Method and device for processing information in game, electronic equipment and medium

By providing a high degree of freedom skill editing interface in the game, users can customize the skill order in the combo chain, solving the problem of lack of freedom in the skill editing function in the existing technology, and improving the utilization rate of game resources and user experience.

CN119925938APending Publication Date: 2025-05-06SHANGHAI NETEASE CUICAN NETWORK TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202510278097.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-03-10
Publication Date
2025-05-06

AI Technical Summary

Technical Problem

The lack of freedom in the editing function of combo skills in existing games, which limits users' creativity and personalized needs, resulting in low utilization of game resources.

Method used

By providing a skill editing interface that includes option areas and loading areas, users can freely load independent skills or combination skills on slots and customize the release order of each virtual skill in the target combo chain.

Benefits of technology

It significantly improves the usability of skill editing functions, meets users' creativity and personalized needs, and improves the utilization rate of game resources.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention relates to the technical field of games, in particular to a method and device for processing information in a game, electronic equipment and a medium. A skill editing interface is provided through terminal equipment, the skill editing interface comprises an option area and a filling area, and in response to selection operation for a first virtual skill in the option area and a first slot position in the filling area, the first slot position is filled with the first virtual skill; the editing completion instruction is responded, a target continuous click chain is generated, the target continuous click chain is composed of the independent skills and / or the combined skills filled in the groove positions, and the release sequence of the virtual skills in the target continuous click chain is determined based on the sequence relation between the groove positions filled with the virtual skills. By providing a high-degree-of-freedom editing mode, the creativity and individuation requirements of the user can be fully met, so that the availability of a skill editing function is remarkably improved, and the utilization rate of game resources is further improved.
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Description

Technical Field

[0001] The present application relates to the field of game technology, and in particular to a method, device, electronic device and medium for processing information in a game. Background Art

[0002] With the rapid development of science and technology, the electronic game industry is booming. Various types of games such as role-playing, action, and competitive games are emerging in an endless stream, greatly enriching the user's gaming experience. In order to increase the playability and fun of the game, some games have introduced the concept of combined skills, that is, combo skills. Users can combine and release multiple skills to cause greater damage to the enemy character. This combo skill design adds more strategy and challenge to the game.

[0003] However, as users' requirements for gaming experience continue to improve, although some games currently provide the function of manually editing combo skills, there are still many deficiencies in actual application. Most of the existing combo editing functions are relatively simple and lack sufficient freedom. For example, some games only allow users to set a limited number of skill combinations. This low-freedom editing method greatly limits users' creativity and personalized needs, making the usability of this function average, which in turn leads to low utilization of game resources. Summary of the invention

[0004] In view of this, the purpose of this application is to provide a method, device, electronic device and medium for information processing in a game, so as to significantly improve the usability of the skill editing function and further improve the utilization rate of game resources.

[0005] This application mainly includes the following aspects:

[0006] In a first aspect, an embodiment of the present application provides a method for information processing in a game, the method comprising:

[0007] Providing a skill editing interface through a terminal device, the skill editing interface including an option area and a loading area, the option area including virtual skills that can be equipped by the controlled virtual character, the virtual skills including independent skills and combined skills; the loading area including a plurality of slots;

[0008] In response to a selection operation on a first virtual skill in the option area and a first slot in the loading area, loading the first virtual skill on the first slot;

[0009] In response to an edit completion instruction, a target combo chain is generated to release each virtual skill in the target combo chain in sequence when the target control is triggered, wherein the target combo chain is composed of virtual skills loaded in each slot, and the release order of each virtual skill in the target combo chain is determined based on the sequential relationship between the slots filled with each virtual skill.

[0010] In a second aspect, an embodiment of the present application further provides a device for information processing in a game, the device comprising:

[0011] The display module is used to provide a skill editing interface through the terminal device, wherein the skill editing interface includes an option area and a loading area, wherein the option area includes virtual skills that can be equipped by the controlled virtual character, and the virtual skills include independent skills and combined skills; and the loading area includes a plurality of slots;

[0012] An editing module, configured to load the first virtual skill into the first slot in response to a selection operation on the first virtual skill in the option area and the first slot in the loading area;

[0013] A generation module is used to generate a target combo chain in response to an editing completion instruction, so as to release the virtual skills in the target combo chain in sequence when the target control is triggered, wherein the target combo chain is composed of virtual skills loaded in each of the slots, and the release order of each virtual skill in the target combo chain is determined based on the sequential relationship between the slots filled with each of the virtual skills.

[0014] In a third aspect, an embodiment of the present application further provides an electronic device, comprising: a processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the memory communicate through the bus, and the machine-readable instructions are executed by the processor to execute the steps of the method for information processing in the game described in the first aspect or any possible implementation manner of the first aspect.

[0015] In a fourth aspect, 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 steps of the method for information processing in the game described in the first aspect or any possible implementation manner of the first aspect are executed.

[0016] The embodiments of the present application provide a method, device, electronic device and medium for information processing in a game, and provide a skill editing interface including an option area and a loading area through a terminal device, wherein the option area includes virtual skills that can be equipped by a controlled virtual character, and the virtual skills include independent skills and combined skills, and the loading area includes multiple slots, and the slots are used to load selected virtual skills. Compared with the low-freedom editing method in the prior art that only allows users to combine and set a limited number of skills, which greatly limits the user's creativity and personalized needs, the embodiments of the present application allow users to freely load independent skills or combined skills in the slots, and the release order of each virtual skill in the generated target combo chain is determined based on the order of their arrangement in the slots, that is, the user can customize the release order of each virtual skill in the target combo chain. This high-freedom editing method not only significantly improves the usability of the skill editing function, but also further improves the utilization rate of game resources.

[0017] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0018] 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.

[0019] Figure 1 A flowchart of a method for information processing in a game provided by an embodiment of the present application is shown;

[0020] Figure 2 One of the schematic diagrams of the skill editing interface provided in the embodiment of the present application is shown;

[0021] Figure 3 A second schematic diagram of a skill editing interface provided in an embodiment of the present application is shown;

[0022] Figure 4 A third schematic diagram of a skill editing interface provided in an embodiment of the present application is shown;

[0023] Figure 5 A fourth schematic diagram of a skill editing interface provided in an embodiment of the present application is shown;

[0024] Figure 6 A fifth schematic diagram of a skill editing interface provided in an embodiment of the present application is shown;

[0025] Figure 7A sixth schematic diagram of a skill editing interface provided in an embodiment of the present application is shown;

[0026] Figure 8 A seventh schematic diagram of a skill editing interface provided in an embodiment of the present application is shown;

[0027] Fig. 9 An eighth schematic diagram of a skill editing interface provided in an embodiment of the present application is shown;

[0028] Fig.10 A ninth schematic diagram of a skill editing interface provided in an embodiment of the present application is shown;

[0029] Fig.11 A tenth schematic diagram of a skill editing interface provided in an embodiment of the present application is shown;

[0030] Fig.12 A schematic diagram of a game battle interface provided by an embodiment of the present application is shown;

[0031] Fig.13 One of the structural schematic diagrams of a device for processing information in a game provided by an embodiment of the present application is shown;

[0032] Fig.14 A second structural schematic diagram of a device for processing information in a game provided by an embodiment of the present application is shown;

[0033] Fig.15 A schematic structural diagram of an electronic device provided in an embodiment of the present application is shown. DETAILED DESCRIPTION

[0034] 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, under the guidance of the content of the present application, can add one or more other operations to the flowchart, or remove one or more operations from the flowchart.

[0035] 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.

[0036] In order to enable those skilled in the art to use the contents of this application, the following implementation methods are given in combination with the specific application scenario of "information processing in games". For those skilled in the art, the general principles defined here can be applied to other embodiments and application scenarios without departing from the spirit and scope of this application.

[0037] The following methods, devices, electronic devices or computer-readable storage media of the embodiments of the present application can be applied to any scenario requiring information processing in a game. The embodiments of the present application are not limited to specific application scenarios. Any scheme using the methods and devices for information processing in a game provided by the embodiments of the present application is within the scope of protection of the present application.

[0038] It is worth noting that before this application was filed, although some games provided the function of manually editing combo skills, there were still many deficiencies in actual application. Most of the existing combo editing functions are relatively simple and lack sufficient freedom. For example, some games only allow users to combine a limited number of skills. This low-freedom editing method greatly limits the user's creativity and personalized needs, making the usability of this function generally mediocre, which in turn leads to low utilization of game resources.

[0039] In response to the above problems, embodiments of the present application provide a method, device, electronic device and medium for information processing in a game. The present application provides a skill editing interface through a terminal device, and the skill editing interface includes an option area and a loading area. In response to the selection operation of the first virtual skill in the option area and the first slot in the loading area, the first virtual skill is loaded in the first slot; in response to the editing completion instruction, a target combo chain is generated, wherein the target combo chain is composed of independent skills and / or combined skills loaded in each slot, and the release order of each virtual skill in the target combo chain is determined based on the sequential relationship between the slots filled by each virtual skill. By providing a high degree of freedom editing method, the present application can fully meet the creativity and personalized needs of users, thereby significantly improving the usability of the skill editing function and further improving the utilization rate of game resources.

[0040] In an optional implementation, the terminal device involved in the embodiment of the present application mainly refers to a terminal for providing a graphical user interface and capable of controlling virtual characters. Among them, the terminal device can be the local terminal device mentioned below, or a client device in a cloud interactive system. The terminal device may include, but is not limited to, any one of the following devices: a laptop, a smart phone, a tablet computer, a desktop computer, a game console, an MP4 (Moving Picture Experts Group Audio Layer IV, a dynamic image expert compression standard audio layer player, a personal digital assistant (PDA), an e-book reader, etc. The terminal device has installed and running an application that supports games, such as an application that supports three-dimensional games or two-dimensional games. In the embodiment of the present application, the application is introduced as a game application. Optionally, the application can be a stand-alone application, such as a stand-alone 3D game program, or a network-connected application.

[0041] In an optional embodiment, a graphical user interface is an interface display format for communication between people and computers, allowing users to use input devices such as a mouse or keyboard to manipulate icons, logos or menu options on the screen, and also allowing users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, start programs or perform other tasks.

[0042] In an optional implementation, UI controls refer to any visual controls or elements visible on the user interface of an application, such as pictures, input boxes, text boxes, buttons, labels and other controls, some of which respond to user operations. UI controls, i.e., game controls, such as skill controls, movement controls, avoidance controls, item controls, attack controls, etc.

[0043] In an optional implementation, the embodiment of the present application provides a control system for a game, which may include at least one terminal device, at least one server, at least one database, and a network. The terminal device held by the user can be connected to the servers of different games through the network. The terminal device is any device with computing hardware that can support and execute software products corresponding to the game. In addition, when the system includes multiple terminal devices, multiple servers, and multiple networks, different terminal devices can be connected to each other through different networks and different servers. The network can be a wireless network or a wired network, such as a wireless network such as a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, different terminal devices can also use their own Bluetooth network or hotspot network to connect to other terminal devices or to servers, etc. For example, multiple users can be online through different terminal devices and thus connected and synchronized with each other through appropriate networks to support multi-user games. In addition, the system may include multiple databases, multiple databases coupled to different servers, and identifications related to the game environment can be continuously stored in the database when different users are online for multi-user games.

[0044] The present application provides a method, device, electronic device and medium for information processing in a game, wherein the method for information processing in a game in one embodiment can be run on a local terminal device or a server. When the method for information processing in a 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.

[0045] 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 user 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 user in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the user 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.

[0046] In an optional implementation, the embodiment of the present application provides a method, device, electronic device and medium for information processing 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. The following is an example of the above-mentioned method for information processing in a game running on a local terminal device (hereinafter referred to as the terminal device).

[0047] To facilitate the understanding of the present application, the technical solution provided by the present application is described in detail below in conjunction with specific embodiments.

[0048] Figure 1 A flowchart of a method for processing information in a game provided in an embodiment of the present application.

[0049] like Figure 1 As shown, the method for information processing in a game provided by an embodiment of the present application includes the following steps:

[0050] S101. A skill editing interface is provided through a terminal device, wherein the skill editing interface includes an option area and a loading area, wherein the option area includes virtual skills that can be equipped by a controlled virtual character, and the virtual skills include independent skills and combined skills; and the loading area includes multiple slots.

[0051] Here, the embodiment of the present application provides a skill editing interface through the terminal device, and the user can use the skill editing interface to independently configure a combo chain for the controlled virtual character. The combo chain is composed of multiple virtual skills and is a relatively complex composite skill. Figure 2 One of the schematic diagrams of the skill editing interface provided in the embodiment of the present application is shown, Figure 2 As shown in the figure, the skill editing interface includes an option area and a loading area. The option area displays the virtual skills that the controlled virtual character can equip. These virtual skills are divided into two categories: independent skills and combined skills. The combined skills are marked with identification information for easy user identification. The loading area is equipped with multiple visual slots. Users can conveniently load the virtual skills selected in the option area into the slots by clicking, dragging, etc., to complete the configuration of the controlled virtual character's combo chain.

[0052] The virtual skills that can be equipped can be skills that match the role positioning of the controlled virtual character, or they can be skills that have been unlocked and activated by the controlled virtual character. The virtual skills in the option area and the loading area can be displayed in the form of a list or icon to facilitate user identification and selection. In addition, the number of slots can be set according to actual conditions, and the number of slots can also be unlimited. No specific restrictions are made here.

[0053] It should be noted that the order relationship between the slots that have been filled in the loading area provided in the embodiment of the present application will directly determine the release order of each virtual skill in the generated combo chain. This means that the loading area actually also assumes the function of editing the skill release order. The user only needs to simply adjust the arrangement of the skills in the slots to easily change the release order of the combo chain, which greatly improves the flexibility of skill editing and meets the user's diverse needs for the skill release order in different combat scenarios.

[0054] The method further includes: in response to a trigger operation on a skill control displayed in a game battle interface, controlling the controlled virtual character to release an independent skill corresponding to the skill control.

[0055] It can be understood that independent skills are the most basic skill units in the game. They have complete and independent effect settings and can be used independently without relying on other skills. In the game battle interface, users can control the controlled virtual character to release the independent skill corresponding to the skill control by triggering a skill control. In many role-playing games, the independent skills of the characters can be, for example, unique skills, active skills, general attack skills, etc. Among them, unique skills are usually skills that are unique to the character, with high difficulty or powerful power, which can be understood as big moves; active skills are skills that users can actively operate and release, and are used to achieve various tactical purposes in battle, including attack, control, gain, debuff and other effects; general attack skills are the most basic and most commonly used attack methods of the character, which can usually be released continuously without cooling or short cooling, and are used to continuously output damage, accumulate energy or trigger other skill effects in battle.

[0056] In addition, a combination skill is composed of at least two independent skills, and at least two independent skills in the combination skill can be a composite skill system combined in a specific order, timing and logic. Taking some fighting games as an example, users can trigger a combination skill composed of multiple actions through a specific key combination, such as "down + punch", which may include the fusion of the effects of multiple independent skills such as close grabs and throws.

[0057] In a possible implementation, the combined skill is composed of a specified number of independent skills; that is, the system can pre-combine a fixed number of specified independent skills into a combined skill. The combined skills pre-configured by the system can be different combined skills configured for different virtual characters, can be a combination based on the attributes of the independent skills of the character, can be independent skills that are frequently used by users and released in a certain order configured as a combined skill, or can be independent skills that are released in a certain order with the best use effect configured as a combined skill.

[0058] In a specific implementation, the combination skills in the option area may be pre-configured, and the combination skills may be configured to be composed of a specified number of independent skills. Here, there is no restriction on the specific value of the specified number, for example, 3. In the game battle interface, a corresponding skill control may be set for each combination skill, and when the user triggers a skill control of a combination skill, the controlled virtual character may be controlled to release the combination skill corresponding to the skill control.

[0059] Furthermore, in addition to the number of independent skills in the combination skills provided in the option area being pre-configured, the release order of each independent skill in the combination skill can also be pre-configured, for example, the release order of each independent skill in the combination skill is a specified order. From a technical perspective, such a setting allows the system to accurately call relevant skills according to pre-set rules when the game is running, ensuring that the skills are released in an orderly manner. This not only improves the fluency of the user's operating experience, but also allows users to more accurately predict the effects of skills, avoid confusion in skill release, and create a more strategic and rhythmic skill operation experience for users.

[0060] In addition, in order to improve the diversity of the skill editing interface and make a clearer distinction between the independent skills and combination skills provided in the option area, the following settings can be adopted: all independent skills in the combination skills provided in the option area are set as general attack skills; at the same time, the independent skills provided separately in the option area are configured as other types of skills that are different from the independent skills in the combination skills, such as unique skills, active skills, etc.

[0061] It should also be noted that the embodiment of the present application creates an innovative combo chain editing mode for users, the key of which is that the virtual skills in the combo chain equipped by the user for the controlled virtual character are extremely rich in form. Not only independent skills are covered, but also combined skills, that is, the combo chain is composed of at least one independent skill and / or at least one combined skill, that is, the user can configure the connection chain to be composed entirely of independent skills, or all combined skills, or some independent skills and some combined skills. This is due to the skill editing interface provided in the embodiment of the present application. The option area of ​​the interface displays independent skills and combined skills at the same time, and users can freely select and configure the combo chain here, thereby obtaining a highly free editing experience. Compared with the prior art, the combo editing function therein often sets limits on the number of virtual skill combinations, for example, limiting the number of virtual skills to less than 5, and the user cannot change the number of skills. However, in the embodiment of the present application, the number of virtual skills in the combo chain is not limited, and the form is also unconstrained, which can include independent skills and combined skills. Users can flexibly configure combo chains according to their actual needs, which undoubtedly greatly improves the editing freedom and brings users a more personalized and diversified gaming experience.

[0062] S102. In response to a selection operation on a first virtual skill in the option area and a first slot in the loading area, loading the first virtual skill in the first slot.

[0063] Here, the loading process of the first virtual skill is briefly described as an example. The user can select the first virtual skill in the option area and select a first slot in the loading area to load the first virtual skill in the first slot.

[0064] In a specific implementation, for the process of configuring a combo chain for a controlled virtual character by a user, the user can select the required virtual skills from the option area multiple times and load them one by one into each slot in the loading area. This process can be repeated until the configuration of the entire combo chain is completed. The specific operation is as follows: First, the user browses and selects a virtual skill (e.g., "first virtual skill") in the option area. Then, the user selects an empty slot (e.g., "first slot") in the loading area and loads the selected first virtual skill into the slot. Repeating the above steps, the user can continue to select other virtual skills (e.g., "second virtual skill", "third virtual skill", etc.) from the option area and load them into other slots (e.g., "second slot", "third slot", etc.) in the loading area in turn. Each selection and loading process can be adjusted according to the user's strategy and needs to ensure that the final combo chain meets the expected effect. Through this repeated selection and loading method, the user can flexibly configure a complex combo chain so that the controlled virtual character can perform at its best in combat or other situations.

[0065] Among them, the number of slots in the filling area can be set to be sufficient, and the user can choose the number of fillings according to needs. There is no need to fill all the slots, which provides users with more freedom in editing space.

[0066] S103. In response to an edit completion instruction, a target combo chain is generated to release the virtual skills in the target combo chain in sequence when the target control is triggered, wherein the target combo chain is composed of virtual skills loaded in the slots, and the release order of the virtual skills in the target combo chain is determined based on the sequential relationship between the slots filled with the virtual skills.

[0067] In the specific implementation, after receiving the editing completion instruction, a target combo chain is generated based on the user's previous operations in the skill editing interface. Specifically, the target combo chain is composed of multiple virtual skills that the user independently selects and loads into each slot in the skill editing interface. The release order of each virtual skill in the target combo chain is directly determined by the sequential relationship formed between the slots when the user loads each virtual skill. In other words, once the target control is triggered, the virtual skills in the target combo chain will be released in sequence in strict accordance with the slot order set by the user, accurately realizing the skill release rhythm and combat strategy preset by the user.

[0068] Here, in the game battle interface, a specially triggered target control can also be set for the combo chain. When the user triggers the target control, the controlled virtual character can be controlled to release each virtual skill in the target combo chain.

[0069] In an embodiment of the present application, a skill editing interface is provided through a terminal device, and the skill editing interface includes an option area and a loading area. In response to a selection operation for a first virtual skill in the option area and a first slot in the loading area, the first virtual skill is loaded in the first slot; in response to an editing completion instruction, a target combo chain is generated, wherein the target combo chain is composed of independent skills and / or combined skills loaded in each slot, and the release order of each virtual skill in the target combo chain is determined based on the order relationship between the slots filled by each virtual skill. The present application can fully meet the creativity and personalized needs of users by providing a high degree of freedom editing method, thereby significantly improving the usability of the skill editing function and further improving the utilization rate of game resources.

[0070] In one possible implementation, the loading process of the first virtual skill is specifically described below, that is, in response to the selection operation for the first virtual skill in the option area and the first slot in the loading area in S102, the first virtual skill is loaded in the first slot, including: in response to the selection operation for the first virtual skill in the option area, highlighting the first slot in the loading area that is currently in an assembleable state; in response to the selection operation for the first slot, loading the first virtual skill in the first slot.

[0071] In the specific implementation, when it is detected that the user has selected the first virtual skill in the option area, the prompt program will be started. At this time, the first slot in the loading area that is currently in an assembleable state will be accurately identified by the system and highlighted to attract the user's attention, such as making the first slot glow. This process uses graphics rendering technology to change the visual attributes of the specified slot to achieve a striking prompt. Furthermore, when the user's selection operation for the first slot is detected, the first virtual skill is quickly loaded into the first slot, and the first virtual skill is successfully assembled. The entire process is closely connected to ensure that users can efficiently complete skill assembly and enhance the interactive experience of the game.

[0072] In a possible implementation, after the first virtual skill is loaded into the first slot in S102, the method further includes: setting the second slot in the loading area from a non-assembly state to an assembly state.

[0073] In specific implementation, every time the loading area completes the assembly of a virtual skill, the second slot that was originally in a non-assembly state is automatically switched to an assembly state, that is, a new slot available for assembly is opened.

[0074] The second slot is a slot adjacent to the first slot.

[0075] Here, considering that most users have the habit of loading virtual skills in order, in the actual design, when a slot is loaded with a virtual skill, the adjacent slot will be automatically activated and changed from a non-assembly state to an assembly state. For example, when the user loads the first virtual skill in the first slot, the adjacent second slot will be adjusted from non-assembly state to assembly state, which is convenient for users to operate continuously.

[0076] In a possible implementation, the slots in the loading area that can be assembled are displayed in a first style, and the slots that cannot be assembled are displayed in a second style.

[0077] In a specific implementation, the slots in the loading area that can be assembled and those that cannot be assembled can be displayed in different styles to facilitate users to quickly identify the slots that are currently available for assembly. For example, slots that can be assembled can be illuminated, while slots that cannot be assembled can be darkened. This setting can significantly improve the user's operation fluency and effectively reduce the time cost of users looking for slots that can be assembled.

[0078] In one example, Figure 3 A second schematic diagram of a skill editing interface provided in an embodiment of the present application is shown; Figure 4 A third schematic diagram of the skill editing interface provided in an embodiment of the present application is shown. Figure 3 This is the skill editing interface before the first virtual skill is assembled. Figure 3 As shown, the user has respectively selected the first virtual skill in the option area and the first slot in the loading area, wherein the first slot is currently in an assembleable state and the first slot is highlighted. Figure 4 This is the skill editing interface after the first virtual skill is assembled. Figure 4 As shown, the first virtual skill has been loaded into the first slot, and the second slot adjacent to the first slot is switched from a non-assembly state to an assembly state, and the second slot is highlighted.

[0079] Here, in the case where the first slot is idle, the selection operation for the first virtual skill in the option area and the first slot in the recharge area can be a click operation, a drag operation, etc., and there is no limitation on this. The following examples illustrate the selection operation by a click operation and a drag operation.

[0080] Method 1, the situation where the selection operation is a click operation; in S102, in response to the selection operation on the first virtual skill in the option area and the first slot in the loading area, the first virtual skill is loaded in the first slot, including: in response to the click operation on the first virtual skill in the option area and the first slot in the loading area, the first virtual skill is loaded in the first slot.

[0081] In a specific implementation, if the user wants to load the first virtual skill in the option area into the first slot in the loading area, the user only needs to click the first slot and the first virtual skill respectively. Here, there is no requirement for the order of clicking the first virtual skill and the first slot. The user can click the first virtual skill first and then click the first slot; or the user can click the first slot first and then click the first virtual skill.

[0082] Method 2, a situation where the selection operation is a drag operation; in S102, in response to the selection operation on the first virtual skill in the option area and the first slot in the loading area, loading the first virtual skill in the first slot includes: in response to the drag operation of dragging the first virtual skill in the option area to the first slot in the loading area, loading the first virtual skill in the first slot.

[0083] In a specific implementation, if the user wants to load the first virtual skill in the option area into the first slot in the loading area, the user can drag the first virtual skill in the option area to the first slot in the loading area. Figure 5 A fourth schematic diagram of the skill editing interface provided in an embodiment of the present application is shown. Figure 5 This is the skill editing interface before the first virtual skill is assembled. Figure 5 As shown, the user is dragging the first virtual skill from the option area to the first slot in the loading area.

[0084] It should be noted that the skill editing interface provided in the embodiment of the present application can not only realize conventional skill assembly, but also support the replacement operation of the virtual skill already assembled in the slot. The following examples are given for the two cases where the first slot is already assembled.

[0085] Case 1: For the replacement of an unequipped virtual skill (skill in the option area) with an equipped virtual skill in a slot, before the first virtual skill is filled in the first slot, the first slot is filled with a second virtual skill; in S102, in response to the selection operation for the first virtual skill in the option area and the first slot in the loading area, the first virtual skill is loaded in the first slot, including: in response to the selection operation for the first virtual skill in the option area and the first slot in the loading area, the first virtual skill is replaced by the second virtual skill and moved to the option area, and the first slot is loaded with the first virtual skill in the first slot.

[0086] In the specific implementation, when the first slot is equipped with the second virtual skill, once it is detected that the user makes a selection operation on the first virtual skill and the first slot in the option area at the same time, the second virtual skill in the first slot is automatically canceled, and the first virtual skill is seamlessly loaded into the first slot. The whole process is smooth and efficient, which greatly improves the user's autonomy and convenience in skill editing, reduces the time loss caused by complex operation processes, and allows users to create personalized combo chains at will.

[0087] Case 2: Replacement of a virtual skill equipped in one slot with a virtual skill equipped in another slot, that is, after the first virtual skill is loaded on the first slot in S102, the method further includes: in response to dragging the second virtual skill on the second slot in the loading area to the first slot, or in response to dragging the first virtual skill on the first slot in the loading area to the second slot loaded with the second virtual skill, moving the first virtual skill on the first slot to the second slot, and moving the second virtual skill on the second slot to the first slot.

[0088] In a specific implementation, when the first slot is equipped with the first virtual skill and the second slot is equipped with the second virtual skill, once it is detected that the user drags the second virtual skill on the second slot to the first slot, or drags the first virtual skill on the first slot to the second slot, the slot replacement operation of the first virtual skill and the second virtual skill will be automatically executed immediately.

[0089] For example, Figure 6 A fifth schematic diagram of a skill editing interface provided in an embodiment of the present application is shown; Figure 7 A sixth schematic diagram of the skill editing interface provided in an embodiment of the present application is shown. Figure 6 The skill editing interface before replacing the first virtual skill on the first slot and the second virtual skill on the second slot, such as Figure 6 As shown, the user is dragging the first virtual skill on the first slot to the second slot. Figure 7 The skill editing interface after replacing the first virtual skill on the first slot and the second virtual skill on the second slot, such as Figure 7 As shown, the first virtual skill loaded in the first slot is replaced by the second virtual skill, and the second virtual skill loaded in the second slot is replaced by the first virtual skill.

[0090] Furthermore, the skill editing interface provided in the embodiment of the present application also supports the operation of inserting a virtual skill before any equipped slot. The following is an example of the insertion operation. After the first slot is loaded with the first virtual skill in S102, the method further includes: in response to dragging the third virtual skill in front of the first slot, generating a third slot in front of the first slot, and loading the third virtual skill into the third slot.

[0091] Here, there may or may not be a filled slot before the first slot, and this application does not impose any restrictions on this. In actual operation, when it is detected that the user drags the third virtual skill in front of the first slot, a third slot will be generated in front of the first slot, and the third virtual skill will be loaded into the third slot. For example, if there is a second slot with a virtual skill loaded in front of the first slot, then before it is detected that the user drags the third virtual skill to the first slot, a third slot will be generated between the first slot and the second slot, and the third virtual skill will be loaded into the third slot. Among them, after the third slot is inserted in front of the first slot and the third virtual skill is loaded into the third slot, the virtual skills in the first slot and each slot that has been loaded after the first slot are automatically moved back one position.

[0092] The following is a specific description of the case where the third virtual skill comes from the option area, that is, in response to dragging the third virtual skill in the option area to the front of the first slot, a third slot is generated in front of the first slot, and the third virtual skill is loaded into the third slot.

[0093] For example, Figure 8 FIG7 shows a seventh schematic diagram of a skill editing interface provided in an embodiment of the present application. Fig. 9 An eighth schematic diagram of the skill editing interface provided in an embodiment of the present application is shown. Figure 8 The skill editing interface in the process of dragging the third virtual skill in the option area to the first slot, such as Figure 8As shown, the user is dragging the third virtual skill in the option area to the front of the first slot. Fig. 9 The skill editing interface before successfully inserting the third virtual skill in the option area into the first slot, such as Fig. 9 As shown, a third slot is generated before the first slot, and the third virtual skill is loaded on the third slot.

[0094] The following specifically describes the case where the third virtual skill is from the fourth slot, that is, in response to dragging the third virtual skill in the fourth slot to the front of the first slot, a third slot is generated in front of the first slot, and the third virtual skill is loaded into the third slot. In addition, the third virtual skill loaded in the fourth slot is cancelled, that is, at this time, the fourth slot is in an idle state.

[0095] The following is a detailed description of the refined editing process of some special skills. For segmented skills, in response to the first selection operation for the target segmented skill in the option area and the selection operation for the second slot in the loading area, the first segment of the target segmented skill is loaded in the second slot; in response to the second selection operation for the target segmented skill in the option area and the selection operation for the third slot in the loading area, the second segment of the target segmented skill is loaded in the third slot.

[0096] In a specific implementation, the skill editing interface provided in the embodiment of the present application supports fine-grained editing of segmented skills. When the user selects the target segmented skill in the option area for the first time and selects the second slot in the loading area, the first segment of the target segmented skill can be loaded into the second slot; when the user selects the same target segmented skill in the option area again and selects the third slot in the loading area, the second segment of the target segmented skill can be loaded into the third slot. And so on, until all stages of the target segmented skill are assembled.

[0097] Here, the segmented skill is an independent skill, that is, the segmented skill itself is an independent and complete skill. The segmented skill is a skill that splits a complete skill into multiple coherent and related stages to release. Each stage of the segmented skill has its own unique output content, such as damage output, control effect, buff effect, etc. The stages cooperate and complement each other to form a complete skill system to achieve more complex and diverse tactical goals and combat effects. In actual game combat, when releasing a segmented skill, you can release the moves of each stage in the segmented skill in sequence, that is, release the first stage of the segmented skill first, the second stage, etc.

[0098] Furthermore, the skill editing interface provided in the embodiment of the present application also supports inserting at least one virtual skill between any two stages of the segmented skill. It should be noted that the number of inserted virtual skills and the total release time need to fit the preset connection time range of the two stages of the segmented skill, that is, it must be ensured to be within the connection time range. This design allows other virtual skills to be naturally interspersed when releasing the target segmented skills in the target combo chain in actual combat, greatly improving the diversity of skill release, creating a more flexible and changeable combat strategy space for users, and significantly improving the combat experience.

[0099] In a possible implementation, after loading the first segment of the target segmented skill in the second slot and before loading the second segment of the target segmented skill in the third slot, the method further includes: in response to a selection operation for the second virtual skill in the option area and the fourth slot in the loading area, loading the second virtual skill in the fourth slot; the fourth slot is located between the second slot and the third slot. The second virtual skill does not belong to a segmented skill. Different stages of the target segmented skill can be distinguished by different identifiers, for example, adding an identifier with information indicating each segment to the skill icon of the target segmented skill.

[0100] For example, Fig.10 A ninth schematic diagram of the skill editing interface provided in an embodiment of the present application is shown. Fig.10 A skill editing interface for respectively assembling the first segment, the second segment, the third segment, and the second virtual skill of the target segmented skill to each slot in the loading area, such as Fig.10 As shown, the first segment of the target segmented skill is loaded into the second slot, the second segment of the target segmented skill is loaded into the third slot, the third segment of the target segmented skill is loaded into the fifth slot, and the second virtual skill is loaded into the fourth slot, that is, the second virtual skill is inserted between the first segment and the second segment of the target segmented skill.

[0101] The following is a detailed description of the refined editing process of the charging skill. That is, the independent skill includes a charging skill, and the method further includes: in response to the selection operation of the target charging skill in the option area and the second slot in the loading area, loading the target charging skill with a full release switch in the second slot; in response to the closing operation of the full release switch, controlling the full release switch to be set to a closed state; the closed state is used to indicate that the target charging skill in the target combo chain is released immediately when it is the turn to release it.

[0102] In game battles, charging skills require users to accumulate energy or preparation time through specific operations such as long pressing skill buttons. The charging time will affect the damage, range and effect strength. Releasing after charging is completed can achieve stronger or more distinctive effects. The skill editing interface of the embodiment of the present application supports refined editing of charging skills. When the charging skill is loaded into the slot, the full release switch will be displayed additionally. The user can choose to turn this switch on or off. When the switch is on, the target combo sprocket to the charging skill needs to be released after charging is completed; when the switch is off, it is released directly, which greatly improves the fluency of the combo and makes the combo release effect better.

[0103] For example, Fig.10 The sixth slot is filled with a charged skill, and an additional fully charged release switch is displayed on the charged skill, and the user can turn this switch on or off.

[0104] Furthermore, the skill editing interface provided in the embodiment of the present application also supports the operation of un-assembling the virtual skills that have been loaded into the slot. By supporting the user to un-assembly operation, the user can be given great autonomy to adjust the assembly of virtual skills in the target combo chain at any time, which can significantly improve the flexibility and adaptability of the skill assembly process. The following is an example of the un-assembly operation.

[0105] In a possible implementation, after the first virtual skill is loaded on the first slot, the method further includes: in response to a click operation on the first virtual skill in the first slot, displaying a removal control on the skill editing interface; and in response to a trigger operation on the removal control, canceling the loading of the first virtual skill on the first slot.

[0106] For example, Fig.11 A tenth schematic diagram of the skill editing interface provided in an embodiment of the present application is shown. Fig.11 A skill editing interface for removing the first virtual skill in the first slot, such as Fig.11 As shown, when a click operation on the first virtual skill in the first slot is detected, a removal control is displayed on the skill editing interface, and the user can then perform a trigger operation on the removal control to cancel the loading of the first virtual skill on the first slot.

[0107] In a possible implementation, after the first virtual skill is loaded on the first slot, the method further includes: in response to dragging the first virtual skill in the first slot to any position outside the loading area, canceling the loading of the first virtual skill on the first slot.

[0108] Here, after canceling the loading of the first virtual skill in the first slot, the method further includes: automatically moving the virtual skills in each slot that has been loaded after the first slot forward by one position.

[0109] In a possible implementation, the method further includes: providing a skill assembly interface through a terminal device, the skill assembly interface displaying a combo enable switch; in response to an enable operation on the combo enable switch, controlling the combo enable switch to be set to an on state, the on state being used to indicate that the combo chain is in an activated state in a game battle.

[0110] In specific implementation, users can choose to activate or deactivate the combo chain function through the combo switch on the skill assembly interface. When the switch is turned on, the combo chain is activated and can be used for game combat; when the switch is turned off, the combo chain is in an inactive state, which can effectively prevent users from accidentally triggering skills and significantly improve the safety and freedom of game operation.

[0111] Among them, the skill assembly interface is an interface for the user to assemble various virtual skills for the controlled virtual character, and the skill assembly interface displays various virtual skills that can be assembled by the controlled virtual character.

[0112] In addition, the skill assembly interface also displays a skill editing trigger control; the method also includes: popping up the skill editing interface in response to a trigger operation on the skill editing trigger control.

[0113] Here, the user only needs to trigger the skill editing trigger control displayed on the skill assembly interface to smoothly enter the skill editing interface for combo chain assembly, which is convenient to operate and greatly improves user operation efficiency. Among them, if the user has previously assembled and edited a combo chain on the skill editing interface, the virtual skills corresponding to the preset combo chain will be displayed in the loading area of ​​the pop-up skill editing interface.

[0114] In a possible implementation, after generating the target combo chain, the method further includes: providing a game battle interface through a terminal device, the game battle interface displaying the controlled virtual character and the target control; in response to a first trigger operation on the target control, controlling the controlled virtual character to perform a normal attack; in response to a second trigger operation on the target control, controlling the controlled virtual character to release each virtual skill in the target combo chain in sequence.

[0115] In the specific implementation, the embodiment of the present application integrates the functions of controlling the controlled virtual character to release ordinary attacks and target combo chains into the same target control. The user can release different skills by performing different operations on the control, effectively reducing the number of controls in the game battle interface and reducing the probability of user operation errors.

[0116] For example, Fig.12 A schematic diagram of a game battle interface provided by an embodiment of the present application is shown, such as Fig.12 As shown, the game battle interface displays a controlled virtual character, a target control, and multiple skill controls. The user can control the controlled virtual character to perform a normal attack by clicking on the target control; the user can control the controlled virtual character to release each virtual skill in the target combo chain in sequence by long pressing the target control; the user can control the controlled virtual character to release the independent skill corresponding to any skill control by triggering any skill control.

[0117] Based on the same application concept, the embodiments of the present application also provide a device for in-game information processing corresponding to the method for in-game information processing provided in the above embodiments. Since the principle of solving the problem by the device in the embodiments of the present application is similar to the method for in-game information processing in the above embodiments of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.

[0118] like Fig.13 , Fig.14 As shown, Fig.13 This is one of the functional module diagrams of a device 1300 for processing information in a game provided in an embodiment of the present application. Fig.14 This is a second functional module diagram of a device 1300 for processing information in a game provided in an embodiment of the present application. Fig.13 As shown, the device 1300 for information processing in the game includes:

[0119] Display module 1310, used to provide a skill editing interface through the terminal device, the skill editing interface includes an option area and a loading area, the option area includes virtual skills that can be equipped by the controlled virtual character, the virtual skills include independent skills and combined skills; the loading area includes multiple slots;

[0120] An editing module 1320, configured to load the first virtual skill into the first slot in response to a selection operation on the first virtual skill in the option area and the first slot in the loading area;

[0121] The generation module 1330 is used to generate a target combo chain in response to an editing completion instruction, so as to release the virtual skills in the target combo chain in sequence when the target control is triggered, wherein the target combo chain is composed of the virtual skills loaded in each of the slots, and the release order of the virtual skills in the target combo chain is determined based on the sequential relationship between the slots filled with the virtual skills.

[0122] In a possible implementation, the combined skill is composed of a specified number of independent skills; Fig.14As shown, the device 1300 for information processing in the game also includes a control module 1340; the control module 1340 is used to control the controlled virtual character to release the independent skill corresponding to the skill control in response to a trigger operation on the skill control displayed in the game battle interface.

[0123] In a possible implementation, Fig.13 As shown, the editing module 1320 is specifically used to highlight the first slot in the loading area that is currently in an assembleable state in response to a selection operation on the first virtual skill in the option area; and to load the first virtual skill on the first slot in response to a selection operation on the first slot.

[0124] In a possible implementation, Fig.13 As shown, after the first virtual skill is loaded on the first slot, the editing module 1320 is further used to set the second slot in the loading area from a non-assembly state to an assembly state.

[0125] In a possible implementation, Fig.13 As shown, the editing module 1320 is further used to display the slots in the loading area that are in the assembly state in the first style, and display the slots that are not in the assembly state in the second style.

[0126] In a possible implementation, Fig.13 As shown, the editing module 1320 is specifically used to load the first virtual skill on the first slot in response to a dragging operation of dragging the first virtual skill in the option area to the first slot in the loading area.

[0127] In a possible implementation, Fig.13 As shown, before the first virtual skill is filled in the first slot, the second virtual skill is filled in the first slot; the editing module 1320 is also used to respond to the selection operation of the first virtual skill in the option area and the first slot in the filling area, and replace the second virtual skill with the first virtual skill and fill it into the first slot.

[0128] In a possible implementation, Fig.13 As shown, after the first virtual skill is loaded on the first slot, the editing module 1320 is also used to move the first virtual skill on the first slot to the second slot and the second virtual skill on the second slot to the first slot in response to dragging the second virtual skill on the second slot in the loading area to the first slot, or in response to dragging the first virtual skill on the first slot in the loading area to the second slot loaded with the second virtual skill.

[0129] In a possible implementation, Fig.13 As shown, after the first virtual skill is loaded on the first slot, the editing module 1320 is also used to generate a third slot in front of the first slot in response to dragging the third virtual skill in front of the first slot, and load the third virtual skill into the third slot.

[0130] In a possible implementation, Fig.13 As shown, the editing module 1320 is also used to generate a third slot in front of the first slot in response to dragging the third virtual skill in the option area to the front of the first slot, and fill the third virtual skill into the third slot.

[0131] In a possible implementation, Fig.13 As shown, the editing module 1320 is also used to generate a third slot in front of the first slot in response to dragging the third virtual skill in the fourth slot to the front of the first slot, and load the third virtual skill into the third slot.

[0132] In a possible implementation, the independent skills include segmented skills; Fig.13 As shown, the editing module 1320 is also used to respond to a first selection operation on the target segmented skill in the option area and a selection operation on the second slot in the filling area, and to load the first segment of the target segmented skill in the second slot; and to respond to a second selection operation on the target segmented skill in the option area and a selection operation on the third slot in the filling area, and to load the second segment of the target segmented skill in the third slot.

[0133] In a possible implementation manner, after the first segment of the target segment skill is loaded into the second slot and before the second segment of the target segment skill is loaded into the third slot, Fig.13 As shown, the editing module 1320 is also used to load the second virtual skill into the fourth slot in response to the selection operation for the second virtual skill in the option area and the fourth slot in the loading area; the fourth slot is located between the second slot and the third slot.

[0134] In a possible implementation manner, after the first virtual skill is loaded in the first slot, Fig.13 As shown, the editing module 1320 is also used to display a removal control on the skill editing interface in response to a click operation on the first virtual skill in the first slot; and to cancel the loading of the first virtual skill on the first slot in response to a trigger operation on the removal control.

[0135] In a possible implementation manner, after the first virtual skill is loaded in the first slot, Fig.13 As shown, the editing module 1320 is further used to cancel the loading of the first virtual skill on the first slot in response to dragging the first virtual skill in the first slot to any position outside the loading area.

[0136] In a possible implementation, Fig.13 As shown, the display module 1310 is also used to provide a skill assembly interface through a terminal device, and the skill assembly interface displays a combo enable switch; in response to an on operation for the combo enable switch, the combo enable switch is controlled to be set to an on state, and the on state is used to indicate that the combo chain is in an activated state in the game battle.

[0137] In a possible implementation manner, the skill assembly interface further displays a skill editing trigger control; Fig.13 As shown, the display module 1310 is also used to pop up the skill editing interface in response to a trigger operation on the skill editing trigger control.

[0138] In a possible implementation, after generating the target combo chain, Fig.14 As shown, the display module 1310 is further used to provide a game battle interface through a terminal device, and the game battle interface displays the controlled virtual character and the target control; the control module 1340 is further used to control the controlled virtual character to perform a normal attack in response to a first trigger operation on the target control; and to control the controlled virtual character to release each virtual skill in the target combo chain in sequence in response to a second trigger operation on the target control.

[0139] In an embodiment of the present application, the display module 1310 provides a skill editing interface through a terminal device, the skill editing interface includes an option area and a loading area, the editing module 1320 loads the first virtual skill in the first slot in response to the selection operation for the first virtual skill in the option area and the first slot in the loading area; the generation module 1330 generates a target combo chain in response to the editing completion instruction, wherein the target combo chain is composed of independent skills and / or combined skills loaded in each slot, and the release order of each virtual skill in the target combo chain is determined based on the order relationship between the slots filled by each virtual skill. The present application can fully meet the creativity and personalized needs of users by providing a high degree of freedom editing method, thereby significantly improving the usability of the skill editing function and further improving the utilization rate of game resources.

[0140] Based on the same application concept, see Fig.15As shown, it is a structural diagram of an electronic device 1500 provided in an embodiment of the present application, including: a processor 1510, a memory 1520 and a bus 1530, the memory 1520 stores machine-readable instructions executable by the processor 1510, when the electronic device 1500 is running, the processor 1510 and the memory 1520 communicate through the bus 1530, and the machine-readable instructions are executed by the processor 1510 when running to perform the steps of the method for information processing in the game as described in any of the above embodiments.

[0141] Specifically, when the machine-readable instructions are executed by the processor 1510, the following processing may be performed:

[0142] Providing a skill editing interface through a terminal device, the skill editing interface including an option area and a loading area, the option area including virtual skills that can be equipped by the controlled virtual character, the virtual skills including independent skills and combined skills; the loading area including a plurality of slots;

[0143] In response to a selection operation on a first virtual skill in the option area and a first slot in the loading area, loading the first virtual skill on the first slot;

[0144] In response to an edit completion instruction, a target combo chain is generated to release each virtual skill in the target combo chain in sequence when the target control is triggered, wherein the target combo chain is composed of virtual skills loaded in each slot, and the release order of each virtual skill in the target combo chain is determined based on the sequential relationship between the slots filled with each virtual skill.

[0145] In an embodiment of the present application, a skill editing interface is provided through a terminal device, and the skill editing interface includes an option area and a loading area. In response to a selection operation for a first virtual skill in the option area and a first slot in the loading area, the first virtual skill is loaded in the first slot; in response to an editing completion instruction, a target combo chain is generated, wherein the target combo chain is composed of independent skills and / or combined skills loaded in each slot, and the release order of each virtual skill in the target combo chain is determined based on the order relationship between the slots filled by each virtual skill. The present application can fully meet the creativity and personalized needs of users by providing a high degree of freedom editing method, thereby significantly improving the usability of the skill editing function and further improving the utilization rate of game resources.

[0146] Based on the same application concept, 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 steps of the method for information processing in the game provided in the above embodiment are executed.

[0147] Specifically, the storage medium can be a general storage medium, such as a mobile disk, a hard disk, etc. When the computer program on the storage medium is run, it can execute the above-mentioned method of information processing in the game. By providing a high-freedom editing method, it can fully meet the user's creativity and personalized needs, thereby significantly improving the usability of the skill editing function and further improving the utilization rate of game resources.

[0148] 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.

[0149] The computer program product for performing information processing in a game provided in the embodiments of the present application includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.

[0150] The device for information processing in the game provided in the embodiment of the present application can be specific hardware on the device or software or firmware installed on the device. The device provided in the embodiment of the present application, its implementation principle and the technical effect produced are the same as those in the aforementioned method embodiment. For the sake of brief description, the parts not mentioned in the device embodiment can refer to the corresponding contents in the aforementioned method embodiment. It can be clearly understood by those skilled in the art that for the convenience and simplicity of description, the specific working processes of the systems, devices and units described above can all refer to the corresponding processes in the aforementioned method embodiment, and will not be repeated here.

[0151] In the embodiments provided in the present application, it should be understood that the disclosed devices and methods can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, 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 communication interfaces, and the indirect coupling or communication connection of the devices or units can be electrical, mechanical or other forms.

[0152] 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.

[0153] In addition, each functional unit in the embodiments provided in 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.

[0154] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods described in each embodiment of the present application. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0155] It should be noted that similar numbers and letters represent similar items in the following figures. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are only used to distinguish the description and are not to be understood as indicating or implying relative importance.

[0156] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present application, which are used to illustrate the technical solutions of the present application, rather than to limit them. The protection scope of the present application is not limited thereto. Although the present application is described in detail with reference to the above-mentioned embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above-mentioned embodiments within the technical scope disclosed in the present application, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present application. They should all be included in the protection scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.

Claims

1. A method for information processing in a game, characterized in that: The method comprises: Providing a skill editing interface through a terminal device, the skill editing interface including an option area and a loading area, the option area including virtual skills that can be equipped by the controlled virtual character, the virtual skills including independent skills and combined skills; the loading area including a plurality of slots; In response to a selection operation on a first virtual skill in the option area and a first slot in the loading area, loading the first virtual skill on the first slot; In response to an edit completion instruction, a target combo chain is generated to release each virtual skill in the target combo chain in sequence when the target control is triggered, wherein the target combo chain is composed of virtual skills loaded in each slot, and the release order of each virtual skill in the target combo chain is determined based on the sequential relationship between the slots filled with each virtual skill.

2. The method according to claim 1, characterized in that The combined skill is composed of a specified number of independent skills; The method further comprises: In response to a triggering operation on a skill control displayed in a game battle interface, the controlled virtual character is controlled to release an independent skill corresponding to the skill control.

3. The method according to claim 2, characterized in that The release order of each independent skill in the combined skill is the specified order.

4. The method according to claim 2, characterized in that: The target control is also displayed in the game battle interface.

5. The method according to claim 1, characterized in that In response to the selection operation on the first virtual skill in the option area and the first slot in the loading area, loading the first virtual skill on the first slot includes: In response to a selection operation for a first virtual skill in the option area, highlighting a first slot in the loading area that is currently in an equipable state; In response to a selection operation on the first slot, the first virtual skill is loaded into the first slot.

6. The method according to claim 5, characterized in that After the first virtual skill is loaded into the first slot, the method further includes: The second slot in the loading area is set from a non-assembleable state to an assembleable state.

7. The method according to claim 6, characterized in that The method further comprises: The slots in the loading area that can be assembled are displayed in a first style, and the slots that cannot be assembled are displayed in a second style.

8. The method according to claim 6, characterized in that The second slot is a slot adjacent to the first slot.

9. The method according to claim 1, characterized in that: In response to the selection operation on the first virtual skill in the option area and the first slot in the loading area, loading the first virtual skill on the first slot includes: In response to a dragging operation of dragging a first virtual skill in the option area to a first slot in the loading area, the first virtual skill is loaded on the first slot.

10. The method according to claim 1, characterized in that Before the first virtual skill is loaded into the first slot, the second virtual skill is loaded into the first slot; In response to the selection operation on the first virtual skill in the option area and the first slot in the loading area, loading the first virtual skill on the first slot includes: In response to a selection operation on a first virtual skill in the option area and a first slot in the filling area, the first virtual skill is replaced by the second virtual skill and loaded into the first slot.

11. The method according to claim 1, characterized in that After the first virtual skill is loaded into the first slot, the method further includes: In response to dragging the second virtual skill on the second slot in the loading area to the first slot, or in response to dragging the first virtual skill on the first slot in the loading area to the second slot loaded with the second virtual skill, the first virtual skill on the first slot is moved to the second slot, and the second virtual skill on the second slot is moved to the first slot.

12. The method according to claim 1, characterized in that After the first virtual skill is loaded into the first slot, the method further includes: In response to dragging the third virtual skill in front of the first slot, a third slot is generated in front of the first slot, and the third virtual skill is loaded into the third slot.

13. The method according to claim 12, characterized in that In response to dragging the third virtual skill in front of the first slot, generating a third slot in front of the first slot, and loading the third virtual skill into the third slot, comprises: In response to dragging the third virtual skill in the option area to the front of the first slot, a third slot is generated in front of the first slot, and the third virtual skill is loaded into the third slot.

14. The method according to claim 12, characterized in that In response to dragging the third virtual skill in front of the first slot, generating a third slot in front of the first slot, and loading the third virtual skill into the third slot, comprises: In response to dragging the third virtual skill in the fourth slot to the front of the first slot, a third slot is generated in front of the first slot, and the third virtual skill is loaded into the third slot.

15. The method according to claim 1, characterized in that The independent skill includes segmented skills; the method further includes: In response to a first selection operation on a target segmented skill in the option area and a selection operation on a second slot in the loading area, loading a first segment of the target segmented skill on the second slot; In response to a second selection operation on the target segmented skill in the option area and a selection operation on the third slot in the filling area, the second segment of the target segmented skill is filled in the third slot.

16. The method according to claim 15, characterized in that After the first segment of the target segment skill is loaded into the second slot and before the second segment of the target segment skill is loaded into the third slot, the method further includes: In response to a selection operation on the second virtual skill in the option area and the fourth slot in the loading area, the second virtual skill is loaded on the fourth slot; the fourth slot is located between the second slot and the third slot.

17. The method according to claim 1, characterized in that After the first virtual skill is loaded into the first slot, the method further includes: In response to a click operation on the first virtual skill in the first slot, displaying a removal control on the skill editing interface; In response to the triggering operation for removing the control, the loading of the first virtual skill on the first slot is canceled.

18. The method according to claim 1, characterized in that After the first virtual skill is loaded into the first slot, the method further includes: In response to dragging the first virtual skill in the first slot to any position outside the loading area, the loading of the first virtual skill in the first slot is canceled.

19. The method according to claim 1, characterized in that The method further comprises: Providing a skill assembly interface through a terminal device, wherein the skill assembly interface displays a combo activation switch; In response to an on operation for the combo on switch, the combo on switch is controlled to be set to an on state, wherein the on state is used to indicate that the combo chain is in an activated state in a game battle.

20. The method according to claim 19, characterized in that The skill assembly interface also displays a skill editing trigger control; the method further includes: In response to a trigger operation on the skill editing trigger control, the skill editing interface pops up.

21. The method according to claim 1, characterized in that After generating the target combo chain, the method further includes: Providing a game battle interface through a terminal device, wherein the game battle interface displays the controlled virtual character and the target control; In response to a first trigger operation on the target control, controlling the controlled virtual character to perform a common attack; In response to a second trigger operation on the target control, the controlled virtual character is controlled to release each virtual skill in the target combo chain in sequence.

22. A device for information processing in a game, characterized in that: The device comprises: The display module is used to provide a skill editing interface through the terminal device, wherein the skill editing interface includes an option area and a loading area, wherein the option area includes virtual skills that can be equipped by the controlled virtual character, and the virtual skills include independent skills and combined skills; and the loading area includes a plurality of slots; An editing module, configured to load the first virtual skill into the first slot in response to a selection operation on the first virtual skill in the option area and the first slot in the loading area; A generation module is used to generate a target combo chain in response to an editing completion instruction, so as to release the virtual skills in the target combo chain in sequence when the target control is triggered, wherein the target combo chain is composed of virtual skills loaded in each of the slots, and the release order of each virtual skill in the target combo chain is determined based on the sequential relationship between the slots filled with each of the virtual skills.

23. An electronic device, characterized in that: include: A processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the memory communicate through the bus, and the machine-readable instructions are executed by the processor to execute the steps of the method for editing combo skills in a game as described in any one of claims 1 to 21.

24. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the method for editing combo skills in a game as described in any one of claims 1 to 21 are executed.