Game skill control method and device, program product and electronic equipment
By using terminal devices to control the attribute value of virtual characters in the game, the same skill control switches different game skills, which solves the problem of skill control occupying interface space and improves interface efficiency and user experience.
Patent Information
- Application Number
- CN202510297396.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-03-12
- Publication Date
- 2025-05-13
AI Technical Summary
In the game, skill controls occupy a lot of interface space, affecting the display effect of the interface.
The terminal device provides a graphical user interface to display the first skill control and some game scenes. The controlled virtual character has the first attribute value, controls the change of attribute value according to preset rules, and switches different game skills in response to different attribute value states.
It reduces the number of skill controls, improves interface utilization and display effects, simplifies user operations, and increases the diversity of character skills and game content.
Smart Images

Figure CN119971480A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technology, and in particular to a game skill control method, a game skill control device, a computer program product, and an electronic device. Background Art
[0002] Skill controls are usually set in the game. When the player operates the skill controls, the virtual character in the game can be controlled to cast the corresponding skills. Generally, a corresponding skill control is set for each skill of the virtual character, which causes the skill controls to occupy more interface space and affect the display effect of the interface. Summary of the invention
[0003] The present disclosure provides a game skill control method, a game skill control device, a computer program product and an electronic device, so as to at least improve the problem of skill controls occupying interface space to a certain extent.
[0004] According to a first aspect of the present disclosure, a game skill control method is provided, wherein a graphical user interface is provided through a terminal device, the graphical user interface displays a first skill control and at least part of a game scene, a controlled virtual character is provided in the game scene, the controlled virtual character is configured to be manipulated by the terminal device, and the controlled virtual character has a first attribute value; the method comprises: controlling the first attribute value to change according to a preset rule; in a case where the first attribute value does not reach a first preset value, in response to a first trigger operation on the first skill control, controlling the controlled virtual character to cast a first game skill; in a case where the first attribute value reaches the first preset value, in response to a second trigger operation on the first skill control, controlling the controlled virtual character to cast a second game skill; the second game skill is different from the first game skill.
[0005] According to a second aspect of the present disclosure, a gaming skill control device is provided, which provides a graphical user interface through a terminal device, wherein the graphical user interface displays a first skill control and at least part of a game scene, wherein a controlled virtual character is provided in the game scene, wherein the controlled virtual character is configured to be manipulated by the terminal device, and wherein the controlled virtual character has a first attribute value; the device comprises: a first attribute value control module, configured to control the first attribute value to change according to a preset rule; a first skill control module, configured to control the controlled virtual character to cast a first gaming skill in response to a first trigger operation on the first skill control when the first attribute value does not reach a first preset value; and a second skill control module, configured to control the controlled virtual character to cast a second gaming skill in response to a second trigger operation on the first skill control when the first attribute value reaches the first preset value; the second gaming skill is different from the first gaming skill.
[0006] According to a third aspect of the present disclosure, a computer program product is provided, including a computer program, wherein when the computer program is executed by a processor, the method of the first aspect and possible implementations thereof are implemented.
[0007] According to a fourth aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the method of the above-mentioned first aspect and its possible implementation methods by executing the executable instructions.
[0008] The technical solution disclosed in this disclosure has the following beneficial effects:
[0009] The first attribute value of the controlled virtual character can change according to a preset rule. If the first attribute value does not reach the first preset value, the first skill control can be used to control the controlled virtual character to cast the first game skill. If the first attribute value reaches the first preset value, the first skill control can be used to control the controlled virtual character to cast the second game skill. On the one hand, players can use two game skills through the same skill control, which reduces the number of skill controls, improves the problem of skill controls occupying interface space, and improves interface utilization and interface display effects. On the other hand, automatic switching between the first game skill and the second game skill is achieved based on the first attribute value, which simplifies user operations, and is conducive to increasing the diversity of character skills and game content, and improving user experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0010] Figure 1 A system architecture diagram in this exemplary embodiment is shown;
[0011] Figure 2 A flowchart showing a method for controlling a gaming skill in this exemplary embodiment is shown;
[0012] Figure 3 A schematic diagram showing a graphical user interface in this exemplary embodiment;
[0013] Figure 4 A schematic diagram showing a first skill control in this exemplary embodiment;
[0014] Figure 5 A schematic diagram showing a switching skill icon in this exemplary embodiment;
[0015] Figure 6 A flowchart of processing a first game skill cooldown in this exemplary embodiment is shown;
[0016] Figure 7 Another flowchart for processing the first game skill cooldown in this exemplary embodiment is shown;
[0017] Figure 8 A schematic diagram showing the structure of a game skill control device in this exemplary embodiment is shown;
[0018] Fig. 9 A schematic structural diagram of an electronic device in this exemplary embodiment is shown. DETAILED DESCRIPTION
[0019] Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.
[0020] The accompanying drawings are schematic diagrams of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the accompanying drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software form, or in hardware modules or integrated circuits, or in networks, processors or microcontrollers. The embodiments can be implemented in various forms and should not be construed as being limited to the examples set forth herein. The features, structures or characteristics described in the present disclosure may be combined in one or more embodiments in any suitable manner. In the description below, many specific details are provided to provide a full description of the embodiments of the present disclosure. However, those skilled in the art should appreciate that one or more specific details may be omitted when implementing the technical solution of the present disclosure, or one or more specific details may be replaced by other methods, components, devices, steps, etc.
[0021] In the game, skill controls are usually displayed in the form of HUD (Head-Up Display, i.e., fixedly displayed in the interface) for the convenience of player operation, so that the skill controls will occupy a certain amount of interface space. Generally, for each skill of the virtual character, a corresponding skill control needs to be set. If the virtual character has many skills and the number of skill controls is also large, other information in the interface will be blocked, affecting the display effect of the interface. In particular, on devices such as touch-screen mobile phones, the screen itself is small, and players need to touch the skill controls on the screen during the game. When there are many skill controls, fingers touching the screen will cause more serious occlusion problems.
[0022] In view of one or more of the above problems, an exemplary embodiment of the present disclosure provides a game skill control method.
[0023] Figure 1The system architecture diagram of the operating environment of this exemplary embodiment is shown. The system architecture may include a terminal device 110 and a server 120. Among them, the terminal device 110 may be a mobile phone, a tablet computer, a personal computer, an intelligent wearable device, a game console, etc., which has a display function and can display a graphical user interface. The graphical user interface may include an operating system interface or an application interface, etc. A game program is installed on the terminal device 110, such as a client program of an online game. When the terminal device 110 runs the game program, content such as game scenes can be displayed in the graphical user interface. The server 120 generally refers to a background system that provides game services in this exemplary embodiment, which may be a server or a cluster of multiple servers. A game server program is deployed on the server 120 for executing game data processing on the server side. The terminal device 110 and the server 120 may be connected via a wired or wireless communication link to perform data transmission. The method in this exemplary embodiment may be executed by any one or more of the terminal device 110 and the server 120.
[0024] In one embodiment, the above method can be implemented and executed based on a cloud interactive system. The cloud interactive system can be the above system architecture. Various cloud applications can be run under the cloud interactive system, such as cloud games. Taking cloud games as an example, cloud games refer to a game method based on cloud computing. In the operation mode of cloud games, the operation subject of the game program and the game screen presentation subject are separated, and the storage and operation of the control and interaction methods in the game are completed on the cloud game server (such as the above server 120), and the cloud game client (such as the above terminal device 110) includes the reception and transmission of data and the presentation of the game screen. For example, the cloud game client 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.; and the cloud game server in the cloud performs information processing. When playing games or editing games, the user operates the cloud game client to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the cloud game client through the network. Finally, the cloud game client decodes and outputs the game screen.
[0025] In one implementation, the above method can be implemented by the terminal device 110 without deploying the server 120. For example, in a stand-alone game environment, the stand-alone game program can be installed through the terminal device 110 to execute the above method.
[0026] Figure 2 The schematic flow of the game skill control method is shown, which may include the following steps S210 to S230:
[0027] Step S210, controlling the first attribute value to change according to a preset rule;
[0028] Step S220, when the first attribute value does not reach the first preset value, in response to a first triggering operation on the first skill control, controlling the controlled virtual character to cast the first game skill;
[0029] Step S230, when the first attribute value reaches the first preset value, in response to a second trigger operation on the first skill control, control the controlled virtual character to perform a second game skill; the second game skill is different from the first game skill.
[0030] based on Figure 2 In the method shown, the first attribute value of the controlled virtual character can change according to a preset rule. If the first attribute value does not reach the first preset value, the first skill control can be used to control the controlled virtual character to cast the first game skill. If the first attribute value reaches the first preset value, the first skill control can be used to control the controlled virtual character to cast the second game skill. On the one hand, players can use two game skills through the same skill control, which reduces the number of skill controls, improves the problem of skill controls occupying interface space, and improves interface utilization and interface display effects. On the other hand, automatic switching between the first game skill and the second game skill is achieved based on the first attribute value, which simplifies user operations, and is conducive to increasing the diversity of character skills and game content, and improving user experience.
[0031] Below Figure 2 Provide detailed instructions for each step.
[0032] refer to Figure 2 In step S210, the first attribute value is controlled to change according to a preset rule.
[0033] Among them, a graphical user interface can be provided by a terminal device. When the game program is running, the graphical user interface can display a first skill control and at least part of the game scene. The game scene can be a game level scene, a game town scene, etc. A controlled virtual character is provided in the game scene, which is configured to be controlled by the terminal device. For example, the controlled virtual character can be a virtual character played by a game account logged in by a player on the terminal device. The controlled virtual character has at least two game skills, including a first game skill and a second game skill. The controlled virtual character has a first attribute value, the first attribute value is variable, and can be associated with the first game skill and the second game skill. For example, the first attribute value can be an energy value, and the casting of the second game skill requires a certain energy value. In addition, the first virtual character may also have other attribute values such as a second attribute value (such as a health value) and a third attribute value (such as a defense value).
[0034] In one embodiment, the game scene may be a game scene, and the virtual characters in the scene are divided into multiple game camps, and different game camps are in a hostile relationship with each other. For example, the controlled virtual character is in the first game camp, and the virtual characters in the second game camp are enemy characters relative to the controlled virtual character. The controlled virtual character can attack the enemy character and cause damage to it, and can also be attacked by the enemy character.
[0035] The preset rule may be a first attribute value change rule preset in the game, which is set by a game developer, a user who edits a game scene, or a player who creates the current game match.
[0036] In one implementation, controlling the first attribute value to change according to a preset rule may include at least one of the following methods:
[0037] Method 1: Control the first attribute value to change according to the change of the game time in the current game match. The current game match refers to the game match that the controlled virtual character is currently in. The game time is set in the current game match. For example, when the current game match starts, the game time is 00:00, and then gradually changes. The first attribute value can be set to change with the game time in the current game match, such as the first attribute value increases by 1 point for every 1 second of game time.
[0038] Method 2: In response to the controlled virtual character triggering a preset condition, the first attribute value is controlled to change. The preset condition may include an event actively or passively triggered by the controlled virtual character, a state condition of the controlled virtual character, etc. For example, when the controlled virtual character is in a specific area in the game scene, the first attribute value increases at a certain rate. Alternatively, when the controlled virtual character is damaged, the first attribute value increases.
[0039] In one embodiment, in response to the controlled virtual character triggering the preset condition, controlling the first attribute value to change may include the following steps:
[0040] In response to the controlled virtual character causing damage to the enemy character in a preset state, the first attribute value is increased according to the damage value.
[0041] The present disclosure does not specifically limit the preset state. Exemplarily, the preset state is a non-falling state, and the controlled virtual character increases the first attribute value by 1 point for every 3 points of damage caused to the non-falling enemy character. Causing damage to the fallen enemy character does not trigger the increase of the first attribute value. Of course, the preset state can also be other states, or include any state, that is, when the controlled virtual character causes damage to the enemy character in any state, the first attribute value is increased according to the damage value.
[0042] Method three, in response to a preset event occurring in the game scene, controlling the first attribute value to change. The preset event may be an environment-related event in the game scene, or an event related to a specific virtual character. The present disclosure does not specifically limit the preset event. For example, when the weather changes or the day and night change in the game scene, the first attribute values of all virtual characters are increased, or the rate at which the first attribute values of all virtual characters change over time is set to be accelerated. When the safety area in the game scene moves or shrinks, the first attribute values of all virtual characters are increased, or the rate at which the first attribute values of all virtual characters change over time is set to be accelerated.
[0043] The above is an exemplary description of the specific method of controlling the change of the first attribute value. Any one or more methods can be selected according to specific needs. For example, the above method one and method two can be combined to control the change of the first attribute value according to the change of the game time in the current game, such as increasing the first attribute value by 1 point per second, thus achieving a basic change in the first attribute value. On this basis, when the controlled virtual character causes damage to the enemy character in a preset state, the first attribute value is increased according to the damage value, such as increasing the first attribute value by 1 point for every 3 points of damage caused to the enemy character that has not fallen to the ground, thus achieving a non-basic change in the first attribute value and encouraging players to speed up the pace of the game.
[0044] Continue to refer Figure 2 In step S220, when the first attribute value does not reach the first preset value, in response to the first trigger operation on the first skill control, the controlled virtual character is controlled to cast the first game skill.
[0045] The first preset value is a threshold value of the first attribute value corresponding to the second game skill, that is, the first attribute value required to cast the second game skill. The first preset value can be set by a game developer, a user who edits a game scene, or a player who creates a current game match.
[0046] In one embodiment, the first preset value has a corresponding relationship with the role category of the controlled virtual character. Among them, a plurality of preset virtual characters can be set in the game for players to choose, and each preset virtual character can be a profession (such as a warrior, a mage, a doctor), or a specific character. Each preset virtual character is a role category. Players can choose to play a preset virtual character in the game, thereby forming a virtual character in the game. Different role categories can correspond to different first preset values, such as the first preset value corresponding to a warrior is 300, and the first preset value corresponding to a mage is 500. In general, the higher the intensity of the second game skill of a certain role category, the larger the corresponding first preset value, indicating that the threshold for casting the second game skill is higher. The corresponding first preset value can be determined according to the role category of the controlled virtual character. If the role category of the controlled virtual character is a mage, the first preset value is determined to be 500.
[0047] In one implementation, the first preset value is the maximum value of the first attribute value, that is, the first attribute value does not increase any more when reaching the first preset value.
[0048] If the first attribute value does not reach the first preset value, the first skill control is used to cast the first game skill, and cannot be used to cast the second game skill. The first trigger operation is an operation used to cast the first game skill, such as single-click, double-click, long press, drag, etc. For example, if the first attribute value of the controlled virtual character does not reach the first preset value, the player clicks the first skill control to trigger the controlled virtual character to cast the first game skill.
[0049] The first game skills include but are not limited to any one or more of the following skills: damage skills, used to cause damage to enemy characters; effect skills, used to impose debuff effects on enemy characters, or impose buff effects on oneself or friendly characters; healing skills, used to heal oneself or friendly characters; object placement skills, used to place specific virtual objects (such as mechanisms and traps) in the game scene; action skills, used to perform specific actions, such as jumping, squatting, and sprinting.
[0050] Continue to refer Figure 2 In step S230, when the first attribute value reaches the first preset value, in response to the second trigger operation on the first skill control, the controlled virtual character is controlled to perform a second game skill; the second game skill is different from the first game skill.
[0051] Among them, when the first attribute value reaches the first preset value, the first skill control can be used to cast the second game skill. The second trigger operation is an operation for casting the second game skill, such as single-click, double-click, long press, drag and drop. The operation method of the second trigger operation can be the same as or different from the first trigger operation. For example, if the first attribute value of the controlled virtual character reaches the first preset value, the player clicks the first skill control at this time to trigger the controlled virtual character to cast the second game skill. The second game skills include but are not limited to any one or more of the following skills: damage skills, effect skills, healing skills, object placement skills, action skills, and the like.
[0052] The first game skill is different from the second game skill. The present disclosure does not limit the specific difference between the two. Exemplarily, the first game skill and the second game skill are of different types, such as the first game skill is an effect skill, and the second game skill is a damage skill.
[0053] In one embodiment, the second game skill may be a skill obtained by enhancing the first game skill. For example, the skill parameter of the second game skill is greater than the skill parameter of the first game skill, such as the first game skill and the second game skill are both damage skills, and the damage value or damage coefficient of the second game skill is greater than the first game skill. Alternatively, the skill effect of the second game skill includes the skill effect and additional effect of the first game skill, that is, the second game skill adds other effects on the basis of the first game skill, such as the first game skill has a debuff effect, the second game skill has the same debuff effect, and also has a damage effect. Of course, it can be set that: the skill parameter of the second game skill is greater than the skill parameter of the first game skill, and its skill effect includes the skill effect and additional effect of the first game skill. For example, the first game skill has a debuff effect, and the second game skill has a stronger debuff effect and also has a damage effect.
[0054] In one embodiment, it can be set that when the first attribute value reaches the first preset value, the first skill control cannot be used to cast the first game skill. For example, the first skill control only supports one operation mode (such as single click). When the first attribute value does not reach the first preset value, the player single-clicks the first skill control to trigger the controlled virtual character to cast the first game skill, but does not cast the second game skill. When the first attribute value reaches the first preset value, the player single-clicks the first skill control to trigger the controlled virtual character to cast the second game skill, but does not cast the first game skill.
[0055] In one embodiment, it can be set that when the first attribute value reaches the first preset value, the first skill control can be used to cast both the second game skill and the first game skill. For example, the first skill control supports two operation modes: single click and long press. When the first attribute value does not reach the first preset value, the player single-clicks the first skill control to trigger the controlled virtual character to cast the first game skill, and long presses the first skill control to have no effect or be equivalent to single-clicking the first skill control. When the first attribute value reaches the first preset value, the player single-clicks the first skill control to trigger the controlled virtual character to cast the first game skill, and long presses the first skill control to trigger the controlled virtual character to cast the second game skill.
[0056] The controlled virtual character needs to consume the first attribute value to cast the second game skill. In one embodiment, the game skill control method may further include the following steps:
[0057] In response to the controlled virtual character performing the second game skill, the first attribute value is reset to the second preset value or the first attribute value is reduced by a third preset value.
[0058] For example, the second preset value is 0, and each time the controlled virtual character uses the second game skill, the first attribute value is reset to 0. Alternatively, the third preset value is 100, and each time the controlled virtual character uses the second game skill, the first attribute value decreases by 100.
[0059] The above provides a method for controlling the first attribute value to change in the game. The player can switch between the first game skill and the second game skill based on the first attribute value, thereby improving the flexibility and diversity of game control.
[0060] In one embodiment, the game skill control method may further include the following steps:
[0061] A progress indicator is displayed in the graphical user interface, where the progress indicator is used to indicate the first attribute value.
[0062] The progress indicator graphically presents the size of the first attribute value. For example, the progress indicator may be a progress bar, the total length of which represents the first preset value, and the current first attribute value may be indicated by a color-changing bar, an arrow, etc. in the progress bar. This allows players to intuitively see the size of the first attribute value and the gap between the first attribute value and the first preset value.
[0063] In one implementation, the progress indicator is a first graphic disposed around the first skill control, and a size of the first graphic is configured to be associated with the first attribute value.
[0064] Among them, the progress mark can be set around the first skill control, which saves more interface space, and the player can intuitively associate the progress mark with the first skill control, reducing the player's game understanding cost. The present disclosure does not limit the specific shape of the first graphic. For example, the first graphic can be the same as the edge shape of the first skill control, such as the first skill control is circular and the first graphic is a ring. The size of the first graphic can be positively correlated with the first attribute value, such as the two are proportional. For example, as the first attribute value increases, the first graphic gradually extends around the first skill control, changing from an arc at the beginning to a ring. In one embodiment, when the first attribute value reaches a first preset value, the first graphic is a graphic connected end to end, such as a complete ring.
[0065] Figure 3 A schematic diagram of a graphical user interface is shown, in which a controlled virtual character 310, a first skill control 320, and a progress indicator 330 are displayed. Figure 4 for Figure 3 An enlarged view of the first skill control 320 portion in FIG. Figure 3 or Figure 4 As shown, the progress indicator 330 can be a first graphic set around the first skill control 320, and specifically can be a discolored portion in a ring around the first skill control 320. As the first attribute value increases, the size of the progress indicator 330 gradually increases, presenting an effect that the first graphic gradually grows in a clockwise direction. When the first attribute value reaches the first preset value, the first graphic fills the entire ring. In this way, the player can estimate the gap between the first attribute value and the first preset value or the ratio of the first attribute value to the first preset value based on the size of the first graphic. Reduce the cost of understanding the game for players.
[0066] In one embodiment, the game skill control method may further include the following steps:
[0067] When the first attribute value reaches the first preset value, the first graphic is displayed using the second display parameter, and / or the first special effect is displayed on the first graphic; the second display parameter is different from the first display parameter, and the first display parameter is the display parameter of the first graphic when the first attribute value does not reach the first preset value.
[0068] Wherein, when the first attribute value does not reach the first preset value, the first display parameter is used to display the first graphic, and when the first attribute value reaches the first preset value, the second display parameter is used to display the first graphic. The first display parameter and the second display parameter may include differences in color, size, shape, etc. For example, the first display parameter includes a first display color, which is yellow, and the second display parameter includes a second display color, which is red. Figure 3As shown, when the first attribute value does not reach the first preset value, the first graphic only fills part of the circle and is displayed in yellow. When the first attribute value reaches the first preset value, the first graphic fills the entire circle and is displayed in red. Based on the difference between the first display parameter and the second display parameter, the player can intuitively see whether the first attribute value reaches the first preset value based on the display of the first graphic, and then determine whether the controlled virtual character can currently cast the second game skill.
[0069] In addition, when the first attribute value reaches the first preset value, the first special effect can also be displayed on the first graphic, such as adding overflow dynamic effects, luminous effects, etc. to the first graphic, and when the first attribute value does not reach the first preset value, the first special effect is not displayed. In this way, the first special effect can also intuitively display the situation that the first attribute value reaches the first preset value, so that the player knows that the controlled virtual character can currently cast the second game skill.
[0070] In one embodiment, the game skill control method may further include the following steps:
[0071] In response to the first attribute value reaching a first preset value, a first skill icon corresponding to the first game skill displayed in the first skill control is switched to a second skill icon corresponding to the second game skill.
[0072] refer to Figure 5 As shown, when the first attribute value does not reach the first preset value, the first skill icon is displayed in the first skill control, indicating that the current first skill control is used to cast the first game skill. When the first attribute value reaches the first preset value, the second skill icon is displayed in the first skill control, indicating that the current first skill control is used to cast the second game skill. Alternatively, it can be understood that when the first attribute value reaches the first preset value, the first skill control with the first skill icon is switched to another skill control with the second skill icon.
[0073] By switching the skill icons, the current status and function of the first skill control can be displayed more intuitively, which is easier for players to understand and reduces operational errors.
[0074] In one embodiment, the game skill control method may further include the following steps:
[0075] When the first attribute value reaches a first preset value, the second special effect of the first skill control is displayed.
[0076] The second special effect is used to prompt the player that the first attribute value has reached the first preset value, and may be a pre-set dynamic effect, and may be accompanied by a sound effect, etc. For example, when the first attribute value reaches the first preset value, a short luminous special effect is displayed on the first skill control, and may be accompanied by a specific sound effect, prompting the player that the first attribute value has reached the first preset value, so that the player knows that the second game skill can be cast at this time.
[0077] In one embodiment, the first special effect may be a persistent special effect, such as continuously displaying an overflowing dynamic effect on the first graphic. The second special effect may be a transient special effect, such as displaying a transient luminous special effect on the first skill control.
[0078] In one embodiment, reference Figure 6 As shown, when the first attribute value does not reach the first preset value, in response to the first trigger operation on the first skill control, controlling the controlled virtual character to cast the first game skill may include the following steps:
[0079] Step S610, when the first attribute value has not reached the first preset value and the first game skill is in a cooled state, in response to a first triggering operation on the first skill control, controlling the controlled virtual character to cast the first game skill;
[0080] Step S620, in response to the controlled virtual character casting the first game skill, switching the first game skill to a cooling state, and performing a cooling timer on the first game skill according to the first cooling time, and switching the first game skill to a cooled state when the timer ends.
[0081] The cool down mechanism of the game skill means that after the virtual character casts a game skill, it cannot cast the same game skill again immediately, and needs to wait for a certain cool down period before casting it again. In this embodiment, the first game skill can be set to have a cool down mechanism, the cooling down state indicates that the first game skill is in the cooling process, and the first game skill cannot be cast at this time, and the cooled down state indicates that the cooling process of the first game skill has been completed, and the first game skill can be cast at this time.
[0082] The first cooling time is the cooling time of the first game skill, which can be set by the game developer or adjusted according to the current state of the controlled virtual character. For example, the game developer sets the basic cooling time of the first game skill. If the controlled virtual character has a state that can affect the cooling time of the skill (such as carrying relevant gain effects, equipment, etc.), the basic cooling time is adjusted according to relevant parameters to obtain the actual first cooling time. If the controlled virtual character does not have a state that can affect the cooling time of the skill, the first cooling time is the basic cooling time.
[0083] The first game skill being in a cooled state is a prerequisite for being able to cast the first game skill. Specifically, if the first attribute value does not reach the first preset value and the first game skill is in a cooled state, in response to the first trigger operation on the first skill control, the controlled virtual character is controlled to cast the first game skill. In one embodiment, if the first attribute value does not reach the first preset value and the first game skill is in a cooling state, in response to the first trigger operation on the first skill control, the controlled virtual character will not be controlled to cast the first game skill, such as the first trigger operation does not produce any effect, or triggers the display of a prompt message, indicating that the first game skill is in cooling.
[0084] After the controlled virtual character casts the first game skill, the first game skill is switched to a cooling state. Specifically, the first game skill can be switched to a cooling state after the controlled virtual character starts to cast the first game skill, or can be switched to a cooling state when the controlled virtual character finishes casting the first game skill. Then, after a cooling process of a first cooling time, the skill is switched from the cooling state to the cooled state.
[0085] In one embodiment, the game skill control method may further include the following steps:
[0086] In response to the controlled virtual character casting a second game skill, if the first game skill is in a cooled down state, the first game skill is switched to a cooling down state, and the cooling down time of the first game skill is performed according to the first cooling down period, and the first game skill is switched to the cooled down state when the time ends; and / or in response to the controlled virtual character casting a second game skill, if the first game skill is in a cooling down state, the cooling down time of the first game skill is performed again according to the first cooling down period, and the first game skill is switched to the cooled down state when the time ends.
[0087] That is, after the controlled virtual character casts the second game skill, the cooling process of the first game skill is reset, specifically including one or more of the following situations: If the first game skill is in the cooled down state, the first game skill is switched to the cooling down state, and the first game skill is switched to the cooled down state after the cooling down process of the first cooling down time. If the first game skill is in the cooling down state, the cooling down time of the first game skill is reset according to the first cooling down time. For example, if the first cooling down time is 10 seconds, when the controlled virtual character casts the second game skill, the first game skill has been cooled down for 5 seconds, and there are 5 seconds left. At this time, the remaining 5 seconds are reset to 10 seconds, and the cooling down time needs to be restarted from the beginning. When the time ends, the first game skill is switched to the cooled down state.
[0088] The above-mentioned cooling process reset for the first game skill can be performed after the controlled virtual character starts to cast the second game skill, and the above-mentioned cooling process reset for the first game skill can also be performed when the controlled virtual character finishes casting the second game skill. By resetting the cooling process of the first game skill, the association between the cooling process of the second game skill and the first game skill is achieved, which simplifies the cooling mechanism of the two game skills and is easy for players to understand. It also reduces the situation where players cast the second game skill and the first game skill continuously in a short period of time, improves the balance of the game, and reduces the pressure on the terminal device and the server.
[0089] In one embodiment, the game skill control method may further include the following steps:
[0090] During the process of performing a cooldown timing for the first game skill, the cooldown timing information of the first game skill is displayed in the graphical user interface using a first display mode.
[0091] The cooldown timing information of the first game skill may include the first cooldown time, the cooldown time, the remaining cooldown time, etc. The first display mode may include which information is specifically displayed, the display position, the display form, etc. Exemplarily, the remaining cooldown time of the first game skill may be displayed in the form of a countdown or a clock in the first skill control. This makes it easier for players to grasp the cooldown timing information of the first game skill and make reasonable game decisions.
[0092] In one embodiment, reference Figure 7 As shown, when the first attribute value does not reach the first preset value, in response to the first trigger operation on the first skill control, controlling the controlled virtual character to cast the first game skill may include the following steps:
[0093] Step S710, when the first attribute value does not reach the first preset value and the storage quantity of the first game skill is not less than 1, in response to a first triggering operation on the first skill control, controlling the controlled virtual character to cast the first game skill;
[0094] Step S720, in response to the controlled virtual character casting the first game skill, the storage quantity of the first game skill is reduced by one, and the first game skill is cooled down for one or more rounds according to the first cooling time, and the storage quantity of the first game skill is increased by one at the end of each round of timing.
[0095] Among them, the controlled virtual character can store multiple first game skills. If the storage number of the first game skill is 2, it means that after the controlled virtual character casts the first game skill once, it can cast the first game skill for the second time without waiting for cooling. In one embodiment, the game is set with a maximum storage number of the first game skill. When the storage number of the first game skill is less than the maximum storage number, the first game skill is subjected to one or more rounds of cooling timing according to the first cooling time, and the storage number of the first game skill is increased by one at the end of each round of timing. When the storage number of the first game skill reaches the maximum storage number, the first game skill is not subjected to cooling timing, and its storage number will not be increased.
[0096] The storage quantity of the first game skill is not less than 1, which is a prerequisite for casting the first game skill. Specifically, if the first attribute value does not reach the first preset value, and the storage quantity of the first game skill is not less than 1, in response to the first trigger operation of the first skill control, the controlled virtual character is controlled to cast the first game skill. In one embodiment, if the first attribute value does not reach the first preset value, and the storage quantity of the first game skill is 0, in response to the first trigger operation of the first skill control, the controlled virtual character will not be controlled to cast the first game skill, such as the first trigger operation does not produce any effect, or triggers the display of a prompt message, indicating that the first game skill is in cooling.
[0097] After the controlled virtual character casts the first game skill, the storage quantity of the first game skill is reduced by one. Specifically, the storage quantity of the first game skill can be reduced by one after the controlled virtual character starts to cast the first game skill, or the storage quantity of the first game skill can be reduced by one when the controlled virtual character finishes casting the first game skill. Then, one or more rounds of cooling time are performed for the first game skill according to the first cooling time, and the storage quantity of the first game skill is increased by one at the end of each round of timing until the maximum storage quantity is reached.
[0098] In one embodiment, the game skill control method may further include the following steps:
[0099] In response to the controlled virtual character casting the second game skill, if the storage quantity of the first game skill is not less than 1, the storage quantity of the first game skill is reduced by one, and the first game skill is subjected to one or more rounds of cooling timing according to the first cooling period, and the storage quantity of the first game skill is increased by one at the end of each round of timing; and / or in response to the controlled virtual character casting the second game skill, if the storage quantity of the first game skill is 0, the first game skill is subjected to one or more rounds of cooling timing according to the first cooling period, and the storage quantity of the first game skill is increased by one at the end of each round of timing.
[0100] That is, after the controlled virtual character casts the second game skill, the cooling process of the first game skill is reset, specifically including one or more of the following situations: if before casting the second game skill, the storage quantity of the first game skill is k, k is not less than 1, and the cooling process from k to k+1 (that is, the first game skill is in the cooling process from storing k to k+1) has been timed to y seconds, in response to the controlled virtual character casting the second game skill, the storage quantity of the first game skill becomes k-1, and one or more rounds of cooling timing can be restarted according to the first cooling duration, that is, the previous y-second cooling progress is abandoned, or the timing can continue from the previous y-second cooling progress, that is, the timing continues from y seconds. When the timing reaches the first cooling duration, the storage quantity is changed from k-1 to k, and then the next round of timing is started. If the storage quantity of the first game skill is 0 before the second game skill is cast, then in response to the controlled virtual character casting the second game skill, the storage quantity of the first game skill will not be changed, and the first game skill will be re-calculated for one or more rounds of cooling down according to the first cooling down period, and the storage quantity of the first game skill will be increased by one at the end of each round of timing.
[0101] The above-mentioned cooling process reset for the first game skill can be performed after the controlled virtual character starts to cast the second game skill, and the above-mentioned cooling process reset for the first game skill can also be performed when the controlled virtual character finishes casting the second game skill. By resetting the cooling process of the first game skill, the association between the cooling process of the second game skill and the first game skill is achieved, which simplifies the cooling mechanism of the two game skills and is easy for players to understand. It also reduces the situation where players cast the second game skill and the first game skill continuously in a short period of time, improves the balance of the game, and reduces the pressure on the terminal device and the server.
[0102] In one embodiment, the game skill control method may further include at least one of the following steps:
[0103] If the storage quantity of the first game skill is 0, in the process of performing a cooldown timing of the first game skill, the cooldown timing information of the first game skill is displayed in the graphical user interface using a second display mode;
[0104] If the storage quantity of the first game skill is not less than 1, during the cooling time of the first game skill, the cooling time information of the first game skill is displayed in the graphical user interface using a third display method.
[0105] Among them, the second display mode and the third display mode may be different. For example, the second display mode is a countdown form that displays numbers. The third display mode is a clock form. The storage quantity k of the first game skill is 0, which means that the first game skill is essentially in a completely cooled state, and the first game skill is completely unavailable at this time. The storage quantity k of the first game skill is greater than or equal to 1, and less than the maximum storable quantity, which means that the first game skill is essentially in a partially cooled state, at which time k first game skills are available, and (kmax-k) first game skills are unavailable, and kmax represents the maximum storable quantity. The second display mode and the third display mode can distinguish and display the two cooling states of the first game skill, which is easy for players to understand.
[0106] In one embodiment, the game skill control method may further include the following steps:
[0107] A storage identifier of the first game skill is displayed in the graphical user interface, where the storage identifier is used to indicate the storage quantity of the first game skill.
[0108] The cooling time information includes the cooling time or the remaining cooling time. The displaying of the cooling time information of the first game skill in the graphical user interface using the third display mode may include the following steps:
[0109] A second graphic is displayed on the storage mark, and a size of the second graphic is configured to be associated with the cooling time or the remaining cooling time.
[0110] refer to Figure 3 or Figure 4 As shown, a storage mark 350 of the first game skill is displayed in the graphical user interface, which can display the storage quantity of the first game skill in digital form. In the storage mark 350, a second graphic 3501 can be set along the edge of the storage mark 350. For example, the storage mark 350 is a diamond, and the second graphic 3501 represents the remaining cooling time of the first game skill. It is also a diamond at the beginning. As the remaining cooling time decreases, the second graphic 3501 gradually shortens. In this way, the player can intuitively see the storage quantity and cooling time information of the first game skill and connect the two. For example, the number 1 is displayed in the storage mark 350, and the second graphic 3501 is displayed. The player can easily understand that there is currently one first game skill stored, and judge how long it will take to store the second first game skill based on the size of the second graphic 3501.
[0111] In one embodiment, the first display mode is: in the first skill control, the remaining cooldown time of the first game skill is displayed in the form of a digital countdown. The second display mode is: in the first skill control, the remaining cooldown time of the first game skill is displayed in the form of a digital countdown, and in the storage mark of the first game skill, the remaining cooldown time of the first game skill is displayed in the form of a second graphic. The third display mode is: in the storage mark of the first game skill, the remaining cooldown time of the first game skill is displayed in the form of a second graphic.
[0112] In one embodiment, the game skill control method may further include the following steps:
[0113] In response to the controlled virtual character reaching a first preset level, the maximum storable number of the first game skill is increased.
[0114] The level of the controlled virtual character can be its level in the game (the level is usually only valid in the game), or it can be the level of the corresponding game account (the level is also valid outside the game). The first preset level can be set by the game developer, the user who edits the game scene, or the player who creates the current game.
[0115] For example, the first preset level is a threshold set for the level of the controlled virtual character in the game, such as level 3. In the game, the controlled virtual character is initially level 1, and the maximum number of first game skills that can be stored is initially 1. The controlled virtual character can gain experience points by attacking enemy characters, picking up game props, completing game tasks, etc. to increase the level. When the controlled virtual character reaches level 3, the maximum number of first game skills that can be stored increases to 2, so that the controlled virtual character can store up to two first game skills, which means that the first game skill can be cast twice without waiting for cooling. This achieves the skill growth of the controlled virtual character and increases the diversity of character skills and game content.
[0116] In one embodiment, the game skill control method may further include the following steps:
[0117] If the first game skill is a continuous skill, a skill duration mark is displayed in the graphical user interface during the duration of the first game skill, and the skill duration mark is used to indicate the duration information of the first game skill.
[0118] Among them, continuous skills include but are not limited to: skills that require continuous casting, that is, the controlled virtual character needs to continuously perform specific actions to cast the first game skill; skills with continuous effects, such as the controlled virtual character can apply a buff effect to itself by casting the first game skill, and the buff effect can last for a certain period of time. Duration information includes total duration, duration, remaining duration, etc. The skill duration indicator can include numbers, graphics, etc., which can intuitively display the duration information of the first game skill, so that players can grasp this information and make reasonable game decisions.
[0119] In one embodiment, the skill duration indicator is a third graphic set around the first skill control, and the size of the third graphic is configured to be associated with the duration of the first game skill or the remaining duration of the first game skill.
[0120] refer to Figure 3 or Figure 4 As shown, the skill duration mark 340 is a third graphic set around the first skill control 320, and can be a ring around the first skill control 320. The ring gradually shortens as the remaining duration of the first game skill decreases. In this way, the player can intuitively see the remaining duration of the first game skill.
[0121] In one embodiment, the first graphic and the third graphic have the same shape but different sizes, such as being concentric circles around the first skill control with different radii. In this way, at least two types of information (the size of the first attribute value and the duration information of the first game skill) are displayed on the periphery of the first skill control, further reducing the occupation of the graphical user interface and improving the interface utilization rate.
[0122] In one embodiment, the first graphic and the third graphic change in different directions. For example, as the first attribute value increases, the first graphic grows in a clockwise direction, and as the remaining duration of the first game skill decreases, the third graphic shortens in a counterclockwise direction. This makes it easier for players to distinguish them visually and avoid confusing different information.
[0123] In one embodiment, the game skill control method may further include the following steps:
[0124] In response to the terminal device selecting to play a target preset virtual character from a plurality of preset virtual characters, generating a controlled virtual character in a game scene according to the target preset virtual character;
[0125] On the skill information interface of the target preset virtual character, information about the first game skill and information about the second game skill are displayed.
[0126] For example, the game provides multiple preset virtual characters such as warriors, mages, and doctors. Players can choose which preset virtual character to play from the preset virtual characters in the preparation stage before the game or at the beginning of the game. The preset virtual character selected by the player is called the target preset virtual character. If the player selects a warrior, a corresponding controlled virtual character is generated in the game scene according to the warrior's data (such as virtual model data, character attribute data, etc.). The warrior has a first game skill and a second game skill, so the controlled virtual character also has the first game skill and the second game skill.
[0127] In the information interface of the preset virtual character, a skill information interface of each preset virtual character is provided. If the player views the skill information interface of the target preset virtual character (such as the skill information interface of the warrior), the information of the first game skill and the information of the second game skill can be seen.
[0128] In one embodiment, the information of the first game skill and the information of the second game skill are displayed on the skill information interface of the controlled virtual character (such as the skill backpack interface of the controlled virtual character in the game match, etc.).
[0129] In one embodiment, the relationship between the first game skill and the second game skill can be displayed in the skill information interface of the above-mentioned target preset virtual character or controlled virtual character. For example, the second game skill can be introduced to the player as an enhanced version of the first game skill. When the first attribute value (such as energy value) is full, the first game skill is replaced by the second game skill.
[0130] In one embodiment, the above-mentioned game scene is a game scene in the first game mode, and the controlled virtual character is configured to have the first game skill and the second game skill in the first game mode, and to have the first game skill but not the second game skill in the second game mode. For example, the first game mode is an enhanced skill mode, and the second game mode is a normal skill mode. In the first game mode, the controlled virtual character has the first game skill and the second game skill, or has a first attribute value, and the switching between the first game skill and the second game skill can be achieved based on the first attribute value. In the second game mode, the controlled virtual character has the first game skill but not the second game skill, or does not have the first attribute value, and the switching between the first game skill and the second game skill cannot be achieved, and the first skill control is only used to cast the first game skill. In this way, players can flexibly choose game modes to meet diverse game needs.
[0131] In one embodiment, the graphical user interface may also display a second skill control, and the controlled virtual character has a third game skill. In response to a third trigger operation (such as single click, double click, or long press, etc.) on the second skill control, the controlled virtual character is controlled to cast the third game skill. The second skill control may not be affected by the first attribute value, that is, no matter how much the first attribute value is, the second skill control is always used to cast the third game skill. Of course, more skill controls such as the third skill control may also be set to control the controlled virtual character to cast more game skills such as the fourth game skill.
[0132] The exemplary embodiment of the present disclosure also provides a game skill control device. In which, a graphical user interface can be provided by a terminal device, and the graphical user interface displays a first skill control and at least a part of a game scene. A controlled virtual character is set in the game scene, and the controlled virtual character is configured to be controlled by the terminal device, and the controlled virtual character has a first attribute value. Figure 8 As shown, the game skill control device 800 may include:
[0133] The first attribute value control module 810 is configured to control the first attribute value to change according to a preset rule;
[0134] The first skill control module 820 is configured to control the controlled virtual character to cast the first game skill in response to a first trigger operation on the first skill control when the first attribute value does not reach the first preset value;
[0135] The second skill control module 830 is configured to control the controlled virtual character to perform a second game skill in response to a second trigger operation on the first skill control when the first attribute value reaches a first preset value; the second game skill is different from the first game skill.
[0136] In one embodiment, the game skill control device 800 is further configured to: display a progress indicator in a graphical user interface, where the progress indicator is used to represent the first attribute value.
[0137] In one implementation, the progress indicator is a first graphic disposed around the first skill control, and a size of the first graphic is configured to be associated with the first attribute value.
[0138] In one embodiment, the game skill control device 800 is also configured to: when the first attribute value reaches a first preset value, use a second display parameter to display the first graphic, and / or display a first special effect on the first graphic; the second display parameter is different from the first display parameter, and the first display parameter is the display parameter of the first graphic when the first attribute value does not reach the first preset value.
[0139] In one embodiment, the game skill control device 800 is also configured to: in response to the first attribute value reaching a first preset value, switch the first skill icon corresponding to the first game skill displayed in the first skill control to a second skill icon corresponding to the second game skill.
[0140] In one embodiment, the game skill control device 800 is also configured to: display the second special effect of the first skill control when the first attribute value reaches a first preset value.
[0141] In one embodiment, when the first attribute value does not reach the first preset value, in response to a first trigger operation on the first skill control, the controlled virtual character is controlled to cast the first game skill, including: when the first attribute value does not reach the first preset value and the first game skill is in a cooled down state, in response to the first trigger operation on the first skill control, the controlled virtual character is controlled to cast the first game skill; in response to the controlled virtual character casting the first game skill, the first game skill is switched to a cooling down state, and a cooling timer is performed on the first game skill according to a first cooling down duration, and the first game skill is switched to a cooled down state when the timer ends.
[0142] In one embodiment, the game skill control device 800 is also configured to: in response to the controlled virtual character casting the second game skill, if the first game skill is in a cooled down state, switch the first game skill to a cooling down state, and perform a cooling timer for the first game skill according to a first cooling down period, and switch the first game skill to a cooled down state at the end of the timer; and / or in response to the controlled virtual character casting the second game skill, if the first game skill is in a cooled down state, perform a cooling timer for the first game skill again according to the first cooling down period, and switch the first game skill to a cooled down state at the end of the timer.
[0143] In one embodiment, the game skill control device 800 is further configured to: during the process of performing cooling time on the first game skill, display the cooling time information of the first game skill in the graphical user interface using the first display mode.
[0144] In one embodiment, when the first attribute value does not reach the first preset value, in response to the first trigger operation on the first skill control, the controlled virtual character is controlled to cast the first game skill, including: when the first attribute value does not reach the first preset value and the storage quantity of the first game skill is not less than 1, in response to the first trigger operation on the first skill control, the controlled virtual character is controlled to cast the first game skill; in response to the controlled virtual character casting the first game skill, the storage quantity of the first game skill is reduced by one, and the first game skill is cooled for one or more rounds according to the first cooling time, and the storage quantity of the first game skill is increased by one at the end of each round of timing.
[0145] In one embodiment, the game skill control device 800 is also configured to: in response to the controlled virtual character casting the second game skill, if the storage quantity of the first game skill is not less than 1, the storage quantity of the first game skill is reduced by one, and the first game skill is subjected to one or more rounds of cooling timing according to the first cooling period, and the storage quantity of the first game skill is increased by one at the end of each round of timing; and / or in response to the controlled virtual character casting the second game skill, if the storage quantity of the first game skill is 0, the first game skill is subjected to one or more rounds of cooling timing according to the first cooling period, and the storage quantity of the first game skill is increased by one at the end of each round of timing.
[0146] In one embodiment, the game skill control device 800 is also configured to perform at least one step: if the storage quantity of the first game skill is 0, during the cooling time of the first game skill, the cooling time information of the first game skill is displayed in the graphical user interface using a second display method; if the storage quantity of the first game skill is not less than 1, during the cooling time of the first game skill, the cooling time information of the first game skill is displayed in the graphical user interface using a third display method.
[0147] In one embodiment, the game skill control device 800 is also configured to: display a storage identifier of the first game skill in a graphical user interface, the storage identifier is used to indicate the storage quantity of the first game skill; the cooling timing information includes the cooling time or the remaining cooling time, and the cooling timing information of the first game skill is displayed in the graphical user interface using a third display method, including: displaying a second graphic on the storage identifier, and the size of the second graphic is configured to be associated with the cooling time or the remaining cooling time.
[0148] In one embodiment, the game skill control device 800 is further configured to: in response to the controlled virtual character reaching a first preset level, increase the maximum storable number of the first game skill.
[0149] In one embodiment, the game skill control device 800 is also configured to: if the first game skill is a continuous skill, display a skill duration mark in the graphical user interface during the duration of the first game skill, and the skill duration mark is used to indicate the duration information of the first game skill.
[0150] In one embodiment, the skill duration indicator is a third graphic disposed around the first skill control, and the size of the third graphic is configured to be associated with the duration of the first game skill or the remaining duration of the first game skill.
[0151] In one embodiment, the game skill control device 800 is further configured to: in response to the controlled virtual character performing the second game skill, reset the first attribute value to the second preset value or reduce the first attribute value by a third preset value.
[0152] In one embodiment, controlling the first attribute value to change according to preset rules includes at least one of the following methods: controlling the first attribute value to change according to changes in game time in the current game match; controlling the first attribute value to change in response to a controlled virtual character triggering a preset condition; controlling the first attribute value to change in response to a preset event occurring in the game scene.
[0153] In one embodiment, in response to the controlled virtual character triggering a preset condition, controlling the first attribute value to change includes: in response to the controlled virtual character causing damage to an enemy character in a preset state, increasing the first attribute value according to the damage value.
[0154] In one embodiment, the skill parameter of the second game skill is greater than the skill parameter of the first game skill, and / or the skill effect of the second game skill includes the skill effect and additional effect of the first game skill.
[0155] In one embodiment, the game skill control device 800 is further configured to: in response to the terminal device selecting to play a target preset virtual character from a plurality of preset virtual characters, generate a controlled virtual character in the game scene according to the target preset virtual character;
[0156] On the skill information interface of the target preset virtual character, information about the first game skill and information about the second game skill are displayed.
[0157] In one embodiment, the game scene is a game scene in a first game mode, and the controlled virtual character is configured to have a first game skill and a second game skill in the first game mode, and to have the first game skill but not the second game skill in the second game mode.
[0158] The specific details of each part of the above-mentioned device have been described in detail in the implementation method of the method part. The undisclosed details can be found in the implementation method of the method part, so they will not be repeated here.
[0159] It should be noted that, although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the exemplary embodiments of the present disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be embodied.
[0160] The exemplary embodiments of the present disclosure also provide a computer program product, which includes a computer program, and the computer program implements the above method when executed by a processor.
[0161] In one embodiment, the computer program product may be a tangible product, such as a computer-readable storage medium storing a computer program. The readable storage medium may be based on electrical, magnetic, optical, electromagnetic, infrared, and other signals, including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory (Flash), mechanical hard disk (HDD), solid state drive (SSD), and the like. Exemplarily, the computer program product may be a non-volatile storage medium storing a computer program, such as a read-only memory, a NAND flash memory (Nand Flash), and the like.
[0162] In one embodiment, the computer program product may be an intangible product. For example, the computer program product may be a virtual digital product, such as an executable file or installation package containing a computer program.
[0163] The code of the computer program can be written in one or more programming languages. Programming languages such as C language, Java, C++, etc. The program code can be executed entirely on the user computing device, or partially on the user computing device, or as a separate software package, or partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In the case of a remote computing device, the remote computing device can be connected to the user computing device through any type of network, such as a local area network (LAN), a wide area network (WAN), etc., or can be connected to an external computing device (e.g., an Internet connection provided by an operator).
[0164] Computer programs can be carried or transmitted through electrical, magnetic, optical, electromagnetic, infrared and other signals. Electronic devices can convert signals carrying computer programs into digital signals to run computer programs. When a computer program runs on an electronic device, its code is used to enable the electronic device to execute (more specifically, the processor of the electronic device can execute) the method steps of various embodiments of the present disclosure, for example: step S210, controlling the first attribute value to change according to a preset rule; step S220, when the first attribute value does not reach the first preset value, in response to the first trigger operation of the first skill control, controlling the controlled virtual character to cast the first game skill; step S230, when the first attribute value reaches the first preset value, in response to the second trigger operation of the first skill control, controlling the controlled virtual character to cast the second game skill; the second game skill is different from the first game skill.
[0165] By implementing the above method steps through a computer program, the first attribute value of the controlled virtual character can change according to a preset rule. If the first attribute value does not reach the first preset value, the first skill control can be used to control the controlled virtual character to cast the first game skill. If the first attribute value reaches the first preset value, the first skill control can be used to control the controlled virtual character to cast the second game skill. On the one hand, players can use two game skills through the same skill control, which reduces the number of skill controls, improves the problem of skill controls occupying interface space, and improves interface utilization and interface display effects. On the other hand, automatic switching between the first game skill and the second game skill is achieved based on the first attribute value, which simplifies user operations, and is conducive to increasing the diversity of character skills and game content, and improving user experience.
[0166] The exemplary embodiments of the present disclosure also provide an electronic device. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as a computer program. The processor executes the method steps of various embodiments of the present disclosure by executing the executable instructions. In addition, the electronic device may also include a display for displaying a graphical user interface.
[0167] Reference below Fig. 9 , the electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that Fig. 9 The electronic device 900 shown is merely an example and should not limit the functions and scope of use of the embodiments of the present disclosure.
[0168] like Fig. 9 As shown, the electronic device 900 may include: a processor 910 , a memory 920 , a bus 930 , an I / O (input / output) interface 940 , a network adapter 950 , and a display 960 .
[0169] The memory 920 may include a volatile memory, such as a RAM 921, a cache unit 922, and may also include a non-volatile memory, such as a ROM 923. The memory 920 may also include one or more program modules 924, such program modules 924 include but are not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or a combination thereof may include the implementation of a network environment. For example, the program module 924 may include each module in the above-mentioned device.
[0170] The processor 910 may include one or more processing units. For example, the processor 910 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor and / or an NPU (Neural-Network Processing Unit), etc.
[0171] The processor 910 can be used to execute executable instructions stored in the memory 920 to execute the method steps of various embodiments of the present disclosure, for example: step S210, controlling the first attribute value to change according to a preset rule; step S220, when the first attribute value does not reach the first preset value, in response to a first trigger operation on the first skill control, controlling the controlled virtual character to cast a first game skill; step S230, when the first attribute value reaches the first preset value, in response to a second trigger operation on the first skill control, controlling the controlled virtual character to cast a second game skill; the second game skill is different from the first game skill.
[0172] By executing the above method steps through the processor 910, the first attribute value of the controlled virtual character can change according to the preset rules. If the first attribute value does not reach the first preset value, the first skill control can be used to control the controlled virtual character to cast the first game skill. If the first attribute value reaches the first preset value, the first skill control can be used to control the controlled virtual character to cast the second game skill. On the one hand, players can use two game skills through the same skill control, which reduces the number of skill controls, improves the problem of skill controls occupying interface space, and improves interface utilization and interface display effects. On the other hand, automatic switching between the first game skill and the second game skill is achieved based on the first attribute value, which simplifies user operations, and is conducive to increasing the diversity of character skills and game content, and improving user experience.
[0173] The bus 930 is used to realize the connection between different components of the electronic device 900, and may include a data bus, an address bus, a control bus, and the like.
[0174] The electronic device 900 can communicate with one or more external devices 1000 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 940 .
[0175] The electronic device 900 can communicate with one or more networks through the network adapter 950. For example, the network adapter 950 can provide mobile communication solutions such as 3G / 4G / 5G, or provide wireless communication solutions such as wireless LAN, Bluetooth, near field communication, etc. The network adapter 950 can communicate with other modules of the electronic device 900 through the bus 930.
[0176] The electronic device 900 can display a graphical user interface through the display 960, such as displaying a game scene.
[0177] although Fig. 9 Not shown, other hardware and / or software modules may also be provided in the electronic device 900, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID (Redundant Arrays of Independent Disks) systems, tape drives, and data backup storage systems.
[0178] As can be seen from the above, the technical solution of the present disclosure can be implemented as a method, an apparatus, a system, a computer program product, a storage medium, an electronic device, etc. Those skilled in the art can understand that various aspects of the present disclosure can be specifically implemented in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software, such as being respectively referred to as a "circuit", "module" or "system".
[0179] It should be understood that the present disclosure is not limited to the specific method steps or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from the scope thereof. Those skilled in the art will easily think of other embodiments based on the specific embodiments provided by the present disclosure. Therefore, the specific embodiments provided by the present disclosure are only exemplary, and the scope and spirit of the present disclosure are indicated by the claims, and any variations, uses or adaptive changes of the present disclosure should be covered, which follow the general principles of the present disclosure and include common knowledge or customary technical means in the technical field that are not disclosed in the present disclosure.
Claims
1. A game skill control method, characterized in that: Providing a graphical user interface through a terminal device, the graphical user interface displays a first skill control and at least a portion of a game scene, wherein a controlled virtual character is provided in the game scene, the controlled virtual character is configured to be controlled by the terminal device, and the controlled virtual character has a first attribute value; the method includes: Controlling the change of the first attribute value according to a preset rule; When the first attribute value does not reach a first preset value, in response to a first trigger operation on the first skill control, controlling the controlled virtual character to cast a first game skill; When the first attribute value reaches the first preset value, in response to a second trigger operation on the first skill control, the controlled virtual character is controlled to perform a second game skill; the second game skill is different from the first game skill.
2. The method according to claim 1, characterized in that The method further comprises: A progress indicator is displayed in the graphical user interface, where the progress indicator is used to indicate the first attribute value.
3. The method according to claim 2, characterized in that The progress indicator is a first graphic set around the first skill control, and the size of the first graphic is configured to be associated with the first attribute value.
4. The method according to claim 3, characterized in that The method further comprises: When the first attribute value reaches the first preset value, the first graphic is displayed using second display parameters, and / or a first special effect is displayed on the first graphic; the second display parameters are different from the first display parameters, and the first display parameters are the display parameters of the first graphic when the first attribute value does not reach the first preset value.
5. The method according to claim 1, characterized in that The method further comprises: In response to the first attribute value reaching the first preset value, the first skill icon corresponding to the first game skill displayed in the first skill control is switched to the second skill icon corresponding to the second game skill.
6. The method according to claim 1, characterized in that The method further comprises: When the first attribute value reaches the first preset value, the second special effect of the first skill control is displayed.
7. The method according to claim 1, characterized in that When the first attribute value does not reach a first preset value, in response to a first trigger operation on the first skill control, controlling the controlled virtual character to cast a first game skill comprises: When the first attribute value does not reach the first preset value and the first game skill is in a cooled state, in response to a first trigger operation on the first skill control, controlling the controlled virtual character to cast the first game skill; In response to the controlled virtual character casting the first game skill, the first game skill is switched to a cooling state, and a cooling time is performed on the first game skill according to a first cooling time, and the first game skill is switched to the cooled state when the timer ends.
8. The method according to claim 7, characterized in that The method further comprises: In response to the controlled virtual character casting the second game skill, if the first game skill is in the cooled down state, switching the first game skill to the cooling down state, and timing the cooling down of the first game skill according to the first cooling down time, and switching the first game skill to the cooled down state when the timing ends; and / or In response to the controlled virtual character casting the second game skill, if the first game skill is in the cooling state, the cooling time of the first game skill is reset according to the first cooling time, and the first game skill is switched to the cooled state when the time ends.
9. The method according to claim 7, characterized in that: The method further comprises: During the process of performing a cooldown timing for the first game skill, the cooldown timing information of the first game skill is displayed in the graphical user interface in a first display manner.
10. The method according to claim 1, characterized in that When the first attribute value does not reach a first preset value, in response to a first trigger operation on the first skill control, controlling the controlled virtual character to cast a first game skill comprises: When the first attribute value does not reach the first preset value and the storage quantity of the first game skill is not less than 1, in response to a first trigger operation on the first skill control, controlling the controlled virtual character to cast the first game skill; In response to the controlled virtual character casting the first game skill, the storage quantity of the first game skill is reduced by one, and the first game skill is cooled down for one or more rounds according to the first cooling time, and the storage quantity of the first game skill is increased by one at the end of each round of timing.
11. The method according to claim 10, characterized in that The method further comprises: In response to the controlled virtual character casting the second game skill, if the storage quantity of the first game skill is not less than 1, the storage quantity of the first game skill is reduced by one, and the first game skill is subjected to one or more rounds of cooling time according to the first cooling time, and the storage quantity of the first game skill is increased by one at the end of each round of timing; and / or In response to the controlled virtual character casting the second game skill, if the storage quantity of the first game skill is 0, the first game skill is re-cooled for one or more rounds according to the first cooling time, and the storage quantity of the first game skill is increased by one at the end of each round of timing.
12. The method according to claim 10, characterized in that The method further comprises at least one of the following steps: If the storage quantity of the first game skill is 0, in the process of performing a cooldown timing for the first game skill, displaying the cooldown timing information of the first game skill in the graphical user interface in a second display manner; If the storage quantity of the first game skill is not less than 1, during the cooling time of the first game skill, the cooling time information of the first game skill is displayed in the graphical user interface using a third display method.
13. The method according to claim 12, characterized in that The method further comprises: Displaying a storage identifier of the first game skill in the graphical user interface, wherein the storage identifier is used to indicate the storage quantity of the first game skill; The cooling time information includes the cooling time or the remaining cooling time. The displaying the cooling time information of the first game skill in the graphical user interface in a third display mode includes: A second graphic is displayed on the storage mark, and a size of the second graphic is configured to be associated with the cooling time or the remaining cooling time.
14. The method according to claim 10, characterized in that The method further comprises: In response to the controlled virtual character reaching a first preset level, the maximum storable number of the first game skill is increased.
15. The method according to claim 1, characterized in that The method further comprises: If the first game skill is a continuous skill, a skill duration mark is displayed in the graphical user interface during the duration of the first game skill, and the skill duration mark is used to indicate the duration information of the first game skill.
16. The method according to claim 15, characterized in that The skill duration indicator is a third graphic set around the first skill control, and the size of the third graphic is configured to be associated with the duration of the first game skill or the remaining duration of the first game skill.
17. The method according to claim 1, characterized in that The method further comprises: In response to the controlled virtual character performing the second game skill, the first attribute value is reset to a second preset value or the first attribute value is reduced by a third preset value.
18. The method according to claim 1, characterized in that The controlling the change of the first attribute value according to a preset rule includes at least one of the following methods: Controlling the change of the first attribute value according to the change of the game time in the current game match; In response to the controlled virtual character triggering a preset condition, controlling the first attribute value to change; In response to a preset event occurring in the game scene, the first attribute value is controlled to change.
19. The method according to claim 18, characterized in that In response to the controlled virtual character triggering a preset condition, controlling the first attribute value to change includes: In response to the controlled virtual character causing damage to an enemy character in a preset state, the first attribute value is increased according to the damage value.
20. The method according to claim 1, characterized in that The skill parameter of the second game skill is greater than the skill parameter of the first game skill, and / or the skill effect of the second game skill includes the skill effect and additional effect of the first game skill.
21. The method according to claim 1, characterized in that The method further comprises: In response to the terminal device selecting to play a target preset virtual character from a plurality of preset virtual characters, generating the controlled virtual character in the game scene according to the target preset virtual character; The information of the first game skill and the information of the second game skill are displayed on the skill information interface of the target preset virtual character.
22. The method according to claim 1, characterized in that The game scene is a game scene in a first game mode, and the controlled virtual character is configured to have the first game skill and the second game skill in the first game mode, and to have the first game skill but not the second game skill in the second game mode.
23. A game skill control device, characterized in that: Providing a graphical user interface through a terminal device, the graphical user interface displays a first skill control and at least a part of a game scene, wherein a controlled virtual character is provided in the game scene, the controlled virtual character is configured to be controlled by the terminal device, and the controlled virtual character has a first attribute value; the apparatus comprises: A first attribute value control module, configured to control the first attribute value to change according to a preset rule; A first skill control module is configured to control the controlled virtual character to cast a first game skill in response to a first trigger operation on the first skill control when the first attribute value does not reach a first preset value; The second skill control module is configured to control the controlled virtual character to perform a second game skill in response to a second trigger operation on the first skill control when the first attribute value reaches the first preset value; the second game skill is different from the first game skill.
24. A computer program product comprising a computer program, characterized in that When the computer program is executed by a processor, the method according to any one of claims 1 to 22 is implemented.
25. An electronic device, characterized in that: include: processor; A memory, configured to store executable instructions of the processor; The processor is configured to perform the method of any one of claims 1 to 22 by executing the executable instructions.
Citation Information
Patent Citations
Game interaction control method and device and electronic equipment
CN118079394A
Game control method and device, electronic equipment and readable storage medium
CN118831312A
Game interaction control method and device, program product and electronic equipment
CN119455396A
Method and apparatus for controlling skills in game, and terminal device and storage medium
WO2024103610A1