Virtual character control method and device, equipment and storage medium
By providing card point prompt information after the virtual character skills is released, allowing the interactive object to release the second virtual skill at a specific time, solving the problem of single operation and low operational sense in the prior art, and achieving a diversified skill release mechanism and a higher interactive experience.
Patent Information
- Application Number
- CN202411866296.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-16
- Publication Date
- 2025-04-08
- Estimated Expiration
- 2044-12-16
AI Technical Summary
In the prior art, the operation mode of virtual character skills release is single, resulting in a low sense of operation and lack of diversity and depth.
By displaying the virtual character to release the first virtual skill, it provides card point prompt information, allowing the interactive object to release the second virtual skill at a specific time, thereby updating the combat ability of the virtual character.
A diversified skill release mechanism has been realized, the interactive experience has been improved, and the diversity of combat logic has been increased, so that users need to consider the order of different skills and the timing of the stops.
Smart Images

Figure CN119770972A_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present application relate to the field of human-computer interaction technology, and in particular to a control method, device, equipment and storage medium for a virtual character. Background Art
[0002] With the continuous development of computer technology, there are more and more types of games, in which virtual characters and skill controls are displayed on terminal devices.
[0003] In the related art, the user controls the virtual character to release the virtual skill corresponding to the skill control by triggering the skill control, thereby completing the interactive process of releasing the skill.
[0004] In the interactive process for releasing skills in the related technology, the operation method is single, resulting in a low sense of operation. Summary of the invention
[0005] The embodiments of the present application provide a control method, device, equipment and storage medium for a virtual character, which can be used to enhance the diversity of combat logic and improve the interactive experience. The technical solution is as follows:
[0006] On the one hand, an embodiment of the present application provides a method for controlling a virtual character, the method comprising:
[0007] Displaying a virtual character in a virtual environment, wherein the virtual character has at least one virtual skill;
[0008] In response to a release operation for a first virtual skill, displaying the virtual character releasing the first virtual skill and a card point prompt information, wherein the card point prompt information is used to prompt a card point timing for releasing a second virtual skill;
[0009] In response to a release operation for the second virtual skill, determining a stuck point result of the second virtual skill;
[0010] Updating the combat capability of the virtual character based on the stuck point result;
[0011] Wherein, the first virtual skill and the second virtual skill both belong to the at least one virtual skill.
[0012] In another aspect, a control device for a virtual character is provided, the device comprising:
[0013] A display module, used for displaying a virtual character in a virtual environment, wherein the virtual character has at least one virtual skill;
[0014] The display module is further used to display, in response to a release operation for the first virtual skill, the virtual character releasing the first virtual skill and a card point prompt information, wherein the card point prompt information is used to prompt a card point timing for releasing a second virtual skill;
[0015] A determination module, configured to determine a stuck point result of the second virtual skill in response to a release operation on the second virtual skill;
[0016] An updating module, used for updating the combat capability of the virtual character based on the stuck point result;
[0017] Wherein, the first virtual skill and the second virtual skill both belong to the at least one virtual skill.
[0018] In a possible implementation, the determining module is configured to determine that the stuck point result is a stuck point success in response to the release operation for the second virtual skill being at the stuck point timing;
[0019] In response to the release operation for the second virtual skill not being at the stuck point timing, determining the stuck point result as a stuck point failure.
[0020] In one possible implementation, the card point result is a successful card point, and the update module is used to determine a bonus skill corresponding to the successful card point for the virtual character, and the bonus skill is an enhanced skill of any virtual skill among the at least one virtual skill or an additional virtual skill added for the virtual character; automatically release the bonus skill, or release the bonus skill in response to a release operation for the bonus skill.
[0021] In a possible implementation, the card point prompt information includes a progress bar, a sliding element, and at least one card point interval set on the progress bar, and the card point timing is the moment corresponding to any point in the card point interval; the determination module is used to trigger the release of the second virtual skill in response to the sliding element on the progress bar moving on the progress bar to any card point interval in the at least one card point interval, and determine that the card point result is the card point success; the determination module is used to trigger the release of the second virtual skill in response to the sliding element on the progress bar moving on the progress bar to a non-card point position, and determine that the card point result is the card point failure; wherein the non-card point interval is any position on the progress bar except the at least one card point interval.
[0022] In one possible implementation, the number of the card point opportunities is at least two, the at least two card point opportunities include the i-th card point opportunity, the at least two virtual skills include the i+1-th virtual skill, the i-th card point opportunity is used to indicate the timing of releasing the i+1-th virtual skill at the card point, and i is a positive integer; the determination model is also used to determine the card point result of the i-th card point opportunity in response to whether the release operation for the i+1-th virtual skill is at the i-th card point opportunity; or, determine the card point result of the i-th card point opportunity in response to whether the release operation for the i+1-th virtual skill is at the i-th card point opportunity and the historical card point result of at least one card point opportunity before the i-th card point opportunity.
[0023] In one possible implementation, the display module is also used to display at least one skill release control, and the at least one skill release control corresponds one-to-one to the at least one virtual skill; the display of the virtual character releasing the first virtual skill and the stuck point prompt information in response to the release operation of the first virtual skill includes: in response to the trigger operation of the first skill release control in the at least one skill release control, the display of the virtual character releasing the first virtual skill and the stuck point prompt information, and the first skill release control corresponds to the first virtual skill; the determination of the stuck point result of the second virtual skill in response to the release operation of the second virtual skill includes: in response to the trigger operation of the second skill release control in the at least one skill release control, the determination of the stuck point result of the second virtual skill, and the second skill release control corresponds to the second virtual skill.
[0024] In a possible implementation, the bonus skill has an effective duration, and the update module is further configured to release the bonus skill in response to a release operation on the bonus skill within the effective duration.
[0025] In a possible implementation, the display module is also used to display the card point prompt information in an inactivated state; in response to a release operation for a first virtual skill, control the virtual character to release the first virtual skill; and convert the card point prompt information from the inactivated state to an activated state.
[0026] In a possible implementation, the card point prompt information includes an initial state and an advanced state, and the display module is used to display the card point prompt information in the initial state in response to a release operation for the first virtual skill; based on the virtual character satisfying the advanced condition, the card point prompt information is converted from the initial state to the advanced state.
[0027] In a possible implementation, the display module is used to display first prompt information in response to the release operation of the second virtual skill not being at the stuck point timing, wherein the first prompt information is used to prompt that the stuck point timing has failed.
[0028] In a possible implementation, the display module is further used to display second prompt information in response to the release operation of the second virtual skill being at the stuck point timing, wherein the second prompt information is used to prompt that the stuck point timing is successful.
[0029] In one possible implementation, the display module is also used to display a bonus control control in response to the release operation of the second virtual skill being at the stuck point; wherein the bonus control control is used to release a bonus skill after being triggered, and the bonus skill is an enhanced skill of any virtual skill among the at least one virtual skill or an additional virtual skill for the virtual character.
[0030] In a possible implementation, the second virtual skill is triggered by a second control widget; the display module is further used to display that the second control widget is switched to the bonus control widget in response to the release operation of the second virtual skill being at the stuck point timing.
[0031] In a possible implementation, the display module is further used to display the virtual character releasing the bonus skill in response to a release operation on the bonus control widget, and cancel the display of the bonus control widget.
[0032] In a possible implementation, the determination module is further configured to determine the stuck point prompt information corresponding to the first virtual skill in response to a release operation on the first virtual skill.
[0033] On the other hand, an embodiment of the present application provides a computer device, comprising a processor and a memory, wherein the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor so that the computer device implements any of the above-mentioned virtual character control methods.
[0034] On the other hand, an embodiment of the present application provides a computer-readable storage medium, in which at least one computer program is stored. The at least one computer program is loaded and executed by a processor so that a computer implements any of the above-mentioned virtual character control methods.
[0035] On the other hand, an embodiment of the present application provides a computer program product or a computer program, wherein the computer program product or the computer program includes computer instructions, and the computer instructions are loaded and executed by a processor so that a computer implements any of the above-mentioned methods for controlling a virtual character.
[0036] The technical solution provided by the embodiments of the present application brings at least the following beneficial effects:
[0037] The present application completes the card point triggering operation by releasing a first virtual skill, triggering the display of card point prompt information, and releasing a second virtual skill based on the card point prompt information. This achieves that after triggering the first virtual skill, a series of derivatives based on the release of the second virtual skill are immediately generated to update the combat capability of the virtual character, and implements a diversified skill release mechanism, so that the skill release forms a logically ordered process. The novel operation method brings a new interactive experience to users, and the skill release logic increases the diversity of the combat logic. Users need to consider the order and card point timing between different skills, creating the possibility of multiple skill combinations, thereby improving the interactive experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0038] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.
[0039] Figure 1 is a schematic diagram of the structure of a computer system provided in an embodiment of the present application;
[0040] Figure 2 is a flow chart of a method for controlling a virtual character provided in an embodiment of the present application;
[0041] Figure 3 This is a schematic diagram of an interface for releasing a first virtual skill provided in an embodiment of the present application;
[0042] Figure 4 is a schematic diagram of an interface for another release operation of a first virtual skill provided in an embodiment of the present application;
[0043] Figure 5 This is a schematic diagram of a display of a circular progress bar provided in an embodiment of the present application;
[0044] Figure 6 This is a schematic diagram of an interface of an unactivated card point prompt information provided in an embodiment of the present application;
[0045] Figure 7This is a schematic diagram of an interface for a card point prompt information that is converted from an inactive state to an active state, provided in an embodiment of the present application;
[0046] Figure 8 This is a schematic diagram of an interface for a card point prompt information that is converted from an inactive state to an active state, provided in an embodiment of the present application;
[0047] Fig. 9 This is a schematic diagram of an interface for providing a card point prompt information provided by an embodiment of the present application;
[0048] Fig.10 This is a schematic diagram of an interface based on a successful second virtual skill card point provided by an embodiment of the present application;
[0049] Fig.11 This is a schematic diagram of an interface based on a second virtual skill stuck point failure provided by an embodiment of the present application;
[0050] Fig.12 This is a schematic diagram of an interface based on a successful second virtual skill card point provided by an embodiment of the present application;
[0051] Fig.13 is a schematic diagram of an interface based on a second virtual skill card point provided in an embodiment of the present application;
[0052] Fig.14 This is a schematic diagram of an interface based on a successful second virtual skill card point provided by an embodiment of the present application;
[0053] Fig.15 This is a schematic diagram of an interface for a successful continuous card point provided by an embodiment of the present application;
[0054] Fig.16 It is a schematic diagram of an interface of an additive control control provided in an embodiment of the present application;
[0055] Fig.17 It is a schematic diagram of an interface of an additive control control provided in an embodiment of the present application;
[0056] Fig.18 This is a schematic diagram of an interface after an additive control control is triggered provided in an embodiment of the present application;
[0057] Fig.19 This is a schematic diagram of an interface for providing a card point prompt information based on a skill selection wheel provided in an embodiment of the present application;
[0058] Fig. 20 It is an overall flow chart of a method for controlling a virtual character provided in an embodiment of the present application;
[0059] Fig.21 is a structural schematic diagram of a control device for a virtual character provided in an embodiment of the present application;
[0060] Fig. 22 It is a structural diagram of a server provided in an embodiment of the present application;
[0061] Fig.23 It is a structural diagram of a terminal device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0062] In order to make the objectives, technical solutions and advantages of the present application clearer, the implementation methods of the present application will be further described in detail below with reference to the accompanying drawings.
[0063] It should be noted that the terms "first", "second", etc. in this application are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present application. On the contrary, they are merely examples of devices and methods consistent with some aspects of the present application as detailed in the appended claims.
[0064] First, the nouns involved in the embodiments of the present application are briefly introduced:
[0065] Virtual environment: A scene provided (or displayed) when an application is running on a terminal. The virtual environment refers to a scene created for virtual objects to carry out activities. A virtual environment can be a two-dimensional virtual environment, a 2.5-dimensional virtual environment, or a three-dimensional virtual environment. The virtual environment can be a simulation of the real world, a semi-simulated and semi-fictional scene, or a purely fictional scene. In some embodiments, the virtual environment can also be referred to as a virtual scene.
[0066] Virtual character: refers to the character corresponding to the movable object in the virtual environment. The movable object can be a virtual person, a virtual animal, an animated character, etc. The interactive object can manipulate the virtual character through external components or by clicking on the touch screen. Each virtual character has its own shape and volume in the virtual environment and occupies a part of the space in the virtual environment. Exemplarily, when the virtual environment is a three-dimensional virtual environment, the virtual character is a three-dimensional model created based on animation skeleton technology. Optionally, the virtual character can be an interactive object character controlled by operations on a terminal device, or it can also be a non-interactive object character (Non-Player Character, NPC) set in the virtual environment interaction. In some embodiments, the interactive object can also be referred to as an interactive object or a user.
[0067] Virtual skills: functional elements designed to increase the interactivity and depth of the interaction process. Virtual skills give virtual characters special abilities, such as increased attack power, improved defense, restored health, controlled enemies, etc. Virtual skills can be divided into two categories: passive skills and active skills. Passive skills do not require manual activation by the interactive object. As long as the virtual character has the skill, it will automatically take effect under the conditions, such as natural blood recovery, resistance improvement, etc. Active skills require the interactive object to manually activate by clicking, dragging or pressing keys, such as casting magic, launching melee attacks, etc.
[0068] Quick Time Event (QTE): The interactive object must quickly respond to the buttons that appear on the game screen to complete the specified operation or advance the plot. This mechanism tests the reaction speed and accuracy of the interactive object, which not only increases the interactivity and challenge of the game, but also affects the outcome of the game through precise operations, providing the interactive object with a deeper sense of participation and experience.
[0069] Energy Spectrum: refers to the energy value used by virtual skills in the application during interaction or as a status indicator skill system, showing the release status and effect of the virtual skills.
[0070] In the related art, the game skill system based on single-nature virtual skills limits the tactical choices in the game. For example, in multiplayer online tactical competitive games (MOBA), since most virtual skills are simple damage output, control or treatment skills, the tactical arrangement of interactive objects in the game is often relatively fixed. Moreover, after a single virtual skill of a single virtual character is released, only the effect of the currently released virtual skill is effective, and there will be no other derivative triggered advanced operations and skill effects. The output stage is relatively single and lacks playability.
[0071] In addition, the common operation types for virtual skills, such as direct release after clicking, release after charging, and release after directional displacement, are too formulaic. In MOBA games, this formulaic operation type makes the skill release of interactive objects easy to predict. For game developers, the formulaic operation type also limits the innovation of game design. Since the interactive objects are accustomed to this simple operation mode, developers will be greatly restricted when designing new combat mechanisms or skill operation methods. The formulaic operation type leads to a lack of diversity in the operation of interactive objects in the game. For example, during the interaction process, the interactive objects always repeat several fixed operation methods, such as clicking to attack, charging to release powerful skills, and using directional displacement skills to avoid enemy attacks.
[0072] As the diversity of virtual skills increases, due to the limitation of screen size, too many permanent skill controls will lead to insufficient interface space. This problem is particularly prominent in mobile games. For example, when there are a large number of skills to be displayed on the screen, the skill icons will become very small, and it is difficult for the interactive object to accurately click on the virtual skill they want to use. Insufficient interface space will make the game interface look messy. Too many skill icons and control devices will take up a lot of screen space and destroy the overall aesthetic of the game; too many skill controls will make the skill panel complicated.
[0073] In current game designs, the QTE mechanism is often limited to the additional skill damage brought by the substitution. For example, in some action role-playing games, when character A triggers the QTE condition (such as the enemy's shield is broken or slowed down), it switches to character B, and character B can only launch a special attack once, and then the QTE operation ends. This design ignores the potential of the QTE mechanism in the continuity of character skills. In the current QTE skill operation scheme, the operation design of the interactive object within the QTE interval is simple. Usually, the interactive object can only click on the character that triggers the QTE in the character list to switch, and release the single special skill of the switched character. This operation method lacks depth and diversity, and cannot meet the interactive object's needs for high-difficulty operations and strategies. In addition, the current QTE setting objects lack relevance to the skills of the current virtual character. For example, after the virtual character A triggers the QTE condition, it switches to the virtual character B to launch a special skill. The special skills of the virtual character B have no connection with the skills of the virtual character A. This design makes the QTE mechanism not integrated into the game, and it is difficult for the interactive object to feel the organic combination of the QTE mechanism and the virtual skill system.
[0074] To further illustrate the technical solution provided by the embodiment of the present application, this is described in detail below in conjunction with the accompanying drawings and specific implementation methods. Although the embodiment of the present application provides the method operation steps as shown in the following embodiments or drawings, more or fewer operation steps may be included in the method based on routine or no creative labor. In the steps where there is no necessary causal relationship logically, the execution order of these steps is not limited to the execution order provided by the embodiment of the present application. The method can be executed in the order of the method shown in the embodiment or drawings or in parallel during the actual processing process or when the control device is executed.
[0075] Other features and advantages of the present application will be described in the following description, and partly become apparent from the description, or be understood by practicing the present application. The purpose and other advantages of the present application can be realized and obtained by the structures specifically pointed out in the written description, claims, and drawings.
[0076] Figure 1A schematic diagram of the structure of a computer system provided in an embodiment of the present application is shown. The computer system includes: a terminal device 101 and a server 102. The terminal device 101 is a terminal device used by an interactive object, and a game client capable of providing a control interface for a virtual character is installed and running in the terminal device 101. A control method for a virtual character provided in an embodiment of the present application can be executed by the terminal device 101, or can be executed jointly by the terminal device 101 and the server 102, and this embodiment of the present application does not limit this.
[0077] The embodiments of the present application do not limit the application programs that support virtual displacement props. For example, the application programs that support virtual displacement props include but are not limited to: third-person shooting (TPS) games, first-person shooting (FPS) games, multiplayer online tactical competitive (MOBA) games, multiplayer shooting survival games, massively multiplayer online role-playing games (MMORPG), action games (ACT), action role-playing games (ARPG), role-playing games (RPG), virtual reality (VR) clients, MOBA, massively multiplayer online games (MMO), augmented reality (AR) clients, three-dimensional map programs, map simulation programs, social clients, interactive entertainment clients, etc. In some embodiments, the application program may also be referred to as a client.
[0078] In some embodiments, the application supporting virtual skills can support at least one operating system, and the applications running in different operating systems can be interconnected. In some embodiments, the application supporting virtual skills is an application developed based on a three-dimensional engine. In some embodiments, the application supporting virtual skills is a stand-alone application or a network-connected application.
[0079] The server 102 is used to provide background services for the application supporting virtual skills installed on the terminal device 101. In a possible implementation, the server 102 undertakes the main computing work, and the terminal device undertakes the secondary computing work; or, the server 102 undertakes the secondary computing work, and the terminal device undertakes the main computing work; or, the server 102 and the terminal device adopt a distributed computing architecture to perform collaborative computing.
[0080] In one possible implementation, the terminal device 101 is any electronic product that can perform human-computer interaction with an interactive object through one or more methods such as a keyboard, touchpad, touch screen, remote control, voice interaction or handwriting device, for example, a PC (Personal Computer), a mobile phone, a smart phone, a PDA (Personal Digital Assistant), a wearable device, a handheld portable gaming device, a PPC (Pocket PC), a tablet computer, a laptop computer, a desktop computer, a smart car machine, a smart TV, a smart speaker, a smart watch, a vehicle-mounted terminal, etc., but is not limited to these.
[0081] The server 102 can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers. It can also be a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms, which are not limited in this embodiment of the present application. The server 102 is directly or indirectly connected to the terminal device 101 through a wired communication method or a wireless communication method, which is not limited in this application. The server 102 has a data receiving function, a data processing function, and a data sending function. Of course, the server 102 can also have other functions, which are not limited in this embodiment of the present application.
[0082] The terminal device 101 may generally refer to one of a plurality of terminal devices, and this embodiment is only illustrated by taking the terminal device 101 as an example. Those skilled in the art may know that the number of the terminal devices 101 may be more or less. For example, the terminal device 101 may be only one, or the terminal devices 101 may be dozens or hundreds, or more. The embodiment of the present application does not limit the number and device type of the terminal devices 101.
[0083] The control method of the virtual character provided in the embodiment of the present application can be executed by the terminal device 101, can be executed by the server 102, or can be executed interactively by the terminal device 101 and the server 102, and the embodiment of the present application does not limit this. In some embodiments, the terminal device 101 uses the control method of the virtual character provided in the embodiment of the present application to send uplink synchronization data to the server 102, and the uplink synchronization data includes a request for card point prompt information. The server 102 performs a legality check on the uplink synchronization data sent by the terminal device 101, and sends downlink synchronization data to the terminal device 101 at the same time, and the downlink synchronization data includes the uplink synchronization data of the terminal device 101 and other terminal devices that have passed the legality check.
[0084] For example, see Figure 1 Part (1) of FIG. 1 shows a virtual character 117 in a virtual environment, wherein the virtual character 117 has at least one virtual skill and a card point prompt information 103 in an inactive state; see Figure 1 In part (2), a skill selection control 108 is displayed; in response to a drag operation of the skill selection control 108, a skill selection wheel 107 is displayed, and the skill selection wheel 107 includes the at least one virtual skill; in response to the end position 104 of the drag operation being in the first area 106, the virtual character releases the first virtual skill 105 and the stuck point prompt information is displayed, and the first area 106 is the wheel area corresponding to the first virtual skill 105 on the skill selection wheel 107; see Figure 1 The (3) part of the figure shows the card point prompt information 103 of the transition from the inactive state to the active state, and the card point prompt information 103 is used to prompt the card point timing of releasing the second virtual skill; the card point prompt information 110 includes a progress bar 111, a sliding element 112 and at least one card point interval 113 set on the progress bar 111, and the card point timing is the time corresponding to any point in the card point interval 113; for the three card point timings, in response to the release operation of the second virtual skill 109 being at the card point timing, the card point result is determined to be a card point success; see Figure 1 In part (4), a second prompt message 114 is displayed, and the second prompt message 114 is used to prompt that the card point timing is successfully blocked; a bonus skill 115 corresponding to the successful card point is determined for the virtual character, and the bonus skill 115 is an enhanced skill of any virtual skill in at least one virtual skill or an additional virtual skill added for the virtual character; the bonus skill has an effective duration 116, and in response to a release operation on the bonus skill 115 within the effective duration, the bonus skill 115 is released.
[0085] Those skilled in the art should understand that the above-mentioned terminal device 101 and server 102 are only for illustration, and other terminal devices or servers of related technologies or that may appear in the future, if applicable to the present application, should also be included in the scope of protection of the present application and are included here by reference.
[0086] Based on the above Figure 1 The computer system shown in the figure, the embodiment of the present application provides a method for controlling a virtual character, which can be executed by the terminal device 101, or by the server 102, or by the interaction between the terminal device 101 and the server 102, which is not limited in the embodiment of the present application. The embodiment of the present application takes the method executed by a computer device as an example for explanation, and the computer device can be a terminal device or a server. Figure 2 As shown, the virtual character control method provided in the embodiment of the present application may include the following steps 201 to 204.
[0087] In step 201, a virtual character in a virtual environment is displayed, where the virtual character has at least one virtual skill.
[0088] Virtual characters are displayed through graphics rendering technology. The 3D model of the virtual character is converted into a 2D image displayed on the screen. The 3D model is composed of polygons (such as triangles), and the vertex coordinates, normals (used to determine the surface lighting effect), texture coordinates and other information of the polygons are stored.
[0089] Optionally, the display method includes but is not limited to: displaying a virtual character in a virtual environment in response to an opening operation of the application.
[0090] At least one virtual skill can be understood as each virtual character has its own unique ability or function. Even the most basic virtual character is not without ability. "At least one" also provides space for the expansion of virtual skills. Developers can add new virtual skills to virtual characters during the development of the game. This can be added through the virtual character upgrade system or in the game update content. This application does not limit the skill categories corresponding to virtual characters.
[0091] In step 202, in response to a release operation for a first virtual skill, the virtual character is displayed to release the first virtual skill and a card point prompt information is displayed, where the card point prompt information is used to prompt a card point timing for releasing a second virtual skill.
[0092] The first virtual skill is any skill among at least one virtual skill of the virtual character. Optionally, the type of the first virtual skill includes but is not limited to: any skill in attack, defense, control or assistance. Taking the first virtual skill of the attack type as an example, it can be further subdivided into physical attack skills and magic attack skills. Physical attack skills focus on direct damage output in melee combat, such as sword skills, axe skills, etc.; magic attack skills involve the use of elemental magic (such as fire, water, wind and other elements) to cause damage to the enemy by releasing magic energy. The first virtual skill of the defense type can be a shield generation skill to protect the virtual character from enemy attacks; control skills include effects such as stun, freeze, and deceleration, which can limit the enemy's actions; auxiliary skills provide teammates with treatment and gain effects (such as increased attack power, defense, etc.). This application does not limit the skill type of the first virtual skill.
[0093] In response to the release operation for the first virtual skill, the first virtual skill will be released immediately, the skill effect related to the first virtual skill will be displayed, and the card point prompt information will be triggered to be displayed, that is, the trigger condition for the appearance of the card point prompt information is in response to the release operation for the first virtual skill.
[0094] Responding to the release operation for the first virtual skill can be understood as an input operation of the interactive object for the first virtual skill. Input operations take different forms on different applications. In console games, input operations include: being implemented through a combination of buttons on the handle, such as pressing a preset shoulder button and direction key combination to release the first virtual skill; in stand-alone games and online games, input operations include: triggering the release of the first virtual skill through buttons on the keyboard (such as function keys or shortcut keys) or mouse clicks; in mobile games, input operations include: touching the skill icon on the screen or performing gesture operations. This application does not limit the triggering method of the release operation of the first virtual skill.
[0095] The following is an example of how to trigger and release the first virtual skill.
[0096] Optionally, the method further includes: displaying at least one skill release control, wherein the at least one skill release control corresponds one-to-one to the at least one virtual skill.
[0097] At least one skill release control corresponds to at least one virtual skill, allowing the interactive object to quickly browse and select virtual skills, which increases the fun and strategy of the interaction. The interactive object can quickly select the appropriate skill based on the actual situation in the game, such as the enemy's position, its own state, etc., thereby improving the interactive experience.
[0098] The skill release control is a control used to release the corresponding virtual skill after being triggered. The display method of at least one skill release control includes but is not limited to: displaying through a skill selection wheel; or first displaying a skill selection control on the interface, displaying a skill selection wheel after triggering the selection control, and displaying at least one skill release control through the skill selection wheel; or, displaying through a skill selection list; or, displaying through a card-style layout. This application does not limit the display method of the skill release control.
[0099] Exemplarily, when at least one skill release control is displayed through a skill selection list, at least one virtual skill possessed by the virtual character is arranged in a linear manner, and the name, icon, and brief description (such as skill effect, consumed energy value, etc.) of the virtual skill are displayed. Exemplarily, when at least one skill release control is displayed through a card layout, each card displays information such as the name, icon, detailed skill effect description, and possible usage restrictions of any virtual skill in the at least one virtual skill.
[0100] The following is a detailed description of the display method of at least one skill release control: first displaying a skill selection control on the interface, displaying a skill selection wheel after triggering the selection control, and displaying at least one skill release control through the skill selection wheel.
[0101] Optionally, the method further includes: displaying a skill selection control; displaying at least one skill release control, including: in response to a triggering operation of the skill selection control, displaying a skill selection wheel, the skill selection wheel including at least one skill release control.
[0102] A skill selection control is an interactive element in the interface that allows the interactive object to easily select the virtual skills of the virtual character. The skill selection control usually has a certain visual presentation form in the interface, such as an icon, a button, or an area of a preset shape, so that the interactive object can recognize and interact with it.
[0103] The triggering operation of the skill selection control includes but is not limited to: at least one of a click operation, a drag operation, a gesture operation, and a key operation.
[0104] Exemplarily, the click operation of the skill selection control, the user triggers the display of the skill selection props by clicking the mouse or clicking the skill selection control with a finger. In addition, the user can also use gestures such as sliding, pinching, and long pressing to trigger the skill selection control. For example, in a mobile racing game, the user can trigger the skill selection control by sliding a finger on the screen, then display the skill selection wheel, and then select different racing skills (such as acceleration, drifting, etc.) by pinching or expanding gestures. The user can also trigger the skill selection control by pressing a preset button on the game controller (such as a direction key, function key, etc.) or a preset button on the keyboard.
[0105] The skill selection wheel is a skill selection interface element in the shape of a wheel. It is displayed after the interactive object drags the skill selection control. The appearance of the skill selection wheel includes but is not limited to: circular, semicircular or sector-shaped, etc. The wheel will be divided into different areas, each corresponding to a virtual skill. For example, in an action game, the skill selection wheel may be a circle, divided into multiple sector-shaped areas like a clock face, each area displays a different skill icon, and the interactive object can select the first virtual skill by dragging or clicking.
[0106] The drag operation can be understood as when the interactive object drags the skill selection control, this operation conveys to the system the intention of the interactive object to view and select more skill options. The drag operation of the skill selection control is closely linked to the game's input system. The system needs to accurately identify the drag operation of the interactive object, including information such as the direction, distance, and speed of the drag. Different input devices (such as mouse, touch screen, etc.) implement the drag operation differently, but the game needs to convert the input of these different devices into a unified operation logic.
[0107] The inclusion of at least one virtual skill on the skill selection wheel can be understood as the skill selection wheel being a centralized display and selection platform for virtual skills. These virtual skills are presented on the wheel in a preset manner, such as icons, names, or brief descriptions. These virtual skills may be classified according to factors such as their functions, types, or usage conditions, so that interactive objects can quickly identify and select them. In addition, the number of virtual skills on the skill selection wheel will affect the layout of the wheel. If the number of virtual skills is small, the wheel may be relatively simple, and each virtual skill may occupy a larger area on the wheel, which is convenient for interactive objects to select. If the number of virtual skills is large, the wheel may be more complicated, and may require layering, grouping, or using smaller icons to accommodate all virtual skills.
[0108] As an optional implementation, in response to a release operation for a first virtual skill, displaying the virtual character releasing the first virtual skill and stuck point prompt information includes: in response to a trigger operation for a first skill release control among at least one skill release control, displaying the virtual character releasing the first virtual skill and stuck point prompt information, the first skill release control corresponding to the first virtual skill.
[0109] Optionally, in response to the dragging operation of the skill selection control, a skill selection wheel is displayed, and the skill selection wheel includes at least one virtual skill; the method of responding to the triggering operation of the first skill release control in at least one skill release control includes but is not limited to: in response to the end position of the dragging operation being in the first area, displaying the virtual character releasing the first virtual skill and the card point prompt information, the first area being the wheel area corresponding to the first virtual skill on the skill selection wheel.
[0110] The first area is an area on the skill selection wheel. It is a wheel area specifically set for the first virtual skill. This area has clear boundaries on the wheel and is distinguished from the areas corresponding to other skills. The first area is for the convenience of the interactive object to accurately select the first virtual skill. By associating the first virtual skill with the first area, the interactive object can intuitively select the first virtual skill by positioning the end position of the drag operation in this area.
[0111] The first area is related to and different from other areas on the skill selection wheel. Together, they form the entire skill selection wheel, and each area corresponds to a different virtual skill. In terms of layout, these areas may be reasonably distributed based on factors such as the type, importance, or frequency of use of the virtual skill. For example, in an action game, the area corresponding to a high-damage attack skill may be placed in an easier-to-reach position on the wheel, while the areas corresponding to some auxiliary skills may be relatively difficult to reach. This relationship between the first area and other areas affects the interactive object's selection tendency and operation difficulty for different skills.
[0112] When the end position of the drag operation is in the first area, the system determines that the interactive object has selected the first virtual skill. This judgment logic is based on the precise monitoring of the interactive object operation. The game needs to monitor the trajectory of the drag operation in real time and accurately determine whether its end position falls within the range of the first area. In response to the condition that the end position of the drag operation is in the first area, the process will seamlessly enter the next stage, that is, display the virtual character releasing the first virtual skill and the card point prompt information. This connection is a reflection of the continuity of the game operation, so that the operation of the interactive object can naturally guide the development of events in the game.
[0113] For example, see Figure 3A schematic diagram of an interface for a release operation of a first virtual skill is shown, wherein the first virtual skill is the minuet skill of the Wandering God, and the skill selection wheel includes three virtual skills as an example. In response to a drag operation of a button 301 corresponding to a performance skill, a skill selection wheel 302 is displayed, and the skill selection wheel 302 includes the minuet skill 303 of the Wandering God. In response to the end position 304 of the drag operation being in the first area 305, the virtual character is displayed to release the minuet skill 303 of the Wandering God and the card point prompt information.
[0114] For example, see Figure 4 Another interface schematic diagram of a release operation of a first virtual skill is shown. Taking the first virtual skill as skill 1 as an example, in response to a triggering operation of a first control control 401 corresponding to the first virtual skill, the first virtual skill is released.
[0115] The method of displaying the virtual character releasing the first virtual skill includes but is not limited to: displaying the action of the virtual character through a pre-made animation sequence. For example, in a three-dimensional game, if the first virtual skill is a jumping attack skill, the animation system will play the complete animation sequence of the virtual character taking off, performing an attack action in the air, and then landing. The animation sequence is composed of multiple key frames, and by defining the virtual character's posture, action speed, joint angle and other information in the key frames, a smooth animation effect is achieved.
[0116] The timing of the card point refers to the moment in the application when releasing the second virtual skill can achieve the best effect. It is a time concept, but it is not limited to time, and may also be related to other factors in the application. For example, in a battle scene, the timing of the card point may be between certain actions of the enemy (such as the stiffness period of the attack action), or after a preset event in the game scene (such as when a certain mechanism in the scene is triggered).
[0117] The methods for setting the timing of the card point include, but are not limited to: setting according to human experience; or setting according to the rhythm of the application; or determining the timing of the card point according to the interaction history data of the interaction object.
[0118] For example, in a fast-paced action game, the timing of the card point may be very short, requiring the interactive object to have quick reaction ability and precise operation skills. For example, in a combo of a fighting game, the timing of the card point may be only a few tenths of a second.
[0119] The stuck point prompt information is a kind of guiding information provided to the interactive object. Its essence is a prompt to assist the interactive object in operation, and its purpose is to inform the interactive object of the best time to release the second virtual skill at the stuck point.
[0120] As an optional implementation, the method further includes: in response to a release operation for the first virtual skill, determining a stuck point prompt information corresponding to the first virtual skill.
[0121] The correspondence between the first virtual skill and the stuck point prompt information provides the continuity of the interactive object operation. When the interactive object releases the first virtual skill, it can anticipate the stuck point prompt information that will appear next, so as to prepare for releasing the second virtual skill in advance, thereby improving the interactive experience of the interactive object.
[0122] The stuck point prompt information corresponding to the first virtual skill can be understood as a correspondence between the first virtual skill and the stuck point prompt information. Optionally, in response to a release operation for the first virtual skill, the stuck point prompt information corresponding to the first virtual skill is determined according to the correspondence.
[0123] The corresponding relationship is determined in a manner including but not limited to: determining the corresponding relationship according to any one of the function, skill effect, damage output mode, range or cooling time of the first virtual skill. This application does not limit the corresponding relationship between the virtual skill and the stuck point prompt information.
[0124] Each first virtual skill has unique features such as function, effect, damage output mode, and range of action. These features determine the corresponding card point prompt information. For example, if the first virtual skill is a range control skill that can temporarily stun the enemy, then its corresponding card point prompt information may be designed to be more inclined to release the second virtual skill at the initial stage of the enemy being controlled, because at this time the enemy is in a controlled state and cannot effectively dodge, and releasing the second virtual skill at this time can maximize its damage or additional effects.
[0125] The cooldown time of the first virtual skill is also one of the factors that affect the stuck point prompt information. If the cooldown time of the first virtual skill is longer, then the corresponding stuck point prompt information may be more compact in time scale. Because the interactive object gets one chance to release the skill during the longer cooldown time, it is necessary to accurately grasp the timing of releasing the second virtual skill in a relatively short subsequent time to achieve the best combat combination effect.
[0126] Optionally, the correspondence may be one-to-one, that is, each virtual skill corresponds to one card point prompt information; or, some virtual skills correspond to the same card point prompt information. The differences in card point prompt information corresponding to different virtual skills include, but are not limited to: at least one of the prompt content of the card point prompt information, the prompt method of the card point prompt information, or the display style of the card point prompt information. This application does not limit the display style and display content of the card point prompt information corresponding to different virtual skills.
[0127] The information involved in the stuck point prompt information includes, but is not limited to: the time information of the stuck point, such as "release the second virtual skill within 3 seconds"; or prompts related to other elements in the game, such as "release the second virtual skill when the enemy's defense shield disappears" or "release the second virtual skill when the energy value of the virtual character reaches 80%". This application does not limit the content included in the stuck point prompt information, as long as it can enable the interactive object to obtain the prompt time to release the second virtual skill.
[0128] The display method of the stuck point prompt information includes but is not limited to: a single icon, such as a flashing star icon, indicating that the best stuck point time is coming, a progress bar, such as a countdown progress bar, intuitively showing the remaining stuck point time, a preset sound effect, such as a gradually accelerating ticking sound, prompting the urgency of the interactive object time, a voice prompt, such as "Now is a good time to release the second skill". The display method of the stuck point prompt information includes any of the above, or a free combination of at least two of the above, and this application does not limit the display method of the stuck point prompt information.
[0129] For example, the display mode of the card point prompt information is a combination of a flashing star icon and a countdown progress bar. The flashing star icon can quickly attract the user's attention, allowing the user to know at the first time that the best card point time is approaching. The countdown progress bar can provide more accurate time information.
[0130] For example, the display mode of the card point prompt information is a combination of a flashing star icon and a preset sound effect. The flashing star icon is used as a visual prompt, and combined with a preset sound effect such as a gradually accelerating ticking sound, the user is stimulated from both visual and auditory aspects.
[0131] Exemplarily, the display method of the card point prompt information is a combination of a countdown progress bar and a preset sound effect. The countdown progress bar intuitively displays the remaining card point time, and the user can accurately plan his or her operation according to the progress bar. The gradually accelerating ticking sound reminds the user of the urgency of time. When the progress bar gradually decreases and the ticking sound becomes faster and faster, the user will feel the passage of time both visually and auditorily. Exemplarily, the display method of the card point prompt information is a combination of a flashing star icon, a countdown progress bar and a preset sound effect. The combination of these three prompt methods can provide users with a full range of card point prompts. The flashing star icon attracts the user's initial attention, letting the user know that the card point time is coming; the countdown progress bar gives the user accurate time information; and the gradually accelerating ticking sound enhances the user's perception of the urgency of time auditorily.
[0132] For example, when the display of the stuck point prompt information is a combination of a flashing star icon, a countdown progress bar, preset sound effects, and voice prompts, it can meet the needs of various complex scenes in the game. The voice prompt can provide users with clear verbal information while the star icon flashes, the progress bar counts down, and the ticking sound sounds, such as "The best time to stick is coming, there are 5 seconds left, please prepare to release skills."
[0133] As an optional implementation, the card point prompt information includes a progress bar, a sliding element, and at least one card point interval set on the progress bar, and the card point timing is a moment corresponding to any point in the card point interval.
[0134] A progress bar, a sliding element, and at least one card point interval set on the progress bar, as well as card point prompt information with one or more card point timings, are set to increase the diversity and challenge of the operation.
[0135] The progress bar is a visual element used to indicate the development status of a process, and is used to show the time or operation process related to the timing of releasing the second virtual skill. For example, it can represent the time elapsed from the release of the first virtual skill to the best timing of releasing the second virtual skill. The progress bar can be understood as a timeline, through which the interactive object can intuitively see which stage of the operation process it is in.
[0136] The progress bar includes a starting point and an end point, representing the start and end of the process. During the running of the application, the filling state of the progress bar is updated according to pre-set rules, such as the advancement of time per second or the triggering of a preset operation. For example, if it is set that the progress bar advances 1% every 0.1 seconds after the first virtual skill is released, then as time goes by, the progress bar will gradually fill from an empty state to a full state.
[0137] The filling state of the progress bar includes, but is not limited to: enhancing the visual effect through color, pattern or animation effect. For example, during the filling process, the color changes from light to dark, or dynamic textures are used to indicate the progress of the progress, attracting the attention of the interactive object and increasing the interactive object's attention to the progress bar.
[0138] Progress bars are used in different types of applications. In real-time strategy games, progress bars are used to indicate the remaining time for building construction and unit training; in the games with the card point prompt function described above, progress bars are used to indicate the progress related to the release of the first virtual skill; in addition, in the skill cooling system of some role-playing games, the remaining cooling time of the first virtual skill is displayed through a progress bar.
[0139] Optionally, the display style of the progress bar includes but is not limited to: at least one of a linear progress bar, a circular progress bar or a segmented progress bar. The present application does not limit the shape of the progress bar.
[0140] When it is a linear progress bar, it appears as a horizontal or vertical straight line. In a horizontal linear progress bar, the starting point is on the left (or right) and the end point is on the right (or left); in a vertical linear progress bar, the starting point is at the top (or bottom) and the end point is at the bottom (or top). This style is simple and intuitive, and it is easy for interactive objects to understand the direction of the process it represents. The appearance of a linear progress bar can have many variations, including but not limited to: solid color fill, such as blue fill to indicate the advancement of the process; or gradient fill, which gradually changes from one color to another to increase the visual layering. In addition, the edges of a linear progress bar can be smooth or angular.
[0141] When it is a circular progress bar, the circular progress bar takes the shape of a ring, and the process starts from a certain starting point of the ring and fills in a clockwise or counterclockwise direction. This style is used to represent periodic processes or state changes. For example, in a game where a character has a periodic energy accumulation mechanism, a circular progress bar can be used to represent the progress of energy accumulation. When the energy accumulates to a certain level, that is, when the circular progress bar is filled to a certain proportion, it may be close to the time to get stuck; or, the circular progress bar is similar to the style of a dashboard, and the sliding element is a pointer that moves in a circle around the center of the circular progress bar. The stuck point interval is the area corresponding to an arc length on the circumference of the circular progress bar. For example, see Figure 5 A display schematic diagram of a circular progress bar is shown, where the entire circumference is divided into 360 degrees, including four areas A, B, C and D, and the card point interval is set to areas B and D. When the pointer moves to areas B and D, the user can successfully achieve the card point by triggering the second virtual skill. The circular progress bar can have different design features. Its ring can be solid or hollow, and the middle can be filled with patterns or icons. This application does not limit the display style of the circular progress bar.
[0142] When it is a segmented progress bar, the segmented progress bar is a progress bar style that divides the entire process into multiple small segments. Each small segment can have a different color, texture, or function. In the card point prompt information, this style can be used to more detailedly indicate the operation process at different stages. For example, a segmented progress bar can divide the process from the release of the first virtual skill to the timing of the second virtual skill being stuck into three stages, each stage being represented by a small segment of a different color. The first stage may be the preparation stage, the second stage is the stage approaching the stuck point interval, and the third stage is the stage within the stuck point interval; or, the progress bar is composed of several arranged circles, just like a traffic light, and the user can associate it with the transition of time and state, each circle represents a time point or a state point, and several circles are arranged together to form a clear sequence. The size, color, etc. of the circles are not limited in this application. Several circles can light up and flash randomly, or light up in sequence, for example, one by one from left to right or from top to bottom, or light up in a preset combination order, and can be lit up in a cycle or a fixed number of times. This application does not limit the order in which several circles are lit up, and the time interval for lighting each circle is fixed. Whether it is a fast-paced competitive game or a slow-paced strategy game, this fixed interval can enable users to better grasp time.
[0143] The segmented progress bar can also be combined with other elements. For example, a small icon can be set on each segment to indicate the preset meaning or operation prompt of the stage. This style increases the information carrying capacity of the progress bar and provides more abundant operation prompts for the interactive objects.
[0144] The sliding element is a dynamic indicator element associated with the progress bar. It slides on the progress bar, and its position and movement can provide the interactive object with additional information about the timing of the card point. For example, the sliding element may be a small icon or mark, and its initial position may be at the starting point of the progress bar, and it moves along the progress bar as the interaction progresses. Help the interactive object to judge the timing of the card point more accurately. When the sliding element enters the card point interval, it prompts the interactive object to start preparing to release the second virtual skill. The sliding element can be related to the filling speed of the progress bar or the changes of other interactive elements. For example, its movement speed may change according to the state of the virtual character (such as whether it is in an accelerated state), thereby providing more complex operation prompts for the interactive object.
[0145] The movement speed of the sliding element on the progress bar includes but is not limited to: fixed speed or variable speed; fixed speed is convenient for the interactive object to make simple time predictions, for example, if it moves at a speed of 10% of the length of the progress bar per second, the interactive object can easily calculate the time it will reach the stuck point interval. Variable speed sliding elements increase the complexity and strategy of the game. For example, when the enemy applies a deceleration effect to the virtual character, the movement speed of the sliding element may slow down, which requires the interactive object to adjust its operation strategy in time according to this change.
[0146] Optionally, the sliding element includes, but is not limited to: at least one of an icon-type sliding element, a mark-type sliding element, or an animation-type sliding element.
[0147] When the sliding element is an icon sliding element, the icon can be related to the theme of the game, the virtual character or the virtual skill. For example, in a magic game, the sliding element can be an icon of a magic crystal; in a racing game, the sliding element can be a small icon of a racing car. This kind of icon sliding element not only serves as an indicator, but also enhances the theme atmosphere of the game. The size and color of the icon sliding element can be adjusted according to the needs of the application. If you want to highlight the importance of the sliding element, you can design it larger and brighter in color; if you want it to blend better with the progress bar and the game background, you can design it smaller and low-key in color.
[0148] When the sliding element is a marker sliding element, including but not limited to: a simple geometric shape, such as a circle, square or triangle, etc., it will not distract the interactive object too much. For example, in a minimalist game, a white circle is used as a sliding element, which slides clearly on the progress bar, and the interactive object can easily pay attention to its position. The marker sliding element can indicate a special state through color changes or flashing effects. For example, when it enters the stuck point interval, the color can change from white to red, or start flashing to remind the interactive object to pay attention.
[0149] When the sliding element is an animated sliding element, it includes but is not limited to: a small virtual character or object performs some kind of animation action on the progress bar. For example, in a fairy-tale style game, the sliding element can be a fairy flying on the progress bar. The animation content of the animated sliding element can be related to the plot of the game or the first virtual skill. For example, if the first virtual skill is related to fire, the animated sliding element can be a small flame jumping forward on the progress bar, and the jumping frequency of the flame can increase as it approaches the stuck point interval.
[0150] The card point interval is one or more time periods set on the progress bar, which are used to indicate the effective area that meets the card point timing. The setting method of the position of the card point interval on the progress bar includes but is not limited to: setting according to at least one of the first virtual skill mechanism, combat logic or balance requirements. For example, in a combat game, in order to balance the power and operation difficulty of the skill, the card point interval will be set according to factors such as the damage output curve of the first virtual skill and the enemy's defense change cycle.
[0151] The significance of the card point interval is to provide a relatively loose range of operation timing for the interactive object. Compared with requiring the interactive object to release the second virtual skill accurately at a certain absolute time point, the card point interval allows the interactive object to operate within a range, which not only reduces the difficulty of operation, but also retains a certain degree of strategy. At the same time, different card point intervals correspond to different skill effects or combat strategies. For example, releasing the second virtual skill in one interval may cause higher damage, while in another interval it may produce special control effects.
[0152] Optionally, the display style of the checkpoint interval includes but is not limited to: at least one of a checkpoint interval marked with a color, a checkpoint interval marked with a pattern, or a checkpoint interval marked with a mark and a scale.
[0153] When the stuck point interval is a color-coded stuck point interval, the interactive object can easily identify it by marking the stuck point interval with a preset color on the progress bar. For example, the stuck point interval can be set to green, while the rest of the progress bar is gray. This color contrast is sharp, and the interactive object can see the position and range of the stuck point interval at a glance. The color identification can also change dynamically according to different stuck point effects or game states. For example, if releasing the second virtual skill in the stuck point interval can obtain double damage, the color of the stuck point interval can become brighter or flashing when approaching the best stuck point timing to emphasize this special operation timing.
[0154] When the stuck point interval is a stuck point interval with a pattern mark, the pattern mark is to use a preset pattern on the progress bar to represent the stuck point interval. For example, a texture such as a twill or a checkered pattern can be filled in the stuck point interval, while the rest of the progress bar is smooth. This pattern mark can increase the recognition of the stuck point interval and can also match the overall style of the game.
[0155] When the stuck point interval is a tick mark, the mark and tick mark are set on the progress bar to indicate the stuck point interval. For example, two small arrow marks can be set at the start and end of the stuck point interval, or a tick mark can be set on the progress bar to highlight the tick mark part corresponding to the stuck point interval with a special color or style. This identification method is more accurate and suitable for game scenes that require more precise operation judgments by the interactive object.
[0156] As an optional implementation, the method also includes: displaying stuck point prompt information in an inactivated state; in response to a release operation for the first virtual skill, controlling the virtual character to release the first virtual skill; and converting the stuck point prompt information from an inactivated state to an activated state.
[0157] State transition guides the operation process of the interactive object. In the inactive state, the interactive object mainly focuses on the release preparation of the first virtual skill. When the prompt information of the stuck point is converted to the activated state, the interactive object knows that it needs to shift its attention to releasing the second virtual skill according to the prompt information. This helps to standardize the operation sequence of the interactive object and improve the operability and strategy of the interaction.
[0158] The inactive state refers to a preparatory state where the stuck point prompt information exists but has not yet played an actual prompting role. In this state, although the stuck point prompt information is displayed in the game interface, it does not provide effective prompts for releasing the second virtual skill. It is more of a potential existence, waiting to be triggered to enter the activated state.
[0159] Optionally, the display styles of the card point prompt information in the inactive state include but are not limited to: displaying the card point prompt information by having a transparency lower than a threshold; or statically displaying the card point prompt information; or displaying the card point prompt information by having a size lower than a size threshold; or simply representing the card point prompt information. This application does not impose any restrictions on the card point prompt information in the inactive state.
[0160] Optionally, the stuck point prompt information in the inactivated state corresponding to different first virtual skills may be completely the same, completely different, partially the same, or partially different.
[0161] The activated state is the working state that the stuck point prompt information enters after releasing the first virtual skill. In this state, the stuck point prompt information begins to provide the interactive object with effective prompts about releasing the second virtual skill, including accurate stuck point timing and other information. The interactive object can operate and release the second virtual skill according to these prompts, and the result will affect the combat ability of the virtual character.
[0162] The display style of the card point prompt information in the activated state includes, but is not limited to: at least one of: increased transparency, color change, dynamic element change, or detailed information display.
[0163] Optionally, when entering the activated state, the transparency of the progress bar will increase to a normal level, and the color may also change. For example, from translucent gray to a bright color, such as blue or green, to attract the attention of the interactive object. The sliding element may begin to move or change dynamically. It may start to slide on the progress bar according to the time in the game or certain states of the virtual character to intuitively show the approach or elapse of the stuck time. The stuck intervals may also have dynamic effects, such as flashing or color changes in a certain rhythm to emphasize that these intervals are key areas for stuck timing. The progress bar in the activated state will show more detailed information. In addition to the basic stuck intervals, there may also be precise scale marks, which may correspond to the time units in the game or other related game mechanisms to help the interactive object more accurately judge the stuck timing. At the same time, there may be some auxiliary text descriptions or icons appearing near the stuck prompt information to further explain the meaning of these prompts.
[0164] Optionally, the triggering method for converting the inactivated state to the activated state includes but is not limited to: based on at least one of the first virtual skill release operation or a preset event trigger.
[0165] When the interactive object performs a release operation for the first virtual skill, this operation becomes a trigger point for converting the stuck point prompt information from an inactive state to an active state. Optionally, the release operation includes, but is not limited to: pressing a preset button, clicking a skill icon on the screen, or at least one of other pre-set operation methods. Once the interactive object performs this operation, the system will receive a signal and start converting the stuck point prompt information to an active state. In addition to the direct operation of the interactive object, this conversion may also be associated with other preset events in the game. For example, in some game scenes, certain conditions are met, such as the virtual character reaches a preset position, a game plot task is completed to a certain stage, etc. Based on these conditions, when the interactive object releases the first virtual skill, the stuck point prompt information will be converted from an inactive state to an active state.
[0166] Optionally, the way in which the card point prompt information is converted from an inactive state to an active state includes but is not limited to: by transitioning through visual effects; or by updating at least one of the display elements.
[0167] In the process of converting from an inactive state to an active state, the interface may have a visual transition. For example, the stuck point prompt information will have a gradual process, from low transparency to normal transparency, and the color will also transition from dim to bright. This visual transition allows the interactive object to more intuitively feel the state change of the stuck point prompt information, while also increasing the visual experience of the game. As the state changes, the display elements in the stuck point prompt information will also be updated. For example, the sliding element may start to move according to certain rules from the initial static position, and the progress bar may begin to display more details, such as scale marks and auxiliary icons. The update of these display elements is to enable the interactive object to obtain accurate stuck point prompt information in the activated state.
[0168] Optionally, converting the stuck point prompt information from an inactive state to an active state includes: converting the stuck point prompt information from an inactive state to an active state corresponding to the first virtual skill. That is, different first virtual skills convert the stuck point prompt information from an inactive state to an active state corresponding to themselves, wherein the stuck point prompt information in the inactive state corresponding to different first virtual skills may be the same or different.
[0169] Exemplarily, the stuck point prompt information can be understood as a gauge spectrum. Before being activated, it displays "unactivated status" and requires the interactive object to use the first virtual skill to activate it. Different first virtual skills can activate the gauge spectrum into different forms, which means that different gauge spectra will produce different skill effects.
[0170] For example, see Figure 6 A schematic diagram of an interface of a card point prompt information in an unactivated state is shown. The card point prompt information in an unactivated state is displayed as a blank spectrum 601 composed of five curves.
[0171] For example, see Figure 7 A schematic diagram of an interface for a card point prompt information for converting from an inactive state to an active state is shown, taking the first virtual skill, the minuet skill of the Wandering God, as an example, see the above Figure 3 In response to the release operation of the Minuet skill 303 for the Wandering God, the display Figure 7 The card point prompt information 701 in the activated state.
[0172] For example, see Figure 8 FIG. 1 is a schematic diagram of an interface of a stuck point prompt information of a state of being converted from an inactive state to an active state. Taking the first virtual skill as the hymn skill of the God of War as an example, in response to the release operation of the hymn skill 804 of the God of War, the stuck point prompt information 801 of the active state is displayed, wherein the stuck point prompt information 801 is different from the above-mentioned Figure 6 The blank spectrum 601 of the inactive state shown in FIG. 60 is filled with additional filling.
[0173] As an optional implementation, the stuck point prompt information includes an initial state and an advanced state, and the method further includes: in response to a release operation for the first virtual skill, displaying the stuck point prompt information in the initial state; based on the virtual character satisfying the advanced conditions, converting the stuck point prompt information from the initial state to the advanced state.
[0174] The purpose of setting the advanced conditions is to increase the depth of the game and the sense of growth of the interactive objects. By setting different types of advanced conditions, the game encourages the interactive objects to continuously explore and improve their game skills and character abilities. At the same time, it also makes the conversion of stuck point prompt information more reasonable and meaningful, and closely integrates with the overall gameplay of the game and the game progress of the interactive objects.
[0175] The initial state is the initial presentation state of the stuck point prompt information in the application. When the interactive object performs a release operation on the first virtual skill, the stuck point prompt information is first displayed in the initial state. This state provides the interactive object with the most basic prompt information about releasing the second virtual skill, and is the initial guide for the interactive object to start the stuck point operation.
[0176] Exemplarily, taking the content contained in the above-mentioned card point prompt information as an example, the display style of the card point prompt information in the initial state includes but is not limited to: in the initial state, the progress bar simply displays a linear time or progress indication. For example, it may be a solid color bar without too much decoration, and the color may be relatively single, such as gray. The length of this progress bar represents the approximate time range from the release of the first virtual skill to the card point operation, but the scale may not be accurate, just a rough indication; the sliding element is in a fixed initial position, usually at the beginning of the progress bar or a preset default position. It may be just a simple icon or mark, without a dynamic moving effect, used to indicate a reference point in the initial state; the card point interval set on the progress bar is marked in a simpler way in the initial state. For example, it may be represented by some light lines or slightly darker areas, but there is no detailed annotation or special visual effect to emphasize its importance. Or, the card point prompt information in the initial state is just a progress bar, without a sliding element or a card point interval.
[0177] For example, see the above Figure 8 The stuck point prompt information 801 shown is in an initial state.
[0178] The advanced state is a more advanced and detailed display state of the stuck point prompt information after the virtual character meets the advanced conditions. It provides the interactive object with more accurate and richer information about the timing of the stuck point for releasing the second virtual skill. Compared with the initial state, the interactive object in the advanced state can make more optimized operation decisions. The stuck point prompt information in the advanced state follows the growth of the virtual character. After learning the preset virtual skills, the stuck point prompt information will grow into the advanced state.
[0179] The display styles of the advanced state card point prompt information include but are not limited to: at least one of: progress bar refinement; or dynamic enhancement of sliding elements; or emphasis on the card point interval.
[0180] For example, taking the content contained in the above-mentioned card point prompt information as an example, the progress bar will have more details in the advanced state. For example, the scale will be more precise, and may be accurately divided according to the time units in the game (such as seconds, frames, etc.), so that the interactive object can more accurately judge the passage of time. The color may also change, such as changing to a more eye-catching color (such as green) to highlight its importance, in contrast to the gray in the initial state. The sliding element may change dynamically in the advanced state. It is no longer fixed in the initial position, but may start to move or flash regularly according to certain real-time factors in the game (such as the enemy's actions, the state changes of the virtual character, etc.). For example, when the enemy is about to release a key skill, the sliding element may accelerate or change the flashing frequency, prompting the interactive object to release the second virtual skill as soon as possible at the appropriate card point time; the card point interval will be more strongly visually emphasized in the advanced state. For example, the card point interval may have a dynamic flashing effect, the color may change to a striking color such as red, and some prompting text or small icons may be displayed around the interval, indicating the special effects (such as additional damage bonus, special control effects, etc.) that may be obtained by releasing the second virtual skill in this interval.
[0181] The advanced condition can be understood as the condition for the card point prompt information to be converted from the initial state to the advanced state. The setting method of the advanced condition includes but is not limited to: setting according to human experience; or, determining the advanced condition corresponding to the current virtual character according to the correspondence between the virtual character and the condition; determining the advanced condition according to the historical interaction data of the interactive object. This application does not limit the setting method of the advanced condition.
[0182] The conditions of the advanced conditions include, but are not limited to: at least one of the first virtual skill related conditions, interaction related conditions or character attribute related conditions.
[0183] Exemplarily, the virtual character's proficiency in the first virtual skill may be an advancement condition. For example, when the interactive object successfully uses the first virtual skill a certain number of times, it indicates that the interactive object has mastered the skill to a certain extent, and the advanced state of the card point prompt information can be triggered. This is because as the interactive object becomes more proficient in the use of the first virtual skill, their demand and ability for subsequent card point operations may also increase, and the advanced state of the card point prompt information can meet this demand. The upgrade of the first virtual skill may also be an advancement condition. If the first virtual skill is improved by gaining experience, upgrading points, etc., and its functions, effects, etc. have changed, then accordingly, the card point prompt information should also be upgraded to an advanced state to adapt to the new skill situation and provide more accurate card point prompts.
[0184] In addition, the performance of the virtual character in battle can be used as an advancement condition. For example, when the virtual character successfully completes a certain number of combos in a battle, or causes a certain amount of damage to the enemy within a preset time, this indicates that the interactive object has reached a certain level in combat operations, and the card point prompt information can be converted from the initial state to the advanced state. The attribute improvement of the virtual character may be an advancement condition. When the character's level is increased and the attribute points increase (such as strength, agility, intelligence and other attributes), it means that the overall ability of the character has been enhanced, and the interactive object may need more advanced card point prompt information for more effective combat operations. For example, when the character's agility attribute is increased to a certain value, its attack speed and reaction speed are accelerated. At this time, the card point prompt information is converted from the initial state to the advanced state, which can provide the interactive object with a card point operation prompt that is more suitable for this high agility state.
[0185] Optionally, the stuck point prompt information of the advanced status corresponding to different first virtual skills can be completely the same or completely different, can be partially the same or partially different, and this application does not impose any restrictions on this.
[0186] In addition, the initial state of the stuck point prompt information corresponding to the first virtual skill can be understood as the activation state of the stuck point prompt information; or the advanced state of the stuck point prompt information corresponding to the first virtual skill can be understood as the activation state of the stuck point prompt information, that is, it can be understood that the initial state of the stuck point prompt information is the same as the advanced state, and after the stuck point prompt information is activated, the stuck point prompt information of the advanced state is directly displayed.
[0187] For example, see the above Figure 7 The stuck point prompt information 701 shown is an advanced state. When the virtual character is upgraded to a preset level, the stuck point prompt information 701 of the advanced state is displayed.
[0188] It should be noted that the above Figure 7The card point prompt information 701 displayed in the figure includes the progress bar 702, the sliding element 703 and the three card point intervals 704 set on the progress bar 702 as described above.
[0189] For example, see Fig. 9 A schematic diagram of an interface for a card point prompt information is shown. Fig. 9 The stuck point prompt information 901 of the intermediate advanced state, when the virtual character is upgraded to the preset level, the above Figure 8 The stuck point prompt information displayed in 801 conversion Fig. 9 The advanced state of the stuck point prompt information 901 is shown.
[0190] In step 203, in response to a release operation for the second virtual skill, a stuck point result of the second virtual skill is determined.
[0191] The second virtual skill is any virtual skill among at least one virtual skill possessed by the virtual character, including but not limited to: the virtual skill initially possessed by the virtual character when entering the application; or the virtual skill acquired by releasing the first virtual skill or through other interactive behaviors. This application does not limit the skill type of the second virtual skill.
[0192] The result of the stuck point is a judgment of the degree of match between the second virtual skill and the timing of the stuck point during the release process. It is not just a simple judgment of success or failure, but may include evaluations in multiple dimensions. For example, the stuck point result may include complete stuck point success, that is, the skill is released at the best time and can obtain the maximum combat ability bonus; partial stuck point success, the skill release timing is close to the best time, and a certain percentage of bonus can be obtained; and stuck point failure, the skill release timing is completely deviated from the best time, and no bonus may be obtained or even have a negative effect.
[0193] Optionally, the card point prompt information includes an initial state and an advanced state, and the method further includes: when the card point prompt information is in the initial state, in response to the release operation for the second virtual skill, the skill effect of the second virtual skill itself is displayed; when the card point prompt information is in the advanced state, in response to the triggering operation for the second virtual skill, the card point result of the second virtual skill is determined. That is, the card point prompt information in the initial state will directly produce its own skill effect after being triggered; the card point prompt information in the advanced state, after triggering the second virtual skill, can only update the combat capability corresponding to the card point result, that is, when the card point prompt information is in the advanced state, triggering the second virtual skill only updates the combat capability corresponding to the card point result for the combat capability of the virtual character, and the skill effect of the second skill is not displayed on the virtual character; or, the skill effect of the second virtual skill itself can be displayed and the combat capability corresponding to the card point result can be updated. This application does not limit this.
[0194] The following describes the method for determining the card point results according to the different numbers of card point opportunities.
[0195] As an optional implementation, the number of card point opportunities is at least two, the at least two card point opportunities include the i-th card point opportunity, the at least two virtual skills include the i+1-th virtual skill, the i-th card point opportunity is used to indicate the timing of releasing the i+1-th virtual skill at the card point, and i is a positive integer; in response to the release operation of the second virtual skill according to the card point prompt information, the card point result is determined, including: in response to whether the release operation for the i+1-th virtual skill is at the i-th card point opportunity, determining the card point result of the i-th card point opportunity; or, in response to whether the release operation for the i+1-th virtual skill is at the i-th card point opportunity and the historical card point results of at least one card point opportunity before the i-th card point opportunity, determining the card point result of the i-th card point opportunity.
[0196] The judgment method of a single virtual skill or the comprehensive judgment method will greatly affect the game strategy and decision-making of the interactive object. The interactive object will adjust its operation strategy at the current i-th card point in different ways, improving the operability based on the virtual skill, thereby increasing the diversity of derived interactive behaviors after the first virtual skill is released.
[0197] The i-th card point timing is used to indicate the timing of the card point to release the i+1th virtual skill. It can be understood that the i-th card point timing specifically provides an ideal time frame for the release of the i+1th virtual skill. Similar to a metronome, it marks a moment in the rhythm of the game, which is considered to be the time when the release of the i+1th virtual skill can produce the best effect or special effect. For example, in a fighting game, the virtual character has a set of combo skills. The first virtual skill is a starting attack skill, and a card point prompt message will be given after it is released. The i-th card point timing may be between 0.5 seconds and 1 second after the first virtual skill is released. This time period is the i-th card point timing, and if the i+1th virtual skill is released within this time period, it may cause additional damage or produce special control effects, such as stunning the enemy.
[0198] Exemplarily, the number of stuck point opportunities is 3. After the release operation of the first virtual skill triggers the display of the stuck point prompt information, the first stuck point opportunity is used to indicate the timing of releasing the second virtual skill at the stuck point; the second stuck point opportunity is used to indicate the timing of releasing the third virtual skill at the stuck point.
[0199] In response to whether the release operation for the i+1th virtual skill is at the i-th stuck point opportunity, the stuck point result of the i-th stuck point opportunity is determined. It can be understood that when the interactive object performs the release operation for the i+1th virtual skill, the system will detect whether this operation is performed within the i-th stuck point opportunity. If the time point of the release operation falls exactly within the time range defined by the i-th stuck point opportunity, then the stuck point result of the i-th stuck point opportunity is determined to be successful. On the contrary, if the release operation is not within this time range, then the stuck point result is a failure. For example, in a racing game, the i-th stuck point opportunity is between 2 seconds and 1 second before the car passes a certain curve, and the i+1th virtual skill is an acceleration skill. If the interactive object presses the accelerator key within this time range (i.e., releases the i+1th virtual skill), then the system determines that the stuck point result of the i-th stuck point opportunity is successful; if the interactive object presses the accelerator key after half of the curve has passed, it is determined to be a failure.
[0200] In response to whether the release operation of the i+1th virtual skill is at the i-th stuck point timing and the historical stuck point results of at least one stuck point timing before the i-th stuck point timing, the stuck point result of the i-th stuck point timing is determined. It can be understood that this judgment method not only considers whether the release operation of the current i+1th virtual skill is at the i-th stuck point timing, but also considers the historical stuck point results of at least one previous stuck point timing. This means that the system will comprehensively determine the stuck point result of the i-th stuck point timing. This comprehensive judgment increases the complexity and strategy of the game. For example, in a turn-based game, a skill combination may include multiple consecutive stuck point timings. If the historical stuck point results of the previous stuck point timings are all successful, then at the current i-th stuck point timing, even if the release operation of the interactive object deviates slightly from the ideal stuck point timing range, due to the previous good performance, the system may give a certain degree of tolerance and judge the stuck point result of the i-th stuck point timing as successful. On the contrary, if the previous stuck point results are mostly failed, then at the current i-th stuck point timing, the system may make a more strict judgment.
[0201] Optionally, the at least two virtual skills include an i-th virtual skill, the i-th virtual skill and the second virtual skill are the same or different; the i-th virtual skill and the first virtual skill are the same or different.
[0202] The i-th virtual skill is in a set of at least two virtual skills, and it has a complex and diverse relationship with the first virtual skill and the second virtual skill. This relationship setting adds richness, strategy and flexibility to the game's skill system, affecting the operation mode of the interactive object, the game experience and the overall balance of the game.
[0203] Exemplarily, when the i-th virtual skill is the same as the second virtual skill, the same virtual skill may be used multiple times at different card point opportunities in the skill combo or operation logic. For example, in a fighting game, the first virtual skill is a close-range boxing skill, and a card point prompt message will appear after release. The i-th virtual skill (the same as the second virtual skill at this time) is also this boxing skill. The i-th card point timing (assuming it is 0.5 seconds after the first boxing skill is released) is used to indicate the timing of releasing this boxing skill again (i.e., the i+1 virtual skill, that is, the second use of this boxing skill). If the interactive object can release this skill again at this card point timing, additional damage or special effects may occur, such as a defense-breaking effect. This repeated use of the same skill at different card point timings allows the interactive object to maximize the effect of a skill through precise operations, increasing the depth and skill of the game operation.
[0204] Exemplarily, when the i-th virtual skill and the second virtual skill are different, the skill combination of the game becomes more diverse. Taking a role-playing game as an example, the first virtual skill may be a group attack magic, and a card point prompt information is given after release. The i-th virtual skill can be an auxiliary gain magic, such as increasing the defense of teammates. The i-th card point timing is the card point timing that prompts the interactive object to release the second virtual skill (assuming it is a single high-damage magic) at this point in time. This connection between different skills requires the interactive object to have an in-depth understanding of the function, effect and applicable scenario of each virtual skill. The interactive object needs to first use the group attack effect of the first virtual skill to disrupt the enemy's formation or reduce the enemy's overall blood volume, and then release the i+1th virtual skill (here is a single high-damage magic) according to the i-th card point timing to focus on attacking the enemy's key targets (such as the enemy's healing role).
[0205] For example, if the i-th virtual skill is the same as the first virtual skill, this may represent a preset skill enhancement or continuous use mechanism in the game. For example, in a shooting game, the first virtual skill is an ordinary shooting skill. When the interactive object releases this skill, a stuck point prompt message will appear. The i-th virtual skill (the same as the first virtual skill) is also this ordinary shooting skill.
[0206] The i-th stuck point may be at a certain point in time during the continuous shooting process. Releasing this shooting skill (i+1 virtual skill) at this time may trigger special effects, such as increased critical hit chance or a short-term increase in shooting speed. This continuous use of the same skill and stuck point operation allows the interactive object to explore more operating skills based on simple basic skills, increasing the fun and challenge of the game.
[0207] Exemplarily, when the i-th virtual skill is different from the first virtual skill, this provides more possibilities for the skill combos and strategy combinations of the game. For example, in an action-adventure game, the first virtual skill is a jumping attack skill, which is used to approach the enemy or dodge the enemy's attack. After releasing the first virtual skill, there will be a card point prompt information. The i-th virtual skill can be a defensive counterattack skill. The i-th card point timing is after the jumping attack (first virtual skill), when the enemy makes a counterattack action, the interactive object releases the i+1th virtual skill (here is the defensive counterattack skill) according to this card point timing, which can effectively resist the enemy's attack and counterattack, causing damage to the enemy. This coordination between different skills requires the interactive object to have a quick response ability and an accurate grasp of the game battle rhythm, enriching the game's combat system and giving the interactive object more strategic choices in battle.
[0208] Optionally, in response to whether the release operation for the i+1th virtual skill is at the i-th stuck point timing, the stuck point result of the i-th stuck point timing is determined, including: in response to the release operation for the i+1th virtual skill being at the i-th stuck point timing, releasing the skill effect of the i+1th virtual skill, or generating at least one of additional skills.
[0209] Exemplarily, in response to the release operation for the i+1th virtual skill being at the i-th stuck point, the skill effect of the i+1th virtual skill is released; or, the skill effect of the i+1th virtual skill is released and the skill effect of an additional skill is generated, that is, on the basis of the skill effect of the i+1th virtual skill, other additional skill effects for rewarding the user for successfully blocking the point are additionally generated; or, the skill effect of the i+1th virtual skill is released and the skill effect of the i+1th virtual skill is enhanced to a preset degree; or, only the additional skill effect of the additional skill is generated, that is, the skill effect of the i+1th virtual skill is not released, and only the additional skill effect of the additional skill is released.
[0210] For example, taking the progress bar as the perfect rhythm band, the sliding element as the vitality progress, the i+1th virtual skill as the passionate performance skill, and the card point interval as the QTE operation node, when the vitality progress passes through the node (QTE operation node) position on the perfect rhythm band, using the passionate performance skill can successfully trigger the perfect performance skill and obtain additional skill effects. After the trigger is successful, the prompt word "Perfect" will be displayed, and the skill effect of the perfect performance skill will take effect immediately.
[0211] With respect to the above description of selecting the first virtual skill through the skill selection wheel, the following description will be made on determining the second virtual skill based on the skill selection wheel.
[0212] As an optional implementation, in response to a release operation for a second virtual skill, determining a stuck result of the second virtual skill includes: in response to a trigger operation for a second skill release control in at least one skill release control, determining the stuck result of the second virtual skill, the second skill release control corresponding to the second virtual skill.
[0213] Optionally, in response to the dragging operation of the skill selection control, a skill selection wheel is displayed, and the skill selection wheel includes at least one virtual skill; in response to the end position of the dragging operation being in the second area, the card point result of the second virtual skill is determined, and the second area is the wheel area corresponding to the second virtual skill on the skill selection wheel.
[0214] When the end position of the drag operation is in the second area, the result of the second virtual skill is determined. This mechanism emphasizes the accuracy of the interactive object operation. The interactive object needs to accurately place the end position of the drag operation in the second area to trigger the determination of the result of the second virtual skill. For example, in an action game that requires a high degree of operational skills, the second virtual skill may be a skill with powerful burst ability but demanding release timing. The interactive object must very accurately place the end position of the drag operation in the corresponding second area on the skill selection wheel to have a chance to obtain a favorable result.
[0215] Determining the result of the second virtual skill is closely related to the strategy of the game. The interactive object needs to reasonably plan when to perform the drag operation and how to ensure that the end position falls within the second area based on factors such as the battle situation in the game, the state of the enemy, and the state of its own character. For example, in a team battle, the interactive object may need to wait for teammates to create a suitable opportunity, such as attracting the enemy's attention or breaking the enemy's defensive formation, before performing the drag operation to ensure that the result of the second virtual skill can be successfully determined, thereby achieving a better combat effect.
[0216] As an optional implementation, in response to a release operation for the second virtual skill, a stuck result of the second virtual skill is determined, including: in response to the release operation for the second virtual skill being at a stuck timing, determining the stuck result to be a stuck success; in response to the release operation for the second virtual skill not being at a stuck timing, determining the stuck result to be a stuck failure.
[0217] A stuck point failure can be understood as the interactive object's release operation for the second virtual skill not being at the best stuck point timing. This deviation may be due to the interactive object's misjudgment of the game rhythm, incorrect prediction of the enemy's actions, or external interference (such as network delays, sudden interference from other interactive objects, etc.). For example, in an action game, the interactive object should release the second virtual skill at the moment when the enemy attacks and reveals a flaw, but due to a misjudgment of the enemy's attack rhythm, the skill is released early or late, resulting in a stuck point failure.
[0218] Not being at the right time for the second virtual skill is manifested as releasing the second virtual skill too early or too late. The premature release may be because the interactive object is too eager or does not have a deep understanding of the game mechanism. For example, in a strategy game, the interactive object sees that the enemies are gathering, so he releases the second virtual skill too early, but in fact the enemies have not yet fully gathered within the optimal skill attack range, resulting in poor skill effect. Releasing too late will also miss the best time to hit the target. For example, in a racing game, if the second virtual skill is an acceleration skill, there is a best time to use it before a certain bend on the track. If the interactive object releases it after passing the bend, it will miss the timing of the stuck point and cannot make full use of the skill to overtake on the bend or avoid the opponent's attack.
[0219] Exemplarily, for the stuck point prompt information described above, not being at the stuck point timing can be understood as not releasing the second virtual skill in time in the stuck point interval, that is, releasing the second virtual skill at the moment corresponding to the sliding element moving to any position outside the stuck point interval.
[0220] As an optional implementation, the method further includes: in response to the release operation for the second virtual skill not being at a stuck point timing, displaying a first prompt message, the first prompt message being used to prompt that the stuck point timing has failed.
[0221] The first prompt information is a kind of feedback information provided to the interactive object when the interactive object's release operation for the second virtual skill is not at the stuck point timing. Its main purpose is to inform the interactive object that the release of the second virtual skill failed in the stuck point timing, and help the interactive object recognize the problem in its own operation.
[0222] Optionally, the information content of the first prompt information includes, but is not limited to: an explanation of the timing of the stuck point, prompt information of the stuck point failure, the degree of deviation from the timing of the stuck point, the impact on the interaction result, or at least one of the interaction suggestions and improvements for the interaction object. This application does not limit the information content of the first prompt information.
[0223] Optionally, the display method of the first prompt information includes but is not limited to: at least one of a pop-up window, text display in a preset area of the screen, a voice prompt or an animation demonstration.
[0224] For example, when the first prompt information is displayed through a pop-up window, a small window may pop up on the screen, and the window contains the content of the first prompt information. This window may appear in the center of the screen or in a position that is easily noticed by the interactive object. For example, when the interactive object fails to operate, a simple window will pop up with the first prompt information written on it, and the interactive object needs to click an "OK" or "Close" button to close the window and continue the game.
[0225] Exemplarily, when the first prompt information is displayed by text in a preset area of the screen, the first prompt information can be directly displayed in a preset area of the screen, such as in an information bar above or below the screen. This method will not interrupt the smoothness of the game like a pop-up window, and the interactive object can naturally see the first prompt information during the game. In order to highlight the first prompt information, the color and font size of the text can be set. For example, a striking red font is used to indicate a warning first prompt information, such as a card point failure prompt; a white font is used to indicate an ordinary first prompt information, such as some routine operation prompts in the game.
[0226] For example, when the first prompt information is given by voice, when the interactive object does not release the second virtual skill at the right time, the virtual character or system in the game will issue a voice prompt. For example, in a racing game, when the interactive object uses the acceleration skill (the second virtual skill) too early, the system voice prompt will be heard: the acceleration skill is used too early and the best timing for the acceleration is not reached. Please pay attention to the coordination with the track curve.
[0227] Exemplarily, when the first prompt information is demonstrated through animation, the first prompt information is conveyed by using animation demonstration. For example, when the interactive object does not release the second virtual skill at the right time, the game can briefly replay the operation process of the interactive object and mark in the animation when the best time to release the second virtual skill should be, as well as the deviation of the actual operation of the interactive object.
[0228] Exemplarily, the display method of the first prompt information includes but is not limited to displaying the word "failure" on the spectrum.
[0229] Optionally, when the number of card point opportunities is at least two, if different card point opportunities all fail to card, the first prompt information corresponding to the different card point opportunities can be completely the same, or completely different, or partially the same, or partially different. This application does not limit the content of the first prompt information corresponding to each card point opportunity when the number of card point opportunities is at least two.
[0230] A successful card point can be understood as the interactive object's release operation for the second virtual skill being at the best card point time. The best time is set based on a combination of factors such as battle rhythm, skill balance, virtual environment, etc. For example, in a combat game, if the enemy's defense has a short-term loophole at a certain moment, and this moment is set as the best card point time for the second virtual skill, when the interactive object accurately releases the skill at this moment, the card point is successfully achieved. Alternatively, it can be understood that the release operation of the interactive object for the second virtual skill at any moment in the card point interval is the best card point time, that is, releasing the second virtual skill at any moment in the card point interval is defined as a successful card point.
[0231] The timing of the stuck point must first match the overall rhythm of the application. For example, in a turn-based game, the beginning, middle, and end of each round may have different characteristics. The timing of the stuck point of the second virtual skill may be related to these round stages. For example, in the middle of the round, when the enemy has just completed a round of attacks, it may be a suitable time to release the second virtual skill because the enemy may be in a period of weak defense.
[0232] The timing of the card point is closely related to the virtual environment and the state of the enemy. In a game with day and night, the night may affect the enemy's vision and ability to move, and some enemies will become more vulnerable or less vigilant at night. If the second virtual skill is a sneak attack skill, then when the enemy is in a certain preset position or state at night, it is at the card point timing. For example, when the enemy is close to a trap at night, releasing the second virtual skill can maximize the effect of the skill.
[0233] As an optional implementation, the method further includes: in response to a release operation for the second virtual skill being at a stuck timing, displaying a second prompt message, the second prompt message being used to prompt that the stuck timing is successful.
[0234] The second prompt information is the feedback given by the game system to the interactive object when the interactive object is at a stuck timing in the release operation of the second virtual skill. It is a way of conveying information to the interactive object that the operation is successful, and is intended to let the interactive object clearly know that he has succeeded in grasping the stuck timing of the skill release.
[0235] Optionally, the information content of the second prompt information includes but is not limited to: confirmation of successful card point, description of skill effect enhancement, association with the game situation, or at least one of subsequent operation suggestions. This application does not limit the information content of the second prompt information, as long as it can remind the interactive object of the card point timing and the card point success.
[0236] Optionally, the display method of the second prompt information includes but is not limited to: at least one of preset screen effects, prompt boxes, voice prompts, character actions or expression feedback, or displaying text in a preset area. This application does not limit the display method of the second prompt information.
[0237] When the second prompt information is displayed through a preset screen special effect, for example, a circle of shining light appears around the character releasing the second virtual skill, or a special effect related to the skill attribute (such as an ice crystal special effect that appears when an ice skill is successfully released).
[0238] When the second prompt information is displayed through a prompt box, illustratively, a concise prompt box pops up, and the prompt box contains the content of the second prompt information. The prompt box can be located in the center of the screen or in an area close to the character, so that the interactive object can see it easily.
[0239] When the second prompt information is given by voice prompt, the interactive object is informed by voice that the card point is successfully blocked. For example, in an action adventure game, the character will excitedly say: "Well done! The card point is successfully blocked, and this skill has exerted its maximum power!".
[0240] When the second prompt information is prompted through the character's action or expression feedback, the virtual character that releases the second virtual skill can make some preset actions or expressions to indicate that the card point is successful. In a role-playing game, the character may make a handsome victory gesture or show a confident smile.
[0241] When the second prompt information is displayed in a preset area by text, the second prompt information is displayed in a preset area of the screen in the form of text, such as an information bar at the top of the screen or above the character's head. The color of the text can be a striking color, such as green (indicating success), and the font size and style can be adjusted according to the overall visual style of the game to ensure clarity and readability.
[0242] Exemplarily, the display method of the second prompt information includes, but is not limited to: displaying the words "success" or "perfect" on the spectrum.
[0243] Optionally, when the number of checkpoint opportunities is at least two, if different checkpoint opportunities are all successfully checked, the second prompt information corresponding to the different checkpoint opportunities can be completely the same, or completely different, or partially the same, or partially different. This application does not limit the content of the second prompt information corresponding to each checkpoint opportunity when the number of checkpoint opportunities is at least two.
[0244] The following describes the success or failure of a card point in conjunction with the card point prompt information including a progress bar, a sliding element, and at least one card point interval set on the progress bar.
[0245] As an optional implementation, in response to the release operation for the second virtual skill being at a stuck point timing, determining the stuck point result as a successful stuck point includes: in response to a sliding element on the progress bar moving to any stuck point interval in at least one stuck point interval on the progress bar, triggering the release of the second virtual skill, and determining the stuck point result as a successful stuck point; in response to the release operation for the second virtual skill not being at a stuck point timing, determining the stuck point result as a failed stuck point, including: in response to a sliding element on the progress bar moving to a non-stuck point position on the progress bar, triggering the release of the second virtual skill, and determining the stuck point result as a failed stuck point; wherein the non-stuck point interval is any position on the progress bar except at least one stuck point interval.
[0246] When the sliding element moves to any of the at least one stuck point intervals on the progress bar, it can be understood that when the position of the sliding element overlaps with the stuck point interval on the progress bar, it is determined that the sliding element moves to the stuck point interval. This determination needs to take into account the real-time and accuracy of the game. The game system needs to constantly monitor the position of the sliding element and compare it with the boundary of the stuck point interval.
[0247] For example, the progress bar may be defined as a numerical range (such as 0-100), and the card point interval may be a sub-range within this range (such as 30-40). When the numerical value corresponding to the sliding element is within this sub-range, the condition for moving to the card point interval is met.
[0248] There is a close logical connection between the movement of the sliding element to the stuck point interval and the triggering of the release of the second virtual skill. The setting of the stuck point interval is essentially to determine the best time to release the second virtual skill. When the sliding element reaches this interval, it means that the best time condition for skill release is met.
[0249] The determination of whether the result of the card point is a successful card point is mainly based on whether the sliding element triggers the release of the second virtual skill within the card point interval. As long as this operation condition is met, that is, the sliding element triggers the release of the second virtual skill when it moves to any card point interval in at least one card point interval on the progress bar, the card point result can be determined to be a successful card point.
[0250] The progress bar is divided into different areas, among which the stuck point interval is a special area used to indicate the best time to release the second virtual skill. The non-stuck point interval is all areas on the progress bar except these stuck point intervals. It can be regarded as a relative concept, which complements the stuck point interval and together constitutes the time or state range represented by the entire progress bar. For example, if the progress bar is regarded as a numerical range from 0 to 100, the stuck point interval may be the two sub-ranges of 20-30 and 50-60, and the non-stuck point interval is the remaining ranges of 0-19, 31-49 and 61-100.
[0251] The size and distribution of the non-stuck intervals affect the difficulty of interaction. If the non-stuck intervals occupy most of the progress bar, the interactive object is more likely to accidentally enter the non-stuck interval when operating the sliding element, which increases the difficulty of the game because the interactive object needs to more accurately control the sliding element to reach the stuck interval. On the contrary, if the non-stuck intervals are very small, although the possibility of the interactive object's misoperation is reduced, it may reduce the challenge of the game because the interactive object is more likely to find the stuck interval.
[0252] Each position on the progress bar can be regarded as a point, which represents different moments or states. The points in the card point interval are the card point points corresponding to the card point timing, while the non-card point points are the positions in the non-card point interval. For example, the points on the progress bar can be compared to the scales on a clock, and each scale has meaning. The card point points are like the scales on the clock corresponding to the whole hour, which are carefully designed special positions, while the non-card point points are other ordinary scales.
[0253] When the sliding element moves to a position within the non-stuck point interval on the progress bar, it is determined to have moved to a non-stuck point. This determination process is similar to the determination of moving to a stuck point. The game system needs to monitor the position of the sliding element in real time and compare it with the pre-set non-stuck point interval.
[0254] Optionally, the basis for determining that the stuck point result is a stuck point failure is that the release of the second virtual skill is triggered when the sliding element moves to a non-stuck point on the progress bar.
[0255] The following is for the above Figure 6 The illustrated stuck point prompt information 601 describes the stuck point result determined for the second virtual skill in response to the release operation for the second virtual skill.
[0256] For example, see Fig.10 A schematic diagram of an interface based on a successful second virtual skill card point is shown, see the above Figure 3 In response to the drag operation of the performance skill button 301, the skill selection wheel 302 is displayed, and in response to the triggering operation of the first virtual skill (the minuet skill of the Wandering God) 303, the performance skill button 301 is converted to the above Figure 7 Passionate Play Button 705 in . See Fig.10 In the example, taking the passionate playing button 1001 as the control control corresponding to the second virtual skill, when the sliding element 1002 moves to the first card point interval 1003, in response to the triggering operation of the passionate playing button 1001, the second virtual skill is released, and the second prompt information 1004 is displayed to prompt that the interactive object card point is successful.
[0257] For example, see Fig.11 A schematic diagram of an interface based on a failure of a second virtual skill to get stuck is shown. When the sliding element 1103 moves to a non-stuck point 1104, in response to a trigger operation on a passionate performance button 1102, the second virtual skill is released and a first prompt message 1101 is displayed to prompt that the interactive object has failed to get stuck.
[0258] The following is for the above Fig. 9 The stuck point prompt information shown describes the stuck point result determined for the second virtual skill in response to the release operation for the second virtual skill.
[0259] For example, see Fig.12 A schematic diagram of an interface based on a successful second virtual skill card point is shown, see the above Figure 8 In response to the dragging operation of the skill playing button 802, the skill selection wheel 803 is displayed, and in response to the triggering operation of the first virtual skill (the hymn skill of the God of War) 804, the card point prompt information 801 is converted from the initial state to the above state. Fig. 9 The advanced state of the card point prompt information 901 is shown. Fig.12 Taking the control control corresponding to the second virtual skill as the second control control 1201 in the skill selection wheel as an example, when the sliding element 1202 moves to the first card point interval 1203, in response to the trigger operation on the second control control 1201, the second virtual skill is released, and the second prompt information 1204 is displayed to prompt that the interactive object card point is successful.
[0260] For example, see Fig.13 A schematic diagram of an interface based on a second virtual skill card point is shown, see the above Figure 4 In response to the triggering operation of the first control control 401, the card point prompt information corresponding to the skill 1 is displayed, including a progress bar 1301, a sliding element 1302 and three card point intervals 1303.
[0261] See also Fig.14 A schematic diagram of an interface based on the successful card point of the second virtual skill is shown. When the sliding element 1401 moves to the first card point interval 1402, in response to the trigger operation of the second control control 1403, the second virtual skill is released and the second prompt information 1404 is displayed to prompt that the interactive object card point is successfully held.
[0262] See also Fig.15 FIG. 1 is a schematic diagram of an interface for a continuous stuck point success, in which when the sliding element 1501 moves to the second stuck point interval 1502, in response to the triggering operation on the third control control 1503, the third virtual skill is released, and the third control control 1503 is in contact with the above Fig.14The second control widget 1403 in the same position on the screen is located. In response to the first card point interval being successfully carded, the second control widget 1403 is switched to Fig.15 The third control widget 1503 in the embodiment of the present invention. It should be noted that the third virtual skill corresponding to the third control widget may be a virtual skill of the same type as the second virtual skill, but is an advanced or enhanced version of the second virtual skill; or, the third virtual skill and the second virtual skill are virtual skills of completely different types.
[0263] The following is an explanation of how the first virtual skill and the second virtual skill are released through an artificial intelligence (AI) model.
[0264] Optionally, the AI big model analyzes the user's release of the first virtual skill and the second virtual skill, and provides suggestions for improving the operation for users whose operation is not smooth or efficient. For example, if the user's mouse movement trajectory is not standardized when releasing a skill, the big model can provide a more efficient mouse movement path prompt to speed up the skill release.
[0265] First, a large amount of user operation data needs to be collected. This includes operation records of users of different levels (from novices to mature players) in the game. For example, record the coordinate position, movement speed, click frequency of the mouse when the user releases a skill, and the pressing and releasing time of the relevant keys on the keyboard. For each user, their game character information (such as character type, level, equipment, etc.) is also recorded. The collected operation data needs to be labeled. For each operation record, the labeler will mark whether the operation is smooth and efficient based on the game's mechanism and best practices. For example, if the mouse movement trajectory is too tortuous when the user releases the first virtual skill, resulting in a delay in the skill release, the labeler will mark the operation as not smooth and indicate the problem (such as irregular mouse movement trajectory).
[0266] From the labeled data, the AI big model extracts features. For the user's operation data, the extracted features include the average speed of the mouse movement, the time the mouse stays in the skill release area, the response time interval of the key, etc. In addition, game-related features are extracted, such as the attribute value of the character, the current game time, the type of map, etc.
[0267] Then, deep neural network is selected as the architecture of AI large model. In this application scenario, the input layer receives operation features and game-related features, and the output layer can output the evaluation of the operation (such as fluency score, efficiency score, etc.) and improvement suggestions. Or recurrent neural network and its variants are used. Since the user's operation is a time series data (for example, the mouse movement trajectory changes over time).
[0268] The model is trained using the back propagation algorithm. During the training process, the model predicts the evaluation and improvement suggestions of the operation based on the input features, and then compares them with the actual results in the labeled data to calculate the error. Through the back propagation algorithm, the error will be propagated back from the output layer to the input layer, adjusting the model's weights so that the model's prediction results gradually approach the actual results.
[0269] When the user releases the first virtual skill, the AI model will obtain the user's operation data, including mouse and keyboard operations. The model analyzes whether the user's mouse movement trajectory conforms to an efficient skill release mode based on the feature weights obtained from previous training. When the user releases the second virtual skill, the model will consider the skill's timing requirements. Based on the time information in the user's operation data (such as the time difference between the time a button is pressed and the timing of the card point), the model can determine whether the user can efficiently grasp the timing of the card point. If the user often misses the timing of the card point, the model will analyze the reasons, which may be due to the user's insufficient understanding of the game rhythm or the slow reaction speed of the operation.
[0270] Finally, if the model finds that the user's mouse movement trajectory is irregular when releasing a skill, such as being zigzag instead of directly reaching the target area, the model will provide the user with a more efficient mouse movement path prompt based on the normal mouse movement pattern (the efficient pattern learned from the training data).
[0271] In step 204, the combat capability of the virtual character is updated based on the stuck point result.
[0272] Optionally, updating the combat capability of the virtual character based on the card point result includes: updating the combat capability of the virtual character based on at least one of the card point result being a card point success, the card point result being a card point failure, the number of consecutive card point successes included in the card point result, the number of consecutive card point failures included in the card point result, and the ratio of the number of card point successes to the number of card point failures included in the card point result.
[0273] Optionally, updating the combat capability of the virtual character based on the card point result includes at least one of enhancing the combat capability of the virtual character, weakening the combat capability of the virtual character, and keeping the combat capability of the virtual character unchanged based on the card point result.
[0274] Exemplarily, based on the card point results, enhancing the combat capability of the virtual character includes: based on the card point results, increasing the attribute value of the virtual character, adding additional bonus virtual skills to the virtual character, and enhancing the skill effect of the virtual character, wherein the attribute value includes: at least one of health, attack power, and magic value.
[0275] Optionally, based on the stuck results, weakening the combat capability of the virtual character includes: based on the stuck results, reducing the attribute value of the virtual character, reducing the virtual skills of the virtual character, weakening the skill effect of the virtual character, increasing the skill cooldown time of the virtual character, and starting the skill silence countdown of the virtual character (i.e., the virtual skill is unavailable during the silence countdown time).
[0276] For example, when the card point is successful, the virtual character can obtain additional damage bonus, special status gain or the effect of the second virtual skill itself will be strengthened; or, when the card point is successfully continuously, the combat ability of the virtual character presents a progressive improvement or unlocks special combat ability or skill effect; or, when the card point is successfully at the beginning, the combat ability of the virtual character will get an initial improvement, such as a 15% increase in attack power. However, if the card point fails subsequently, this improvement may be affected, including but not limited to: 1. The improvement effect gradually decays, such as after each card point failure, the attack power improvement effect is reduced by 5% until it returns to the initial state; 2. Negative effects occur, such as after the first card point failure, the character's movement speed is reduced by 10%; or, based on the ratio of the number of card point successes and failures, the combat ability of the virtual character is updated. If the number of card point successes is far greater than the number of failures, even if there are a few failures, the combat ability can still be maintained at a high level. For example, if the card point is successful 5 times and failed 1 time, the overall combat ability of the virtual character is only reduced by a small part based on the initial improvement, such as the skill damage is increased from 30% to 25%.
[0277] As an optional implementation, the result of the card point is a successful card point, and the combat capability of the virtual character is updated based on the card point result, including: determining a bonus skill corresponding to the successful card point for the virtual character, the bonus skill is an enhanced skill of any virtual skill among at least one virtual skill or an additional virtual skill added for the virtual character; automatically releasing the bonus skill, or releasing the bonus skill in response to a release operation for the bonus skill.
[0278] A bonus skill is a special skill type. When the result of the card point is successful, a bonus skill will be determined for the virtual character. This skill can be an enhanced skill of any virtual skill in at least one virtual skill, that is, a skill that improves the existing virtual skills in terms of effect, damage, range, etc.; or it can be an additional virtual skill for the virtual character, which is a brand new skill that does not exist in the original character skill library. For example, in a magic game, the virtual character has skills such as Fireball (the first virtual skill) and Ice Cone (the second virtual skill). When the interactive object successfully releases Ice Cone (the second virtual skill) at the card point, the determined bonus skill may be "Enhanced Fireball", which is a strengthened skill of the existing virtual skill Fireball, which may increase the damage of Fireball by 50%, or double the range of Fireball. Alternatively, this bonus skill may be "Magic Shield Summoning", which is a skill that the original character does not have. After the card point is successfully obtained, it is temporarily given to the virtual character, allowing the virtual character to summon a magic shield that can absorb a certain amount of damage. This application does not limit the skill type of bonus skills.
[0279] Optionally, the relationship between the bonus skill and the first virtual skill includes, but is not limited to, a strengthening relationship or a supplementary relationship. When the relationship between the bonus skill and the first virtual skill is a strengthening relationship, if the card point is successfully obtained, the bonus skill is enhanced based on the first virtual skill. For example, the first virtual skill is a melee ordinary attack skill, and the bonus skill may be a "powerful strike", which inherits the melee attack attribute of the first virtual skill, but has a significant improvement in damage output, attack speed or additional effects (such as repelling enemies). This relationship enables the first virtual skill to play a more powerful role when the card point is successfully obtained, and encourages the interactive object to achieve the effect of successful card point when releasing the first virtual skill. When the relationship between the bonus skill and the first virtual skill is a supplementary relationship, the bonus skill can supplement the first virtual skill. For example, the first virtual skill is a single attack skill, which is mainly used to cause damage to a single enemy. The bonus skill after the card point is successfully obtained may be a range control skill, such as a "group stun wave". This bonus skill can control the surrounding enemies after the first virtual skill attacks a single enemy, creating a better combat environment for the character, and supplementing the deficiency of the first virtual skill in group control.
[0280] Optionally, the relationship between the bonus skill and the second virtual skill includes, but is not limited to, a trigger relationship or a synergistic relationship. When the relationship between the bonus skill and the second virtual skill is a trigger relationship, the successful card point of the second virtual skill is the trigger condition for the appearance of the bonus skill. For example, the second virtual skill is a defensive skill, such as "iron shield". When the interactive object successfully releases this skill at the card point, the bonus skill "counterattack storm" is triggered. This means that the successful release of the second virtual skill not only takes effect on its own defensive effect, but also indirectly triggers the appearance of the bonus skill, so that the character has the ability to counterattack while defending, changing the situation of the character in battle. When the relationship between the bonus skill and the second virtual skill is a synergistic relationship, the bonus skill and the second virtual skill may have a cooperative combat relationship. Assume that the second virtual skill is a deceleration skill "slime trap", and the bonus skill after the card point is successfully obtained is "poison fog diffused". The bonus skill "poison fog diffused" can work in synergy with the "slime trap" to release poison fog in the area where the enemy is decelerated, causing the enemy to suffer continuous damage. The two cooperate with each other to enhance the control and damage ability of the character in battle.
[0281] Optionally, the method of determining the bonus skill corresponding to the successful card point includes but is not limited to: determining the bonus skill based on skill combination logic or determining the bonus skill based on the state of the virtual environment and the virtual character.
[0282] Exemplarily, when the bonus skill is determined based on the skill combination logic, the corresponding bonus skill is determined according to the pre-set bonus skill combination corresponding to the successful card point of different first virtual skills and second virtual skills. For example, for the combination of the first virtual skill "Blade Storm" and the second virtual skill "Phantom Step", when the card point is successful, the preset bonus skill is "Invincible Slash". This preset combination is set based on the overall balance of the interaction and strategic planning. In some applications with a skill tree system, the determination of the bonus skill is closely related to the association of the skill tree. The first virtual skill and the second virtual skill are located on the preset branch of the skill tree, and the bonus skill after the card point is successfully determined according to the logical relationship of the skill tree. For example, the first virtual skill and the second virtual skill belong to the attack skill branch. When the card point is successful, according to the development direction of the skill tree, the bonus skill may be a higher-level attack enhancement skill or an auxiliary skill related to the attack, such as "attack speed increase" or "armor-breaking strike".
[0283] Optionally, when the bonus skill is determined based on the state of the virtual environment and the virtual character, the virtual environment can affect the determination of the bonus skill. For example, in a team battle, if the number of teammates around the virtual character is small, when the first virtual skill and the second virtual skill are successfully blocked, the determined bonus skill is a skill with a group protection effect, such as "team shield". In a one-on-one duel situation, the bonus skill corresponding to the successful card point may be more inclined to increase its own attack power or control ability, such as "critical hit" or "fixation". This method of determining the bonus skill based on the battle situation makes the interaction more in line with the actual combat needs and increases the strategic and dynamic nature of the interaction. In addition, the current state of the virtual character will also affect the determination of the bonus skill. If the virtual character's health value is low, when the card point is successfully blocked, the determined bonus skill is a skill with a health recovery effect, such as "life extraction". Or if the character's energy value (resources used to release skills) is sufficient, the bonus skill after the successful card point may be a skill that consumes a lot of energy but is powerful, such as "super magic burst". By considering the status of the virtual character to determine the bonus skills, the interactive object can strategically pursue the success of the card point according to the actual situation of the virtual character, thereby improving the survival and combat capabilities of the virtual character in battle.
[0284] The following is an explanation of how to use the artificial intelligence (AI) model to determine the bonus skills corresponding to successful card points.
[0285] Optionally, based on various factors in the game, the AI big model can analyze the bonus skills that are most suitable to trigger in the current situation.
[0286] First, you need to collect a lot of game situation data. This includes various attribute data of virtual characters, such as strength, agility, intelligence, level, health, magic points, etc. At the same time, you also need to collect the character's equipment data. Collect data about game scenes. Record the actual triggered bonus skills in different game situations. For each bonus skill trigger, mark the game situation factors at the time (such as our character status, enemy situation, map location, etc.), as well as the game result after triggering the bonus skill (whether our side has an advantage, disadvantage, or a draw, etc.).
[0287] After collecting a large amount of data, data cleaning is required to remove invalid data and noise. Some data that obviously does not conform to the rules of the game (such as unreasonable situations such as negative character attribute values) must also be corrected or deleted. Since the different types of data collected have different dimensions and value ranges, data standardization is required to enable the model to better process these data. For example, the level of the character may be between 1-100, and the character's health may be between 0-10000. For some non-numeric data, it is necessary to encode and convert it into numerical data so that the model can process it.
[0288] Then, select a neural network model or a convolutional neural network to build an AI large model. When training the model, define a suitable loss function to measure the difference between the model's predicted results and the actual results. For the prediction of bonus skill triggering, the cross entropy loss function is used. Select stochastic gradient descent and its variants as the optimization algorithm. Adjust the update step size of the model parameters according to different situations to speed up the convergence of the model and improve the stability of the model. Divide the preprocessed game situation data into training set, validation set and test set. Use the training set to train the model. In each training iteration, a batch of game situation data is input into the model. The model calculates the output (that is, the probability of each bonus skill being triggered) based on the current parameters, and then calculates the loss value based on the loss function. Use the optimization algorithm to update the model's parameters according to the loss value, and repeat this process until the performance of the model on the validation set no longer improves. At this time, the model is considered to have converged.
[0289] Finally, during the game, the AI model needs to obtain various data in the game in real time, including the latest attributes of the character, equipment status, enemy character status, map information, etc. The model extracts and converts features according to the processing method during training based on the real-time data obtained, and then inputs it into the trained model. The model calculates the probability of each bonus skill being triggered and analyzes the bonus skill that is most suitable for triggering under the current situation.
[0290] The model provides the analysis results (i.e. the most suitable bonus skills to be triggered) to the user or the game system in the form of decision suggestions. If it is provided to the user, it can be displayed in the form of prompts on the game interface.
[0291] The release of bonus skills is explained below.
[0292] Optionally, when automatically releasing a bonus skill, the system first monitors the release operations of the first virtual skill and the second virtual skill. After the interactive object releases the first virtual skill, the system will pay close attention to whether there is a card point operation for the second virtual skill. Through precise time detection and skill release logic judgment, it is determined whether the interactive object successfully releases the second virtual skill at the card point timing. For example, in an action game, the system will record the timestamp of the release of the first virtual skill, and then determine whether the release of the second virtual skill is within the preset card point time range; once the monitoring of the card point operation is completed, the system will determine the card point result according to the set rules. If it is determined that the card point is successfully blocked, the process of determining the bonus skill will be entered; the bonus skill corresponding to the successful card point is determined according to the aforementioned methods based on skill combination logic, virtual environment and virtual character status; after determining the bonus skill, the system obtains relevant data of the bonus skill from the skill library, including skill effect parameters (such as damage value, duration, range, etc.), animation effect data, sound effect data, etc.; the system initializes the acquired bonus skill, including but not limited to: setting the initial state of the bonus skill, such as initializing the skill cooling time to 0 (because it has just been obtained and is about to be released), and the target lock of the bonus skill is set according to the current combat situation; finally, the release effect of the bonus skill is displayed.
[0293] Optionally, when responding to a release operation for a bonus skill and releasing the bonus skill, the system first monitors the release operations of the first virtual skill and the second virtual skill to determine whether the interactive object successfully releases the second virtual skill at the timing of the card point; when it is determined that the card point is successful, the system will issue a prompt to the interactive object, informing the interactive object that a bonus skill has been obtained and the release operation can be performed. This prompt can be visual (such as a prompt box popping up on the screen, displaying the icon and name of the bonus skill) or auditory (such as playing a sound effect); after notifying the interactive object that the bonus skill has been obtained, the system will display relevant information about the bonus skill on the operation interface, including the icon, name, and brief description of the skill (such as the effect, consumption, etc. of the skill); the system will continue to monitor the operation of the interactive object and wait for the interactive object to release the bonus skill; when the interactive object makes a release operation for the bonus skill, the system will determine whether this operation meets the requirements for skill release; and finally display the release effect of the bonus skill.
[0294] As an optional implementation, the bonus skill has an effective duration, and in response to a release operation on the bonus skill, releasing the bonus skill includes: in response to a release operation on the bonus skill within the effective duration, releasing the bonus skill.
[0295] The interactive object has the right to independently choose when to release the bonus skill within the effective duration, which reflects the strategic nature of skill release and thus improves the efficiency of controlling the virtual character based on virtual skills.
[0296] The effective duration refers to the time limit for the bonus skill to be used (whether it is released automatically or manually by the interactive object) after the card point is successfully blocked and the bonus skill is determined. This duration is a period of time during which the bonus skill is in an operational state. Once this period is exceeded, the bonus skill may disappear, can no longer be released, or its effect may be greatly reduced.
[0297] Optionally, the method of prompting the effective time of the interactive object includes but is not limited to: at least one of: skill icon display, skill special effect change or countdown digital display, countdown sound effect or language prompt.
[0298] For example, when displayed through a skill icon, on the user interface of the game, the icon of the bonus skill can indicate the effective duration through some visual effect. For example, there can be a gradually shrinking ring around the bonus skill icon, and the complete state of this ring represents the initial effective duration of the bonus skill. As time passes, the ring gradually shrinks, and when the ring completely disappears, the effective duration ends. The interactive object can intuitively judge how much time is left to use the bonus skill by observing the state of this ring.
[0299] When displayed through skill special effects, the special effects of the bonus skill itself can also be used to indicate the effective duration. For example, during the effective duration of a healing bonus skill, the green light generated when it is released will gradually fade. The light is bright at the beginning, indicating that the effective duration has just begun. As time goes by, the light becomes dimmer and dimmer. When the light disappears completely, the effective duration ends. This prompt method combined with skill special effects can not only allow the interactive object to intuitively feel the passage of the effective duration, but also enhance the visual effects and immersion of the game.
[0300] When displayed through countdown numbers, the countdown numbers are displayed in a prominent position of the interface, such as near the skill bar or in the center of the screen (without affecting the game field of view). The display methods of the countdown numbers include but are not limited to: directly displaying the effective duration countdown number of the bonus skill, displaying it through an hourglass, displaying it through a countdown progress bar, displaying it through a countdown dial, displaying it through segmentation, and displaying it through key time nodes.
[0301] Exemplarily, when the bonus skill appears, "10:00" (indicating an effective duration of 10 minutes) is displayed, and then the number will decrease every second, such as "09:59", "09:58", etc., until the countdown ends. Exemplarily, when the bonus skill is triggered, an hourglass-shaped icon appears on the interface, where the sand on the upper part represents the remaining effective duration. As time goes by, the sand on the upper part gradually flows to the lower part, and the user can judge the remaining time by observing the amount of sand. At the same time, an accurate countdown number, such as "10:00" (indicating 10 minutes) can be displayed next to the hourglass. Exemplarily, the countdown progress bar can start from a full grid and gradually shorten over time. The countdown number is displayed at one end or above the progress bar. Exemplarily, the circumference of the countdown dial is divided into scales corresponding to the effective duration of the bonus skill. For example, if the effective duration of the bonus skill is 60 seconds, the countdown dial is divided into 60 small scales. The current remaining countdown number is displayed in the center of the countdown dial. When the skill is triggered, a pointer starts at the 12 o'clock position and gradually rotates clockwise over time, pointing to different scales. Exemplarily, the segmented display divides the effective duration of the bonus skill into several stages for display. For example, for a bonus skill with an effective duration of 90 seconds, it can be divided into three 30-second stages. At the beginning of each stage, a larger number is displayed to indicate the remaining time of the stage, such as "30" at the beginning. When the first 30 seconds have passed, the number "30" for the next stage is displayed, and the display method of this number can be changed, such as lighter color or smaller font. At the same time, the total countdown number can be displayed next to it.
[0302] When using voice prompts, the virtual character or the system can issue a voice prompt to inform the interactive object of the effective duration of the bonus skill, wherein the voice prompt method includes but is not limited to: a simple ticking sound, for example, a ticking sound is emitted every second; or, a gradually accelerating ticking sound, for example, as the countdown approaches the end, the interval between ticking sounds gradually shortens; or, a musical melody, for example, a short musical melody, as time decreases, the rhythm or pitch of the melody may change; or, an environmental sound effect, for example, a countdown sound effect is combined with a virtual environmental sound effect. In a science fiction game, the countdown sound effect may be the sound of a mechanical device running, as time decreases, the frequency or volume of the running sound may change; or, a heartbeat sound, such as a simulated heartbeat sound, as time decreases, the frequency and volume of the heartbeat sound may increase, giving the user a sense of tension; or, a mixed sound effect, for example, a mixture of ticking sounds and heartbeat sounds, or a mixture of musical melodies and environmental sound effects, to create a richer countdown experience. For example, when a bonus skill appears, there will be a voice saying "Bonus skill has been obtained, effective for 15 seconds", and then when there are 5 seconds left, there will be another voice saying "Bonus skill has 5 seconds left, please use it as soon as possible". Voice prompts are a very effective reminder for some interactive objects that are not good at observing visual prompts or in intense combat.
[0303] When the bonus skill is triggered by combining the countdown number with the voice prompt, the countdown number will be displayed on the interface, such as "30 seconds", and there will be a voice prompt "The bonus skill has been triggered, and the effective time is 30 seconds". When the skill icon is displayed and the voice prompt is combined, the skill icon will undergo some changes to indicate the effective time, such as a gradually shrinking aperture around the icon. At the same time, the voice prompt will explain and emphasize this visual change, such as "The bonus skill has been triggered, and the aperture around the skill icon represents the effective time". When the skill special effect change is combined with the voice prompt, when the bonus skill is triggered, the bonus skill will produce a special effect change to indicate the effective time, such as the light released by the skill gradually dims. At the same time, the voice prompt will describe the relationship between this special effect change and the effective time, such as "The bonus skill has been triggered, and the dimming of the skill light represents the reduction of the effective time". When the countdown sound effect is combined with the voice prompt, when the bonus skill is triggered, a countdown sound effect will sound, such as a gradually accelerating ticking sound, accompanied by a voice prompt "The bonus skill has been triggered, pay attention to the time". The countdown sound effect provides a continuous, background reminder of the passage of time, while the voice prompt gives clear information at key time points or preset time intervals. For example, every 10 seconds, the voice prompt will say "20 seconds left", "10 seconds left", etc., while the ticking sound creates a tense atmosphere in the background.
[0304] As an optional implementation, the method also includes: in response to the release operation for the second virtual skill being at a stuck time, displaying a bonus control control; wherein the bonus control is used to release a bonus skill after being triggered, and the bonus skill is an enhanced skill of any virtual skill among at least one virtual skill or an additional virtual skill added for the virtual character.
[0305] The game's interactivity is enhanced, allowing the interactive object to participate in the game mechanism more actively. Unlike the automatic release of bonus skills, the bonus control widget gives the interactive object more autonomous control. The interactive object can choose the right time to trigger this control to release the bonus skill according to the actual situation in the game, such as the enemy's position, its own status, and the overall situation of the battle, thereby increasing the game's strategy and the interactive object's operating space.
[0306] The bonus control widget acts as a medium that connects the operation of the interactive object and the release of the bonus skill. The interactive object releases the bonus skill by operating this widget (such as clicking a button or touching an icon, etc.). For example, in a role-playing game, when certain conditions are met, a flashing icon will appear on the screen as a bonus control widget. The interactive object clicks this icon to release a bonus skill that can greatly increase the character's attack power.
[0307] The display triggering condition of the bonus control widget is closely related to the timing of the release operation of the second virtual skill. The timing of the card point is a precise time point or time interval. When the release operation of the interactive object for the second virtual skill happens to be at this card point, the bonus control widget will be displayed. This means that the interactive object needs to accurately grasp the release time of the second virtual skill to trigger the display of the bonus control widget. For example, in an action game, the first virtual skill is a jumping attack skill. After the release, a card point prompt message will appear. The interactive object must release the second virtual skill (such as an air combo skill) at the exact card point. Only in this way will the screen display the bonus control widget for releasing the bonus skill (such as a powerful finishing move).
[0308] The following describes how the additive control widget is displayed.
[0309] Optionally, the bonus control control is different from the first control control, but is displayed at the same screen position as the first control control. The method also includes: in response to the release operation for the second virtual skill being at a stuck moment, switching the first control control to be displayed as a bonus control control, wherein the first virtual skill is triggered by the first control control.
[0310] Optionally, the bonus control is different from the second control, but the bonus control is displayed at the second control position. As an optional implementation, the second virtual skill is triggered by the second control; the method further includes: in response to the release operation for the second virtual skill being at a stuck time, displaying the second control to switch to the bonus control.
[0311] After the stuck operation, trigger skills (bonus skills) will be used to meet the user's more advanced experience. Trigger skills will only be displayed under preset conditions (that is, in response to the release operation of the second virtual skill at the stuck timing), which can alleviate the interface pressure of the skill panel. In the current mobile game environment, it saves the head-up display system (Heads-Up Display, HUD) screen space, simplifies the screen layout, and ensures that the skills become more diverse.
[0312] Optionally, the second control widget is switched to the additional control widget in a manner including but not limited to: at least one of color change switching, shape change switching, icon replacement switching, zoom animation switching, rotation animation switching or flashing animation switching.
[0313] Exemplarily, when the release operation for the second virtual skill is at a stuck time, the second control widget can be switched to a bonus control widget through a gradual color change. For example, the original color of the second control widget may be blue, representing its regular skill triggering function. When the stuck time is reached, the color of this control will gradually change from blue to gold. This gradual color change process can intuitively convey to the interactive object that the control function has changed.
[0314] Exemplarily, instant color switching is to change the color of the second control widget to a color related to the bonus control widget at the instant of the stuck point. For example, at the instant of the stuck point, the second control widget changes directly from green to red. Green may indicate the release of a skill in a normal state, while red indicates that this widget now has a special function of releasing a bonus skill.
[0315] For example, at the time of the card point, the second control widget can be switched to the additional control widget by partial deformation. For example, the second control widget is originally a round button. When the conditions are met, the edge of the button will gradually grow some small spikes or decorative patterns, causing its shape to change locally. This local deformation not only maintains the basic shape of the control, so that the interactive object can still recognize that this is the previous control, but also can clearly indicate the change of function.
[0316] Exemplarily, the second control widget can be switched to the bonus control widget by replacing part of the icon. For example, the original icon of the second control widget may be a sword, indicating that the second virtual skill it triggers is an attack skill. When it is at the moment of the card point, a new element will be superimposed on the sword icon, such as a star or a flame pattern. This method of partial icon replacement not only retains the connection between the original icon and the second virtual skill, but also reflects the special function of the bonus control widget.
[0317] Exemplarily, when the release operation for the second virtual skill is at a stuck point, the second control widget can be switched to a bonus control widget through a magnification animation. For example, the second control widget was originally a smaller button, and at the moment of the stuck point, the button will begin to gradually enlarge. During the magnification process, the size of the button may be enlarged from the original small size to 2-3 times the original size. As the button is enlarged, its visual effect will also change, such as the color of the button may become brighter, or the texture on the surface of the button will become clearer. This magnification animation can attract the attention of the interactive object and make them focus on the control whose function has changed.
[0318] Exemplarily, the second control widget can be switched to the bonus control widget through a clockwise rotation animation. At the timing of the card point, the control starts to rotate clockwise, and the number of rotations can be set according to the style and needs of the game, such as 1-2 rotations. During the rotation process, the appearance of the control can change, such as color conversion, shape fine-tuning, etc. Clockwise rotation visually gives people a positive and positive feeling, which echoes the enhanced effect brought by the bonus skill. At the same time, the rotation animation can be combined with other effects, such as producing some light and shadow trailing effects during the rotation process, making the entire switching process more gorgeous.
[0319] For example, similar to the clockwise rotation switch, the counterclockwise rotation can also be used to switch from the second control widget to the additive control widget. For example, at the moment of the card point, the widget starts to rotate counterclockwise, and during the rotation process, the function-related logo or pattern of the widget will gradually appear or change. Although the counterclockwise rotation is opposite to the clockwise rotation, it can also create a unique visual effect.
[0320] Exemplarily, when the release operation for the second virtual skill is at a stuck point, the second control control can be switched to an additive control control through a regularly flashing animation. For example, the control flashes at a fixed frequency, such as once every 0.5 seconds. During the flashing process, the color, shape or icon of the control will gradually change. Regular flashing can continuously attract the attention of the interactive object, allowing them to notice that the control is undergoing a functional transformation. At the same time, the flashing color change can be regular, such as a cycle from dark to bright and then to dark, and this color change pattern can be associated with the concept of energy accumulation or effect enhancement of the additive skill. Irregular flashing switching refers to the second control control flashing at an irregular frequency at the stuck point to switch to an additive control control. For example, the control may flash quickly several times, then pause, and then flash slowly. This irregular flashing method can give the interactive object a sense of instability and impending special changes, increasing the tension and mystery of the game. During the irregular flashing process, the appearance change of the control can also be random, such as random deformation of the shape or random increase or decrease of elements in the icon, further enhancing this special visual effect.
[0321] Optionally, the bonus control widget is another control widget independent of the skill control widget corresponding to the at least one virtual skill. It can be understood that the display position of the bonus control widget on the screen is different from the position of the skill control widget corresponding to the at least one virtual skill possessed by the virtual character on the screen.
[0322] Optionally, in response to not triggering a release operation for the bonus skill within the effective time period, the bonus control widget is undisplayed when the effective time period ends.
[0323] As an optional implementation, the method further includes: in response to a release operation on a bonus control widget, displaying the virtual character releasing the bonus skill, and canceling the display of the bonus control widget.
[0324] Optionally, the method of canceling the display of the bonus control widget includes but is not limited to: at least one of: transparency gradient, size gradient reduction, direct disappearance, disappearance after flashing, decomposition animation or fusion animation.
[0325] For example, when the virtual character releases a bonus skill, the bonus control widget can be undisplayed by gradually reducing the transparency until it is completely transparent. For example, at the moment of releasing the bonus skill, the transparency of the bonus control widget begins to gradually decrease from 100% (completely opaque). This gradual change process can last for about 1-2 seconds, and the speed of reducing the transparency per second can be relatively uniform, such as reducing by 30%-50% per second.
[0326] For example, the bonus control widget can also be removed from display by gradually reducing its size. When releasing a bonus skill, the widget starts to shrink at a certain speed. For example, the widget is originally a circular button with a diameter of 50 pixels, which shrinks to a diameter of 30 pixels in 0.5 seconds, and then continues to shrink to 10 pixels in the next 0.5 seconds until it disappears completely.
[0327] For example, when the virtual character releases a bonus skill, the bonus control widget disappears directly from the interface. This is suitable for some games that emphasize the immediacy and crispness of skill release. For example, in some fast-paced action games or fighting games, when the interactive object triggers a bonus skill, the bonus control widget disappears immediately, allowing the interactive object to focus more on the combat effect after the character releases the bonus skill.
[0328] For example, a flashing effect can be added to the bonus control widget before it disappears directly. For example, when releasing a bonus skill, the widget first flashes quickly 2-3 times, with an interval of about 0.1 seconds between each flash, and then disappears. The flashing color can be related to the attribute of the bonus skill. If the bonus skill is of fire attribute, the flashing color can be red.
[0329] Exemplarily, the bonus control widget can be undisplayed by means of a decomposition animation. For example, if the widget is an icon of a complex shape, after releasing the bonus skill, it can be decomposed into multiple small parts, which fly out in different directions and then gradually disappear. This decomposition process can last for 1 second, and the speed at which the small parts fly out can be moderate, such as flying 10-5 pixels per second. This decomposition animation can give the interactive object a visual feeling of energy bursting when the skill is released and the widget being decomposed, while also increasing the visual effects of the game and making the game screen more vivid.
[0330] For example, the fusion animation refers to the addition control widget merging with the surrounding game elements and disappearing after releasing the addition skill. For example, if there is an energy field or background pattern in the game, the widget can gradually blend into the energy field or background pattern. During the fusion process, the color, shape, etc. of the widget gradually matches the surrounding elements until it completely disappears.
[0331] The following is an explanation of the display and triggering methods of the bonus control widgets corresponding to the bonus skills in conjunction with the accompanying drawings.
[0332] For example, see Fig.16The schematic diagram of the interface of a bonus control control is shown. In response to the successful carding of the three card point intervals in the card point prompt information, an additional bonus control control 1601 is displayed. In addition, there is a prompt information 1602 prompting the effective time on the bonus control control 1601. In response to the release operation of the bonus skill within the effective time, the bonus skill is released, and the display of the bonus control control 1601 is cancelled.
[0333] For example, see Fig.17 A schematic diagram of an interface of a bonus control control is shown, in response to the sliding element 1701 approaching the third card point interval 1702 on the progress bar, for the above Fig.15 The third control 1503 in the Fig.17 In the addition control control 1703, in response to the triggering operation of the addition control control 1703, see Fig.18 The diagram shows an interface diagram after a bonus control widget is triggered, showing prompt information 1801 of the effect corresponding to the bonus skill of "Critical Hit 999", and further showing prompt information 1802 of a successful combo.
[0334] It should be noted that for the above Fig.14 , Fig.15 , Fig.16 When the number of stuck point opportunities shown is at least two, use the control widget of skill 2 at the same position on the screen to make a stuck point. As the sliding element moves on the progress bar, the skill effect corresponding to the control widget of skill 2 at the same position is switched to realize the operation of triggering the stuck point through different virtual skills. Fig.14 When the first card point is over, the control of skill 2 is changed to Fig.14 1403 in the switch to Fig.15 The display style of 1503 in the game; when the second card point is over, the control of skill 2 is changed to Fig.15 1503 in the switch to Fig.17 Therefore, as the sliding element moves on the progress bar, skill 2 continues to change. In this case, the more the number of card point opportunities, the more the display position of the skill control on the screen is saved.
[0335] For example, see Fig.19A schematic diagram of an interface of card point prompt information based on a skill selection wheel is shown, wherein the skill selection wheel includes: the minuet skill 1901 of the debauched god, the hymn skill 1902 of the military god, and the narrative ballad skill 1903 of the sage; when the first virtual skill is the hymn skill 1902 of the military god, the hymn skill 1902 of the military god is released, and the card point prompt information of the initial state corresponding to the hymn skill 1902 of the military god, namely, the scale 1904 is displayed; when the first virtual skill is the narrative ballad skill 1903 of the sage, the narrative ballad skill 1903 of the sage is released, and the card point prompt information of the initial state corresponding to the narrative ballad skill 1903 of the sage, namely, the scale 1905 is displayed; when the virtual character meets the advanced condition, the narrative ballad skill 1903 of the sage is switched from the initial state to the advanced state scale 1906, and the advanced state scale 1906 corresponds to a card point opportunity 1909; when the virtual character meets the advanced condition, the hymn skill 1902 of the military god is switched from the initial state to the advanced state scale 1908, and the advanced state scale 1908 corresponds to a card point opportunity 1909. 07, the advanced state spectrum 1907 corresponds to a card point timing 1910; since the card point prompt information corresponding to the minuet skill 1901 of the Wandering God has no initial state, that is, the advanced state spectrum 1908 corresponding to the minuet skill 1901 of the Wandering God, the advanced state spectrum 1908 corresponds to three card point timings 1911; for the hymn skill 1902 of the God of War and the narrative ballad skill 1903 of the Sage, the skill selection wheel is triggered by the performance skill control control 1915 , select any skill to perform a card point operation. For the Sage's Narrative Ballad skill 1903 and the God of War's Hymn skill 1902, when the card point is successfully blocked, an additional bonus skill 1912 will be added; for the Minuet skill 1901 of the Wandering God, in response to the release operation of the Minuet skill 1901 of the Wandering God, the performance skill 1915 is switched to the passionate performance skill 1913, and the passionate performance skill 1913 is used to perform a card point. When the card point is successfully blocked, an additional bonus skill 1914 will be added.
[0336] The present application releases a first virtual skill to trigger the display of a card point prompt information, and releases a second virtual skill based on the card point prompt information to complete the card point triggering operation, thereby achieving a series of derived control methods of virtual characters based on virtual skills immediately after triggering the first virtual skill, thereby improving the interactive experience and further improving the human-computer interaction rate.
[0337] See also Fig. 20 An overall flow chart of a method for controlling a virtual character is shown.
[0338] Step 1, release the skill of Hymn of the God of War.
[0339] Step 2, release the Sage's Narrative Ballad skill.
[0340] Step 3, release the minuet skill of the Wandering God.
[0341] Step 4, determine whether the perfect rhythm skill has been acquired. If so, execute steps 5, 6, and 7; if not, execute steps 8, 9, and 10.
[0342] Step 5, trigger the spectrum of advanced states corresponding to the Hymn of the God of War.
[0343] Step 6, trigger the spectrum of advanced states corresponding to the sage's narrative ballad.
[0344] Step 7, trigger the spectrum of the advanced state corresponding to the minuet of the God of Debauchery.
[0345] Step 8, trigger the spectrum of the primary state corresponding to the hymn of the God of War.
[0346] Step 9, trigger the spectrum of the primary state corresponding to the sage's narrative ballad.
[0347] Step 10, trigger the spectrum of the primary state corresponding to the minuet of the God of Debauchery.
[0348] Step 11, determine whether the card point is successful, if so, go to step 13; if not, go to step 12.
[0349] Step 12, there is no effect, after the reading is finished, the spectrum disappears.
[0350] Step 13, release the corresponding bonus skill effect.
[0351] Step 14, determine whether the card point is successful, if so, execute step 15 or 17, if not, execute step 19.
[0352] Step 15: The single card point timing is successfully carded.
[0353] Step 16, release your passionate playing skills.
[0354] Step 17: All the card-point timings are successfully carded.
[0355] Step 18, release the corresponding bonus skill effect.
[0356] Step 19, there is no effect. After the reading is completed, the spectrum disappears.
[0357] See also Fig.21 , an embodiment of the present application provides a control device for a virtual character, the device comprising:
[0358] Display module 2101, used for displaying a virtual character in a virtual environment, where the virtual character has at least one virtual skill;
[0359] The display module 2101 is further used to display the virtual character releasing the first virtual skill and the stuck point prompt information in response to the release operation of the first virtual skill, and the stuck point prompt information is used to prompt the stuck point timing for releasing the second virtual skill;
[0360] A determination module 2102, configured to determine a stuck point result of the second virtual skill in response to a release operation on the second virtual skill;
[0361] An updating module 2103, used to update the combat capability of the virtual character based on the stuck point result;
[0362] Wherein, the first virtual skill and the second virtual skill both belong to at least one virtual skill.
[0363] In one possible implementation, the determination module 2102 is used to determine that the stuck point result is a stuck point success in response to the release operation for the second virtual skill being at a stuck point timing; and to determine that the stuck point result is a stuck point failure in response to the release operation for the second virtual skill not being at a stuck point timing.
[0364] In one possible implementation, the stuck point result is a successful stuck point, and the update module 2103 is used to determine a bonus skill corresponding to the successful stuck point for the virtual character, where the bonus skill is an enhanced skill of any virtual skill among at least one virtual skill or an additional virtual skill added for the virtual character; automatically release the bonus skill, or release the bonus skill in response to a release operation for the bonus skill.
[0365] In a possible implementation, the stuck point prompt information includes a progress bar, a sliding element, and at least one stuck point interval set on the progress bar, and the stuck point timing is the moment corresponding to any point in the stuck point interval; the determination module 2102 is used to trigger the release of the second virtual skill in response to the sliding element on the progress bar moving to any stuck point interval in the at least one stuck point interval on the progress bar, and determine that the stuck point result is a stuck point success; the determination module 2102 is used to trigger the release of the second virtual skill in response to the sliding element on the progress bar moving to a non-stuck point position on the progress bar, and determine that the stuck point result is a stuck point failure; wherein the non-stuck point interval is any position on the progress bar except at least one stuck point interval.
[0366] In one possible implementation, the number of stuck point opportunities is at least two, the at least two stuck point opportunities include the i-th stuck point opportunity, the at least two virtual skills include the i+1-th virtual skill, the i-th stuck point opportunity is used to indicate the timing of releasing the i+1-th virtual skill at the stuck point, and i is a positive integer; the determination model 2102 is also used to determine the stuck point result of the i-th stuck point opportunity in response to whether the release operation for the i+1-th virtual skill is at the i-th stuck point opportunity; or, determine the stuck point result of the i-th stuck point opportunity in response to whether the release operation for the i+1-th virtual skill is at the i-th stuck point opportunity and the historical stuck point result of at least one stuck point opportunity before the i-th stuck point opportunity.
[0367] In one possible implementation, the display module 2101 is also used to display at least one skill release control, and the at least one skill release control corresponds one-to-one to at least one virtual skill; the display module 2101 is used to display the virtual character releasing the first virtual skill and the stuck point prompt information in response to the trigger operation of the first skill release control in the at least one skill release control, and the first skill release control corresponds to the first virtual skill; the display module 2101 is used to determine the stuck point result of the second virtual skill in response to the trigger operation of the second skill release control in the at least one skill release control, and the second skill release control corresponds to the second virtual skill.
[0368] In a possible implementation, the bonus skill has an effective duration, and the update module 2103 is further used to release the bonus skill in response to a release operation on the bonus skill within the effective duration.
[0369] In a possible implementation, the display module 2101 is also used to display the card point prompt information in an inactivated state; in response to the release operation for the first virtual skill, control the virtual character to release the first virtual skill; and convert the card point prompt information from an inactivated state to an activated state.
[0370] In one possible implementation, the stuck point prompt information includes an initial state and an advanced state. The display module 2101 is used to display the stuck point prompt information in the initial state in response to a release operation for the first virtual skill; based on the virtual character satisfying the advanced conditions, the stuck point prompt information is converted from the initial state to the advanced state.
[0371] In a possible implementation, the display module 2101 is used to display first prompt information in response to the release operation for the second virtual skill not being at a stuck point timing, where the first prompt information is used to prompt that the stuck point timing has failed.
[0372] In a possible implementation, the display module 2101 is further used to display a second prompt message in response to the release operation of the second virtual skill being at a stuck timing, where the second prompt message is used to prompt that the stuck timing is successful.
[0373] In one possible implementation, the display module 2101 is also used to display a bonus control control in response to a release operation for a second virtual skill being at a stuck point; wherein the bonus control control is used to release a bonus skill after being triggered, and the bonus skill is an enhanced skill of any virtual skill among at least one virtual skill or an additional virtual skill for a virtual character.
[0374] In a possible implementation, the second virtual skill is triggered by a second control widget; the display module 2101 is further used to display that the second control widget is switched to a bonus control widget in response to the release operation of the second virtual skill being at a stuck timing.
[0375] In a possible implementation, the display module 2101 is further used to display the virtual character releasing the bonus skill in response to a release operation on the bonus control control, and cancel the display of the bonus control control.
[0376] In a possible implementation, the determination module 2102 is further configured to determine, in response to a release operation on the first virtual skill, the stuck point prompt information corresponding to the first virtual skill.
[0377] It should be understood that the above-mentioned device only uses the division of the above-mentioned functional modules as an example to illustrate when realizing its functions. In actual applications, the above-mentioned functions can be assigned to different functional modules as needed, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the device and method embodiments provided in the above embodiments belong to the same concept, and their specific implementation process and the beneficial effects brought about are detailed in the method embodiments, which will not be repeated here.
[0378] In an exemplary embodiment, a computer device is also provided, the computer device includes a processor and a memory, and at least one computer program is stored in the memory. The at least one computer program is loaded and executed by one or more processors, so that the computer device implements any of the above-mentioned virtual character control methods. The computer device can be a server or a terminal device. Next, the structures of the server and the terminal device are introduced respectively.
[0379] Fig. 22It is a structural diagram of a server provided in an embodiment of the present application. The server may have relatively large differences due to different configurations or performances, and may include one or more processors (Central Processing Units, CPU) 2201 and one or more memories 2202, wherein at least one computer program is stored in the one or more memories 2202, and the at least one computer program is loaded and executed by the one or more processors 2201, so that the server implements the control method of the virtual character provided in the above-mentioned various method embodiments. Of course, the server may also have components such as a wired or wireless network interface, a keyboard, and an input and output interface for input and output, and the server may also include other components for implementing device functions, which will not be repeated here.
[0380] Fig.23 1 is a schematic diagram of the structure of a terminal device provided in an embodiment of the present application. The terminal device may be: a PC, a mobile phone, a smart phone, a PDA, a wearable device, a handheld portable game device, a PPC, a tablet computer, a laptop computer, a desktop computer, a smart car machine, a smart TV, a smart speaker, a smart watch, and a vehicle-mounted terminal. The terminal device may also be called a user device, a portable terminal device, a laptop terminal device, a desktop terminal device, and other names.
[0381] Typically, the terminal device includes: a processor 2301 and a memory 2302 .
[0382] The processor 2301 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2301 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). The processor 2301 may also include a main processor and a coprocessor. The main processor is a processor for processing data in an awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 2301 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 2301 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0383] The memory 2302 may include one or more computer-readable storage media, which may be non-transitory. The memory 2302 may also include a high-speed random access memory, and a non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 2302 is used to store at least one instruction, which is used to be executed by the processor 2301 so that the terminal device implements the control method of the virtual character provided in the method embodiment of the present application.
[0384] In some embodiments, the terminal device may also optionally include: a peripheral device interface 2303 and at least one peripheral device. The processor 2301, the memory 2302 and the peripheral device interface 2303 may be connected via a bus or a signal line. Each peripheral device may be connected to the peripheral device interface 2303 via a bus, a signal line or a circuit board. Specifically, the peripheral device includes: at least one of a radio frequency circuit 2304, a display screen 2305, a camera assembly 2306, an audio circuit 2307 and a power supply 2308.
[0385] The peripheral device interface 2303 may be used to connect at least one peripheral device related to I / O (Input / Output) to the processor 2301 and the memory 2302. In some embodiments, the processor 2301, the memory 2302, and the peripheral device interface 2303 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 2301, the memory 2302, and the peripheral device interface 2303 may be implemented on a separate chip or circuit board, which is not limited in this embodiment.
[0386] The radio frequency circuit 2304 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 2304 communicates with the communication network and other communication devices through electromagnetic signals. The radio frequency circuit 2304 converts the electrical signal into an electromagnetic signal for transmission, or converts the received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 2304 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and the like. The radio frequency circuit 2304 can communicate with other terminal devices through at least one wireless communication protocol. The wireless communication protocol includes, but is not limited to: a metropolitan area network, various generations of mobile communication networks (2G, 3G, 4G and 5G), a wireless local area network and / or a WiFi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 2304 may also include circuits related to NFC (Near Field Communication), which is not limited in this application.
[0387] The display screen 2305 is used to display the UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 2305 is a touch display screen, the display screen 2305 also has the ability to collect touch signals on the surface or above the surface of the display screen 2305. The touch signal can be input to the processor 2301 as a control signal for processing. At this time, the display screen 2305 can also be used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, the display screen 2305 can be one, which is set on the front panel of the terminal device; in other embodiments, the display screen 2305 can be at least two, which are respectively set on different surfaces of the terminal device or are folded; in other embodiments, the display screen 2305 can be a flexible display screen, which is set on the curved surface or folded surface of the terminal device. Even, the display screen 2305 can also be set to a non-rectangular irregular shape, that is, a special-shaped screen. The display screen 2305 can be made of materials such as LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode, organic light-emitting diode).
[0388] The camera assembly 2306 is used to capture images or videos. Optionally, the camera assembly 2306 includes a front camera and a rear camera. Typically, the front camera is arranged on the front panel of the terminal device, and the rear camera is arranged on the back of the terminal device. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, a wide-angle camera, and a telephoto camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, the fusion of the main camera and the wide-angle camera to realize the panoramic shooting and VR shooting function or other fusion shooting functions. In some embodiments, the camera assembly 2306 may also include a flash. The flash can be a monochrome temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.
[0389] The audio circuit 2307 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals and input them into the processor 2301 for processing, or input them into the RF circuit 2304 to achieve voice communication. For the purpose of stereo acquisition or noise reduction, there may be multiple microphones, which are respectively arranged at different parts of the terminal device. The microphone may also be an array microphone or an omnidirectional acquisition microphone. The speaker is used to convert the electrical signal from the processor 2301 or the RF circuit 2304 into sound waves. The speaker may be a traditional film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert the electrical signal into sound waves audible to humans, but also convert the electrical signal into sound waves inaudible to humans for purposes such as ranging. In some embodiments, the audio circuit 2307 may also include a headphone jack.
[0390] The power supply 2308 is used to power various components in the terminal device. The power supply 2308 can be an alternating current, a direct current, a disposable battery, or a rechargeable battery. When the power supply 2308 includes a rechargeable battery, the rechargeable battery can support wired charging or wireless charging. The rechargeable battery can also be used to support fast charging technology.
[0391] In some embodiments, the terminal device further includes one or more sensors 2309 , including but not limited to: an acceleration sensor 2310 , a gyroscope sensor 2311 , a pressure sensor 2312 , an optical sensor 2313 , and a proximity sensor 2314 .
[0392] The acceleration sensor 2310 can detect the magnitude of acceleration on the three coordinate axes of the coordinate system established by the terminal device. For example, the acceleration sensor 2310 can be used to detect the components of gravity acceleration on the three coordinate axes. The processor 2301 can control the display screen 2305 to display the user interface in a horizontal view or a vertical view according to the gravity acceleration signal collected by the acceleration sensor 2310. The acceleration sensor 2310 can also be used for collecting game or user motion data.
[0393] The gyroscope sensor 2311 can detect the body direction and rotation angle of the terminal device, and the gyroscope sensor 2311 can cooperate with the acceleration sensor 2310 to collect the user's 3D actions on the terminal device. The processor 2301 can implement the following functions based on the data collected by the gyroscope sensor 2311: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
[0394] The pressure sensor 2312 can be set in the side frame of the terminal device and / or the lower layer of the display screen 2305. When the pressure sensor 2312 is set in the side frame of the terminal device, it can detect the user's grip signal of the terminal device, and the processor 2301 performs left and right hand recognition or shortcut operation according to the grip signal collected by the pressure sensor 2312. When the pressure sensor 2312 is set in the lower layer of the display screen 2305, the processor 2301 controls the operability controls on the UI interface according to the user's pressure operation on the display screen 2305. The operability controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
[0395] The optical sensor 2313 is used to collect the ambient light intensity. In one embodiment, the processor 2301 can control the display brightness of the display screen 2305 according to the ambient light intensity collected by the optical sensor 2313. Specifically, when the ambient light intensity is high, the display brightness of the display screen 2305 is increased; when the ambient light intensity is low, the display brightness of the display screen 2305 is reduced. In another embodiment, the processor 2301 can also dynamically adjust the shooting parameters of the camera assembly 2306 according to the ambient light intensity collected by the optical sensor 2313.
[0396] The proximity sensor 2314, also known as a distance sensor, is usually arranged on the front panel of the terminal device. The proximity sensor 2314 is used to collect the distance between the user and the front of the terminal device. In one embodiment, when the proximity sensor 2314 detects that the distance between the user and the front of the terminal device is gradually decreasing, the processor 2301 controls the display screen 2305 to switch from the screen-on state to the screen-off state; when the proximity sensor 2314 detects that the distance between the user and the front of the terminal device is gradually increasing, the processor 2301 controls the display screen 2305 to switch from the screen-off state to the screen-on state.
[0397] Those skilled in the art will understand that Fig.23 The structure shown in the figure does not constitute a limitation on the terminal device, and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0398] In an exemplary embodiment, a computer-readable storage medium is further provided, in which at least one computer program is stored. The at least one computer program is loaded and executed by a processor so that a computer implements any of the above-mentioned methods for controlling a virtual character.
[0399] In one possible implementation, the computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc (CD-ROM), a magnetic tape, a floppy disk, an optical data storage device, etc.
[0400] In an exemplary embodiment, a computer program product or a computer program is also provided. The computer program product or the computer program includes computer instructions. The computer instructions are loaded and executed by a processor to enable a computer to implement any of the above-mentioned virtual character control methods.
[0401] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.) and signals involved in this application are all authorized by the user or fully authorized by all parties, and the collection, use and processing of relevant data must comply with the relevant laws, regulations and standards of the relevant regions. For example, the virtual skills and combat capabilities of the virtual characters involved in this application are obtained with full authorization.
[0402] It should be understood that the "plurality" mentioned in this article refers to two or more. "And / or" describes the association relationship of the associated objects, indicating that there can be three relationships. For example, A and / or B can mean: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the associated objects are in an "or" relationship.
[0403] The above description is only an exemplary embodiment of the present application and does not limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the principles of the present application shall be included in the protection scope of the present application.
Claims
1. A method for controlling a virtual character, characterized in that: The method comprises: Displaying a virtual character in a virtual environment, wherein the virtual character has at least one virtual skill; In response to a release operation for a first virtual skill, displaying the virtual character releasing the first virtual skill and a card point prompt information, wherein the card point prompt information is used to prompt a card point timing for releasing a second virtual skill; In response to a release operation on the second virtual skill, determining a stuck point result of the second virtual skill; Updating the combat capability of the virtual character based on the stuck point result; Wherein, the first virtual skill and the second virtual skill both belong to the at least one virtual skill.
2. The method according to claim 1, characterized in that The step of determining a stuck point result of the second virtual skill in response to a release operation on the second virtual skill includes: In response to the release operation for the second virtual skill being at the stuck point timing, determining the stuck point result as a stuck point success; In response to the release operation for the second virtual skill not being at the stuck point timing, determining the stuck point result as a stuck point failure.
3. The method according to claim 2, characterized in that The blocking result is a successful blocking, and updating the combat capability of the virtual character based on the blocking result includes: Determine, for the virtual character, a bonus skill corresponding to the successful blocking point, wherein the bonus skill is an enhanced skill of any virtual skill among the at least one virtual skill or an additional virtual skill added for the virtual character; The bonus skill is automatically released, or the bonus skill is released in response to a release operation for the bonus skill.
4. The method according to claim 2 or 3, characterized in that: The card point prompt information includes a progress bar, a sliding element, and at least one card point interval set on the progress bar, and the card point timing is a moment corresponding to any point in the card point interval; In response to the release operation for the second virtual skill being at the stuck point timing, determining the stuck point result as a stuck point success includes: In response to the sliding element on the progress bar moving on the progress bar to any one of the at least one stuck point intervals, triggering the release of the second virtual skill, and determining that the stuck point result is the stuck point success; In response to the release operation for the second virtual skill not being at the stuck point timing, determining that the stuck point result is a stuck point failure includes: In response to the sliding element on the progress bar moving to a non-stuck point on the progress bar, triggering the release of the second virtual skill, and determining that the stuck point result is the stuck point failure; The non-stuck point interval is any position on the progress bar except the at least one stuck point interval.
5. The method according to any one of claims 1 to 4, characterized in that: The number of the card point opportunities is at least two, the at least two card point opportunities include the i-th card point opportunity, the at least two virtual skills include the i+1-th virtual skill, the i-th card point opportunity is used to indicate the timing of releasing the i+1-th virtual skill at the card point, and i is a positive integer; The step of determining a stuck point result in response to a release operation of the second virtual skill according to the stuck point prompt information includes: In response to whether the release operation for the (i+1)th virtual skill is at the i-th stuck point opportunity, determining a stuck point result of the i-th stuck point opportunity; or, In response to whether the release operation of the (i+1)th virtual skill is at the i-th stuck point timing and the historical stuck point results of at least one stuck point timing before the i-th stuck point timing, the stuck point result of the i-th stuck point timing is determined.
6. The method according to any one of claims 1 to 5, characterized in that: The method further comprises: Displaying at least one skill release control, wherein the at least one skill release control corresponds one-to-one to the at least one virtual skill; In response to the release operation for the first virtual skill, displaying the virtual character releasing the first virtual skill and the stuck point prompt information includes: In response to a triggering operation on a first skill release control among the at least one skill release control, displaying the virtual character releasing the first virtual skill and the stuck point prompt information, wherein the first skill release control corresponds to the first virtual skill; The step of determining a stuck point result of the second virtual skill in response to a release operation on the second virtual skill includes: In response to a triggering operation on a second skill release control among the at least one skill release control, a stuck point result of the second virtual skill is determined, and the second skill release control corresponds to the second virtual skill.
7. The method according to any one of claims 3 to 6, characterized in that: The bonus skill has an effective duration, and in response to a release operation for the bonus skill, releasing the bonus skill includes: In response to a release operation for the bonus skill within the effective time period, the bonus skill is released.
8. The method according to any one of claims 1 to 7, characterized in that: The method further comprises: Displaying prompt information of the card point in an inactive state; In response to a release operation for a first virtual skill, controlling the virtual character to release the first virtual skill; The card point prompt information is converted from the inactive state to the active state.
9. The method according to any one of claims 1 to 8, characterized in that: The stuck point prompt information includes an initial state and an advanced state, and the method further includes: In response to a release operation for the first virtual skill, displaying the stuck point prompt information in the initial state; Based on the virtual character satisfying the advanced condition, the card point prompt information is converted from the initial state to the advanced state.
10. The method according to any one of claims 1 to 9, characterized in that: The method further comprises: In response to the release operation for the second virtual skill not being at the stuck point timing, first prompt information is displayed, where the first prompt information is used to prompt that the stuck point timing has failed.
11. The method according to any one of claims 1 to 10, characterized in that: The method further comprises: In response to the release operation of the second virtual skill being at the stuck point timing, second prompt information is displayed, where the second prompt information is used to prompt that the stuck point timing is successful.
12. The method according to any one of claims 1 to 11, characterized in that: The method further comprises: In response to the release operation for the second virtual skill being at the stuck point timing, displaying a bonus control widget; The addition control widget is used to release an addition skill after being triggered, and the addition skill is an enhanced skill of any virtual skill among the at least one virtual skill or an additional virtual skill added to the virtual character.
13. The method according to claim 12, characterized in that The second virtual skill is triggered by a second control widget; The method further comprises: In response to the release operation for the second virtual skill being at the stuck point timing, the second control widget is displayed and switched to the bonus control widget.
14. The method according to claim 12 or 13, characterized in that The method further comprises: In response to a release operation on the bonus control widget, the virtual character is displayed releasing the bonus skill, and the bonus control widget is canceled.
15. The method according to any one of claims 1 to 14, characterized in that: The method further comprises: In response to a release operation for a first virtual skill, the stuck point prompt information corresponding to the first virtual skill is determined.
16. A control device for a virtual character, characterized in that: The device comprises: A display module, used for displaying a virtual character in a virtual environment, wherein the virtual character has at least one virtual skill; The display module is further used to display, in response to a release operation for the first virtual skill, the virtual character releasing the first virtual skill and a card point prompt information, wherein the card point prompt information is used to prompt a card point timing for releasing a second virtual skill; A determination module, configured to determine a stuck point result of the second virtual skill in response to a release operation on the second virtual skill; An updating module, used for updating the combat capability of the virtual character based on the stuck point result; Wherein, the first virtual skill and the second virtual skill both belong to the at least one virtual skill.
17. A computer device, characterized in that: The computer device includes a processor and a memory, wherein at least one computer program is stored in the memory, and the at least one computer program is loaded and executed by the processor so that the computer device implements the control method of the virtual character as described in any one of claims 1 to 15.
18. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores at least one computer program, and the at least one computer program is loaded and executed by a processor so that the computer implements the control method of the virtual character according to any one of claims 1 to 15.
19. A computer program product, characterized in that The computer program product includes computer instructions, which are loaded and executed by a processor to enable a computer to implement the control method of a virtual character as described in any one of claims 1 to 15.
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