virtual character forms a set association relationship with the second virtual character in the first game scene based on the first identity.
[0084] In this embodiment, the second virtual character is a virtual character participating in the battle by the user, which can be selected by the user or selected by the game system, which is not limited here.
[0085] In this embodiment, the association relationship between a virtual character and another virtual character can be set by the game system or by the user, for example, the user can select virtual character J to assist virtual character K, that is, virtual character K and virtual character J are in a master-slave relationship, and virtual character K can act in the first game scene, and the first skill K5 configured by the first identity of virtual character J can be released by virtual character K.
[0086] In some examples, a virtual character can form a set association relationship with another virtual character, and multiple virtual characters can also form a set association relationship with the same virtual character, that is, the association relationship between the first virtual character and the second virtual character can be formed based on individual configuration, or can be formed based on unified configuration for the characters on the court.
[0087] In some examples, the first identity of the first virtual character is, for example, a strategist. The first skill configured with the first identity is the strategist skill possessed by the first virtual character. The second identity of the first virtual character is the original general identity. That is to say, the second virtual character can be configured with a strategist skill, which can be the first skill configured by the first virtual character with the first identity.
[0088] In other words, by setting a virtual character's primary identity as their primary skill, and allowing another virtual character to unleash that primary skill, and by setting different combinations of virtual characters, the system can make reasonable use of the virtual characters held by the user.
[0089] <Second Embodiment>
[0090] In this embodiment, in order to improve the smoothness of the user releasing the first skill, the second virtual character can release the first skill after receiving the release command.
[0091] In these embodiments, relative to the first embodiment described above, step S220 may include the following steps S2201 and S2202:
[0092] Step S2201: Receive the release command to release the first skill for the release target.
[0093] In some examples, such as Figure 3 As shown, the release command can be triggered when the user clicks on position T1 in the first game scene Z1 and then clicks on the first interactive control K1 again.
[0094] In step S2202, based on the release command, the second virtual character releases the first skill in the first game scene.
[0095] In some examples, after the first interactive control K1 is triggered, the second virtual character can release the first skill in the first game scene.
[0096] <Third Embodiment>
[0097] In this embodiment, in order to allow users to selectively participate in battles with their virtual characters and enhance the strategic aspect of the game, a character selection window can be provided for users to choose one of their virtual characters.
[0098] In these embodiments, relative to the second embodiment described above, step S2201 may include the following steps S310 and S320:
[0099] In step S310, in response to the first interactive control being triggered, a first character selection window is displayed on the game interface; wherein, the first character selection window includes a first option corresponding to the second virtual character.
[0100] In some examples, such as Figure 3 As shown, after the interface shows that the first interactive control K1 has been triggered, the user can click on the first interactive control K1 again to display the corresponding first role selection window.
[0101] In some examples, such as Figure 4 As shown, in the first game scene Z2, a character selection window K4 can be displayed to the user. The character selection window K4 can display options for the virtual character N, virtual character P, and virtual character Q that the user is participating in the battle. In the virtual character N's options, the image, name, or animation representing virtual character N can be displayed in the first area K5, and the image, name, or animation of virtual character n1, which is associated with virtual character N, can be displayed in the second area K6. The character selection window K4 also displays the skill name J1 that virtual character N gains after virtual character n1 is attached to virtual character N. It also displays virtual character p1, which is associated with virtual character P; the skill name J2 that virtual character p1 gains after being attached to virtual character P. Finally, it displays virtual character q1, which is associated with virtual character Q; the skill name J3 that virtual character q1 gains after being attached to virtual character Q.
[0102] Step S320: If the user selects the first option, confirm that the release command has been received.
[0103] In some embodiments, such as Figure 4 As shown, users can click on either the first area K5 or the second area K6 to indicate their selection of the first option for the second virtual character, thus instructing the second virtual character to release the first skill.
[0104] In some examples, such as Figure 5 As shown, in the first game scene Z3, the virtual character N releases the first skill at position T. The corresponding "rain" rendering effect can be displayed above position T, and the skill name J1 of the first skill is also displayed.
[0105] In some examples, such as Figure 6 As shown, after the virtual character N releases its first skill at position T, in the first game scene Z4, when the virtual character N moves to position T, the attribute values of the virtual character's attributes S1 and S2 increase.
[0106] In other words, by setting selectable options in the character selection window, users can choose a virtual character to unleash their first skill according to their own needs, further enhancing the game's strategic depth and improving the user's gaming experience.
[0107] In some examples, when a user controls a second virtual character to release a first skill, the user can first select a virtual character from the displayed first character selection window, and then select that virtual character to release the first skill to the target. By setting different operation methods, the flexibility of user operation is improved.
[0108] In some examples, each virtual character has a secondary identity. For instance, if General A is a model of Guan Yu, then General A's secondary identity is Guan Yu.
[0109] In some examples, users can acquire different virtual characters through various methods, such as gacha pulls or system rewards. When a user acquires one or more virtual characters, these virtual characters can be considered as the virtual characters held by the user.
[0110] In some examples, the second virtual character can be selected by the user or by the game system; this is not limited here. In other words, the images, names, or animations displayed in the second area K6 represent the second identity of this virtual character.
[0111] In other words, by setting the secondary identity of a virtual character to the original identity of another virtual character, users need to call upon other virtual characters as their primary identity to cooperate with that virtual character, thereby increasing the game's playability.
[0112] In some embodiments, to further enhance the strategic nature of the game, the user also sets up a third virtual character and a fourth virtual character. The third virtual character is configured with a fourth skill under a first identity, and the fourth virtual character acts in the first game scene. The third virtual character forms a set association relationship with the fourth virtual character in the first game scene based on the first identity. The fourth skill corresponds to the same skill attribute as the first skill. When the second virtual character releases the first skill in the first game scene, the same skill consumption is generated when the fourth virtual character releases the fourth skill in the first game scene.
[0113] In some examples, the fourth skill sharing the same skill attribute as the first skill can be when the third and first virtual characters are the same virtual character, for example, both the third and first virtual characters are Guan Yu. The fourth skill sharing the same skill attribute as the first skill can also be when the third and first virtual characters have the same or similar attributes, for example, if both the third and first virtual characters have the fire attribute, then the fourth skill shares the same skill attribute as the first skill.
[0114] <Fourth Embodiment>
[0115] In this embodiment, in order to display different skills in the first game scene and enrich the first game scene, the second virtual character can be configured with a third skill. The second virtual character can not only release the first skill, but also the third skill.
[0116] In these embodiments, relative to the first embodiment described above, the method further includes the following step S410:
[0117] Step S410: Based on the second virtual character releasing the third skill in the first game scene, display the effect of the third skill on the releasing object in the object state.
[0118] In some examples, the second virtual character can also be set to have two identities. For instance, when configuring the character to appear in the game, the user can choose the second virtual character as the first identity to provide the fourth skill for other virtual characters, allowing them to unleash the fourth skill. The user can also choose the second virtual character to appear in battle as the second identity, meaning the second virtual character can unleash a third skill determined by its character attributes in the first game scenario.
[0119] In some examples, the second virtual character can be set to only one identity. For example, the user can choose the second virtual character to enter the battle, and the second virtual character can release a third skill or the first skill in the first game scene.
[0120] In some examples, the second virtual character is virtual character W, and the target of the attack is virtual character L. After virtual character W uses its first skill on virtual character L, virtual character L's attack power is reduced by 30%. With virtual character L's attack power reduced by 30%, virtual character W can use its third skill once or multiple times in the battle against virtual character L. Information indicating the effect on the target is displayed, such as the damage dealt by virtual character W to virtual character L and the damage dealt by virtual character L (whose attack power is reduced by 30%) to virtual character W. This information can be displayed in the form of animations, battle reports, etc.
[0121] <Sixth Embodiment>
[0122] In this embodiment, in order for the second virtual character to move in the first game scene and further enrich the first game scene, the second virtual character can receive action commands to perform actions and display the corresponding action effects to the user.
[0123] In these embodiments, relative to the first embodiment described above, the method further includes steps S510 and S520:
[0124] Step S510: Receive an action instruction that instructs the second virtual character to perform a set action.
[0125] In this embodiment, the action is set as moving to a certain location, capturing a certain plot of land, or capturing a certain building, etc., and is not limited here.
[0126] Step S520: Based on the action command, display the action effect of the second virtual character performing the set action in the object state.
[0127] In this embodiment, the action effect can be the animation effect or text effect of the second virtual character when it executes an action command. For example, when the second virtual character executes the action command to move to a certain location, the first game scene can display the character model of the second virtual character moving to that location, or it can display the distance difference between the current location of the second virtual character and that location, so that the user can quickly obtain information about the second virtual character.
[0128] In some examples, when the action command is for a virtual character to move to a certain location, the first game scene can display the character model of a second virtual character moving from the starting point to that location. When the action command is for a virtual character to attack another virtual character, the first game scene can display the character model of the second virtual character moving from the starting point to the location of that other virtual character and attacking the other virtual character.
[0129] <Seventh Embodiment>
[0130] In this embodiment, to facilitate user interaction control of the second virtual character, the game interface also displays a second interactive control corresponding to the set action, allowing the user to control the second virtual character to perform actions by triggering the second interactive control.
[0131] In these embodiments, relative to the sixth embodiment described above, step S510 includes steps S5101 and S5102:
[0132] In step S5101, in response to the triggering of the second interactive control, a second character selection window is displayed on the game interface; wherein, the second character selection window includes a second option corresponding to the second virtual character.
[0133] In this embodiment, the second role selection window can be the same window as the first role selection window, or it can be a different window than the first role selection window; no limitation is made here.
[0134] In some examples, different set actions can be triggered by different secondary interactive controls, such as Figure 3As shown, the first action can be movement, and the second action can be attack. When the user clicks on location T1, second interactive controls K2 and K3 are displayed above location T1. When the user clicks on second interactive control K2, the game interface displays a second character selection window, and the user can then instruct a virtual character to move to a certain location. When the user clicks on second interactive control K3, the game interface displays a second character selection window, and the user can instruct a virtual character to attack a virtual character or virtual building.
[0135] In step S5102, if the user selects the second option, confirm that an action instruction has been received instructing the second virtual character to perform a setting action.
[0136] In some examples, such as Figure 4 As shown, in the first game scene Z2, the user's character selection window can display virtual character N, virtual character P, and virtual character Q for the user to choose from.
[0137] In some examples, such as Figure 4 As shown, the user can select the second option either by clicking on one of the virtual characters N, P, and Q, or by the game system selecting one of the virtual characters N, P, and Q.
[0138] In other words, when the second virtual character releases its first or second skill, the same character selection window can be displayed so that the user can choose a virtual character according to their needs. Furthermore, the same character selection window can effectively save the storage space occupied by the game.
[0139] In some examples, for users to control a second virtual character to set actions, users can first select a virtual character from the displayed second character selection window, and then select that virtual character to perform the corresponding actions. By setting different operation methods, the flexibility of user operation is improved.
[0140] <Eighth Embodiment>
[0141] In this embodiment, in order to facilitate the user's identification of each virtual character in the first character selection window, the first option includes a first image icon representing the second virtual character used to set actions and a second image icon representing the first identity of the first virtual character.
[0142] In these embodiments, relative to the third embodiment described above, step S320 may include the following step S3201:
[0143] Step S3201: Based on the area where the user selected the first or second image icon, confirm that the release command has been received.
[0144] In some examples, such as Figure 4 As shown, after the first character selection window is displayed on the game interface, the user can click on the first area K5 where the first character icon is located or the second area K6 where the second character icon is located to indicate that the user has selected the virtual character N as the first option, and the virtual character N will release the first skill as the second virtual character.
[0145] <Ninth Embodiment>
[0146] In this embodiment, in order to enable users to make reasonable use of different skills by virtual characters and restrict the second virtual character from releasing the first skill, users can set a corresponding skill remaining amount. When the skill remaining amount is insufficient, users cannot release the associated skill.
[0147] In these embodiments, relative to the third embodiment described above, the method further includes the following steps S610 and S620:
[0148] Step S610: Determine the user's remaining skill level.
[0149] In step S620, when the remaining skill amount is less than the skill consumption required for each virtual character in the set virtual character group to release its associated skill, the first interactive control displayed on the game interface is set to be unselectable; wherein, the virtual characters in the set virtual character group are associated with the virtual characters participating in the action as the first identity, the associated skill is the skill configured by the associated virtual character as the first identity, and the virtual character group includes the second virtual character; when the remaining skill amount is greater than or equal to the required skill consumption, the first interactive control displayed on the game interface is set to be selectable.
[0150] In this embodiment, the virtual characters in the virtual character group can be virtual characters in the first character selection window.
[0151] In some examples, each user can configure the same skill cap, or different skill caps; this is not limited here. When a user selects a virtual character and uses an associated skill, a certain skill cost will be incurred. For example, if General C and General D have the same skill attribute, then General C and General D will have the same first skill and the same skill cost. Of course, when General C and D have different skill attributes, their associated skills can have the same or different skill costs; this is not limited here either.
[0152] In some examples, such as Figure 3 As shown, the first interactive control K1 can display that the skill limit of skill A1 is 30 and the remaining skill quantity of skill A1 is 10.
[0153] In some examples, skill points can be replenished in several ways: Method 1: Replenish over time, for example, 1 point every minute; Method 2: Replenish skill points by winning battles against other users; Method 3: Replenish skill points by occupying specific areas or plots of land.
[0154] In some examples, the first interactive control being in an unselectable state can be grayed out or hidden, and the corresponding role selection window will not be displayed after the user clicks on the first interactive control.
[0155] In other words, by setting a skill cap for each user's first skill, users need to make good use of their virtual characters to utilize their first skill, thereby enhancing the game's strategic depth.
[0156] <Tenth Embodiment>
[0157] In this embodiment, to make it easier for users to intuitively determine the associated skills that can be used, the option that the skill consumption exceeds the remaining skill amount can be set to an unselectable state.
[0158] In these embodiments, relative to the third embodiment described above, the method further includes the following steps S710 and S720 after step S620:
[0159] Step S710: When the skill consumption corresponding to the first option is greater than the user's remaining skill amount, configure the first option in the first character selection window to be unselectable.
[0160] Step S720: When the skill consumption corresponding to the first option is less than or equal to the remaining skill amount, configure the first option in the first character selection window to be available.
[0161] In some examples, such as Figure 4 As shown, the second area K6 also displays that the skill consumption of the associated skill of virtual character n1, which is associated with virtual character N, is 5. This means that if the user's remaining skill points are less than 5, the option corresponding to virtual character N can be hidden or grayed out, making it unavailable. If the user's remaining skill points are greater than or equal to 5, the option corresponding to virtual character N can be made available, allowing virtual character N to release its first skill.
[0162] In other words, by displaying the first and second sets of options separately, users can quickly select the virtual character that can unleash related skills, thus enhancing their gaming experience.
[0163] <Device Embodiment>
[0164] Figure 7 A schematic diagram illustrating the composition of a display processing apparatus based on game skills according to an embodiment of the present disclosure is shown. Figure 7 As shown, the game skill-based display processing device 700 includes a scene display module 710 and an effect display module 720.
[0165] The scene display module 720 is used to display the first game scene in the user's game interface; wherein, the user sets a first virtual character, the first virtual character is configured with a first skill in a first identity, the first skill is different from the second skill configured by the first virtual character in a second identity determined by the character attributes, and the first virtual character participates in the user's actions in the first game scene in a first identity;
[0166] The effect display module 720 is used to display the changed object state of the first virtual character when its first skill is released, the skill effect associated with the first skill is applied to the released object in the first game scene.
[0167] In some embodiments, the effect display module 720 is further configured to receive a release command for releasing a first skill to a release object; based on the release command, the second virtual character releases the first skill in the first game scene.
[0168] In some embodiments, the effect display module 720 is further configured to display a first character selection window on the game interface in response to the first interactive control being triggered; wherein the first character selection window includes a first option corresponding to the second virtual character; and if the user selects the first option, confirm that a release command has been received.
[0169] In some embodiments, the game skill-based display processing device 700 further includes an effect feedback module, which is used to display the effect of the third skill on the releasing object in the object state based on the release of a third skill by the second virtual character in the first game scene.
[0170] In some embodiments, the game skill-based display processing device 700 further includes an instruction receiving module, which is used to receive an action instruction that instructs the second virtual character to perform a set action; and based on the action instruction, displays the action effect of the second virtual character performing the set action in the object state.
[0171] In some embodiments, the instruction receiving module is further configured to display a second character selection window on the game interface in response to the triggering of the second interactive control; wherein the second character selection window includes a second option corresponding to the second virtual character; and when the user selects the second option, confirm that an action instruction instructing the second virtual character to perform a set action has been received.
[0172] In some embodiments, the effect display module 720 is also used to confirm receipt of a release command based on the area where the user selects the first image icon or the second image icon.
[0173] In some embodiments, the game skill-based display processing device 700 further includes a skill determination module, which is used to determine the user's remaining skill amount; when the remaining skill amount is less than the skill consumption required for each virtual character in the set virtual character group to release an associated skill, the first interactive control displayed on the game interface is configured to be unselectable; wherein, the virtual characters in the set virtual character group are associated with the virtual characters participating in the action with a first identity, the associated skill is the skill configured by the associated virtual character with the first identity, and the virtual character group includes a second virtual character; when the remaining skill amount is greater than or equal to the required skill consumption, the first interactive control displayed on the game interface is configured to be selectable.
[0174] In some embodiments, the game skill-based display processing device 700 further includes a status display module, which is configured to configure the first option in the displayed first character selection window as unselectable when the skill consumption corresponding to the first option is greater than the user's remaining skill amount; and to configure the first option in the displayed first character selection window as selectable when the skill consumption corresponding to the first option is less than or equal to the remaining skill amount.
[0175] <Equipment Example>
[0176] Figure 8 A schematic diagram of the hardware structure of an electronic device according to some other embodiments is shown. For example... Figure 8 As shown, the electronic device 800 includes a processor 810 and a memory 820. The memory 820 stores a computer program that controls the processor 810 to operate in order to control the electronic device 800 to execute a game skill-based display processing method according to any embodiment of the present disclosure.
[0177] This disclosure also provides a computer-readable storage medium storing a computer program that, when executed by a processor, implements a game skill-based display processing method according to any embodiment of this disclosure.
[0178] This disclosure also provides a computer program product, which includes a computer program or instructions that, when executed by a processor, implement a display method according to any of the disclosed embodiments. This computer program product is, for example, a game client.
[0179] The various embodiments in this specification are described in a progressive manner. Similar or identical parts between embodiments can be referred to mutually. Each embodiment focuses on describing the differences from other embodiments. In particular, the device and apparatus embodiments are basically similar to the method embodiments, so the descriptions are relatively simple; relevant parts can be referred to the descriptions of the method embodiments.
[0180] The foregoing has described specific embodiments of this specification. Other embodiments are within the scope of the appended claims. In some cases, the actions or steps recited in the claims may be performed in a different order than that shown in the embodiments and may still achieve the desired result. Furthermore, the processes depicted in the drawings do not necessarily require the specific or sequential order shown to achieve the desired result. In some embodiments, multitasking and parallel processing are possible or may be advantageous.
[0181] Embodiments of this specification may be devices, methods, and / or computer program products. A computer program product may include a computer-readable storage medium having computer-readable program instructions loaded thereon for causing a processor to implement various aspects of the embodiments of this specification.
[0182] Computer-readable storage media can be tangible devices capable of holding and storing instructions for use by an instruction execution device. Computer-readable storage media can be, for example—but not limited to—electrical storage devices, magnetic storage devices, optical storage devices, electromagnetic storage devices, semiconductor storage devices, or any suitable combination thereof. More specific examples (a non-exhaustive list) of computer-readable storage media include: portable computer disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), static random access memory (SRAM), portable compact disc read-only memory (CD-ROM), digital multifunction disc (DVD), memory sticks, floppy disks, mechanical encoding devices, such as punch cards or recessed protrusions storing instructions thereon, and any suitable combination thereof. The computer-readable storage media used herein are not to be construed as transient signals themselves, such as radio waves or other freely propagating electromagnetic waves, electromagnetic waves propagating through waveguides or other transmission media (e.g., light pulses through fiber optic cables), or electrical signals transmitted through wires.
[0183] The computer-readable program instructions described herein can be downloaded from computer-readable storage media to various computing / processing devices, or downloaded via a network, such as the Internet, local area network, wide area network, and / or wireless network, to an external computer or external storage device. The network may include copper transmission cables, fiber optic transmission, wireless transmission, routers, firewalls, switches, gateway computers, and / or edge servers. A network adapter card or network interface in each computing / processing device receives the computer-readable program instructions from the network and forwards them to the computer-readable storage media in the respective computing / processing device.
[0184] Computer program instructions used to perform the operations of the embodiments described herein may be assembly instructions, instruction set architecture (ISA) instructions, machine instructions, machine-dependent instructions, microcode, firmware instructions, state setting data, or source code or object code written in any combination of one or more programming languages, including object-oriented programming languages such as Smalltalk, C++, etc., and conventional procedural programming languages such as the "C" language or similar programming languages. The computer-readable program instructions may execute entirely on the user's computer, partially on the user's computer, as a standalone software package, partially on the user's computer and partially on a remote computer, or entirely on a remote computer or server. In cases involving a remote computer, the remote computer may be connected to the user's computer via any type of network—including a local area network (LAN) or a wide area network (WAN)—or may be connected to an external computer (e.g., via the Internet using an Internet service provider). In some embodiments, electronic circuitry, such as programmable logic circuitry, field-programmable gate arrays (FPGAs), or programmable logic arrays (PLAs), is personalized by utilizing state information from the computer-readable program instructions. This electronic circuitry can execute the computer-readable program instructions to implement various aspects of the embodiments described herein.
[0185] Various aspects of embodiments of this specification are described herein with reference to flowchart illustrations and / or block diagrams of methods, apparatus (devices), and computer program products according to embodiments of this specification. It should be understood that each block of the flowchart illustrations and / or block diagrams, and combinations of blocks in the flowchart illustrations and / or block diagrams, can be implemented by computer-readable program instructions.
[0186] These computer-readable program instructions can be provided to a processor of a general-purpose computer, a special-purpose computer, or other programmable data processing apparatus to produce a machine such that, when executed by the processor of the computer or other programmable data processing apparatus, they create means for implementing the functions / actions specified in one or more blocks of the flowchart and / or block diagram. These computer-readable program instructions can also be stored in a computer-readable storage medium that causes a computer, programmable data processing apparatus, and / or other device to operate in a particular manner; thus, the computer-readable medium storing the instructions comprises an article of manufacture that includes instructions for implementing aspects of the functions / actions specified in one or more blocks of the flowchart and / or block diagram.
[0187] Computer-readable program instructions may also be loaded onto a computer, other programmable data processing apparatus, or other device to cause a series of operational steps to be performed on the computer, other programmable data processing apparatus, or other device to produce a computer-implemented process, thereby causing the instructions executed on the computer, other programmable data processing apparatus, or other device to perform the functions / actions specified in one or more boxes of a flowchart and / or block diagram.
[0188] The flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of systems, methods, and computer program products according to various embodiments of this specification. In this regard, each block in a flowchart or block diagram may represent a module, segment, or portion of an instruction, which contains one or more executable instructions for implementing a specified logical function. In some alternative implementations, the functions marked in the blocks may occur in a different order than those marked in the drawings. For example, two consecutive blocks may actually be executed substantially in parallel, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in the block diagrams and / or flowcharts, and combinations of blocks in the block diagrams and / or flowcharts, can be implemented using a dedicated hardware-based system that performs the specified function or action, or using a combination of dedicated hardware and computer instructions. It will be well known to those skilled in the art that implementation in hardware, implementation in software, and implementation using a combination of software and hardware are equivalent.
[0189] Various embodiments of this specification have been described above. These descriptions are exemplary and not exhaustive, nor are they limited to the disclosed embodiments. Many modifications and variations will be apparent to those skilled in the art without departing from the scope of the described embodiments. The terminology used herein is chosen to best explain the principles, practical application, or improvement of the technology in the market, or to enable others skilled in the art to understand the embodiments disclosed herein.
Claims
1. A game skill-based display processing method, comprising: displaying a first game scene in a game interface of a user; wherein the user sets a first virtual character, the first virtual character is configured with a first skill in a first identity, the first skill is different from a second skill configured in a second identity determined by a character attribute of the first virtual character, the first virtual character participates in an action of the user in the first game scene in the first identity; based on the first skill of the first virtual character being released, a skill effect associated with the first skill acts on a release object in the first game scene, and an object state of the release object being changed in the first game scene is displayed; the user also sets a second virtual character, the second virtual character acts in the first game scene, the first game scene displays the second virtual character releasing the first skill, the first virtual character forms a set association relationship with the second virtual character in the first game scene based on the first identity, and the first virtual character acts as the first skill of the second virtual character in the first game scene in the first identity.
2. The method of claim 1, wherein, the first skill of the first virtual character being released comprises: receiving a release instruction for releasing the first skill to the release object; based on the release instruction, the second virtual character releases the first skill in the first game scene.
3. The method of claim 2, wherein, the game interface also displays a first interaction control related to the first identity of the virtual character, and the receiving of the release instruction for releasing the first skill to the release object comprises: in response to the first interaction control being triggered, displaying a first character selection window in the game interface; wherein the first character selection window comprises a first option corresponding to the second virtual character; in a case where the user selects the first option, it is confirmed that the release instruction is received.
4. The method of claim 1, wherein, the second virtual character is configured with a third skill, and the method further comprises: based on the second virtual character releasing the third skill in the first game scene, displaying an effect of the third skill acting on the release object in the object state.
5. The method of claim 1, wherein, the method further comprises: receiving an action instruction indicating that the second virtual character performs a set action; based on the action instruction, displaying an action effect of the second virtual character performing the set action in the object state.
6. The method of claim 5, wherein, the game interface also displays a second interaction control corresponding to the set action, and the receiving of the action instruction indicating that the second virtual character performs the set action comprises: in response to the second interaction control being triggered, displaying a second character selection window in the game interface; wherein the second character selection window comprises a second option corresponding to the second virtual character; in a case where the user selects the second option, it is confirmed that the action instruction indicating that the second virtual character performs the set action is received.
7. The method of claim 3, wherein, the first option comprises a first image icon representing the second virtual character for the set action and a second image icon representing the first identity of the first virtual character; The confirming the receiving of the release instruction in the case that the user selects the first option comprises: The confirming the receiving of the release instruction is based on the user selecting the area where the first image icon or the second image icon is located.
8. The method of claim 3, wherein, The user further sets a third virtual role and a fourth virtual role, the third virtual role is configured with a fourth skill in a first identity, the fourth virtual role acts in the first game scene, and the third virtual role forms a set association relationship with the fourth virtual role in the first game scene based on the first identity; The fourth skill corresponds to the same skill attribute as the first skill; The second virtual role releasing the first skill in the first game scene and the fourth virtual role releasing the fourth skill in the first game scene produce the same skill consumption amount.
9. The method of claim 3, wherein, The method further comprises: Determining the skill remaining amount of the user; When the skill remaining amount is less than the required skill consumption amount for each virtual role in a set virtual role group to release an associated skill, configuring the first interaction control displayed on the game interface to be in a non-selectable state; wherein the virtual roles in the set virtual role group form the association relationship with the virtual roles acting in the first identity, the associated skill is the skill configured by the virtual roles in the first identity, and the virtual role group includes the second virtual role; when the skill remaining amount is greater than or equal to the required skill consumption amount, configuring the first interaction control displayed on the game interface to be in a selectable state.
10. The method of claim 3, wherein, The method further comprises: When the skill consumption amount corresponding to the first option is greater than the skill remaining amount of the user, configuring the first option in the displayed first role selection window to be in a non-selectable state; When the skill consumption amount corresponding to the first option is less than or equal to the skill remaining amount, configuring the first option in the displayed first role selection window to be in a selectable state.
11. The method according to any one of claims 1 to 10, wherein, The release object includes a first object directly related to the user's participation in the battle in the first game scene and a second object indirectly related to the user's participation in the battle in the first game scene; and the skill effect includes a rendering effect and an attribute effect. When the release object is the first object, the rendering effect and the attribute effect of the first object in the first game scene are changed; When the release object is the second object, the attribute effect of the second object in the first game scene is changed.
12. A display processing device based on game skills, comprising: a scene display module configured to display a first game scene in a game interface of a user; wherein the user sets a first virtual role, the first virtual role is configured with a first skill in a first identity, the first skill is different from a second skill configured by the first virtual role in a second identity determined by a role attribute, and the first virtual role participates in actions in the first game scene in the first identity. The effect display module is configured to, based on the first skill of the first virtual character being released, display an object state of a release object in the first game scene being changed, the skill effect associated with the first skill acting on the release object in the first game scene; the user further sets a second virtual character, the second virtual character acting in the first game scene, the first game scene showing the second virtual character releasing the first skill, the first virtual character based on the first identity forming a set association relationship with the second virtual character in the first game scene, the first virtual character acting as the first skill of the second virtual character in the first game scene participating in the battle in the first identity.
13. A computer program product, characterised in that, A computer program is included, and the computer program is executed by a processor to implement the method in any one of claims 1 to 11.
Citation Information
Patent Citations
Virtual skill processing method and device, electronic equipment and storage medium
CN118161864A