Skill release method and device in game, electronic equipment and storage medium
By displaying the skill release area of the player character in the game, the area is a union of multiple skill release areas and automatically releases skills in response to the confirmation operation of the target attack object, the problem of cumbersome skill release operations in the existing technology is solved and the game experience is improved.
Patent Information
- Application Number
- CN202510124077.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-01-26
- Publication Date
- 2025-04-18
AI Technical Summary
In the prior art, the skill release operation in the game is cumbersome, and players need to click on the skills one by one to confirm the release range, resulting in a poor gaming experience.
By determining and displaying the skill release area based on the current position of the player character, the area is a union of multiple skill release areas, simplifying the operation process; in response to the confirmation operation of the target attack object, the target skill is automatically determined and released.
It effectively reduces the operation process of players to view the range of skills release, and improves players' operation efficiency and experience in the game.
Smart Images

Figure CN119838222A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game technology, and in particular to a method, device, electronic device and storage medium for releasing skills in a game. Background Art
[0002] In a turn-based combat game, such as a chess game, a player's combat character may have multiple skills, and in one turn the player can use one of the character's skills to release it to the target of attack.
[0003] In the prior art, when releasing a skill to an attack target, it is necessary to click on each skill of the combat character in turn to confirm the skill range of each skill. According to the skill range of each skill, it is possible to determine within which attack range the attack target is to be attacked, and then click on the corresponding skill to release it.
[0004] Obviously, the existing skill release method is rather cumbersome to operate and the player's gaming experience is poor. Summary of the invention
[0005] The purpose of this application is to provide a method, device, electronic device and storage medium for releasing skills in a game, so as to simplify the operation process of releasing skills in the game and enhance the player's gaming experience.
[0006] To achieve the above purpose, the technical solution adopted in the embodiment of the present application is as follows:
[0007] In a first aspect, an embodiment of the present application provides a method for releasing skills in a game, comprising:
[0008] Determine and display a skill release area of the player character according to the current position of the player character, wherein the skill release area is a release area corresponding to a skill of the player character or a union of release areas corresponding to two or more skills;
[0009] In response to a confirmation operation on a target attack object in the skill release area, determining at least one target skill corresponding to the player character;
[0010] Release the target skill to the target attack object.
[0011] In a second aspect, the embodiment of the present application further provides a skill release device in a game, comprising: a determination module and a control module;
[0012] The determination module is used to determine and display the skill release area of the player character according to the current position of the player character, and the skill release area is a release area corresponding to a skill of the player character or a union of release areas corresponding to two or more skills;
[0013] The control module is used to determine at least one target skill corresponding to the player character in response to a confirmation operation on a target attack object in the skill release area;
[0014] Release the target skill to the target attack object.
[0015] In a third aspect, an embodiment of the present application provides an electronic device comprising: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor and the storage medium communicate through the bus, and the processor executes the machine-readable instructions to execute the skill release method in the game provided in the first aspect.
[0016] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium having a computer program stored thereon, and when the computer program is executed by a processor, the skill release method in the game provided in the first aspect is executed.
[0017] The beneficial effects of this application are:
[0018] The present application provides a skill release method, device, electronic device and storage medium in a game, including: determining and displaying the skill release area of the player character according to the current position of the player character; in response to the confirmation operation of the target attack object in the skill release area, determining at least one target skill corresponding to the player character, and releasing the target skill to the target attack object. After the player character enters the game battle round, the method can determine and display the skill release area of the player character according to the current position of the player character, wherein the displayed skill release area is the union of the release areas of each skill of the player character, that is, the skill release area of the player character is obtained by superimposing and displaying the release areas of each skill of the player character, which can effectively reduce the operation process when the player views the release areas of all skills. Based on the displayed skill release area, the target attack object can be quickly selected from the skill release area, and based on the selected target attack object, at least one target skill can be automatically determined, and the target skill can be released to the target attack object. For the player, it can greatly save the operation process of checking the release range of the skill and triggering the release of the skill, thereby improving the player's game experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0019] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.
[0020] Figure 1A schematic diagram of a skill release interaction interface in the prior art provided in an embodiment of the present application;
[0021] Figure 2 A flowchart of a skill release method in a game provided in an embodiment of the present application;
[0022] Figure 3 A schematic diagram of a user interface provided in an embodiment of the present application;
[0023] Figure 4 A flowchart of another method for releasing skills in a game provided by an embodiment of the present application;
[0024] Figure 5 A flowchart of another method for releasing skills in a game provided in an embodiment of the present application;
[0025] Figure 6 A schematic diagram of another user interface provided in an embodiment of the present application;
[0026] Figure 7 A schematic diagram of another user interface provided in an embodiment of the present application;
[0027] Figure 8 A schematic diagram of another user interface provided in an embodiment of the present application;
[0028] Fig. 9 A flowchart of another method for releasing skills in a game provided by an embodiment of the present application;
[0029] Fig.10 A flowchart of another method for releasing skills in a game provided by an embodiment of the present application;
[0030] Fig.11 A schematic diagram of another user interface provided in an embodiment of the present application;
[0031] Fig.12 A schematic diagram of another user interface provided in an embodiment of the present application;
[0032] Fig.13 A flowchart of another method for releasing skills in a game provided in an embodiment of the present application;
[0033] Fig.14 A schematic diagram of another user interface provided in an embodiment of the present application;
[0034] Fig.15 A schematic diagram of a skill release device in a game provided by an embodiment of the present application;
[0035] Fig.16 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0036] To make the purpose, technical scheme and advantages of the embodiments of the present application clearer, the technical scheme in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. It should be understood that the drawings in the present application only serve the purpose of explanation and description and are not used to limit the scope of protection of the present application. In addition, it should be understood that the schematic drawings are not drawn in real proportion. The flowchart used in this application shows the operations implemented according to some embodiments of the present application. It should be understood that the operations of the flowchart can be implemented out of sequence, and the steps without logical context can be reversed in order or implemented simultaneously. In addition, those skilled in the art can add one or more other operations to the flowchart under the guidance of the content of the present application, or remove one or more operations from the flowchart.
[0037] In addition, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. The components of the embodiments of the present application described and shown in the drawings here can be arranged and designed in various configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work belong to the scope of protection of the present application.
[0038] In one embodiment of the present disclosure, the skill release method in the game can be run on a local terminal device or a server. When the skill release method in the game is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0039] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game loading method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0040] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0041] In a possible implementation, an embodiment of the present invention provides a skill release method in a game, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or can be a client device in the cloud interaction system mentioned above.
[0042] It should be noted that the term "comprising" will be used in the embodiments of the present application to indicate the existence of the features declared thereafter, but does not exclude the addition of other features.
[0043] In traditional chess games, for characters with complex skills, the operation of releasing skills is often cumbersome. Players need to click on each skill one by one to confirm the release range of each skill, then select the corresponding enemy, and then click to confirm the release. A total of multiple steps are required. The process is mechanical and repetitive, and the game experience is poor.
[0044] Figure 1 A schematic diagram of a skill release interactive interface in the prior art provided in an embodiment of the present application. The blue character in the figure refers to the player character, and the red character refers to the attack target. The release area of each skill is composed of more than one area block, and the player character and the attack target are respectively located in a area block. Figure 1 As shown in (a) in the figure, after the player clicks the skill 1 control in the interface, the release area of the player character's skill 1 can be displayed according to the current position of the player character. The release area of skill 1 is the area composed of the 8 area plots in the figure (excluding the area plot where the player character is located). Figure 1 As shown in (b) in FIG. 1 , after the player clicks the control of skill 2, the release area of skill 2 of the player character is displayed, such as Figure 1As shown in (c), after the player clicks the skill 3 control, the release area of the player character's skill 3 is displayed. If the player wants to attack a certain target, he needs to click the control of each skill one by one to check the release area of each skill. Only when the target is located in the release area of a displayed skill can he release the selected skill to the target by clicking the release control.
[0045] Combination Figure 1 , after the player clicks skill 1, the target he wants to attack is not in the release area of skill 1, the player needs to continue to click skill 2, the target he wants to attack is still not in the release area of skill 2, the player needs to continue to click skill 3, at this time, the target he wants to attack is in the release area of skill 3, then the target he wants to attack will be the target attack target, at the same time, Figure 1 As shown in (d) in the figure, the release control will be displayed at the bottom of the interface. The player can click the release control to release skill 3 to the target attack object. In this way, the player needs to click the control 4 times to release the skill. Only when the target to be attacked happens to be in the release area of skill 1, only 2 clicks are required.
[0046] Figure 2 A flowchart of a method for releasing skills in a game provided in an embodiment of the present application; the execution subject of the method may be a terminal or a computer device, such as Figure 2 As shown, the method may include:
[0047] S101. Determine and display a skill release area of the player character according to the current position of the player character.
[0048] The skill release area is the release area corresponding to a skill of the player character or the union of the release areas corresponding to two or more skills.
[0049] A player character is a game character used for combat in a game that is controlled by a player through a terminal device. Usually, a player can have multiple player characters, and before the battle round officially starts, the player can select one of the multiple player characters as the combat character for this round.
[0050] The position of the player character in the game can be moved in real time, and the area within the game scene where each skill possessed by the player character ultimately acts on changes continuously with the position of the player character.
[0051] The current position information of the player character in the game can be collected in real time, and the skill release area of the player character can be determined and displayed based on the current position information.
[0052] In one feasible method, when the player character has only one skill, the skill release area of the player character is the release area of the skill; it is worth noting that when the player character has only one skill, the display method of the skill release area triggered by this scheme is still different from the existing method. In this scheme, after the player character enters the corresponding battle round, or the player selects the player character as the combat character, the skill release area of the player character can be automatically displayed, that is, the release area of the skill is displayed; while in the existing technology, it is necessary to click the control corresponding to the skill to display the release area of the skill.
[0053] Usually, a player character has multiple available skills. In this case, the skill release area of the player character is the union of the release areas corresponding to the multiple skills. This avoids the need for players to click on each skill release area one by one, that is, through one operation, the release areas of all skills can be clearly viewed, simplifying the operation process.
[0054] Figure 3 A user interface diagram provided in an embodiment of the present application. Figure 1 Take the release areas of the three skills of the player character shown in as an example. Figure 3 The union of the release areas of the three skills of the player character is displayed. After the player character is selected to enter the battle round, the union of the release areas of the three skills of the player character will be automatically determined and displayed based on the current position of the player character, that is, the skill release area of the player character will be displayed.
[0055] It is worth mentioning that for directional skills, since they have clear attack targets, the release of skills will automatically lock the attack targets. Therefore, the skill release area of the player character needs to be determined based on the current position and current direction of the player character. When the player's position remains unchanged and the direction changes, the release area of each skill of the player will also change, and the determined skill release area of the player character will also change. Therefore, the skill release area of the player character needs to be determined based on the current position and current direction of the player character.
[0056] In addition, it should be noted that, unlike the prior art, in which the skill release area is displayed at the moment the skill is triggered, in this solution, the player's skill release area is in a normal display state, that is, it will continue to be displayed during the player character's combat process to help the player lock on to the target attack object more quickly.
[0057] S102: In response to a confirmation operation on a target attack object within a skill release area, determining at least one target skill corresponding to the player character.
[0058] S103. Release the target skill to the target attack object.
[0059] There may be multiple attack objects in the game scene, some of which are located within the skill release area of the player character, and some of which are located outside the skill release area of the player character. The target attack object can be any attack object within the skill release area of the player character to ensure that the player character's skills can be effectively released and not released in vain.
[0060] According to the selected target attack object, at least one target skill that can attack the target attack object can be determined from the various skills of the player character, that is, a target skill that can be released to the target attack object, and then the target skill is released to the target attack object.
[0061] In some embodiments, there is only one target skill determined, and the skill is directly released to the target attack object; in other embodiments, there may be multiple target skills determined, and one target skill can be selected from the multiple target skills to be released to the target attack object, or each target skill can be released to the target attack object in turn.
[0062] In summary, the skill release method in the game provided by this embodiment includes: determining and displaying the skill release area of the player character according to the current position of the player character; in response to the confirmation operation of the target attack object in the skill release area, determining at least one target skill corresponding to the player character, and releasing the target skill to the target attack object. After the player character enters the game battle round, this method can determine and display the skill release area of the player character according to the current position of the player character, wherein the displayed skill release area is the union of the release areas of each skill of the player character, that is, the skill release area of the player character is obtained by superimposing and displaying the release areas of each skill of the player character, which can effectively reduce the operation process when the player views the release areas of all skills. Based on the displayed skill release area, the target attack object can be quickly selected from the skill release area, and based on the selected target attack object, at least one target skill can be automatically determined, and the target skill can be released to the target attack object. For the player, it can greatly save the operation process of checking the release range of the skill and triggering the release of the skill, thereby improving the game experience of the player.
[0063] Figure 4 A flowchart of another skill release method in a game provided by an embodiment of the present application; Optionally, in step S102, in response to a confirmation operation on a target attack object in a skill release area, determining at least one target skill corresponding to a player character may include:
[0064] S201. In response to a confirmation operation on a target attack object in a skill release area, determining at least one target skill corresponding to a player character.
[0065] The target attack object is within the release area corresponding to the target skill, that is, the target skill is the skill whose release area includes the target attack object.
[0066] The target skill is the skill that can attack the target attack object among all the skills of the player character, so the target attack object is located in the release area of the target skill, that is, the release area of the target skill contains the target attack object. Therefore, according to the positional relationship between the release area of each skill and the target attack object, the target skill can be determined from each skill.
[0067] Then, after the target attack object is determined, at least one target skill corresponding to the player character can be automatically determined.
[0068] S202: In response to a selection operation for at least one target skill, determine a first target skill to release the first target skill to a target attack object.
[0069] In some embodiments, there may be multiple target skills that meet the conditions, but only one skill can be released at a time. Then, a target skill can be selected from the multiple target skills, and the selected target skill can be used as the first target skill to release the first target skill to the target attack object.
[0070] Of course, after the first target skill is released, you can continue to select a target skill from multiple target skills as the second target skill to release the second target skill to the target attack object.
[0071] The specific skill release method is determined according to the game rules set by the game. In some games, only one skill can be released in one round. In this case, only the first target skill is determined from multiple target skills for release and this round is concluded. In some games, multiple skills can be released in one round. In this case, the first target skill can be determined from multiple target skills in turn for release. After the first target skill is released, the second target skill can be determined for release, etc.
[0072] Figure 5 A flowchart of another method for releasing skills in a game provided in an embodiment of the present application; optionally, the method may also include:
[0073] S301. Display a skill control corresponding to at least one target skill.
[0074] Figure 6 A schematic diagram of another user interface provided in an embodiment of the present application. Figure 6 As shown, based on the selected target attack object and the skill release area of the player character, it can be determined which skill release areas of the player character the target attack object is located in. Figure 1The release area of each skill of the displayed player character can be seen. Figure 6 The target attack object is within the release area of the player character's skill 3, so the target skill is skill 3. At this time, the skill control corresponding to skill 3 can be displayed in the lower right corner of the interface.
[0075] Figure 7 A schematic diagram of another user interface provided in an embodiment of the present application. Figure 7 As shown, based on the selected target attack object, it can be determined that the target attack object is located both in the release area of the player character's skill 1 and in the release area of the player character's skill 2, so the target skills include skill 1 and skill 2. At this time, the skill control corresponding to skill 1 and the skill control corresponding to skill 2 can be displayed in the lower right corner of the interface.
[0076] In step S202, in response to a selection operation for at least one target skill, determining a first target skill may include:
[0077] S302: In response to a selection operation on a target skill control in at least one skill control, determine that the skill corresponding to the target skill control is a first target skill.
[0078] When only one skill can be released at a time, the player can select a target skill control from at least one displayed skill control to trigger it, and the skill corresponding to the target skill control is used as the first target skill to release the first target skill corresponding to the triggered target skill control to the target attack object.
[0079] In some practicable ways, after selecting the target attack object, the skill control corresponding to at least one target skill may not be displayed, but any target skill may be directly released to the target attack object. That is, as long as the target attack object is selected, a target skill may be automatically released to the target attack object.
[0080] Figure 8 A schematic diagram of another user interface provided in an embodiment of the present application is shown as follows: Figure 8 As shown, in Figure 7 On the basis of, when the determined target skills include multiple ones, assuming that they include skill 1 and skill 2, a multi-select control can also be displayed in the lower right corner of the interface. When the game rules allow the release of multiple skills in one round, the player can trigger the multi-select control to release skill 1 and skill 2 to the target attack object in turn, or in some special cases, release skill 1 and skill 2 to the target attack object at the same time.
[0081] Triggering the release of multiple skills in sequence through a multi-select control is a more convenient operation than clicking on the skill controls of each skill to release multiple skills in sequence.
[0082] Optionally, the method of the present application may further include: controlling the release area corresponding to the target skill in the skill release area to be displayed separately from other areas in the skill release area.
[0083] Continue to refer Figure 6 When the target skill is determined to be skill 3, the release area corresponding to skill 3 can be displayed distinctly in the skill release area of the player character, that is, the release area corresponding to skill 3 is highlighted or highlighted so that the player can intuitively view the release area of the target skill from the superimposed skill release area.
[0084] Optionally, the release area corresponding to each skill includes more than one area plot.
[0085] like Figure 1 As shown in (a) in FIG. 1 , each square represents a regional land parcel. Similarly, in the other user interface diagrams, each square also represents a regional land parcel, which will not be repeated here.
[0086] Of course, in the actual game, the area plots are not limited to the square shape as shown in the figure, but can also be various shapes such as hexagons and sectors, and the sizes of the area plots that constitute a release area are not necessarily completely equal. The specific adaptive settings are based on the game scene or game rules.
[0087] Optionally, in step S101, the skill release area of the player character is determined and displayed according to the current position of the player character, including: responding to the game entering the battle round of the player character, and determining and displaying the skill release area of the player character according to the current position of the player character.
[0088] In one implementation, when it is detected that a player character has entered a combat round, the current position of the player character is automatically collected, and based on the current position of the player character, the skill release area of the player character is determined and displayed.
[0089] In another achievable manner, when it is detected that the player has selected a player character to fight in the current round from multiple player characters, the skill release area of the player character to fight is automatically displayed.
[0090] Of course, you can also set a skill area display control in the user interface. By triggering the display control, the player character's skill release area is automatically displayed. When you do not want to display it, trigger the display control again to cancel the display of the skill release area.
[0091] Optionally, the method of the present application may further include: in response to a confirmation operation on a target attack object within the skill release area, highlighting an area block corresponding to the target attack object.
[0092] Continue to refer Figure 6 It can be seen that after the target attack object is confirmed, the area where the target attack object is located is highlighted, so that the player can more intuitively observe and lock the target attack object to be attacked from multiple attack objects.
[0093] The highlighting method may be to highlight the area where the target attack object is located or to display it in a unique display format.
[0094] Fig. 9 A flow chart of another method for releasing skills in a game provided by an embodiment of the present application; Optionally, in step S101, determining and displaying the skill release area of the player character according to the current position of the player character may include:
[0095] S401. Determine a union area of the release areas of the various skills according to the current position of the player character and the release areas of the various skills of the player character.
[0096] First of all, without relying on the position of the player character, the range of each skill of the player character is determined first. Since the skill release area is strongly related to the position of the player character, the release area of the next skill at the current position of the player character and the range of each skill of the player character are combined to determine the union area of the release areas of each skill.
[0097] S402: Determine and display a skill release area based on the union area.
[0098] Thereby, the union area is displayed as the skill release area of the player character.
[0099] refer to Figure 1 and Figure 3 , Figure 1 After taking the union of the release areas of each skill shown in , we can get the following Figure 3 The skill release area shown in .
[0100] Fig.10 A flowchart of another skill release method in a game provided by an embodiment of the present application; Optionally, in step S102, in response to a confirmation operation on a target attack object in a skill release area, determining at least one target skill corresponding to a player character may include:
[0101] S501. In response to confirmation operations on multiple target attack objects in a skill release area, determining at least one target skill of a player character corresponding to each target attack object.
[0102] The above embodiment is specifically described for selecting one target attack object. In some cases, multiple target attack objects can be selected for attack at the same time, and for each target attack object, at least one target skill corresponding to each target attack object can be determined from the skills of the player character in the above manner.
[0103] Fig.11 Another user interface schematic diagram provided in the embodiment of the present application is as follows: Fig.11 As shown, a multi-selection control may be displayed on the user interface. By triggering the multi-selection control, a multi-selection mode may be turned on. In the multi-selection mode, the player may select at least two target attack objects from the skill release area of the player character. Fig.11 Taking the case where two target attack objects are selected, it can be determined that target attack object 1 is only located in the release area of the player character's skill 3, so the target skill corresponding to target attack object 1 is skill 3, and target attack object 2 is located in both the release area of the player character's skill 1 and the release area of the player character's skill 2, so the target skills corresponding to target attack object 2 include skill 1 and skill 2.
[0104] At this time, all target skills corresponding to target attack object 1 and target attack object 2 can be displayed in the lower right corner of the user interface, that is, skill 1, skill 2 and skill 3 are all displayed as target skills in the lower right corner of the interface. That is, the target skills corresponding to all selected target attack objects are displayed together.
[0105] S502: In response to a selection operation of at least one target skill for each target attack object, determine a first target skill for each target attack object to release the corresponding first target skill to each target attack object.
[0106] For each target attack object, a first target skill may be selected from at least one target skill corresponding to each target attack object for release.
[0107] For target attack object 1, since there is only one target skill, skill 3 is released to target attack object 1 as the first target skill. For target attack object 2, one can choose between skills 1 and 2 as the first target skill to release to target attack object 2.
[0108] Of course, in one achievable approach, Fig.11 As shown, the interface also displays a simultaneous release control. By triggering the simultaneous release control, the corresponding target skills can be automatically released to the target attack object 1 and the target attack object 2 respectively.
[0109] For example, if only one skill can be released for each target attack object, and skill 1 is released to target attack object 2 by default, after clicking the simultaneous release control, skill 3 can be automatically released to target attack object 1 and skill 1 can be automatically released to target attack object 2. Of course, if multiple skills can be released for each target attack object, skill 2 will be automatically released after skill 1 is released to the target attack object.
[0110] Without automatically triggering by releasing the controls at the same time, players can also selectively release skills by clicking on the skill controls.
[0111] Optionally, the method of the present application may further include: associating and displaying a skill control of at least one target skill corresponding to each target attack object in a designated area of each target attack object.
[0112] In a possible implementation, when there are multiple selected target attack objects, if Fig.11 The display method displays the target skills corresponding to each target attack object together. For players, it may not be possible to clearly grasp which target skill corresponds to which target attack object, and the gaming experience is not very good.
[0113] Fig.12 A schematic diagram of another user interface provided in an embodiment of the present application is shown as follows: Fig.12 As shown, for each selected target attack object, a skill control of at least one target skill corresponding to the target attack object can be associated and displayed in a designated area of each target attack object, for example: skill 3 is displayed near the avatar of target attack object 1, and skill 1 and skill 2 are displayed near the avatar of target attack object 2.
[0114] Through such a display method, the player can clearly view the target skills corresponding to each target attack object, and can accurately select the first target skill from the target skills corresponding to each target attack object to release to the target attack object.
[0115] Optionally, in step S102, in response to a confirmation operation on a target attack object within a skill release area, determining at least one target skill corresponding to the player character may include: in response to a confirmation operation on the target attack object, determining at least one target skill from the skills of the player character based on a positional relationship between the target attack object and a release area of each skill of the player character.
[0116] In some embodiments, based on the selected target attack object, it is possible to determine in which skill release areas the target attack object is located according to the positional relationship between the target attack object and the release areas of the player character's skills, that is, to determine in which skill release areas the selected target attack object is located, thereby taking the skill whose release area contains the target attack object as the target skill.
[0117] Fig.13 A flowchart of another method for releasing skills in a game provided by an embodiment of the present application; Optionally, in step S102, in response to a confirmation operation on a target attack object in a skill release area, determining at least one target skill corresponding to a player character may include:
[0118] S601: In response to an operation of dragging a finger from a player character to a target attack object and keeping the finger thereon, determining at least one target skill corresponding to the player character.
[0119] In the above embodiment, the selection operation for the target attack object can be a trigger operation such as clicking, long pressing, etc. In this embodiment, another interaction method is also provided, by dragging a finger from the player character to the target attack object and keeping the finger there, the target attack object and the corresponding at least one target skill can be determined.
[0120] In step S103, releasing the target skill to the target attack object includes:
[0121] S602: In response to the operation of releasing the finger from the target attack object, releasing the target skill to the target attack object.
[0122] When the finger is released from the target attack object, the target skill will be automatically released to the target attack object.
[0123] It is worth mentioning that in this interaction mode, after the player character enters the combat round, the player can first long press the player character to trigger the display of the player character's skill release area, and then drag the finger from the player character to the target attack object. During the dragging process, the player character's skill release area also remains normally displayed.
[0124] Fig.14 A schematic diagram of another user interface provided in an embodiment of the present application, such as Fig.14 As shown, in some embodiments, when the target attack object to which the finger is dragged corresponds to multiple target skills, each target skill can be displayed in a designated area of the target attack object, and the player can select one or more of the displayed target skills to release.
[0125] In summary, the skill release method in the game provided by this embodiment includes: determining and displaying the skill release area of the player character according to the current position of the player character; in response to the confirmation operation of the target attack object in the skill release area, determining at least one target skill corresponding to the player character, and releasing the target skill to the target attack object. After the player character enters the game battle round, this method can determine and display the skill release area of the player character according to the current position of the player character, wherein the displayed skill release area is the union of the release areas of each skill of the player character, that is, the skill release area of the player character is obtained by superimposing and displaying the release areas of each skill of the player character, which can effectively reduce the operation process when the player views the release areas of all skills. Based on the displayed skill release area, the target attack object can be quickly selected from the skill release area, and based on the selected target attack object, at least one target skill can be automatically determined, and the target skill can be released to the target attack object. For the player, it can greatly save the operation process of checking the release range of the skill and triggering the release of the skill, thereby improving the game experience of the player.
[0126] The following is a description of the devices, equipment, storage media, etc. used to execute the skill release method in the game provided by this application. The specific implementation process and technical effects are mentioned above and will not be repeated below.
[0127] Fig.15 A schematic diagram of a skill release device in a game provided in an embodiment of the present application, the functions implemented by the skill release device in the game correspond to the steps performed by the above method. The device can be understood as the above-mentioned terminal device, server, or server processor, or can also be understood as a component independent of the above-mentioned server or processor that implements the functions of the present application under the control of the server, such as Fig.15 As shown, the device may include: a determination module 110, a control module 120;
[0128] The determination module 110 is used to determine and display the skill release area of the player character according to the current position of the player character, where the skill release area is a release area corresponding to a skill of the player character or a union of release areas corresponding to two or more skills;
[0129] A determination module 110, configured to determine at least one target skill corresponding to the player character in response to a confirmation operation on a target attack object in a skill release area;
[0130] The control module 120 is used to release the target skill to the target attack object.
[0131] Optionally, the determination module 110 is specifically configured to determine at least one target skill corresponding to the player character in response to a confirmation operation on a target attack object in a skill release area; wherein the target attack object is in a release area corresponding to each target skill;
[0132] In response to a selection operation for at least one target skill, a first target skill is determined to release the first target skill to a target attack object.
[0133] Optionally, a display module is also included;
[0134] A display module, used to display skill controls corresponding to at least one target skill;
[0135] The determination module 110 is specifically configured to determine that the skill corresponding to the target skill control is the first target skill in response to a selection operation on a target skill control in at least one skill control.
[0136] Optionally, the target skill is a skill whose release area includes a target attack object.
[0137] Optionally, the control module 120 is further used to control the release area corresponding to the target skill in the skill release area to be displayed separately from other areas in the skill release area.
[0138] Optionally, the release area corresponding to each skill includes more than one area plot.
[0139] Optionally, the determination module 110 is specifically used to respond to the game entering a battle round of the player character, and determine and display the skill release area of the player character according to the current position of the player character.
[0140] Optionally, the control module 120 is further configured to, in response to a confirmation operation on a target attack object within the skill release area, highlight an area block corresponding to the target attack object.
[0141] Optionally, the determination module 110 is specifically configured to determine a union area of release areas of each skill according to the current position of the player character and the release areas of each skill of the player character;
[0142] Based on the union area, determine and display the skill release area.
[0143] Optionally, the determination module 110 is specifically configured to determine at least one target skill of the player character corresponding to each target attack object in response to a confirmation operation on multiple target attack objects in the skill release area;
[0144] In response to a selection operation of at least one target skill for each target attack object, a first target skill for each target attack object is determined to release the corresponding first target skill to each target attack object.
[0145] Optionally, the display module is further used to associate and display a skill control of at least one target skill corresponding to each target attack object in a designated area of each target attack object.
[0146] Optionally, the determination module 110 is specifically configured to determine at least one target skill from the skills of the player character in response to a confirmation operation on the target attack object and according to a positional relationship between the target attack object and a release area of each skill of the player character.
[0147] Optionally, the determination module 110 is specifically configured to determine at least one target skill corresponding to the player character in response to an operation of dragging a finger from the player character to a target attack object and keeping the finger thereon;
[0148] The control module 120 is specifically configured to release a target skill to the target attack object in response to an operation of releasing a finger from the target attack object.
[0149] The above modules may be one or more integrated circuits configured to implement the above methods, such as one or more application specific integrated circuits (ASIC), or one or more digital singnal processors (DSP), or one or more field programmable gate arrays (FPGA). For another example, when a module is implemented in the form of a processing element scheduling program code, the processing element may be a general-purpose processor, such as a central processing unit (CPU) or other processor that can call program code. For another example, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).
[0150] The above modules can be connected or communicated with each other via a wired connection or a wireless connection. The wired connection may include a metal cable, an optical cable, a hybrid cable, etc., or any combination thereof. The wireless connection may include a connection in the form of a LAN, a WAN, Bluetooth, a ZigBee, or NFC, or any combination thereof. Two or more modules may be combined into a single module, and any one module may be divided into two or more units. Those skilled in the art will clearly understand that for the convenience and simplicity of description, the specific working process of the system and device described above can refer to the corresponding process in the method embodiment, and will not be repeated in this application.
[0151] Fig.16 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application includes: a processor 801, a storage medium 802 and a bus 803, wherein the storage medium 802 stores machine-readable instructions executable by the processor 801. When the electronic device runs a skill release method in a game in the embodiment, the processor 801 communicates with the storage medium 802 through the bus 803, and the processor 801 executes the machine-readable instructions to perform the following steps:
[0152] According to the current position of the player character, determine and display the skill release area of the player character, where the skill release area is the release area corresponding to a skill of the player character or the union of the release areas corresponding to two or more skills;
[0153] In response to a confirmation operation on a target attack object in the skill release area, determining at least one target skill corresponding to the player character;
[0154] Release the target skill to the target attack object.
[0155] In a feasible implementation, when the processor 801 performs the operation of determining at least one target skill corresponding to the player character in response to the confirmation operation of the target attack object in the skill release area, it is specifically used to: determine at least one target skill corresponding to the player character in response to the confirmation operation of the target attack object in the skill release area; wherein the target attack object is in the release area corresponding to each target skill;
[0156] In response to a selection operation for at least one target skill, a first target skill is determined to release the first target skill to a target attack object.
[0157] In a feasible implementation, the processor 801 is further configured to execute: displaying a skill control corresponding to at least one target skill;
[0158] When the processor 801 determines the first target skill in response to a selection operation on at least one target skill, it is specifically used to determine that the skill corresponding to the target skill control is the first target skill in response to a selection operation on a target skill control in at least one skill control.
[0159] In a feasible implementation manner, the target skill is a skill whose release area includes a target attack object.
[0160] In a feasible implementation scheme, the processor is further used to execute: controlling the release area corresponding to the target skill in the skill release area to be displayed separately from other areas in the skill release area.
[0161] In a feasible implementation scheme, the release area corresponding to each skill includes more than one area block.
[0162] In a feasible implementation scheme, when the processor 801 determines and displays the skill release area of the player character according to the current position of the player character, it is specifically used to: respond to the game entering the combat round of the player character, and determine and display the skill release area of the player character according to the current position of the player character.
[0163] In a feasible implementation manner, the processor is further configured to execute: in response to a confirmation operation on a target attack object within the skill release area, highlighting an area block corresponding to the target attack object.
[0164] In a feasible implementation, when the processor 801 determines and displays the skill release area of the player character according to the current position of the player character, it is specifically used to: determine the union area of the release areas of each skill according to the current position of the player character and the release areas of each skill of the player character;
[0165] Based on the union area, determine and display the skill release area.
[0166] In a feasible implementation, when the processor 801 performs the operation of determining at least one target skill corresponding to the player character in response to the confirmation operation of the target attack object in the skill release area, it is specifically used to: determine at least one target skill corresponding to each target attack object of the player character in response to the confirmation operation of multiple target attack objects in the skill release area;
[0167] In response to a selection operation of at least one target skill for each target attack object, a first target skill for each target attack object is determined to release the corresponding first target skill to each target attack object.
[0168] In a feasible implementation manner, the processor 801 is further configured to execute: displaying, in a designated area of each target attack object, a skill control of at least one target skill corresponding to each target attack object in association with the skill control.
[0169] In a feasible implementation scheme, when the processor 801 executes a confirmation operation on a target attack object within a skill release area to determine at least one target skill corresponding to a player character, the processor 801 is specifically used to: in response to the confirmation operation on the target attack object, determine at least one target skill from the skills of the player character based on the positional relationship between the target attack object and the release area of each skill of the player character.
[0170] In a feasible implementation, when the processor 801 performs the operation of determining at least one target skill corresponding to the player character in response to the confirmation operation of the target attack object in the skill release area, it is specifically used to: determine at least one target skill corresponding to the player character in response to the operation of dragging a finger from the player character to the target attack object and keeping it there;
[0171] When executing the release of the target skill to the target attack object, the processor 801 is specifically configured to: release the target skill to the target attack object in response to an operation of releasing the finger from the target attack object.
[0172] Among them, the storage medium 802 stores program code, and when the program code is executed by the processor 801, the processor 801 executes various steps of the skill release method in the game according to various exemplary embodiments of the present application described in the above "Exemplary Method" section of this specification.
[0173] Processor 801 can be a general-purpose processor, such as a central processing unit (CPU), a digital signal processor (DigitalSignal Processor, DSP), an application-specific integrated circuit (Application Specific Integrated Circuit, ASIC), a field programmable gate array (Field Programmable Gate Array, FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components, and can implement or execute the various methods, steps and logic block diagrams disclosed in the embodiments of the present application. A general-purpose processor can be a microprocessor or any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present application can be directly embodied as a hardware processor to be executed, or a combination of hardware and software modules in the processor can be executed.
[0174] Storage medium 802, as a non-volatile computer-readable storage medium, can be used to store non-volatile software programs, non-volatile computer executable programs and modules. The memory may include at least one type of storage medium, such as flash memory, hard disk, multimedia card, card-type memory, random access memory (Random Access Memory, RAM), static random access memory (Static Random Access Memory, SRAM), programmable read-only memory (Programmable Read Only Memory, PROM), read-only memory (Read Only Memory, ROM), electrically erasable programmable read-only memory (Electrically Erasable Programmable Read-Only Memory, EEPROM), magnetic memory, disk, optical disk, etc. The memory is any other medium that can be used to carry or store a desired program code in the form of an instruction or data structure and can be accessed by a computer, but is not limited thereto. The storage medium 802 in the embodiment of the present application can also be a circuit or any other device that can realize a storage function, for storing program instructions and / or data.
[0175] Optionally, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the processor performs the following steps:
[0176] According to the current position of the player character, determine and display the skill release area of the player character, where the skill release area is the release area corresponding to a skill of the player character or the union of the release areas corresponding to two or more skills;
[0177] In response to a confirmation operation on a target attack object in the skill release area, determining at least one target skill corresponding to the player character;
[0178] Release the target skill to the target attack object.
[0179] In a feasible implementation, when the processor 801 performs the operation of determining at least one target skill corresponding to the player character in response to the confirmation operation of the target attack object in the skill release area, it is specifically used to: determine at least one target skill corresponding to the player character in response to the confirmation operation of the target attack object in the skill release area; wherein the target attack object is in the release area corresponding to each target skill;
[0180] In response to a selection operation for at least one target skill, a first target skill is determined to release the first target skill to a target attack object.
[0181] In a feasible implementation, the processor 801 is further configured to execute: displaying a skill control corresponding to at least one target skill;
[0182] When the processor 801 determines the first target skill in response to a selection operation on at least one target skill, it is specifically used to determine that the skill corresponding to the target skill control is the first target skill in response to a selection operation on a target skill control in at least one skill control.
[0183] In a feasible implementation manner, the target skill is a skill whose release area includes a target attack object.
[0184] In a feasible implementation scheme, the processor is further used to execute: controlling the release area corresponding to the target skill in the skill release area to be displayed separately from other areas in the skill release area.
[0185] In a feasible implementation scheme, the release area corresponding to each skill includes more than one area block.
[0186] In a feasible implementation scheme, when the processor 801 determines and displays the skill release area of the player character according to the current position of the player character, it is specifically used to: respond to the game entering the combat round of the player character, and determine and display the skill release area of the player character according to the current position of the player character.
[0187] In a feasible implementation manner, the processor is further configured to execute: in response to a confirmation operation on a target attack object within the skill release area, highlighting an area block corresponding to the target attack object.
[0188] In a feasible implementation, when the processor 801 determines and displays the skill release area of the player character according to the current position of the player character, it is specifically used to: determine the union area of the release areas of each skill according to the current position of the player character and the release areas of each skill of the player character;
[0189] Based on the union area, determine and display the skill release area.
[0190] In a feasible implementation, when the processor 801 performs the operation of determining at least one target skill corresponding to the player character in response to the confirmation operation of the target attack object in the skill release area, it is specifically used to: determine at least one target skill corresponding to each target attack object of the player character in response to the confirmation operation of multiple target attack objects in the skill release area;
[0191] In response to a selection operation of at least one target skill for each target attack object, a first target skill for each target attack object is determined to release the corresponding first target skill to each target attack object.
[0192] In a feasible implementation manner, the processor 801 is further configured to execute: displaying, in a designated area of each target attack object, a skill control of at least one target skill corresponding to each target attack object in association with the skill control.
[0193] In a feasible implementation scheme, when the processor 801 executes a confirmation operation on a target attack object within a skill release area to determine at least one target skill corresponding to a player character, the processor 801 is specifically used to: in response to the confirmation operation on the target attack object, determine at least one target skill from the skills of the player character based on the positional relationship between the target attack object and the release area of each skill of the player character.
[0194] In a feasible implementation, when the processor 801 performs the operation of determining at least one target skill corresponding to the player character in response to the confirmation operation of the target attack object in the skill release area, it is specifically used to: determine at least one target skill corresponding to the player character in response to the operation of dragging a finger from the player character to the target attack object and keeping it there;
[0195] When executing the release of the target skill to the target attack object, the processor 801 is specifically configured to: release the target skill to the target attack object in response to an operation of releasing the finger from the target attack object.
[0196] In the embodiment of the present application, the computer program can also execute other machine-readable instructions when run by the processor to execute other methods described in the embodiment. For the specific execution method steps and principles, please refer to the description of the embodiment, which will not be repeated here.
[0197] In the several embodiments provided in the present application, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are only schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.
[0198] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0199] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of hardware plus software functional units.
[0200] The above-mentioned integrated unit implemented in the form of a software functional unit can be stored in a computer-readable storage medium. The above-mentioned software functional unit is stored in a storage medium, including a number of instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to perform some steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (English: Read-Only Memory, abbreviated: ROM), random access memory (English: Random Access Memory, abbreviated: RAM), disk or optical disk and other media that can store program codes.
Claims
1. A skill release method in a game, characterized in that: include: Determine and display a skill release area of the player character according to the current position of the player character, wherein the skill release area is a release area corresponding to a skill of the player character or a union of release areas corresponding to two or more skills; In response to a confirmation operation on a target attack object in the skill release area, determining at least one target skill corresponding to the player character; Release the target skill to the target attack object.
2. The method according to claim 1, characterized in that In response to a confirmation operation on a target attack object in the skill release area, determining at least one target skill corresponding to the player character includes: In response to a confirmation operation on a target attack object in the skill release area, determining at least one target skill corresponding to the player character, wherein the target attack object is within the release area corresponding to each of the target skills; In response to a selection operation for the at least one target skill, a first target skill is determined to release the first target skill to the target attack object.
3. The method according to claim 2, characterized in that The method further comprises: Displaying skill controls corresponding to the at least one target skill respectively; In response to the selection operation for the at least one target skill, determining the first target skill comprises: In response to a selection operation on a target skill control in at least one of the skill controls, the skill corresponding to the target skill control is determined to be a first target skill.
4. The method according to claim 1, characterized in that: The target skill is a skill whose release area includes the target attack object.
5. The method according to claim 1, characterized in that The method further comprises: Control the release area corresponding to the target skill in the skill release area to be displayed separately from other areas in the skill release area.
6. The method according to claim 1, characterized in that The release area corresponding to each skill includes more than one area plot.
7. The method according to claim 1, characterized in that Determining and displaying the skill release area of the player character according to the current position of the player character includes: In response to the game entering a battle round of the player character, a skill release area of the player character is determined and displayed according to the current position of the player character.
8. The method according to claim 6, characterized in that The method further comprises: In response to a confirmation operation on a target attack object within the skill release area, a region block corresponding to the target attack object is highlighted.
9. The method according to claim 1, characterized in that: Determining and displaying the skill release area of the player character according to the current position of the player character includes: Determine a union area of the release areas of the various skills according to the current position of the player character and the release areas of the various skills of the player character; According to the union area, the skill release area is determined and displayed.
10. The method according to claim 1, characterized in that In response to a confirmation operation on a target attack object in the skill release area, determining at least one target skill corresponding to the player character includes: In response to confirmation operations on a plurality of target attack objects within the skill release area, determining at least one target skill of the player character corresponding to each target attack object; In response to a selection operation of at least one target skill for each target attack object, a first target skill for each target attack object is determined to release the corresponding first target skill to each target attack object.
11. The method according to claim 10, characterized in that The method further comprises: A skill control of at least one target skill corresponding to each target attack object is associated and displayed in a designated area of each target attack object.
12. The method according to any one of claims 1 to 11, characterized in that: In response to a confirmation operation on a target attack object in the skill release area, determining at least one target skill corresponding to the player character includes: In response to a confirmation operation on the target attack object, the at least one target skill is determined from the skills of the player character according to a positional relationship between the target attack object and a release area of each skill of the player character.
13. The method according to any one of claims 1 to 11, characterized in that: In response to a confirmation operation on a target attack object in the skill release area, determining at least one target skill corresponding to the player character includes: In response to an operation of dragging a finger from the player character to the target attack object and keeping the finger thereon, determining at least one target skill corresponding to the player character; The releasing the target skill to the target attack object comprises: In response to an operation of releasing the finger from the target attack object, the target skill is released to the target attack object.
14. A skill release device in a game, characterized in that: include: Determine module and control module; The determination module is used to determine and display the skill release area of the player character according to the current position of the player character, and the skill release area is a release area corresponding to a skill of the player character or a union of release areas corresponding to two or more skills; The determination module is used to determine at least one target skill corresponding to the player character in response to a confirmation operation on a target attack object in the skill release area, The control module is used to release the target skill to the target attack object.
15. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores program instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the program instructions to execute the skill release method in the game as described in any one of claims 1 to 13.
16. A computer-readable storage medium, characterized in that: The storage medium stores a computer program, and when the computer program is executed by a processor, the skill release method in the game as described in any one of claims 1 to 13 is executed.
Citation Information
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