Method and device for releasing skills in game and electronic equipment

By responding to the triggering operation of the skill key in the game, the virtual character is controlled to release different moves, which solves the problems of fixed move combinations and high operating burden in the existing technology, and achieves richer move combinations and lower operating difficulty.

CN119327103APending Publication Date: 2025-01-21NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202310908184.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-07-21
Publication Date
2025-01-21

AI Technical Summary

Technical Problem

In the prior art, the combination of moves in the game is relatively fixed, and the combination style is limited, resulting in the need to configure more skill keys, which increases the operating burden of players.

Method used

A graphical user interface is provided through the terminal device, and the virtual character is controlled to release different moves in response to the triggering operation of the skill key. The specific method includes: responding to the first triggering operation of the first skill key, controlling the virtual character to release the first move; within the effective time period, responding to the second triggering operation, controlling the virtual character to release the third move or the fourth move; when When the number of trigger operations reaches the preset number of combos, and the time of adjacent trigger operations is within the valid time period, the virtual character is controlled to release the fifth move and trigger the combo effect.

Benefits of technology

It realizes the association of multiple moves with the same skill key, improves the diversity of move combination styles, reduces the difficulty of player's combo operations and the possibility of misoperation, and solves the problem of operational burden caused by fixed move combinations.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a skill release method and device in a game, electronic equipment and a computer readable storage medium, and the method comprises the steps: responding to a first triggering operation for a first skill key in skill keys, and controlling a virtual character to release a first portfolio; within an effective time period after the first trigger operation, in response to a second trigger operation for a first skill key or a second skill key in the skill keys, controlling the virtual character to release a third recruitment or a fourth recruitment, and in response to the fact that the number of times of the trigger operation for the skill keys reaches a preset number of times of continuous recruitment, controlling the virtual character to release the third recruitment or the fourth recruitment. The triggering time of the adjacent triggering operation is within the effective time period, the virtual character is controlled to release a fifth recruitment mode, the continuous recruitment effect is triggered, and the fifth recruitment mode is a recruitment mode determined by the triggered skill keys and the triggering sequence of the skill keys. According to the method, the number of skill keys is not increased under the condition that the portfolio combination style is improved, and the operation burden of players is reduced.
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Description

Technical Field

[0001] The present application relates to the field of computer technology, and in particular to a method, device, electronic device, and computer-readable storage medium for releasing skills in a game. Background Art

[0002] With the development of computer technology and the diversification of terminal functions, the demand for online games on smart terminal devices such as mobile phones and computers is increasing, and the corresponding game types and game skills are also increasing. Among them, role-playing games (RPGs) are deeply loved by players because of their in-depth storylines and character development.

[0003] In RPG games, characters are usually required to trigger specific effects through multiple fixed move combinations, and different move behavior paths will activate different effects. Existing move combinations are generally fixed and the combination styles are also relatively limited. If more move combinations are to be achieved, more skill controls need to be configured or more keys need to be used for combination matching, which will undoubtedly increase the player's operating burden and also put a certain amount of pressure on the limited keys or screen space. Summary of the invention

[0004] The present application provides a method, device, electronic device and computer-readable storage medium for releasing skills in a game to solve the technical problem in the prior art that more skill keys need to be configured due to the relatively fixed combination of moves and limited combination styles, which causes a burden on players.

[0005] In a first aspect, an embodiment of the present application provides a method for releasing skills in a game, providing a graphical user interface through a terminal device, wherein the content displayed by the graphical user interface includes at least part of a game scene, and the game scene includes a virtual character controlled by the terminal device. The method includes: in response to a first trigger operation on a first skill key among skill keys, controlling the virtual character to release a first move; within a valid time period after the first trigger operation, in response to a second trigger operation on the first skill key or the second skill key among the skill keys, controlling the virtual character to release a third move or a fourth move, wherein the third move is a move determined by two consecutive triggerings of the first skill key, and the fourth move is a move determined by the consecutive triggering of the first skill key and the second skill key; in response to the number of trigger operations on the skill key reaching a preset number of combos, and the triggering time of adjacent trigger operations being within the valid time period, controlling the virtual character to release a fifth move and triggering a combo effect, wherein the fifth move is a move determined by the triggered skill key and the triggering order of the skill keys.

[0006] In a second aspect, an embodiment of the present application provides a skill release device in a game, which provides a graphical user interface through a terminal device, wherein the content displayed by the graphical user interface includes at least part of a game scene, wherein the game scene includes a virtual character controlled by the terminal device, and the device includes: a first control unit, a second control unit, and a third control unit; the first control unit is used to control the virtual character to release a first move in response to a first trigger operation on a first skill key among skill keys; the second control unit is used to control the virtual character to release a third move or a fourth move in response to a second trigger operation on the first skill key or the second skill key among the skill keys within a valid time period after the first trigger operation, wherein the third move is a move determined by two consecutive triggers of the first skill key, and the fourth move is a move determined by the consecutive triggers of the first skill key and the second skill key; the third control unit is used to control the virtual character to release a fifth move and trigger a combo effect in response to the number of trigger operations on the skill key reaching a preset number of combos, and the trigger time of adjacent trigger operations being within a valid time period, wherein the fifth move is a move determined by the triggered skill key and the triggering order of the skill keys.

[0007] In a third aspect, an embodiment of the present application provides an electronic device, comprising: a memory and a processor; the memory is used to store one or more computer instructions; the processor is used to execute the one or more computer instructions to implement the above method.

[0008] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium having one or more computer instructions stored thereon, which, when executed by a processor, executes the above method.

[0009] Compared with the prior art, the skill release method in the game provided by the present application includes: responding to a first trigger operation for a first skill key in the skill key, controlling a virtual character to release a first move, responding to a second trigger operation for the first skill key or the second skill key in the skill key within a valid time period after the first trigger operation, controlling the virtual character to release a third move or a fourth move, responding to the number of trigger operations for the skill key reaching a preset number of consecutive moves, and the trigger time of adjacent trigger operations within the valid time period, controlling the virtual character to release the target move, and triggering a consecutive move effect. The method associates the skill key, the number of trigger operations, the number of consecutive moves, and the moves, so that the same skill key corresponds to different moves in different numbers of trigger operations (the first skill key corresponds to the first move in the first trigger operation, the first skill key corresponds to the third move in the second trigger operation, and the third move is a move determined by two consecutively triggered first skill keys), and when the number of trigger operations reaches the number of consecutive moves, the consecutive move effect can be activated. The skill release method in the game provided by the present application enables multiple moves to be associated with the same skill key. While improving the move combination style, the number of skill keys will not increase, thereby reducing the difficulty of the player's combo operation and the possibility of misoperation. It solves the technical problem in the prior art that the move combination is relatively fixed and the combination style is limited, resulting in the need to configure more skill keys, causing a burden on the player's operation. BRIEF DESCRIPTION OF THE DRAWINGS

[0010] Figure 1 It is a schematic diagram of a method for releasing a combo skill provided in an embodiment of the present application;

[0011] Figure 2 is a schematic diagram of another method for releasing a combo skill provided in an embodiment of the present application;

[0012] Figure 3 This is an application system diagram of a skill release method in a game provided by an embodiment of the present application;

[0013] Figure 4 is a flow chart of a skill release method in a game provided by an embodiment of the present application;

[0014] Figure 5 It is a schematic diagram of equipping each equipment slot with a move on a combo equipment interface provided by an embodiment of the present application;

[0015] Figure 6 is a schematic diagram of an effective trigger provided by an embodiment of the present application;

[0016] Figure 7 is a schematic diagram of an invalid trigger provided by an embodiment of the present application;

[0017] Figure 8It is a schematic diagram of displaying an execution mark on a graphical user interface provided by an embodiment of the present application;

[0018] Fig. 9 It is a schematic diagram of displaying operation guidance information on a graphical user interface provided by an embodiment of the present application;

[0019] Fig.10 It is a flowchart of a combo skill release method provided by an embodiment of the present application;

[0020] Fig.11 It is a display schematic diagram of a method for releasing application combo skills provided by an embodiment of the present application;

[0021] Fig.12 It is another display schematic diagram of the method for releasing application combo skills provided by an embodiment of the present application;

[0022] Fig.13 It is another display schematic diagram of the method for releasing application combo skills provided by an embodiment of the present application;

[0023] Fig.14 It is another display schematic diagram of the method for releasing application combo skills provided by an embodiment of the present application;

[0024] Fig.15 It is another display schematic diagram of the method for releasing application combo skills provided by an embodiment of the present application;

[0025] Fig.16 is a structural schematic diagram of a skill release device in a game provided by another embodiment of the present application;

[0026] Fig.17 It is a schematic diagram of the structure of an electronic device provided in one embodiment of the present application. DETAILED DESCRIPTION

[0027] Many specific details are described in the following description to facilitate a full understanding of the present application. However, the present application can be implemented in many other ways than those described herein, and those skilled in the art can make similar generalizations without violating the connotation of the present application, so the present application is not limited by the specific implementation disclosed below.

[0028] With the development of computer technology and the diversification of terminal functions, the demand for online games on smart terminal devices such as mobile phones and computers is increasing, and the corresponding game types and game skills are also increasing, such as: action games (Action Games), adventure games (Adventure Games), strategy games (Strategy Games), etc., and another example: instant transfer skills, invisibility, etc.

[0029] Role-Playing Game (RPG) is a popular game type among gamers. In RPG, players play a role in a virtual world and complete tasks and goals in the game by controlling the character's actions and decisions. Players can freely choose the character's appearance, skills, attributes and development direction, interact with other player characters or non-player characters in the game, and participate in various game elements such as combat, exploration, and puzzle solving. RPG games have relatively in-depth storylines and character development, which can bring players rich gaming experience and freedom.

[0030] Combo skills are comprehensive skills with stronger attack capabilities set in some RPG games. Usually, players are required to trigger multiple skill keys in a row to make the virtual character perform multiple moves smoothly, thereby stimulating combo skills.

[0031] Figure 1 It is a schematic diagram of a method for releasing a combo skill provided in an embodiment of the present application.

[0032] like Figure 1 As shown, a graphical user interface 12 is provided by a terminal device 11, and the graphical user interface 12 includes a virtual character 131 and a virtual character 132, wherein the virtual character 131 is a player character controlled by the terminal device 11, and the virtual character 132 is an enemy character fighting against the virtual character 131. The graphical user interface 12 also includes skill keys 141, skill keys 142, skill keys 143, skill keys 144, and skill keys 145. The player controls the virtual character 131 to smoothly play the moves corresponding to each skill key by clicking the skill keys in a certain order on the graphical user interface 12, thereby releasing a combo skill to the virtual character 132. For example, the player controls the virtual character 131 to smoothly play move 5, move 2, move 1, move 4, and move 3 by pressing skill keys 145, skill keys 142, skill keys 141, skill keys 144, and skill keys 143 in sequence, thereby activating combo skill 1 and releasing it to the virtual character 132.

[0033] Figure 2 It is a schematic diagram of another method for releasing a combo skill provided in an embodiment of the present application.

[0034] like Figure 2As shown, a graphical user interface 22 is provided by a terminal device 21, and the graphical user interface 22 includes a virtual character 221 and a virtual character 222, wherein the virtual character 221 is a player character controlled by the terminal device 21, and the virtual character 222 is an enemy character fighting against the virtual character 221. The terminal device 21 also provides a keyboard 23, on which the "A" key is set as a skill key 231, the "S" key is set as a skill key 232, the "D" key is set as a skill key 233, the "W" key is set as a skill key 234, and the "E" key is set as a skill key 235. The player controls the virtual character 221 to smoothly play the moves corresponding to each skill key by continuously pressing the above skill keys on the keyboard 23 in a certain order, thereby releasing combo skills to the virtual character 222. For example: the player controls the virtual character 221 to smoothly perform move 5, move 2, move 1, move 4, move 3 by pressing the "E" key, "S" key, "A" key, "W" key, and "D" key in sequence, activates combo skill 1, and releases it to the virtual character 222.

[0035] Usually, different skill key triggering sequences will trigger different action paths of the virtual character, thereby activating different combo skills. Figure 1 As shown, when the player clicks skill key 145, skill key 142, skill key 141, skill key 144, and skill key 143 in sequence, the virtual character 131 will execute the following behavior path: move 5-move 2-move 1-move 4-move 3, that is, the combo skill move 3 is activated; when the player clicks skill key 141, skill key 142, skill key 143, skill key 145, and skill key 144 in sequence, the virtual character 131 will execute the following behavior path: move 1-move 2-move 3-move 5-move 4, that is, the combo skill move 4 is activated; when the player clicks skill key 143, skill key 145, skill key 141, skill key 144, and skill key 142 in sequence, the virtual character 131 will execute the following behavior path: move 3-move 5-move 1-move 4-move 2, that is, the combo skill move 2 is activated.

[0036] In summary, in RPG games, characters are usually required to trigger specific effects through multiple fixed move combinations, and the behavior paths of different moves will activate different effects. Existing move combinations are generally relatively fixed, and the combination styles are relatively limited. If more move combinations are to be achieved, more skill controls need to be configured or more keys need to be used for combination matching, which will undoubtedly increase the player's operating burden and also cause certain pressure on limited keys or screen space. Therefore, the prior art has a technical problem that due to the relatively fixed move combinations and limited combination styles, more skill keys need to be configured, causing the player's operating burden.

[0037] In view of this, the present application provides a method for releasing skills in a game, which associates skill keys, the number of trigger operations, the number of combos, and moves, so that the same skill key corresponds to different moves in different numbers of trigger operations, and when the number of trigger operations reaches the number of combos, the combo effect can be activated. This method allows multiple moves to be associated with the same skill key, and while improving the combination style of moves, the number of skill keys will not increase, reducing the difficulty of the player's combo operation and the possibility of misoperation, and solving the technical problem of the prior art that more skill keys need to be configured due to the relatively fixed combination of moves and limited combination styles, causing a burden on the player's operation.

[0038] The skill release method, device, electronic device and computer-readable storage medium in the game described in this application are further described in detail below in conjunction with specific embodiments and drawings.

[0039] Figure 3 1 is an application system diagram of a skill release method in a game provided by an embodiment of the present application. Figure 3 As shown, the skill release method in the game provided by the embodiment of the present application is applied to the game server 302, and the system also includes a game terminal 301. The game terminal 301 can be any device such as a smart phone, a tablet computer, a laptop computer, a desktop computer, a personal digital assistant (PDA), etc. The game server 302 can be a service module located inside the game terminal 301, or a service device connected to the game terminal 301, or a game server connected to multiple game terminals 301. The game server 302 can respond to the combo operation performed by the player on the game terminal 301, and apply the skill release method in the game provided by the embodiment of the present application to control the controlled virtual character to release the combo skill.

[0040] An embodiment of the present application provides a method for releasing a skill in a game, wherein the method provides a graphical user interface through a terminal device, wherein the content displayed by the graphical user interface includes at least part of a game scene, wherein the game scene includes a virtual character controlled by the terminal device. The method for releasing a skill in a game provided in this embodiment is applicable to any type of terminal device, such as a mobile phone, a tablet computer, a laptop computer, a desktop computer, etc.

[0041] The graphical user interface (GUI) is a form of user interface, which is displayed on the screen of the terminal device. It is a user operation interface displayed in a graphical manner. It is an interface display form for communication between people and electronic devices, allowing users to interact with electronic devices through icons and visual indicators. For mobile games, the display content of the graphical user interface mainly includes game scenes, virtual characters, functional components (such as teammate lists, message interaction boxes, game backpacks, etc.), operation controls (such as mobile controls, attack controls, skill keys), etc. For terminal games, the display content of the graphical user interface mainly includes game scenes, virtual characters, and functional components, and the operation controls are often provided by other input devices of the terminal device, such as: keyboard, mouse, game controller, etc.

[0042] Figure 4 Flowchart of the skill release method in the game provided by this embodiment. Figure 4 The skill release method provided in this embodiment is described in detail. The embodiments described below are used to explain the technical solution of this application and are not intended to be used as limitations for actual use.

[0043] like Figure 4 As shown, the skill release method in the game provided by this embodiment includes the following steps S410 to S430.

[0044] Step S410, in response to a first trigger operation on a first skill key among the skill keys, controlling the virtual character to release a first move.

[0045] The skill key can be understood as an operation control used to control the virtual character to release various skills in the game scene. For example, for mobile games, the skill key can be a skill button displayed on a graphical user interface. Players control the virtual character to release the skill corresponding to the skill button in the game scene by clicking the skill button. For another example, for terminal games, the skill key can be the "A" key, "Z" key, etc. located on the keyboard. Players control the virtual character to release the skills corresponding to the "A" key and "Z" key in the game scene by pressing the "A" key and "Z" key. It can also be the left button on the mouse. Players control the virtual character to release the skills corresponding to the left mouse button in the game scene by pressing the left mouse button. In the method provided in this embodiment, there can be two or more skill keys. The specific number needs to be determined according to the game attributes and is not limited here.

[0046] The first skill key can be understood as one of the skill keys, such as: the left button of a mouse, the "A" key on a keyboard, the first button on a graphical user interface, etc.

[0047] The first trigger operation refers to the trigger operation performed by the player on the first skill key through the terminal device, such as: pressing the left button of the mouse, pressing the "A" key on the keyboard, clicking the first button on the graphical user interface, etc.

[0048] After the player performs the first trigger operation on the first skill key through the terminal device, the server or the terminal can respond to the operation and control the virtual character to release the first move.

[0049] Step S420, within the effective time period after the first trigger operation, in response to a second trigger operation for the first skill key or the second skill key among the skill keys, control the virtual character to release a third move or a fourth move, wherein the third move is a move determined by two consecutive triggers of the first skill key, and the fourth move is a move determined by the consecutive triggers of the first skill key and the second skill key.

[0050] The second trigger operation is a trigger operation after the first trigger operation. For different operation sequences, the skill key will correspond to different moves. For example, in the first trigger operation, the first skill key corresponds to the first move, and in the second trigger operation, the first trigger operation and the second trigger operation determine that the skill key triggered at this time corresponds to the third move.

[0051] The second skill key refers to any skill key among the skill keys except the first skill key, which can be one skill key or multiple skill keys. In a specific implementation, the second skill key is one skill key, and the first skill key and the second skill key can correspond to the left and right buttons of the mouse, or to the "A" key and the "S" key on the keyboard, or to the button 1 and the button 2 on the graphical user interface. The skill keys can be freely set by the player according to his own habits, and there is no restriction here.

[0052] There is a one-to-one correspondence between skill keys, the order of triggering operations, and moves, and this correspondence can be completed through setting operations in the pre-game stage.

[0053] Based on this, in an optional implementation provided in this embodiment, the method provided in this embodiment may further include the following steps S11 and S12:

[0054] Step S11, displaying a combo equipment interface through the graphical user interface, wherein the combo equipment interface includes equipment grids corresponding to each combo position.

[0055] The combo position is used to characterize the order of moves in the combo, that is, the position of each move in the combo. For example, a combo is composed of move 1-move 2-move 3 in sequence, then the combo includes three combo positions. Move 1 is in the first sequence position in the combo, so it corresponds to the first combo position, move 2 is in the second sequence position in the combo, so it corresponds to the second combo position, and move 3 is in the third sequence position in the combo, so it corresponds to the third combo position.

[0056] The number of combo positions is equal to the preset number of combo times. The number of combo times is a preset adjustable value. For example, the number of combo times is 3, that is, 3 consecutive moves are required to achieve a combo, and the number of combo positions is 3.

[0057] The combo equipment interface can be understood as a setting interface for setting the order of skill keys and trigger operations, and the corresponding relationship between moves. In the combo equipment interface, players can set the moves corresponding to each skill key in each trigger operation according to their own preferences. Specifically, the moves are added to the equipment grids corresponding to each combo position. For example: for a three-combo with a combo number of 3 times, the number of combo positions is 3, and the player needs to add the same number of moves as the skill keys to the equipment grid corresponding to each combo position. If the skill keys include two, then it is necessary to equip the first combo position with move 1 corresponding to the first skill key and move 2 corresponding to the second skill key, the second combo position with move 3 corresponding to the first skill key and move 4 corresponding to the second skill key, and the third combo position with move 5 corresponding to the first skill key and move 6 corresponding to the second skill key. After the equipment grids included in the combo equipment interface are fully equipped, the game can be started.

[0058] Step S12, in response to the adding operation for the target equipment grid in the equipment grid, adding the target move in the target equipment grid, wherein the target move is a move determined by the moves respectively corresponding to the equipment grids of the combo positions before the target combo position, and the target combo position is the combo position corresponding to the target equipment grid.

[0059] The moves added in each equipment slot are related to the moves added in the equipment slot before the equipment slot, which can ensure that each move in a combo is a different move. Specifically, when adding a target move in a target equipment slot, the alternative moves that can be added are the moves that have not been added in the equipment slots of each combo slot before the target combo slot corresponding to the target equipment slot, that is, the target move is determined by the moves corresponding to the equipment slots of the combo slot before the target combo slot.

[0060] In an optional implementation provided by this embodiment, adding a target move in the target equipment slot may include the following steps S121 to S122:

[0061] Step S121, in response to a selection operation on a target equipment grid in the equipment grid, the moves that can be added to the target equipment grid are displayed in the combo equipment interface.

[0062] When a player selects a target equipment slot on the combo equipment interface, the game server or terminal will display the alternative moves that can be added to the target equipment slot on the combo equipment interface.

[0063] The selection operation may be a click operation on the target equipment grid by a mouse, or a long press operation on the target equipment grid by a finger, etc. The specific operation form is not limited here.

[0064] In an optional implementation, before the combo equipment interface displays the moves that can be added to the target equipment grid, the method provided in this embodiment may also include determining the type of moves that can be added to the target equipment grid according to the combo position corresponding to the target equipment grid; and determining the moves that can be added to the target equipment grid according to the type.

[0065] In a specific implementation, the types of moves include a first type representing light attack moves and a second type representing heavy attack moves. Moves that can be added to the target equipment slot are determined according to the order of the target combo slots corresponding to the target equipment slots in each combo slot, which is specifically manifested as follows:

[0066] If the target combo position corresponding to the target equipment slot is the last one of the combo positions, determining that the type of the move that can be added to the target equipment slot is the second type;

[0067] If the target combo position corresponding to the target equipment slot is not the last one of the combo positions, it is determined that the type of the move that can be added to the target equipment slot is the first type.

[0068] That is to say, the equipment slot corresponding to the last combo position is equipped with a move with a heavy attack effect, and the equipment slots corresponding to other combo positions except the last combo position are equipped with moves with a light attack effect. This equipment effect is more in line with the logic of releasing combos from weak to strong.

[0069] After determining the type of moves that can be added to the target equipment slot, you can further determine the moves that can be added to the target equipment slot, specifically:

[0070] If the type of the moves that can be added to the target equipment slot is the second type, determining the moves included in the second type as the moves that can be added to the target equipment slot;

[0071] If the type of the moves that can be added to the target equipment slot is the first type, the moves included in the first type are determined as the moves that can be added to the target equipment slot.

[0072] In a specific implementation, when determining the moves that can be added to the target equipment slot, not only the type of moves that can be added to the equipment slot must be considered, but also the moves that have been added to the equipment slot before the target equipment slot. Moves that have been added are eliminated from the moves included in the type of moves that can be added to the target equipment slot, which is the moves that can be added to the target equipment slot.

[0073] Therefore, in actual application, adding moves to the equipment grid needs to be done one by one from the equipment grid with low combo position to the equipment grid with high combo position.

[0074] Step S122, in response to a selection operation on a target move among the addable moves, adding the target move to the target equipment slot.

[0075] After the moves that can be added to the target equipment grid are determined, the target moves are added to the target equipment grid based on the player's selection operation of the target moves from the addable moves. The selection operation of the target moves can be understood as a click operation on the target moves by a mouse or finger, or a drag operation of dragging the target moves to the target equipment grid by a mouse or finger, and the specific implementation method is not limited here.

[0076] Figure 5 1 is a schematic diagram of equipping each equipment slot with a move on the combo equipment interface provided by this embodiment. Assume that the preset number of combos is 3, that is, a combo can be triggered by three moves, and the number of combo slots is 3. Assume that there are two skill keys, namely skill key A and skill key B.

[0077] like Figure 5As shown, a combo equipment interface 51 is displayed on the graphical user interface, and the combo equipment interface 51 includes multiple equipment grids. The equipment grid corresponding to skill key A is displayed as a square, and the equipment grid corresponding to skill key B is displayed as a circle. Of course, other graphics or colors can also be used to distinguish them. For each combo position, the moves corresponding to skill key A and skill key B need to be set, and they are set one by one from the first combo position to the third combo position. For example: for the first combo position, add move 1 to the equipment grid 521 representing skill key A, and add move 2 to the equipment grid 522 representing skill key B; for the second combo position, add move 3 that is different from the moves added in equipment grid 521 to the equipment grid 531 representing skill key A, and add move 4 that is different from the moves added in equipment grid 521 and equipment grid 531 to the equipment grid 532 representing skill key B; for the third combo position, add the same moves as those added in equipment grid 521 to the equipment grid 541 representing skill key A. and moves 5 that are different from the moves added in equipment grid 531, moves 6 that are different from the moves added in equipment grid 521, equipment grid 531, and equipment grid 541 are added in equipment grid 542 representing skill key B, moves 7 that are different from the moves added in equipment grid 521 and equipment grid 532 are added in equipment grid 543 representing skill key A, and moves 8 that are different from the moves added in equipment grid 521, equipment grid 532, and equipment grid 543 are added in equipment grid 544 representing skill key B. Equipment grid 533, equipment grid 534, equipment grid 545, equipment grid 546, equipment grid 547, and equipment grid 548 are currently in a state where no moves have been added. Adding moves to equipment grids can reflect the relevant information of the moves on the equipment grids, for example, displaying the name and icon of the added moves on the equipment grids, and the equipment grids that do not display move information are equipment grids that have not added moves.

[0078] The following uses equipment slot 533 as the target equipment slot for adding moves to explain in detail how to add moves to the equipment slot:

[0079] In response to the player's click operation on the equipment grid 533, a move column 55 in which moves can be added to the equipment grid 533 is displayed in the combo equipment interface 51. The moves included in the move column 55 are moves in the move type corresponding to the equipment grid 533. Because the equipment grid 533 does not correspond to the last combo position (the third combo position), the moves included in the move column 55 are light attack type moves and do not include the move 2 added in the equipment grid 522. The player can add move 3 to the equipment grid 533 by selecting move 3 in the move column 55. Figure 5An optional operation of selecting a move is shown in FIG. 5 , that is, the player can add move 3 to the equipment grid 533 by clicking the equipment button 551 next to move 3. Of course, move 2 added to the equipment grid 522 can also be displayed in the move bar 55, and a prompt message that it has been installed can be marked on move 2. Through the complete display of addable moves, the player can re-plan the order of moves and switch moves in the set equipment grids. For example, switch the move 2 added to the equipment grid 522, re-add other moves, and add move 2 to the equipment grid 533.

[0080] Through the above method, players can freely match a variety of move combinations. On the one hand, it enhances the playability of the game, allowing players to set combo trigger rules according to their own preferences and integrate players into the game. On the other hand, it reduces the player's memory cost. Since the combo trigger rules are set by the players according to their own preferences, it will be much easier for the players to remember the order of the combos.

[0081] The above explains in detail the skill keys, the order of triggering operations, and the establishment of the correspondence between moves. The following explains the relationship between different numbers of triggering operations.

[0082] The prerequisite for the game server to control the virtual character to release the third move or the fourth move in response to the second trigger operation is that the second trigger operation is within the valid time period after the first trigger operation. In other words, if the second trigger operation is outside the valid time period after the first trigger operation, the second trigger operation will be determined by the game server as an invalid operation.

[0083] The effective time period is an adjustable value, which can be understood as a time standard for determining whether the second trigger operation is a valid operation. The second trigger operation being a valid operation can be reflected in that the first move triggered by the first trigger operation and the third move or the fourth move triggered by the second trigger operation are recognized as a combo.

[0084] In an optional implementation provided by this embodiment, the animation corresponding to the first move is played within a first preset time after the first trigger operation. That is, after the player performs the first trigger operation on the first skill key through the terminal device, the game server controls the virtual character to release the first move, and plays the animation of the virtual character releasing the first move within the first preset time.

[0085] The first preset duration is an adjustable value, which can be understood as the time period for playing the animation of the virtual character releasing a move. For example, if the first preset duration is set to 0.4 seconds, then the animation corresponding to the first move is played in the period from 0 to 0.4 seconds after the first trigger operation.

[0086] In another optional implementation provided by this embodiment, the effective time period is a time period corresponding to a second preset time period after the first trigger operation has occurred for the first preset time period.

[0087] The second preset duration is an adjustable value. The time period corresponding to the second preset duration is the time period after the time period corresponding to the first preset duration, that is, the effective time period. The second trigger operation performed by the player within the time period corresponding to the second preset duration can be recognized as a valid operation, and the first move triggered by the first trigger operation and the third move or fourth move triggered by the second trigger operation can be recognized as a combo. For example, if the first preset duration is set to 0.4 seconds and the second preset duration is set to 0.6 seconds, then the effective time period corresponding to the second preset duration is the time period between 0.4 seconds and 1 second.

[0088] Figure 6 It is a schematic diagram of effective triggering provided by this embodiment.

[0089] like Figure 6 As shown, the first preset duration is set to 0.4 seconds, and the second preset duration is set to 0.6 seconds. After the first trigger operation, there is a time period 601 (0-0.4 seconds) corresponding to the first preset duration of the animation 1 corresponding to the first move. The second trigger operation performed by the player in the time period 601 will not be responded by the game server and is an invalid operation. After the time period 601, there is a time period 602 (0.4 seconds-1 second) corresponding to the second preset duration in which the second trigger operation can be performed. The second trigger operation performed by the player in the time period 602 can be responded by the game server and is determined to be a valid operation. Assuming that the trigger time of the second trigger operation is 1 second,

[0090] Then, within the time period 603 (1 second to 1.4 seconds) after the second trigger operation, the animation 3 or the animation 4 corresponding to the third move or the fourth move will be played.

[0091] In another optional implementation provided in this embodiment, after the first trigger operation has passed a third preset time length, in response to a second trigger operation for the first skill key or the second skill key among the skill keys, the virtual character is controlled to release the first move or the second move, and the third preset time length is equal to the first preset time length plus the second preset time length.

[0092] The second trigger operation after the third preset time of the first trigger operation can be understood as a trigger operation performed by the player after the first trigger operation is performed, after the first preset time plus the second preset time. In other words, the second trigger operation at this time is no longer within the valid time period. Although the second trigger operation can be responded to by the game server, it will still be judged as an invalid operation, and the moves triggered by the second trigger operation are not combos with the first moves. Therefore, in this case, the game server will re-record the number of trigger operations, identify the second trigger operation as the first trigger operation, and when the first trigger operation is triggered, the first move corresponding to the first skill key, or the second move corresponding to the second skill key.

[0093] Figure 7 It is a schematic diagram of the invalid trigger provided by this embodiment.

[0094] like Figure 7 As shown, the first preset duration is set to 0.4 seconds, and the second preset duration is set to 0.6 seconds. After the first trigger operation, there is a time period 701 (0-0.4 seconds) corresponding to the first preset duration for playing animation 1 corresponding to the first move. After time period 701, there is a time period 702 (0.4 seconds-1 second) corresponding to the second preset duration for executing the second trigger operation. The player performs the second trigger operation outside time period 702. The second trigger operation can be responded to by the game server, but because the second trigger operation is not within the valid time period 702, it is determined not to be a valid operation, and the number of trigger operations is re-recorded. The second trigger operation is used as a new first trigger operation to trigger the first move corresponding to the first skill key, or the second move corresponding to the second skill key, and the animation 1 or animation 2 corresponding to the first move or the second move is played in the time period 703 (0 seconds-0.4 seconds) after the second trigger operation.

[0095] The combo effect is triggered by a combination of multiple moves, so during the operation, multiple moves need to be triggered in a certain order. In order to prevent the player from getting lost in the current operation link during the operation, in an optional implementation provided in this embodiment, in response to the trigger operation for the skill key, the execution mark corresponding to the trigger operation is displayed through the graphical user interface, and the execution mark is used to indicate that the player has currently executed the trigger operation for the skill key.

[0096] In a specific implementation, the number of execution marks represents the number of times the player has currently executed the trigger operation for the skill key. By displaying the execution mark on the graphical user interface, the player can clearly know how many times the trigger operation has been executed and how many times the trigger operation needs to be executed to trigger the combo effect.

[0097] In another specific implementation, the execution mark is also used to indicate the type of move triggered by the trigger operation currently executed by the player. For example, a light attack type or a heavy attack type. During the game, a heavy attack type move often triggers a combo effect. By displaying the execution mark with the move type on the graphical user interface, the player can clearly know the type of the move that has been triggered, and know whether the virtual character is going to release the combo effect according to the execution mark.

[0098] Figure 8 This is a schematic diagram of displaying an execution mark on a graphical user interface provided by this embodiment.

[0099] like Figure 8 As shown, an execution mark 81 is displayed on the graphical user interface, and the execution mark 81 includes a circular icon 811, a circular icon 812, and a circular icon 813. The circular icons 811 and 812 are gray, and the circular icon 813 is black. Gray represents a light attack type move, and black represents a heavy attack type move. Through the execution mark 81 displayed on the graphical user interface, the player can obtain the following information: first, the number of trigger operations currently executed is 3 times, and second, the moves triggered by the first trigger operation and the second trigger operation are light attack type moves, and the moves triggered by the third trigger operation are heavy attack type moves, and the virtual character is about to release a combo effect.

[0100] In another optional implementation provided by the present embodiment, in response to a trigger operation on a skill key, operation guide information is displayed through the graphical user interface, and the operation guide information is used to indicate the currently executable trigger operations and the move information triggered by each executable trigger operation.

[0101] The currently executable trigger operation is a trigger operation for different skill keys, and the operation guide information can guide the player on which skill keys can be currently triggered, and what moves can be triggered by different skill keys, i.e., move information. By displaying the operation guide information on the graphical user interface, the player's memory cost is reduced. The player does not need to remember which skill key triggered the pre-triggered move, and can easily select the pre-triggered move according to the operation guide information, avoiding the player getting lost in the next operation link during the operation process.

[0102] Fig. 9 This is a schematic diagram of displaying operation guidance information on a graphical user interface provided by this embodiment.

[0103] like Fig. 9As shown, operation guide information 91 is displayed on the graphical user interface, and the operation guide information 91 includes a rectangular icon 911 and a rectangular icon 912. The rectangular icon 911 displays an icon "A" corresponding to the first skill key and move information "move 1" corresponding to the move that can be triggered by the first skill key, and the rectangular icon 912 displays an icon "B" corresponding to the second skill key and move information "move 2" corresponding to the move that can be triggered by the second skill key. Through the prompts of the operation guide information 91, the player can trigger the first skill key to make the virtual character release move 1 without memorizing it.

[0104] Step S430, in response to the number of trigger operations for the skill key reaching a preset number of combos, and the trigger time of adjacent trigger operations is within the effective time period, controlling the virtual character to release a fifth move and triggering a combo effect, wherein the fifth move is a move determined by the triggered skill key and the triggering order of the skill keys.

[0105] The number of combos is a preset adjustable value. For example, the number of combos is 3, that is, 3 consecutive moves are required to trigger a combo. Because each move is executed in response to the player triggering a skill key, so when the number of trigger operations for the skill key reaches the number of combos, it means that each move that makes up the combo has been released, and the combo can be triggered and a combo effect is produced. Of course, triggering a combo effect also requires satisfying the second condition, that is, the triggering time of adjacent triggering operations is within the valid time period. As shown above, if the triggering time of the triggering operation is outside the valid time period, the combo operation will be restarted. Therefore, when the triggering time of adjacent triggering operations is within the valid time period, and the number of triggering operations reaches the number of combos, the combo can be triggered and a combo effect can be produced.

[0106] The fifth move can be understood as a combo composed of multiple moves, and the release of this move by the virtual character will cause greater damage to the enemy character. Since different skill keys correspond to different moves in different triggering sequences, the fifth move is jointly determined by the triggered skill keys and the triggering sequence of the skill keys. For example: the number of combos is 3 times, the triggered skill keys are skill keys A and skill keys B, and the triggering sequence of the skill keys is AAB. Skill key A corresponds to move 1 in the first combo position, moves 3 in the second combo position, and moves 5 in the third combo position. Skill key B corresponds to move 2 in the first combo position, moves 4 in the second combo position, and moves 6 in the third combo position. Then, for the trigger operation with a triggering sequence of AAB, the fifth move is a combo consisting of moves 1, moves 3, and moves 6.

[0107] Different moves will form different combos, thus triggering different combo effects. The number of combos is determined by the number of skill keys and the number of combos. Specifically, N represents the preset number of combos, and M represents the number of skill keys. Then, the number of combos Q can be obtained by the following formula:

[0108] Q=M N

[0109] That is to say, when the number of skill keys is 2 (skill key A and skill key B), the preset number of combos is 3, and the number of combos that can be composed is 8, as shown in Table 1:

[0110] Table 1: Number of combos (three combos)

[0111] First move Second move The third move Combos B A A First combo B A B Second combo B B A The third combo B B B Fourth combo A B B Fifth combo A B A Sixth combo A A B Seventh combo A A A Eighth combo

[0112] Similarly, when the number of skill keys is 2 (skill key A and skill key B), the preset number of combos is 4, the number of combos available is 16, the preset number of combos is 5, the number of combos available is 32, and Table 2 shows the number of combos when the number of combos is 4. The number of combos when the number of combos is 5 is no longer displayed in the table.

[0113] Table 2: Number of combos (four-combo)

[0114]

[0115]

[0116] The skill release method in the game provided by this embodiment is described in detail above. The following takes the skill keys as skill key A and skill key B and the number of combos as four as an example to further illustrate the method described in this embodiment.

[0117] Fig.10 It is a flowchart of the combo skill release method provided in this embodiment.

[0118] like Fig.10 The method for releasing a combo skill provided in this embodiment includes the following steps S21 to S24:

[0119] Step S21: In response to the player's triggering operation on skill key A on the terminal device, the game server controls the virtual character to release move 1, and plays animation 1 of the virtual character releasing move 1 in time period 1011. Since the triggering operation is a starting operation, an execution mark 1021 with an identification pattern and operation execution information 1031 are displayed on the graphical user interface, and the operation execution information 1031 indicates that the move that can be triggered by the "A" key is move 3, and the move that can be triggered by the "B" key is move 4.

[0120] Step S22: In response to the player's triggering operation on skill key A within time period 1012, the game server controls the virtual character to release move 3, and plays animation 2 of the virtual character releasing move 3 within time period 1013. Since this triggering operation is the second operation, an execution mark 1022 having two identification patterns and operation execution information 1032 are displayed on the graphical user interface, and the operation execution information 1032 indicates that the move that can be triggered by the "A" key is move 5, and the move that can be triggered by the "B" key is move 6.

[0121] Step S23: In response to the player's triggering operation on skill key B in time period 1014, the game server controls the virtual character to release move 6, and plays animation 3 of the virtual character releasing move 6 in time period 1015. Since this triggering operation is the third operation, an execution mark 1023 with three identification patterns and operation execution information 1033 are displayed on the graphical user interface, and the operation execution information 1033 indicates that the move that can be triggered by the "A" key is move 7, and the move that can be triggered by the "B" key is move 8.

[0122] Step S24: In response to the player's triggering operation on skill key B within time period 1016, the game server controls the virtual character to release move 8. Since the triggering operation is the fourth operation, that is, the number of combo moves is reached, an execution logo 1024 with four logo patterns is displayed on the graphical user interface, and animation 4 of the virtual character releasing move 8 is played, as well as the combo skill composed of move 1-move 3-move 6-move 8.

[0123] correspond Fig.10 , Figure 11-Figure 15 It is a display schematic diagram of the application combo skill release method provided in this embodiment.

[0124] like Fig.11 As shown, the graphical user interface displays a portion of the game scene and a virtual character 1110. In response to the player's triggering operation on skill key A, as shown in FIG. Fig.12 As shown, the graphical user interface displays an animation of the virtual character 1110 releasing move 1, and displays an execution mark 1121 having an identification pattern and operation execution information 1131. The operation execution information 1131 indicates that the move that can be triggered by the "A" key is move 3, and the move that can be triggered by the "B" key is move 4. In response to the player's re-triggering operation of the skill key A within the valid time period, as shown in FIG. Fig.13As shown, the graphical user interface displays an animation of the virtual character 1110 releasing move 3, and displays an execution mark 1122 having two identification patterns and operation execution information 1132. The operation execution information 1132 indicates that the move that can be triggered by the "A" key is move 5, and the move that can be triggered by the "B" key is move 6. In response to the player's triggering operation on skill key B within the valid time period, as shown in FIG. Fig.14 As shown, the graphical user interface displays an animation of the virtual character 1110 releasing move 6, and displays an execution mark 1123 having three identification patterns and operation execution information 1133. The operation execution information 1133 indicates that the move that can be triggered by the "A" key is move 7, and the move that can be triggered by the "B" key is move 8. In response to the player's re-triggering operation of the skill key B within the valid time period, as shown in FIG. Fig.15 As shown, the graphical user interface shows a virtual character 1110 releasing a skill combo of move 1-move 3-move 6-move 8, and an execution mark 1124 having four mark patterns is displayed.

[0125] The above embodiment provides an optional method for releasing skills in a game. It should be noted that the examples in this embodiment are only for explaining the method described in this application and are not intended to be a limitation for actual use. The method for releasing skills in a game provided in this application includes but is not limited to the method described in the above embodiment.

[0126] Another embodiment of the present application provides a skill release device in a game, which provides a graphical user interface through a terminal device, and the content displayed by the graphical user interface includes at least a part of the game scene, and the game scene includes a virtual character controlled by the terminal device.

[0127] Fig.16 It is a schematic diagram of the structure of the skill release device in the game provided by this embodiment.

[0128] like Fig.16 As shown, the skill releasing device in the game provided by this embodiment includes: a first control unit 1601, a second control unit 1602, and a third control unit 1603.

[0129] The first control unit 1601 is used to control the virtual character to release a first move in response to a first trigger operation on a first skill key among the skill keys.

[0130] The second control unit 1602 is used to control the virtual character to release a third move or a fourth move in response to a second trigger operation on the first skill key or the second skill key among the skill keys within a valid time period after the first trigger operation, wherein the third move is a move determined by two consecutive triggers of the first skill key, and the fourth move is a move determined by the consecutive triggers of the first skill key and the second skill key.

[0131] The third control unit 1603 is used to control the virtual character to release a fifth move and trigger a combo effect in response to the number of trigger operations on the skill key reaching a preset number of combos, and the trigger time of adjacent trigger operations is within a valid time period, wherein the fifth move is a move determined by the triggered skill key and the triggering order of the skill keys.

[0132] Optionally, the device further comprises: an execution identification display unit;

[0133] The execution mark display unit is used to respond to the trigger operation on the skill key and display the execution mark corresponding to the trigger operation through the graphical user interface. The execution mark is used to indicate that the player has currently executed the trigger operation on the skill key.

[0134] Optionally, the execution flag is also used to represent the type of move triggered by the trigger operation currently executed by the player.

[0135] Optionally, the device further comprises: an operation guidance information display unit;

[0136] The operation guide information display unit is used to respond to the trigger operation on the skill key and display the operation guide information through the graphical user interface, wherein the operation guide information is used to indicate the currently executable trigger operations and the move information triggered by each executable trigger operation.

[0137] Optionally, the currently executable trigger operation is a trigger operation for different skill keys.

[0138] Optionally, the device further comprises: a combo equipment interface display unit;

[0139] The combo equipment interface display unit is used to display a combo equipment interface through the graphical user interface, wherein the combo equipment interface includes equipment grids corresponding to each combo position, wherein the combo position is used to represent the order of moves in the combo, and the number of the combo positions is equal to the preset number of combos;

[0140] In response to an add operation on a target equipment slot in the equipment slot, a target move is added to the target equipment slot, wherein the target move is a move determined by the moves corresponding to the equipment slots of the combo slots before the target combo slot, and the target combo slot is the combo slot corresponding to the target equipment slot.

[0141] Optionally, the response to the adding operation of the target equipment grid in the equipment grid, adding a target move in the target equipment grid, includes:

[0142] In response to a selection operation on a target equipment grid in the equipment grid, the moves that can be added to the target equipment grid are displayed in the combo equipment interface;

[0143] In response to a selection operation on a target move among the addable moves, the target move is added to the target equipment slot.

[0144] Optionally, also include:

[0145] Determine the type of moves that can be added to the target equipment slot according to the combo position corresponding to the target equipment slot;

[0146] The moves that can be added to the target equipment slot are determined according to the type.

[0147] Optionally, the types of moves include a first type representing a light strike move and a second type representing a heavy strike move;

[0148] The determining the type of moves that can be added to the target equipment slot according to the combo position corresponding to the target equipment slot includes:

[0149] If the target combo position corresponding to the target equipment slot is the last one of the combo positions, determining that the type of the move that can be added to the target equipment slot is the second type;

[0150] If the target combo position corresponding to the target equipment slot is not the last one of the combo positions, it is determined that the type of the move that can be added to the target equipment slot is the first type.

[0151] Optionally, determining the moves that can be added to the target equipment slot according to the type includes:

[0152] If the type of the moves that can be added to the target equipment slot is the second type, determining the moves included in the second type as the moves that can be added to the target equipment slot;

[0153] If the type of the moves that can be added to the target equipment slot is the first type, the moves included in the first type are determined as the moves that can be added to the target equipment slot.

[0154] Optionally, the device further comprises: an animation playing unit;

[0155] The animation playing unit is used to respond to a first trigger operation on a first skill key among the skill keys, and play the animation corresponding to the first move within a first preset time period after the first trigger operation.

[0156] Optionally, the effective time period is a time period corresponding to a second preset time period after the first trigger operation has occurred after the first preset time period.

[0157] Optionally, also include:

[0158] After a third preset time period has passed since the first trigger operation, in response to a second trigger operation on the first skill key or the second skill key among the skill keys, the virtual character is controlled to release the first move or the second move.

[0159] The third preset duration is equal to the first preset duration plus the second preset duration.

[0160] An embodiment of the present application provides an electronic device, Fig.17 It is a schematic diagram of the structure of the electronic device provided in this embodiment.

[0161] like Fig.17 As shown, the electronic device provided in this embodiment includes: a memory 1701 and a processor 1702;

[0162] The memory 1701 is used to store computer instructions for executing a skill release method in a game;

[0163] The processor 1702 is configured to execute computer instructions stored in the memory 1701 to perform the following operations:

[0164] In response to a first trigger operation on a first skill key among the skill keys, controlling the virtual character to release a first move;

[0165] In response to a second trigger operation on the first skill key or the second skill key among the skill keys within a valid time period after the first trigger operation, controlling the virtual character to release a third move or a fourth move, wherein the third move is a move determined by two consecutive triggers of the first skill key, and the fourth move is a move determined by the consecutive triggers of the first skill key and the second skill key;

[0166] In response to the number of trigger operations on the skill key reaching a preset number of combos, and the trigger time of adjacent trigger operations is within the effective time period, the virtual character is controlled to release a fifth move and trigger a combo effect, wherein the fifth move is determined by the triggered skill key and the triggering order of the skill keys.

[0167] Optionally, perform the following operations:

[0168] In response to a trigger operation on a skill key, an execution mark corresponding to the trigger operation is displayed through the graphical user interface, and the execution mark is used to indicate that the player has currently executed the trigger operation on the skill key.

[0169] Optionally, the execution flag is also used to represent the type of move triggered by the trigger operation currently executed by the player.

[0170] Optionally, perform the following operations:

[0171] In response to a trigger operation on a skill key, operation guide information is displayed through the graphical user interface, and the operation guide information is used to indicate the currently executable trigger operations and the move information triggered by each executable trigger operation.

[0172] Optionally, the currently executable trigger operation is a trigger operation for different skill keys.

[0173] Optionally, perform the following operations:

[0174] Displaying a combo equipment interface through the graphical user interface, wherein the combo equipment interface includes equipment grids corresponding to respective combo positions, wherein the combo positions are used to represent the order of moves in a combo, and the number of the combo positions is equal to the preset number of combo times;

[0175] In response to an add operation on a target equipment slot in the equipment slot, a target move is added to the target equipment slot, wherein the target move is a move determined by the moves corresponding to the equipment slots of the combo slots before the target combo slot, and the target combo slot is the combo slot corresponding to the target equipment slot.

[0176] Optionally, the response to the adding operation of the target equipment grid in the equipment grid, adding a target move in the target equipment grid, includes:

[0177] In response to a selection operation on a target equipment grid in the equipment grid, the moves that can be added to the target equipment grid are displayed in the combo equipment interface;

[0178] In response to a selection operation on a target move among the addable moves, the target move is added to the target equipment slot.

[0179] Optionally, perform the following operations:

[0180] Determine the type of moves that can be added to the target equipment slot according to the combo position corresponding to the target equipment slot;

[0181] The moves that can be added to the target equipment slot are determined according to the type.

[0182] Optionally, the types of moves include a first type representing a light strike move and a second type representing a heavy strike move;

[0183] The determining the type of moves that can be added to the target equipment slot according to the combo position corresponding to the target equipment slot includes:

[0184] If the target combo position corresponding to the target equipment slot is the last one of the combo positions, determining that the type of the move that can be added to the target equipment slot is the second type;

[0185] If the target combo position corresponding to the target equipment slot is not the last one of the combo positions, it is determined that the type of the move that can be added to the target equipment slot is the first type.

[0186] Optionally, determining the moves that can be added to the target equipment slot according to the type includes:

[0187] If the type of the moves that can be added to the target equipment slot is the second type, determining the moves included in the second type as the moves that can be added to the target equipment slot;

[0188] If the type of the moves that can be added to the target equipment slot is the first type, the moves included in the first type are determined as the moves that can be added to the target equipment slot.

[0189] Optionally, perform the following operations:

[0190] In response to a first trigger operation on a first skill key among the skill keys, an animation corresponding to the first move is played within a first preset time period after the first trigger operation.

[0191] Optionally, the effective time period is a time period corresponding to a second preset time period after the first trigger operation has occurred after the first preset time period.

[0192] Optionally, perform the following operations:

[0193] After a third preset time period has passed since the first trigger operation, in response to a second trigger operation on the first skill key or the second skill key among the skill keys, the virtual character is controlled to release the first move or the second move.

[0194] The third preset duration is equal to the first preset duration plus the second preset duration.

[0195] Yet another embodiment of the present application provides a computer-readable storage medium, where the computer-readable storage medium includes computer instructions, and when the computer instructions are executed by a processor, they are used to implement the methods described in the embodiments of the present application.

[0196] It should be noted that the relational terms such as "first" and "second" in this article are only used to distinguish one entity or operation from another entity or operation, and do not require or imply any actual relationship or order between these entities or operations. In addition, the words "include", "have", "include" and "includes" and other similar forms are the same in meaning, and the end of any one or more items after any of the above words is open-ended, and any of the above nouns does not mean that the one or more items have been exhaustively listed or are limited to the one or more items listed.

[0197] As used herein, unless expressly stated otherwise, the term "or" includes all possible combinations, except those that are not feasible. For example, if it is expressed that a database may include A or B, then unless otherwise specifically stated or not feasible, it may include database A, or B, or A and B. As a second example, if it is expressed that a database may include A, B, or C, then unless otherwise specifically stated or not feasible, the database may include database A, or B, or C, or A and B, or A and C, or B and C, or A, B, and C.

[0198] It is worth noting that the above embodiments can be implemented by hardware or software (program code), or a combination of hardware and software. If implemented by software, it can be stored in the above-mentioned computer-readable medium. When the software is executed by a processor, it can execute the above-mentioned disclosed method. The computing unit and other functional units described in the present disclosure can be implemented by hardware or software, or a combination of hardware and software. Those of ordinary skill in the art will also understand that the above-mentioned multiple modules / units can be combined into one module / unit, and each of the above-mentioned modules / units can be further divided into multiple sub-modules / sub-units.

[0199] In the above detailed description, the embodiments have been described with reference to many specific details, which may vary from implementation to implementation. Certain adaptations and modifications may be made to the embodiments. For those skilled in the art, other embodiments may be readily apparent from the specific embodiments disclosed in the present application. This specification and examples are for exemplary purposes only, and the true scope and essence of the present application are described by the claims. The sequence of steps shown in the diagrams is also for the purpose of explanation only and is not intended to be limited to any particular steps or sequence. Therefore, those skilled in the art will appreciate that these steps may be performed in different orders when implementing the same method.

[0200] In the drawings and detailed description of the present application, exemplary embodiments are disclosed. However, many variations and modifications may be made to these embodiments. Accordingly, although specific terms are used, these terms are only general and descriptive and not for the purpose of limitation.

Claims

1. A skill release method in a game, characterized in that: A graphical user interface is provided through a terminal device, wherein the content displayed by the graphical user interface includes at least a part of a game scene, and the game scene includes a virtual character controlled by the terminal device, and the method includes: In response to a first trigger operation on a first skill key among the skill keys, controlling the virtual character to release a first move; In response to a second trigger operation on the first skill key or the second skill key among the skill keys within a valid time period after the first trigger operation, controlling the virtual character to release a third move or a fourth move, wherein the third move is a move determined by two consecutive triggers of the first skill key, and the fourth move is a move determined by the consecutive triggers of the first skill key and the second skill key; In response to the number of trigger operations on the skill key reaching a preset number of combos, and the trigger time of adjacent trigger operations is within the effective time period, the virtual character is controlled to release a fifth move and trigger a combo effect, wherein the fifth move is determined by the triggered skill key and the triggering order of the skill keys.

2. The method according to claim 1, characterized in that The method further comprises: In response to a trigger operation on a skill key, an execution mark corresponding to the trigger operation is displayed through the graphical user interface, and the execution mark is used to indicate that the player has currently executed the trigger operation on the skill key.

3. The method according to claim 2, characterized in that The execution flag is also used to indicate the type of move triggered by the trigger operation currently executed by the player.

4. The method according to claim 1, characterized in that: The method further comprises: In response to a trigger operation on a skill key, operation guide information is displayed through the graphical user interface, and the operation guide information is used to indicate the currently executable trigger operations and the move information triggered by each executable trigger operation.

5. The method according to claim 4, characterized in that The currently executable trigger operation is a trigger operation for different skill keys.

6. The method according to claim 1, characterized in that The method further comprises: Displaying a combo equipment interface through the graphical user interface, wherein the combo equipment interface includes equipment grids corresponding to respective combo positions, wherein the combo positions are used to represent the order of moves in a combo, and the number of the combo positions is equal to the preset number of combo times; In response to an add operation on a target equipment slot in the equipment slot, a target move is added to the target equipment slot, wherein the target move is a move determined by the moves corresponding to the equipment slots of the combo slots before the target combo slot, and the target combo slot is the combo slot corresponding to the target equipment slot.

7. The method according to claim 6, characterized in that The response is directed to an adding operation of a target equipment grid in the equipment grid, and adds a target move in the target equipment grid, including: In response to a selection operation on a target equipment grid in the equipment grid, the moves that can be added to the target equipment grid are displayed in the combo equipment interface; In response to a selection operation on a target move among the addable moves, the target move is added to the target equipment slot.

8. The method according to claim 7, characterized in that The method further comprises: Determine the type of moves that can be added to the target equipment slot according to the combo position corresponding to the target equipment slot; The moves that can be added to the target equipment slot are determined according to the type.

9. The method according to claim 8, characterized in that The types of moves include a first type representing a light attack move and a second type representing a heavy attack move; The determining the type of moves that can be added to the target equipment slot according to the combo position corresponding to the target equipment slot includes: If the target combo position corresponding to the target equipment slot is the last one of the combo positions, determining that the type of the move that can be added to the target equipment slot is the second type; If the target combo position corresponding to the target equipment slot is not the last one of the combo positions, it is determined that the type of the move that can be added to the target equipment slot is the first type.

10. The method according to claim 9, characterized in that The step of determining the moves that can be added to the target equipment slot according to the type includes: If the type of the moves that can be added to the target equipment slot is the second type, determining the moves included in the second type as the moves that can be added to the target equipment slot; If the type of the moves that can be added to the target equipment slot is the first type, the moves included in the first type are determined as the moves that can be added to the target equipment slot.

11. The method according to claim 1, characterized in that: The method further comprises: In response to a first trigger operation on a first skill key among the skill keys, an animation corresponding to the first move is played within a first preset time period after the first trigger operation.

12. The method according to claim 11, characterized in that The effective time period is a time period corresponding to a second preset time period after the first trigger operation has occurred after the first preset time period.

13. The method according to claim 12, characterized in that The method further comprises: After a third preset time has passed since the first trigger operation, in response to a second trigger operation on the first skill key or the second skill key among the skill keys, controlling the virtual character to release the first move or the second move; The third preset duration is equal to the first preset duration plus the second preset duration.

14. A skill release device in a game, characterized in that: Providing a graphical user interface through a terminal device, wherein the content displayed by the graphical user interface includes at least part of a game scene, wherein the game scene includes a virtual character controlled by the terminal device, and the apparatus includes: a first control unit, a second control unit, and a third control unit; The first control unit is used to control the virtual character to release a first move in response to a first trigger operation on a first skill key among the skill keys; The second control unit is used to control the virtual character to release a third move or a fourth move in response to a second trigger operation on the first skill key or the second skill key among the skill keys within a valid time period after the first trigger operation, wherein the third move is a move determined by two consecutive triggers of the first skill key, and the fourth move is a move determined by the consecutive triggers of the first skill key and the second skill key; The third control unit is used to control the virtual character to release a fifth move and trigger a combo effect in response to the number of trigger operations on the skill key reaching a preset number of combos, and the trigger time of adjacent trigger operations is within the effective time period, wherein the fifth move is a move determined by the triggered skill key and the triggering order of the skill keys.

15. An electronic device, characterized in that: include: Memory, processor; The memory is used to store one or more computer instructions; The processor is used to execute the one or more computer instructions to implement the method according to any one of claims 1-13.

16. A computer-readable storage medium having one or more computer instructions stored thereon, characterized in that: When the instruction is executed by a processor, the method according to any one of claims 1 to 13 is performed.