Game skill generation method and device, storage medium and electronic equipment

By using virtual items to unlock new game maps and generate new skills, the game solves the problem of insufficient novelty and replayability caused by fixed game scenes, thus improving player experience and user engagement.

CN119455395BActive Publication Date: 2026-02-24NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411477197.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-10-21
Publication Date
2026-02-24
Estimated Expiration
2044-10-21

AI Technical Summary

Technical Problem

Existing games often feature fixed game scenes, lacking novelty and replayability, resulting in poor player experience and low user engagement.

Method used

By using virtual items picked up in the regular game map as conditions for unlocking new game maps, new game skills and scenes are generated, enhancing map relevance, reducing repetitive operations, and simplifying the process for players to enter new maps.

Benefits of technology

It enhances the game's novelty and replayability, increases players' interest in exploring new game maps, and strengthens the game experience and user engagement.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present disclosure provides a game skill generation method and device, a computer storage medium and an electronic device, and relates to the technical field of games. The method comprises the following steps: in response to a first game match starting instruction, a first game scene corresponding to a first game map is displayed, which comprises a controlled virtual object corresponding to a first game account; in response to the controlled virtual object completing the first game match, the permission to open the second game map is controlled according to a first virtual prop obtained from the first game scene; in response to a starting instruction of a second game match, a second game scene corresponding to a second game map is displayed, and the controlled virtual object is added with a first game skill; and in response to the controlled virtual object casting the first game skill in the second game scene, a game effect corresponding to the first game skill is presented. The present disclosure expands the depth of the game play, and increases the novelty and playability of the game.
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Description

Technical Field

[0001] This disclosure relates to the field of game technology, and more particularly to a method for generating game skills, a device for generating game skills, a computer storage medium, and an electronic device. Background Technology

[0002] With the development of gaming technology and the diversification of people's leisure activities, gaming has become an important form of relaxation in daily life. In existing game products, to attract players to matches, games typically include a wide variety of virtual items, diverse virtual objects, and ever-changing game environments. In one type of game, such as Tarkov-like games, players can take virtual items picked up during matches out of the game to use or sell, thus enriching the player's gaming experience.

[0003] However, the gameplay of the aforementioned games remains relatively fixed. For example, they always provide players with fixed game scenes or offer players a specific number of game scenes to choose from before the game starts. This makes the existing games lack novelty and replayability, which in turn affects the player's gaming experience and the game application's stickiness with users. Summary of the Invention

[0004] This disclosure provides a method for generating game skills, a device for generating game skills, a computer storage medium, and an electronic device, thereby expanding the depth of gameplay, increasing the novelty and replayability of the game, and ultimately enhancing the player's gaming experience and user engagement.

[0005] In one aspect, this disclosure provides a method for generating game skills. The method involves running a game on a terminal device, where a first game account is logged in. The game includes multiple game maps, each corresponding to a different game scenario. The method includes: responding to a start command for a first game match, displaying a first game scenario corresponding to the first game map, wherein the first game scenario includes at least a controlled virtual object corresponding to the first game account; responding to the controlled virtual object completing the first game match, controlling access to a second game map for the first game account based on a first virtual item obtained by the controlled virtual object from the first game scenario; responding to a start command for a second game match, displaying a second game scenario corresponding to the second game map, and adding a first game skill determined based on the first virtual item to the controlled virtual object corresponding to the first game account; and responding to the controlled virtual object casting the first game skill in the second game scenario, presenting the game effect corresponding to the first game skill.

[0006] Secondly, one embodiment of this disclosure provides a game skill generation device. This device runs a game via a terminal device, where a first game account is logged in. The game includes multiple game maps, each corresponding to a different game scene. The device includes: a first scene display module configured to execute a start command in response to a first game match, displaying a first game scene corresponding to the first game map, wherein the first game scene includes at least a controlled virtual object corresponding to the first game account; an access control module configured to execute a first virtual item obtained by the controlled virtual object from the first game scene in response to the controlled virtual object completing the first game match, controlling access to a second game map for the first game account; a second scene display module configured to execute a second game scene corresponding to the second game map in response to a start command for the second game match, and adding a first game skill determined based on the first virtual item to the controlled virtual object corresponding to the first game account; and a gain provision module configured to execute a game effect corresponding to the first game skill in response to the controlled virtual object casting the first game skill in the second game scene.

[0007] Thirdly, one embodiment of this disclosure provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the above-described method for generating game skills.

[0008] Fourthly, one embodiment of this disclosure provides an electronic device, including: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the above-described method for generating game skills by executing the executable instructions.

[0009] Fifthly, one embodiment of this disclosure provides a computer program product, including a computer program that is executed by a processor to implement the above-described method for generating game skills.

[0010] The technical solution disclosed herein has the following beneficial effects:

[0011] By using the aforementioned method to generate game skills, virtual items picked up during gameplay on the first game map are taken outside the game and used as a condition to unlock a new game map (the second game map). This unlocks the new game map and adds new game skills. This process links the first virtual item acquired in the first game map to the new game map, enabling the reuse of virtual items between the two maps, enhancing map connectivity, and reducing the need for repeated item additions. Furthermore, it allows for the expansion of the existing game map into new maps and skills, increasing the game's fun and novelty, thus solving the technical problem of insufficient novelty and replayability caused by the inherent nature of existing game maps. On the other hand, by using the first game item acquired in the first game map and taking it outside the game to unlock and enter the second game map, the repetitive operation of exiting the game map selection interface and then selecting the second game map is eliminated, simplifying player operations and reducing game resource loading pressure. Moreover, from the player's perspective, this method greatly enhances player exploration of the new game map, thereby improving the player's gaming experience and user engagement.

[0012] It should be understood that the above general description and the following detailed description are exemplary and explanatory only, and are not intended to limit this disclosure. Attached Figure Description

[0013] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure. It is obvious that the drawings described below are merely some embodiments of this disclosure, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort.

[0014] Figure 1 This schematically illustrates a system architecture diagram of a game skill generation system according to one of the exemplary embodiments of the present invention;

[0015] Figure 2 A flowchart illustrating one method for generating game skills according to this exemplary embodiment is shown.

[0016] Figure 3A This schematic diagram illustrates a first embodiment of the present exemplary method for displaying a first game map and a second game map.

[0017] Figure 3B This schematic diagram illustrates a second embodiment of the present exemplary method for displaying a first game map and a second game map.

[0018] Figure 3CThis schematic diagram illustrates a third embodiment of the present exemplary method for displaying a first game map and a second game map.

[0019] Figure 4 This schematic diagram illustrates a scenario of obtaining a first virtual item in a first game match according to one of the exemplary embodiments of this invention.

[0020] Figure 5A This schematic diagram illustrates a scenario for storing a first virtual item according to one of the exemplary embodiments of the present invention;

[0021] Figure 5B This schematic diagram illustrates a display of one of the parsing interfaces in this exemplary embodiment;

[0022] Figure 5C This schematic diagram illustrates the display of a second virtual prop in one of the exemplary embodiments of the present invention;

[0023] Figure 6 This illustration schematically shows one example of adding a first game skill in this exemplary embodiment;

[0024] Figure 7A This schematic diagram illustrates a state identifier for displaying the state of a first sub-game in one of the exemplary embodiments of this invention.

[0025] Figure 7B This schematic diagram illustrates a second type of status identifier for displaying the state of a first sub-game according to this exemplary embodiment.

[0026] Figure 8 This schematic diagram illustrates one type of radiation region in this exemplary embodiment.

[0027] Figure 9 This schematic diagram illustrates the structure of a game skill generation device in this exemplary embodiment.

[0028] Figure 10 The schematic diagram illustrates the structure of an electronic device in this exemplary embodiment. Detailed Implementation

[0029] Exemplary embodiments will now be described more fully with reference to the accompanying drawings. However, exemplary embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided to make this disclosure more comprehensive and complete, and to fully convey the concept of exemplary embodiments to those skilled in the art. The described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a full understanding of embodiments of this disclosure. However, those skilled in the art will recognize that the technical solutions of this disclosure can be practiced with one or more specific details omitted, or other methods, components, apparatus, steps, etc., can be employed. In other instances, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of this disclosure.

[0030] Furthermore, the accompanying drawings are merely illustrative of this disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and therefore repeated descriptions of them will be omitted. Some block diagrams shown in the drawings are functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in one or more hardware modules or integrated circuits, or in different network and / or processor devices and / or microcontroller devices.

[0031] The flowchart shown in the attached diagram is merely an illustrative example and does not necessarily include all steps. For example, some steps may be broken down, while others may be combined or partially combined; therefore, the actual execution order may change depending on the specific circumstances.

[0032] Invention Summary :

[0033] With the development of gaming technology and the diversification of people's leisure activities, gaming has become one of the important leisure activities in people's daily lives. In existing game products, in order to attract players to enter the game, games usually include a wide variety of virtual items, various virtual objects, and ever-changing game scenes for players to choose from.

[0034] However, existing online games typically offer players fixed game environments or a few selectable environments where they participate in matches and collect virtual items. A newer type of gameplay, such as Tarkov-like games, allows players to take in-game equipment out of the game and sell it. This not only increases the game's strategy and replay value but also gives players the opportunity to acquire virtual currency by selling equipment, further strengthening their characters or purchasing new gear, thus increasing the game's strategic depth. However, this type of game doesn't expand the core gameplay depth; it doesn't broaden the game's environments or rules, leaving room for improvement in novelty and replayability. Players are easily bored and experience visual fatigue due to unchanging game environments and repetitive gameplay, leading to a poor gaming experience and reduced user engagement.

[0035] Therefore, based on the above findings, the inventors propose a method for generating game skills. This method can be applied to any type of game scenario, such as Tarkov-like games, shooting games, and massively multiplayer online games (MMOGs). This method allows players to take virtual items picked up during a regular game session outside the game and use these items as a condition for unlocking a new game map. This new game map can contain new game scenarios, rules, or richer virtual items, and new game skills are randomly generated based on these virtual items within the new map. Compared to the specific game scenarios provided by existing online games, this method uses virtual items within the game session as a condition for unlocking a new game map, thereby generating new game skills within the newly opened map. This enhances the novelty and replayability of the game, ultimately improving the player's gaming experience and user activity.

[0036] Exemplary method:

[0037] The following will combine Figure 1 The application environment of the game skill generation method and device proposed in this disclosure is illustrated by example.

[0038] Figure 1 For illustrative purposes, a system architecture diagram of a game skill generation system according to one of the exemplary embodiments of this invention is shown below. Figure 1As shown, system architecture 100 may include one or more of terminal devices 101, 102, 103, and 104, a network 105, and a server 106. Network 105 serves as the medium for providing communication links between terminal devices 101, 102, 103, and 104 and server 106. Network 105 may include various connection types, such as wired or wireless communication links or fiber optic cables. Terminal devices 101, 102, 103, and 104 may be, for example, smartphones, PDAs, laptops, servers, desktop computers, or any other network-enabled computing devices, but are not limited to these.

[0039] It should be understood that Figure 1 The number of terminal devices, networks, and servers shown is merely illustrative. Depending on implementation needs, there can be any number of terminal devices, networks, and servers. For example, server 106 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms.

[0040] The game skill generation method provided in this disclosure can be executed on server 106, and correspondingly, the game skill generation device is generally located in server 106. The game skill generation method provided in this disclosure can also be executed on a terminal device, and correspondingly, the game skill generation device can also be located in the terminal device. The game skill generation method provided in this disclosure can also be partially executed on server 106 and partially executed on the terminal device; correspondingly, some modules of the game skill generation device can be located in server 106 and some modules can be located in the terminal device.

[0041] For example, in one exemplary embodiment, one or more users may play the game through terminal devices 101, 102, 103, or 104, and the server 106 may provide resources and services for the operation of the terminal devices. Taking any terminal device as an example, the game is run through the terminal device, and a first game account is logged in on the terminal device. The game includes multiple game maps, and different game maps correspond to different game scenes. Specifically, in response to the start command of the first game match, the terminal device displays the first game scene corresponding to the first game map, wherein the first game scene includes at least a controlled virtual object corresponding to the first game account; in response to the controlled virtual object completing the first game match, based on the first virtual item obtained by the controlled virtual object from the first game scene, the device controls the permission to enter the second game map to the first game account; in response to the start command of the second game match, the device displays the second game scene corresponding to the second game map, and adds a first game skill determined based on the first virtual item to the controlled virtual object corresponding to the first game account; in response to the controlled virtual object casting the first game skill in the second game scene, the device presents the game effect corresponding to the first game skill.

[0042] In one embodiment of this disclosure, the method for generating game skills can run on a local terminal device or a server. When the method for generating game skills runs on a server, it can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.

[0043] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of game skill generation methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0044] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0045] In one possible implementation, the present invention provides a method for generating game skills, which provides a graphical user interface through a terminal device, wherein the terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0046] However, those skilled in the art will readily understand that the above application scenarios are merely illustrative and are not intended to limit the scope of this exemplary embodiment.

[0047] After understanding the system architecture used in this formula embodiment, the following will be used as an example. Figure 1 Taking any of the terminal devices shown as the execution subject, the method for generating game skills is applied to the aforementioned terminal device as an example for explanation. The game is run through the terminal device, and the target player logs into the corresponding first game account on the terminal device. The game provides multiple game maps, each corresponding to a different game scenario. The terminal device can be either the aforementioned local terminal device or a client device within the aforementioned cloud interaction system. Figure 2 A flowchart illustrating one method for generating game skills according to this exemplary embodiment is shown below. Figure 2 The method for generating game skills provided in this embodiment includes the following steps S201-S204:

[0048] Step S201: In response to the start command of the first game match, display the first game scene corresponding to the first game map, wherein the first game scene includes at least the controlled virtual object corresponding to the first game account.

[0049] Step S202: In response to the controlled virtual object completing the first game match, based on the first virtual item obtained by the controlled virtual object from the first game scene, control the permission to grant the first game account access to the second game map.

[0050] Step S203: In response to the start command of the second game match, display the second game scene corresponding to the second game map, and add a first game skill based on the first virtual item to the controlled virtual object corresponding to the first game account.

[0051] Step S204: In response to the controlled virtual object casting the first game skill in the second game scene, the game effect corresponding to the first game skill is presented.

[0052] In some embodiments of the present disclosure, the technical solutions include: in response to a start command for a first game match, displaying a first game scene corresponding to a first game map, wherein the first game scene includes at least a controlled virtual object corresponding to a first game account; in response to the controlled virtual object completing the first game match, controlling access to a second game map for the first game account based on a first virtual item obtained by the controlled virtual object from the first game scene; in response to a start command for a second game match, displaying a second game scene corresponding to the second game map, and adding a first game skill determined based on the first virtual item to the controlled virtual object corresponding to the first game account; and in response to the controlled virtual object casting the first game skill in the second game scene, presenting the game effect corresponding to the first game skill. This method takes virtual items picked up during gameplay on the first game map (the first game map) and uses them outside the game to unlock a new game map (the second game map). This unlocks the new game map and adds new game skills. This process links the first virtual item acquired in the first game map to the new game map, enabling the reuse of virtual items between the two maps, enhancing map coherence, and reducing redundant item additions. Furthermore, it expands the game map and adds new skills, increasing the game's fun and novelty, thus solving the technical problem of insufficient novelty and replayability caused by the inherent nature of existing game maps. On the other hand, by using the first game item acquired in the first game map and taking it outside the game to unlock and enter the second game map, the repetitive operation of exiting the game map selection interface and selecting the second game map is eliminated, simplifying player operations and reducing game resource loading pressure. Finally, from the player's perspective, this method greatly enhances player exploration of the new game map, thereby improving the player's gaming experience and user engagement.

[0053] The following will describe in conjunction with specific embodiments Figure 2 The specific implementation methods of each step in the illustrated embodiment are described in detail below:

[0054] In step S201, in response to the start command of the first game match, the first game scene corresponding to the first game map is displayed, wherein the first game scene includes at least the controlled virtual object corresponding to the first game account.

[0055] In this context, the first game match is a game between players based on the first game map; the controlled virtual object is a virtual object controlled by the target player in the first game match.

[0056] For example, before starting a game match, the target player logs into a first game account in the game application by running the game application on the aforementioned terminal device, and starts the corresponding game match under the first game account.

[0057] It should be noted that the controlled virtual object may or may not possess any game skills in the first game match; this embodiment does not impose any special restrictions on this. For example, in shooting games, the controlled virtual object does not contain any game skills; while in some MMOG games, the controlled virtual object is usually equipped with some offensive and defensive game skills. For example, the controlled virtual object of the mage class includes game skills such as healing, normal attacks, and spell attacks.

[0058] In an optional embodiment of this disclosure, a first game map and a second game map are displayed on a terminal device. The first game map is displayed with permissions unlocked, while the second game map is displayed with permissions locked.

[0059] In this embodiment, the first game map can be a regular map type displayed in the game, which is usually in a state of unlocked access, meaning that all players can directly enter the game map without any conditions after entering the game. The second game map, on the other hand, is a regular map type displayed in the game, which is in a state of locked access by default, requiring players to meet specific conditions to have permission to enter this type of game map.

[0060] Figure 3A This schematic diagram illustrates a first embodiment of displaying a first game map and a second game map, with reference to... Figure 3A As shown, before a player starts their first game match, multiple game maps can be displayed on the terminal device, including the first game map that is in an unlocked state, for example... Figure 3A The game maps b and c are included; it also includes a second game map that is in a restricted state, for example... Figure 3A Game map a.

[0061] It needs to be explained that, Figure 3A The unlocked and locked permission states shown are indicated by the lock flag 301 (i.e. Figure 3AThe lock shown in the image is an example, and it can be of any shape. Figure 3A The number and format of the first and second game maps shown are merely exemplary and can be adjusted and designed according to the design needs of game designers. The embodiments disclosed herein do not impose any special limitations on this.

[0062] exist Figure 3A Based on the illustrated embodiment, the terminal device can respond to a touch operation on the first game map, generate a start command for the first game match, and then display the first game scene corresponding to the first game map according to the start command for the first game match.

[0063] In contrast to the above embodiments, if the terminal device responds to a touch operation on the second game map, since the second game map is locked and the first game account does not have permission to enter the second game map, it is impossible to generate a start command for the first game match.

[0064] In addition to the above embodiments, only the first game map in the unlocked state can be displayed on the terminal device. In step S202, in response to the controlled virtual object completing the first game match and obtaining the first virtual item from the first game scene by the controlled virtual object, the system jumps to the second game map and displays a dynamic screen showing the player that the permission lock state has been updated to the permission unlocked state.

[0065] Furthermore, based on the above embodiment of displaying the second game map in a permission-locked state, in an optional embodiment of this disclosure, prompt information for the second game map can be displayed on the terminal device.

[0066] The prompt message is used to remind players that they need to use the first virtual item to unlock the permission lock of the second game map in order to gain access to the second game map.

[0067] For example, in addition to displaying a lock icon, a prompt message can also be displayed. Through this prompt message, players can intuitively understand the conditions that need to be met to enable access to the second game map, making it easier for players to complete the above tasks in the first game match.

[0068] Figure 3B This schematic diagram illustrates a second embodiment of displaying a first game map and a second game map; see reference. Figure 3B As shown, the second game map displayed on the terminal device not only displays the lock icon 301, but also displays a prompt text 302 below the lock icon 301. For example, for game map a, if the unlock condition is to obtain a powerful artifact, the terminal device will display the prompt message "Unlocking requires obtaining XXX equipment".

[0069] It needs to be explained that, in addition to the prompt message Figure 3B The method shown can also be used in other ways, such as voice, scrolling screen, video animation, etc. This disclosure does not impose any special limitations on this embodiment.

[0070] In this embodiment, the first game map is displayed when permissions are unlocked, and the second game map is displayed when permissions are locked. This intuitively informs players that they can start game matches on the first game map, but not on the second game map, thus improving convenience. Furthermore, the locked permission status encourages players to actively unlock permissions for the second game map, thereby increasing the game's novelty and replayability.

[0071] Through the above embodiments, when the terminal device responds to the start command of the first game match, it can display the first game scene corresponding to the first game map on the terminal device.

[0072] In step S202, in response to the controlled virtual object completing the first game match, based on the first virtual item obtained by the controlled virtual object from the first game scene, the permission to enter the second game map is controlled to be granted to the first game account.

[0073] The number of the first virtual props can be one or more.

[0074] For example, after the first game scene corresponding to the first game map is displayed on the terminal device, players can search for and pick up the first virtual item in the first game scene of the first game match. The first virtual item can be displayed in a specific form (e.g., displayed as a resource to be analyzed), allowing players to intuitively understand that the resource to be analyzed is key to entering the second game map. To increase the game's difficulty, the first virtual item can also be displayed in a normal form, where players cannot intuitively understand its key to entering the second game map, but only obtain it through the prompt information displayed before the first game match begins.

[0075] For example, Figure 4 This schematic diagram illustrates a scenario of obtaining a first virtual item in a first game match according to one of the exemplary embodiments of this invention. (Refer to...) Figure 4 As shown, the first virtual prop is directly displayed as the material to be analyzed.

[0076] In the first game match, there are cases where a player searches for and picks up the first virtual item, and there are also cases where a player does not search for and pick up the first virtual item. In the embodiments of this disclosure, the first game match specifically refers to a game match in which a player searches for and picks up the first virtual item.

[0077] For example, when the terminal device responds to the controlled virtual object completing the first game, it can take the first virtual item obtained by the controlled virtual object from the first game scene out of the first game and grant the first game account permission to enter the second game map based on the first virtual item.

[0078] In addition to the above embodiments, the terminal device can also send the first virtual item obtained from the first game scene to the first game account only after the controlled virtual object has successfully withdrawn from the first game scene, so as to grant the first game account permission to enter the second game map according to the first virtual item.

[0079] For example, to increase the game's replayability, strategic depth, and replay value, the first virtual item acquired from the first game scene could only be sent to the first game account upon successful completion of the first game match. Conversely, if the first game match ended in defeat, even if the player picked up the first virtual item from the first game scene, the first virtual item could not be sent to the first game account.

[0080] Figure 3C This schematic diagram illustrates a third embodiment of displaying a first game map and a second game map, with reference to... Figure 3C As shown, after the first virtual item obtained from the first game scene is sent to the first game account, the second game map can be unlocked based on the first virtual item, thus updating the second game map's access lock status to an unlocked status, in order to notify the player that they can enter the second game map. In addition, refer to... Figure 3C As shown, the prompt message for the second game map can also be updated to "Unlocked by XXX equipment".

[0081] In one alternative embodiment, after the first virtual item obtained from the first game scene is sent to the first game account, the second game map can be automatically unlocked to guide the user into the first game map to start a game.

[0082] In another alternative embodiment, after obtaining the first virtual item from the first game scene, the second game map may not be unlocked directly, but rather the player's actions may be awaited. For example, the first virtual item may need to be converted to obtain permission to enter the second game map; that is, the terminal device responds to the first game account's parsing operation of the first virtual item and allocates the second virtual item to the first game account.

[0083] The first virtual item can be any virtual item obtained in a game match on the first game map that was started at any historical time. That is, after a player takes the first virtual item out of the first game match, he can store it in the resource storage space corresponding to the first game account, such as the "warehouse" or "backpack". When it is necessary to unlock the second game map, the first virtual item will be parsed.

[0084] The following will combine Figure 5A , Figure 5B , Figure 5C The parsing operations shown in the above embodiments are illustrated by way of example.

[0085] Figure 5A This schematic diagram illustrates a scenario for storing a first virtual item according to one of the exemplary embodiments of the present invention; see reference. Figure 5A As shown, when the terminal device responds to the controlled virtual object completing the first game match or the terminal device responds to the controlled virtual object successfully leaving the first game scene, it will send the first virtual item obtained from the first game scene to the first game account and store the first virtual item in the warehouse or backpack corresponding to the first game account.

[0086] Figure 5B This schematic diagram illustrates a display diagram of one type of parsing interface in this exemplary embodiment, namely, through the parsing control, i.e. Figure 5B The "Analyze Now" control in the middle triggers the analysis operation on the first virtual item, and after successful analysis, it yields the following result: Figure 5C The second virtual prop shown.

[0087] Depend on Figure 5B As shown, the number of first virtual items can be one or more. When parsing the first virtual items, the parsing operation can be performed on a single first virtual item or multiple first virtual items can be parsed in batches to obtain one or more second virtual items.

[0088] In an optional embodiment of this disclosure, when performing the step of allocating a second virtual item to the first game account in response to the parsing operation of the first virtual item by the first game account, the terminal device displays the attribute information of the second virtual item in response to the parsing operation of the first virtual item by the first game account.

[0089] The attribute information includes the second game map that can be unlocked corresponding to the second virtual item, the first game skill corresponding to the second game item, and the game effect corresponding to the first game skill in the second game scene. For example, the game effect corresponding to the first game skill can be the first game buff and / or the first game debuff provided by the first game skill to a controlled virtual object in the second game map, or the first game buff and / or the first game debuff provided to other controlled virtual objects. The first game skill can be in a default state, so that the corresponding first game skill is generated when entering the second game map.

[0090] Reference Figure 5C As shown, the terminal device can display not only the second virtual item obtained after successful parsing, but also its attribute information. The attribute information of the second virtual item is as follows: Figure 5C The second virtual prop shown has its name, the corresponding first game skill for entering the second game map (which is the default state), the game effect corresponding to the first game skill (such as the energy consumption value provided to the controlled virtual object when releasing the game skill, or reducing a certain amount of recoil when shooting), and the name of the unlockable game map.

[0091] It should be understood that, in addition to Figure 5C In addition to successful parsing, there are also cases where parsing fails. The system can show the player the reason for the parsing failure and / or show the player the conditions required for successful parsing.

[0092] For example, after obtaining the second virtual item, it can be stored in the resource storage space again, so that players can retrieve it from the resource storage space later to equip the second virtual item and enter the second game.

[0093] In step S203, in response to the start command of the second game match, the second game scene corresponding to the second game map is displayed, and a first game skill determined based on the first virtual item is added to the controlled virtual object corresponding to the first game account.

[0094] The newly added first game skill can be any type of skill, such as attack, defense, exploration, etc.

[0095] For example, after granting permission to enter the second game map in any of the above embodiments, the player can start the second game match, so that the terminal device responds to the start command of the second game match and displays the second game scene corresponding to the second game map.

[0096] In the second game scene of the second game match, the terminal device can add a first game skill based on the first virtual item to the controlled virtual object corresponding to the first game account.

[0097] For example, the first game skill can be determined after parsing the first virtual item, or after successfully parsing the first virtual item to obtain the second virtual item (e.g., Figure 5C The game skill description in the attribute information is not in the default state, but is directly displayed. When entering the second game scene of the second game match, the first game skill is added to the controlled virtual object corresponding to the first game account based on the displayed game skill, and the first game skill is determined based on the first virtual item.

[0098] To enhance the game's appeal, the first game skill could also be randomly generated within the second game scene after the start command for the second game match is executed and the second game map is displayed. Of course, it's understandable that the first game skill could also be a pre-matched game skill associated with a first / second virtual item.

[0099] Figure 6 This schematic diagram illustrates a newly added first game skill in this exemplary embodiment; see reference. Figure 6 In the second game scene shown, a prompt message is displayed on the terminal device: "Due to the second virtual item equipped, a new skill - Twisted Magnetic Field has been unlocked." This means that a new first game skill, "Twisted Magnetic Field," has been added. The terminal device also displays a skill control for the first game skill, allowing players to control the virtual object to cast the first game skill in the second game scene by touching the skill control.

[0100] The first and second game maps can also have the following differences:

[0101] In another optional embodiment of this disclosure, the number of virtual items in the second game scene is greater than the number of virtual items in the first game scene. And / or, the value of the virtual items in the second game scene is higher than the value of the virtual items in the first game scene. And / or, the game tasks in the second game scene are different from the game tasks in the first game scene. This attracts players to acquire the first virtual items from the first game scene to enter the second game scene.

[0102] In step S204, in response to the controlled virtual object casting the first game skill in the second game scene, the game effect corresponding to the first game skill is presented.

[0103] The game effects corresponding to the first game skill can be used to provide a specified first game buff to the controlled virtual object, such as increasing damage, increasing health regeneration speed, or reducing recoil of shooting items. The first game skill can also provide specified first game buffs and debuffs to the controlled virtual object. For example, if a player controls a controlled virtual object to cast the first game skill in a second game scene, it will increase damage while decreasing the controlled virtual object's energy / sanity and increasing radiation levels. The first game skill can also provide specified first game buffs to other controlled virtual objects (such as friendly virtual objects), such as health regeneration, or specified first game debuffs to other controlled virtual objects (such as enemy virtual objects), such as higher damage or faster health depletion.

[0104] In one optional embodiment of this disclosure, in response to the controlled virtual object casting a first game skill in a second game scene, a specified first game buff is provided to the controlled virtual object, or a specified first game buff and a specified first game debuff are provided to the controlled virtual object simultaneously.

[0105] For example, after adding a first game skill to the second game scene, the player can control a controlled virtual object to cast the first game skill in the second game scene, thereby providing the controlled virtual object with a specified first game buff, or simultaneously providing the controlled virtual object with a specified first game buff and a specified first game debuff. This embodiment allows the controlled virtual object to possess new game effects in the second game scene corresponding to the new second game map, thereby enhancing its ability to complete the game.

[0106] Typically, game debuffs applied to controlled virtual objects are limited in number and initially set to their maximum value. For example, when a controlled virtual object enters a second game, its default debuffs (energy, sanity, health, etc.) are 100. As the controlled virtual object performs related tasks or takes damage, its corresponding energy, sanity, or health values ​​decrease until they reach their minimum value.

[0107] In an optional embodiment of this disclosure, in response to the fact that the value of the game debuff object obtained after providing a specified first game debuff to the controlled virtual object is less than a second quantity threshold, a first game state is attached to the controlled virtual object to provide a corresponding second game debuff to the controlled virtual object.

[0108] The game debuffs can target attributes such as health and sanity. A first game state is applied to the controlled virtual object, thereby providing a corresponding second game debuff. This second game debuff can be a reduction in health or sanity.

[0109] For example, when the value of the game debuff object obtained after the controlled virtual object provides a specified first game debuff drops to a second quantity threshold, a first game state can be attached to the controlled virtual object to cause the controlled virtual object to have debuff effects such as blurred vision, continuous health loss, and continuous reduction of health.

[0110] In addition to the above embodiments of attaching a first game state to the controlled virtual object to provide a corresponding second game debuff to the controlled virtual object, it is also possible to counteract the second game debuff by superimposing a preset time on the game time of the second game through the terminal device, or by attaching a second game state to the controlled virtual object in response to equipping a third virtual item to the controlled virtual object to provide a corresponding second game buff to the controlled virtual object, thereby increasing the value of the game debuff object.

[0111] The second game state is the opposite of the first game state. The third virtual item is a functional item that counteracts the second game debuff and provides a second game buff to the controlled virtual object. Examples include first-aid kits that increase the controlled virtual object's health and functional drinks that increase stamina, thereby imbuing the controlled virtual object with a second game state that enhances its stamina, mental strength, and other attributes.

[0112] For example, the controlled virtual object can be made to gradually restore the value of the game debuff object in the above embodiment over time, thereby attaching a second game state to the controlled virtual object that is in opposition to the first game state.

[0113] This embodiment allows for the gradual restoration of the health of controlled virtual objects, thereby enhancing the game's replayability and strategic depth.

[0114] Furthermore, to enhance the game's fun and strategic depth, it can be implemented based on the following embodiments:

[0115] In an optional embodiment of this disclosure, based on the embodiment of allocating a second virtual item to the first game account in response to the parsing operation of the first virtual item by the first game account, when performing step S203 to add a first game skill determined based on the first virtual item to the controlled virtual object corresponding to the first game account, in response to the controlled virtual object equipping the second virtual item and entering the second game, the first game skill is added to the controlled virtual object.

[0116] In this embodiment, the first virtual item (e.g., a key, an ether core, etc.) can be a necessary condition for unlocking access to the second game map; when entering the second game map, the player can choose to equip the second virtual item generated by parsing the first virtual item, or not equip the second virtual item.

[0117] Based on the above embodiments, in an optional embodiment of this disclosure, the terminal device, in response to the controlled virtual object equipping a second virtual item to enter a second game, attaches a first game state to the controlled virtual object.

[0118] The state value of the first game state is related to the number of second virtual items. The controlled virtual object can be equipped with one or more second virtual items, and players can make decisions based on their own needs.

[0119] For example, the first game state is a negative status effect attached to a controlled virtual object, such as a debuff effect like blurred vision, difficulty breathing, slowed movement, continuous health reduction, or continuous energy reduction. Correspondingly, the status value of the first game state can be used to represent the degree of the negative status effect attached to the controlled virtual object.

[0120] In one optional embodiment of this disclosure, in response to increasing the number of second virtual items equipped on the controlled virtual object, the state value of the first game state attached to the controlled virtual object is increased; in response to decreasing the number of second virtual items equipped on the controlled virtual object, the state value of the first game state attached to the controlled virtual object is decreased.

[0121] For example, the state value of the first game state is positively correlated with the number of second virtual items. That is, the more second virtual items the controlled virtual object is equipped with, the higher the state value of the first game state. For instance, if the state value of the first game state of the controlled virtual object itself is 10, and the controlled virtual object is equipped with 1 second virtual item, then the state value of the controlled virtual object increases by 10, and the state value of the first game state of the controlled virtual object is 20. Similarly, if the controlled virtual object is equipped with 2 second virtual items, then the state value of the first game state of the controlled virtual object is 30.

[0122] Correspondingly, the higher the value of the first game state, the stronger the first game state attached to the controlled virtual object. For example, equipping more second virtual items causes the controlled virtual object's health, energy, and movement to decrease faster. Conversely, equipping fewer second virtual items to the controlled virtual object results in a lower value of the first game state and a weaker attached first game state.

[0123] For example, in addition to equipping the controlled virtual object with a second virtual item when entering the second game map, players can also equip the controlled virtual object with a second virtual item during the second game, or reduce the number of equipped second virtual items during the second game. For example, the equipped second virtual item can be discarded into the second game scene.

[0124] This embodiment allows for the application of negative game status effects to controlled virtual objects when they choose to equip a second virtual item for a second game match. This negative effect, while providing new game skills, also increases resource consumption. Consequently, players will not equip an unlimited number of second virtual items when entering a second game map, but will instead choose a more strategic number. This increases the game's strategic depth, enhances its replayability and novelty, expands the gameplay's depth, and improves the player's overall gaming experience.

[0125] In one optional embodiment of this disclosure, the first game state includes a plurality of first sub-game states.

[0126] In this context, the multiple first sub-game states contained within a first game state can be identical or different. When multiple first sub-game states are identical, the first game states of the same type for the controlled virtual object are superimposed. When multiple first sub-game states are different, different first game states are applied to the controlled virtual object.

[0127] For example, when multiple first subgame states are different, these states can be debuff effects such as blurred vision, difficulty breathing, slow movement, continuous health reduction, and continuous energy reduction.

[0128] In one embodiment, the terminal device determines the current state value of the controlled virtual object based on the number of second virtual props equipped on the controlled virtual object; determines the state threshold range corresponding to the current state value, and determines the first sub-game state corresponding to the target number based on the state threshold range; adds the first sub-game state of the target number to the controlled virtual object, and displays the state identifier of the first sub-game state in the terminal device in the form of a target display.

[0129] The different state threshold ranges corresponding to the current state value result in different display formats for the state identifier of the first sub-game state.

[0130] For example, the state value of the first game state can be divided into different threshold ranges so that different game states are presented when the current state value of the controlled virtual object is in different state threshold ranges.

[0131] For example, if the value of the first game state is between 0 and 30, no first sub-game state is superimposed; if the value of the first game state is between 30 and 50, one first sub-game state is added to the controlled virtual object (e.g., adding a first sub-game state of continuous health reduction); if the value of the first game state is between 50 and 90, two first sub-game states are added to the controlled virtual object (e.g., adding a first sub-game state of continuous health reduction and blurred vision); if the value of the first game state is between 90 and 100, three first sub-game states are added to the controlled virtual object (e.g., adding a first sub-game state of continuous health reduction, blurred vision, and slowed movement). It should be noted that the above state threshold ranges and the number of superimposed targets are merely examples.

[0132] In addition, while attaching the target number of first sub-game states to the controlled virtual objects, in order to make it easier for players to intuitively view the first sub-game states attached to the current controlled virtual objects, the status indicator of the first sub-game states can be displayed in the terminal device in the form of a target display.

[0133] Among them, the status identifier is used to represent the identification information of the first sub-game state currently attached to the controlled virtual object.

[0134] Figure 7A This schematic diagram illustrates a state identifier for displaying a first sub-game state in the first embodiment of this exemplary implementation. (Refer to...) Figure 7A As shown in the above embodiment, when the current state value of the controlled virtual object is 92, and its state threshold range is between 90 and 100, then three first sub-game states are added to the controlled virtual object (e.g., adding the first sub-game states of continuous health reduction, blurred vision, and slow movement). The state identifier 701 of the above three first sub-game states is displayed on the terminal device.

[0135] Figure 7B This schematic diagram illustrates a second type of status identifier for displaying the state of a first sub-game in this exemplary embodiment. (Refer to...) Figure 7B As shown in the above embodiment, when the current state value of the controlled virtual object is 92, and its state threshold range is within 90-100, then three first sub-game states (e.g., continuously decreasing health, blurred vision, and slowed movement) are added to the controlled virtual object. In addition to displaying the state identifiers 701 of the above three first sub-game states on the terminal device, another state identifier 702 can also be added. The state identifier 702 contains text and an icon.

[0136] The status indicator can be displayed in a distinctive way, such as by color, text, or by superimposing the above display methods. This disclosure does not impose any special restrictions on this.

[0137] For example, when the current state value of the controlled virtual object is in the range of 0 to 30, the state identifier 702 can be displayed in green; if the current state value is in the range of 30 to 50, the state identifiers 701 and 702 of the first sub-game state can be displayed in yellow; if the current state value is in the range of 50 to 90, the state identifiers 701 and 702 of the first sub-game state can be displayed in orange; if the current state value is in the range of 90 to 100, the state identifiers 701 and 702 of the first sub-game state can be displayed in red.

[0138] In this embodiment, different first game states are superimposed based on the different state threshold ranges corresponding to the current state value of the controlled virtual object, thereby displaying different game effects, improving the richness and novelty of the game, and enhancing the strategic nature of the game.

[0139] In the above embodiments, the more second virtual items a controlled virtual object is equipped with, the more first state values ​​are attached to the controlled virtual object. When the first state value of the controlled virtual object accumulates to a preset value (e.g., 100), the game usually fails. Therefore, in order to improve the player's gaming experience, the number of second virtual items equipped on the controlled virtual object is usually limited.

[0140] In one optional embodiment of this disclosure, the number of second virtual items equipped on the controlled virtual object is less than a first quantity threshold. The first quantity threshold can be preset by the game developer or set by other methods, and its size can be set according to actual circumstances; this disclosure does not impose any special limitations on this.

[0141] For a controlled virtual object to enter the first game map by equipping a second virtual item, the following implementation can be used:

[0142] Example 1: In an optional embodiment of this disclosure, in response to a controlled virtual object equipping a second virtual item and entering a first game map, a second game skill is configured for the controlled virtual object.

[0143] The second game skill is the default basic game skill.

[0144] For example, when a controlled virtual object is equipped with a second virtual item and enters the first game map, the terminal device only contains the default basic game skills and does not generate any new game skills. Basic game skills include, for example, the skill of shooting bullets in a shooting game.

[0145] Example 2: In another optional embodiment of this disclosure, in response to the controlled virtual object equipping a second virtual item, entry into the first game map is refused.

[0146] For example, for the first game map, when a controlled virtual object equips a second virtual item and attempts to enter the first game map, a command can be generated to refuse entry. A prompt message can also be generated to remind the user to remove the second virtual item before entering the first game map.

[0147] Furthermore, a radiation zone can be set in the second game scene of the second game map. The number of virtual items in the radiation zone is greater than the number of virtual items in the non-radiation zone, and / or the value of the virtual items in the radiation zone is higher than the value of the virtual items in the non-radiation zone, thereby attracting players to enter the radiation zone.

[0148] However, in an optional embodiment of this disclosure, in response to the controlled virtual object entering the radiated area from the non-radiated area, the state value of the first game state is increased; in response to the current state value of the controlled virtual object being greater than a preset state threshold, the controlled virtual object is given a first game state.

[0149] For example, when a controlled virtual object enters a radiated area from a non-radiated area, the state value of the first game state will increase. When the state value of the first game state attached to the controlled virtual object accumulates to a preset state threshold, the first game state will be attached to the controlled virtual object to provide a corresponding second game debuff to the controlled virtual object.

[0150] The following will combine Figure 8 The radiation area in the second game map is illustrated by example.

[0151] Figure 8 This schematic diagram illustrates one type of radiation region in this exemplary embodiment, with reference to... Figure 8 As shown, taking the minimap of the second game map as an example, this game map contains four areas: A, B, C, and D. Area B is the radiation area, while areas A, C, and D are non-radiation areas. The number of virtual items in the radiation area B is greater than the number of virtual items in the non-radiation areas A, C, and D, and / or the value of the virtual items in the radiation area B is higher than the value of the virtual items in the non-radiation areas A, C, and D, thereby attracting players to enter the radiation area.

[0152] When a player controls a controlled virtual object to enter radiation zone B from any non-radiation zone, the value of the first game state will be increased. When the value of the first game state attached to the controlled virtual object is greater than the preset state threshold, the first game state will be attached to the controlled virtual object, such as blurred vision or continuous health loss.

[0153] It should be explained that dividing the second game map into multiple different areas is only for the purpose of explaining the non-radiation area, and is not a necessary step. Furthermore, the location, size, and number of radiation areas B are all exemplary and can be set according to actual needs.

[0154] To implement the above-mentioned method for generating game skills, one embodiment of this disclosure provides a device for generating game skills. Figure 9 The diagram illustrates a schematic architecture of a device for generating game skills.

[0155] The game skill generation device 900 runs the game through a terminal device, and the terminal device is logged into a first game account. The game includes multiple game maps, with different game maps corresponding to different game scenes. It includes a first scene display module 901, an access control module 902, a second scene display module 903, and a gain provision module 904.

[0156] The first scene display module 901 is configured to execute a start command in response to the first game match and display the first game scene corresponding to the first game map, wherein the first game scene includes at least the controlled virtual object corresponding to the first game account;

[0157] The access control module 902 is configured to respond to the controlled virtual object completing the first game match and, based on the first virtual item obtained by the controlled virtual object from the first game scene, control the permission to grant the first game account access to the second game map.

[0158] The second scene display module 903 is configured to execute a start command in response to the second game match, display the second game scene corresponding to the second game map, and add a first game skill based on the first virtual item to the controlled virtual object corresponding to the first game account;

[0159] The gain-providing module 904 is configured to respond to the controlled virtual object casting the first game skill in the second game scene, and to present the game effect corresponding to the first game skill.

[0160] In an optional embodiment of this disclosure, the gain providing module 904 may be specifically configured to provide a specified game gain to the controlled virtual object in response to the controlled virtual object casting a first game skill in a second game scene, or to simultaneously provide a specified game gain and a specified game debuff to the controlled virtual object.

[0161] In an optional embodiment of this disclosure, the device may further include a display module and an instruction generation module. The display module is used to display a first game map and a second game map on a terminal device. The first game map is displayed in an unlocked state, and the second game map is displayed in a locked state. The instruction generation module is used to generate a start instruction for the first game match in response to a touch operation on the first game map.

[0162] In an optional embodiment of this disclosure, the display module may also be used to display a prompt message for the second game map on the terminal device. The prompt message is used to remind users to unlock the permission lock status of the second game map by using the first virtual item, so as to enable permission to enter the second game map.

[0163] In an optional embodiment of this disclosure, the permission control module 902 is configured to, in response to the controlled virtual object completing the first game match, update the second game map in the terminal device from a permission locked state to a permission unlocked state based on the first virtual item obtained by the controlled virtual object from the first game scene, so as to grant the first game account permission to enter the second game map.

[0164] In an optional embodiment of this disclosure, the permission control module 902 is configured to, in response to a controlled virtual object successfully withdrawing from the first game scene, send a first virtual item obtained from the first game scene to the first game account, so as to control the permission to grant the first game account access to the second game map based on the first virtual item.

[0165] In an optional embodiment of this disclosure, the device further includes an item allocation module, which is used to allocate a second virtual item to the first game account in response to the parsing operation of the first game account on the first virtual item; and a second scene display module 903, which is used to add a first game skill to the controlled virtual object in response to the controlled virtual object equipping the second virtual item and entering the second game.

[0166] In an optional embodiment of this disclosure, the item allocation module is used to display the attribute information of the second virtual item on the terminal device in response to the parsing operation of the first game account on the first virtual item; wherein, the attribute information includes the second game map that can be unlocked corresponding to the second virtual item, the first game skill corresponding to the second game item, and the first game skill providing a specified first game buff and / or first game debuff to the controlled virtual object in the second game map.

[0167] In an optional embodiment of this disclosure, the device further includes a state attachment module, which is configured to attach a first game state to the controlled virtual object and provide a corresponding second game debuff to the controlled virtual object in response to the controlled virtual object equipping a second virtual item and entering a second game match; wherein the state value of the first game state is related to the number of the second virtual item.

[0168] In an optional embodiment of this disclosure, the device further includes a state value adjustment module, which is configured to increase the state value of the controlled virtual object with the first game state in response to increasing the number of second virtual props equipped on the controlled virtual object; and to decrease the state value of the controlled virtual object with the first game state in response to decreasing the number of second virtual props equipped on the controlled virtual object.

[0169] In an optional embodiment of this disclosure, the first game state includes multiple first sub-game states. The device further includes a determining module, which is used to determine the current state value of the controlled virtual object based on the number of second virtual items equipped on the controlled virtual object; determine the state threshold range corresponding to the current state value; and determine the target number of first sub-game states corresponding to the current state value based on the state threshold range. A state attaching module is used to attach the target number of first sub-game states to the controlled virtual object and display the state identifier of the first sub-game state in a target display form on the terminal device. The display form of the state identifier is differentiated according to the different state threshold ranges corresponding to the current state value.

[0170] In one optional embodiment of this disclosure, the number of controlled virtual objects equipped with the second virtual props is less than a first quantity threshold.

[0171] In one optional embodiment of this disclosure, the skill allocation module is configured to configure a second game skill for the controlled virtual object in response to the controlled virtual object equipping a second virtual item and entering the first game map. The second game skill is a default basic game skill. Alternatively, in response to the controlled virtual object equipping a second virtual item, the module may refuse entry into the first game map.

[0172] In an optional embodiment of this disclosure, a radiation zone exists in the second game map, the number of virtual items in the radiation zone is greater than the number of virtual items in the non-radiation zone, and / or the value of the virtual items in the radiation zone is higher than the value of the virtual items in the non-radiation zone. The state value adjustment module is used to increase the state value of the first game state in response to the controlled virtual object entering the radiation zone from the non-radiation zone; the state addition module is used to add the first game state to the controlled virtual object in response to the current state value of the controlled virtual object being greater than a preset state threshold.

[0173] In an optional embodiment of this disclosure, the state attaching module can also be used to attach a first game state to the controlled virtual object in response to the value of the game debuff object obtained after providing a specified first game debuff to the controlled virtual object being less than a second quantity threshold, so as to provide a corresponding second game debuff to the controlled virtual object.

[0174] In one optional embodiment of this disclosure, in response to the game time of the second game being superimposed with a preset time, or in response to equipping the controlled virtual object with a third virtual item, a second game state is added to the controlled virtual object, and a corresponding second game buff is provided to the controlled virtual object, thereby increasing the value of the game debuff object; wherein the second game state is the opposite of the game state of the first game state.

[0175] In one optional embodiment of this disclosure, the number of virtual items in the second game scene is greater than the number of virtual items in the first game scene, and / or the value of the virtual items in the second game scene is higher than the value of the virtual items in the first game scene; and / or the game tasks in the second game scene are different from the game tasks in the first game scene.

[0176] The game skill generation apparatus 900 provided in this embodiment can execute the technical solution of the game skill generation method in any of the above embodiments. Its implementation principle and beneficial effects are similar to those of the game skill generation method. Please refer to the implementation principle and beneficial effects of the game skill generation method. It will not be repeated here.

[0177] In exemplary embodiments of this disclosure, a computer-readable storage medium is also provided, on which a program product capable of implementing the methods described above is stored. In some possible embodiments, various aspects of the present invention may also be implemented as a program product comprising program code that, when the program product is run on a terminal device, causes the terminal device to perform the steps of the various exemplary embodiments of the present invention described in the "Exemplary Methods" section above.

[0178] According to embodiments of the present invention, a program product for implementing the above-described method may employ a portable compact disc read-only memory (CD-ROM) and include program code, and may run on a terminal device, such as a personal computer. However, the program product of the present invention is not limited thereto. In this document, a readable storage medium may be any tangible medium containing or storing a program that may be used by or in conjunction with an instruction execution system, apparatus, or device.

[0179] The program product may employ any combination of one or more readable media. A readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples of readable storage media (a non-exhaustive list) include: an electrical connection having one or more wires, a portable disk, a hard disk, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.

[0180] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, carrying readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium, capable of sending, propagating, or transmitting programs for use by or in conjunction with an instruction execution system, apparatus, or device.

[0181] The program code contained on the readable medium may be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, radio frequency (RF), or any suitable combination thereof.

[0182] Program code for performing the operations of this invention can be written in any combination of one or more programming languages, including object-oriented programming languages ​​such as Java and C++, and conventional procedural programming languages ​​such as C or similar languages. The program code can execute entirely on the user's computing device, partially on the user's device, as a standalone software package, partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via the Internet using an Internet service provider).

[0183] In an exemplary embodiment of this disclosure, an electronic device capable of implementing the above-described method is also provided.

[0184] Those skilled in the art will understand that various aspects of the present invention can be implemented as systems, methods, or program products. Therefore, various aspects of the present invention can be specifically implemented in the following forms: entirely hardware implementations, entirely software implementations (including firmware, microcode, etc.), or implementations combining hardware and software aspects, collectively referred to herein as “circuits,” “modules,” or “systems.”

[0185] The following reference Figure 10 To describe an electronic device 1000 according to this embodiment of the present invention. Figure 10 The electronic device 1000 shown is merely an example and should not impose any limitations on the functionality and scope of use of the embodiments of the present invention.

[0186] like Figure 10 As shown, the electronic device 1000 is manifested in the form of a general-purpose computing device. The components of the electronic device 1000 may include, but are not limited to: at least one processing unit 1010, at least one storage unit 1020, a bus 1030 connecting different system components (including storage unit 1020 and processing unit 1010), and a display unit 1040.

[0187] The storage unit stores program code, which can be executed by the processing unit 1010 to perform the steps described in the "Exemplary Methods" section of this specification according to various exemplary embodiments of the present invention. For example, the processing unit 1010 can perform, as follows: Figure 2 Steps S201 to S203 are shown in the figure.

[0188] Storage unit 1020 may include readable media in the form of volatile storage units, such as random access memory (RAM) 10201 and / or cache memory 10202, and may further include read-only memory (ROM) 10203.

[0189] Storage unit 1020 may also include a program / utility 10204 having a set (at least one) program module 10205, such program module 10205 including but not limited to: operating system, one or more application programs, other program modules and program data, each or some combination of these examples may include an implementation of a network environment.

[0190] Bus 1030 can represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, a peripheral bus, a graphics acceleration port, a processing unit, or a local bus using any of the multiple bus structures.

[0191] Electronic device 1000 can also communicate with one or more external devices 1100 (e.g., keyboard, pointing device, Bluetooth device, etc.), one or more devices that enable a user to interact with electronic device 1000, and / or any device that enables electronic device 1000 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed via input / output (I / O) interface 1050. Furthermore, electronic device 1000 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via network adapter 1060. As shown, network adapter 1060 communicates with other modules of electronic device 1000 via bus 1030. It should be understood that, although not shown in the figures, other hardware and / or software modules can be used in conjunction with electronic device 1000, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, Redundant Arrays of Independent Disks (RAID) systems, tape drives, and data backup storage systems.

[0192] From the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of this disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (such as a CD-ROM, USB flash drive, external hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, terminal device, or network device, etc.) to execute the methods according to the embodiments of this disclosure.

[0193] Furthermore, the above figures are merely illustrative of the processes included in the method according to exemplary embodiments of the present invention, and are not intended to be limiting. It is readily understood that the processes shown in the above figures do not indicate or limit the temporal order of these processes. Additionally, it is readily understood that these processes may be executed synchronously or asynchronously, for example, in multiple modules.

[0194] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.

[0195] Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.

[0196] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is defined only by the appended claims.

Claims

1. A method for generating game skills, characterized in that, The method involves running a game on a terminal device, where a first game account is logged in. The game includes multiple game maps, each corresponding to a different game scenario. The terminal device displays a first game map and a second game map, with the first game map displayed in an unlocked state and the second game map displayed in a locked state. In response to the start command of the first game match, the first game scene corresponding to the first game map is displayed, wherein the first game scene includes at least the controlled virtual object corresponding to the first game account; In response to the controlled virtual object completing the first game match, based on the first virtual item obtained by the controlled virtual object from the first game scene, the system controls the granting of access to the second game map to the first game account; wherein, controlling the granting of access to the second game map to the first game account based on the first virtual item obtained by the controlled virtual object from the first game scene includes: updating the second game map in the terminal device from a permission-locked state to a permission-unlocked state based on the first virtual item obtained by the controlled virtual object from the first game scene, so as to grant the first game account access to the second game map; In response to the start command of the second game match, the second game scene corresponding to the second game map is displayed, and a first game skill determined based on the first virtual item is added to the controlled virtual object corresponding to the first game account; In response to the controlled virtual object casting the first game skill in the second game scene, the game effect corresponding to the first game skill is presented.

2. The method according to claim 1, characterized in that, In response to the controlled virtual object casting the first game skill in the second game scene, the game effect corresponding to the first game skill is presented, including: In response to the controlled virtual object casting the first game skill in the second game scene, the controlled virtual object is provided with a specified first game buff, or the controlled virtual object is provided with a specified first game buff and a specified first game debuff.

3. The method according to claim 1, characterized in that, The method further includes: In response to a touch operation on the first game map, a start command for the first game match is generated.

4. The method according to claim 3, characterized in that, The method further includes: The terminal device displays a prompt message for the second game map, which reminds users to unlock the permission lock status of the second game map by using the first virtual item, thereby granting access to the second game map.

5. The method according to claim 1, characterized in that, In response to the controlled virtual object completing the first game session, based on the first virtual item obtained by the controlled virtual object from the first game scene, control the granting of access to the second game map to the first game account, including: In response to the controlled virtual object successfully leaving the first game scene, the first virtual item obtained from the first game scene is sent to the first game account, so as to control the permission to enter the second game map to the first game account based on the first virtual item.

6. The method according to claim 1, characterized in that, The method further includes: In response to the parsing operation of the first virtual item by the first game account, the second virtual item is allocated to the first game account; In response to the controlled virtual object equipping the second virtual item and entering the second game, the first game skill is added to the controlled virtual object.

7. The method according to claim 6, characterized in that, The step of allocating a second virtual item to the first game account in response to the parsing operation of the first virtual item by the first game account includes: In response to the parsing operation of the first virtual item by the first game account, the attribute information of the second virtual item is displayed on the terminal device; The attribute information includes the second game map that can be unlocked corresponding to the second virtual item, the first game skill corresponding to the second game item, and the game effect of the first game skill in the second game map.

8. The method according to claim 6, characterized in that, The method further includes: In response to the controlled virtual object equipping the second virtual item and entering the second game, a first game state is attached to the controlled virtual object, and a corresponding second game debuff is provided to the controlled virtual object; wherein, the state value of the first game state is related to the quantity of the second virtual item.

9. The method according to claim 8, characterized in that, The method further includes: In response to increasing the number of the second virtual items equipped on the controlled virtual object, the state value of the first game state attached to the controlled virtual object is increased; In response to reducing the number of the second virtual items equipped on the controlled virtual object, the state value of the first game state attached to the controlled virtual object is reduced.

10. The method according to claim 8, characterized in that, The first game state includes multiple first sub-game states, and the method further includes: Based on the number of the second virtual items equipped on the controlled virtual object, determine the current state value of the controlled virtual object; Determine the state threshold interval corresponding to the current state value, and determine the first sub-game state with the target quantity corresponding to the current state value based on the state threshold interval; The target number of first sub-game states are attached to the controlled virtual object, and the status identifier of the first sub-game state is displayed in the terminal device in the form of a target display. The display format of the status identifier is differentiated according to the different status threshold ranges corresponding to the current status value.

11. The method according to claim 10, characterized in that, The number of times the controlled virtual object is equipped with the second virtual prop is less than the first quantity threshold.

12. The method according to claim 6, characterized in that, The method further includes: In response to the controlled virtual object being equipped with the second virtual item and entering the first game map, a second game skill is configured for the controlled virtual object, wherein the second game skill is a default basic game skill; Alternatively, in response to the controlled virtual object being equipped with the second virtual item, entry into the first game map may be refused.

13. The method according to claim 8, characterized in that, The second game map contains a radiation zone, where the number of virtual items within the radiation zone is greater than the number of virtual items within the non-radiation zone, and / or, the value of the virtual items within the radiation zone is higher than the value of the virtual items within the non-radiation zone. The method further includes: In response to the controlled virtual object entering the radiated area from the non-radiated area, the state value of the first game state is increased; In response to the current state value of the controlled virtual object being greater than a preset state threshold, the first game state is applied to the controlled virtual object.

14. The method according to claim 2, characterized in that, After providing the controlled virtual object with a specified first game buff and a specified first game debuff in response to the controlled virtual object casting the first game skill in the second game scene, the method further includes: In response to the fact that the value of the game debuff object obtained after providing the controlled virtual object with a specified first game debuff is less than a second quantity threshold, a first game state is attached to the controlled virtual object to provide the controlled virtual object with a corresponding second game debuff.

15. The method according to claim 14, characterized in that, The method further includes: In response to the game time of the second game being superimposed with a preset time, or in response to equipping the controlled virtual object with a third virtual item, a second game state is added to the controlled virtual object, and a corresponding second game buff is provided to the controlled virtual object, thereby increasing the value of the game debuff object; wherein the second game state is the opposite of the game state of the first game state.

16. The method according to claim 1, characterized in that, The number of virtual items in the second game scene is greater than the number of virtual items in the first game scene, and / or the value of the virtual items in the second game scene is higher than the value of the virtual items in the first game scene; and / or the game tasks in the second game scene are different from the game tasks in the first game scene.

17. A device for generating game skills, characterized in that, The device comprises: a terminal device that runs a game and has a first game account logged in on the terminal device; the game includes multiple game maps, each corresponding to a different game scene; and the device includes: The display module is configured to display a first game map and a second game map on the terminal device, wherein the first game map is displayed in an unlocked state and the second game map is displayed in a locked state. The first scene display module is configured to execute a start command in response to the first game match and display the first game scene corresponding to the first game map, wherein the first game scene includes at least the controlled virtual object corresponding to the first game account; The access control module is configured to respond to the controlled virtual object completing the first game match by controlling the granting of access to the second game map to the first game account based on the first virtual item obtained by the controlled virtual object from the first game scene; specifically, the access control module is configured to update the second game map in the terminal device from a locked state to an unlocked state based on the first virtual item obtained by the controlled virtual object from the first game scene, thereby granting the first game account access to the second game map; The second scene display module is configured to execute a start command in response to the second game match, display the second game scene corresponding to the second game map, and add a first game skill based on the first virtual item to the controlled virtual object corresponding to the first game account; The gain-providing module is configured to respond to the controlled virtual object casting the first game skill in the second game scene, and to present the game effect corresponding to the first game skill.

18. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the method for generating game skills according to any one of claims 1 to 16.

19. An electronic device, characterized in that, include: processor; as well as Memory for storing the executable instructions of the processor; The processor is configured to execute the method for generating game skills according to any one of claims 1 to 16 by executing the executable instructions.

Citation Information

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