Method and device for processing information in game, electronic equipment and medium
By providing a skill recording interface in the game, recording user's operation information in the simulated game interface and generating target combo skills, the problems of low efficiency and inconsistent expectations in the existing technology are solved, and a more efficient user experience is achieved.
Patent Information
- Application Number
- CN202510279911.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-03-10
- Publication Date
- 2025-05-30
AI Technical Summary
When editing combo skills manually, existing games cannot ensure that the actual application is exactly consistent with the user's expectations of editing, resulting in repeated debugging of users, which reduces editing efficiency and user experience.
By providing a skill recording interface, users can trigger skill controls in the simulated game interface, record operation information, including triggered skill controls and sequence, and generate target combo skills to ensure that the actual application is consistent with the user's expectations edited.
It improves the efficiency of user editing combo skills, ensures that the actual application is consistent with the expected effect of users, and improves the user experience.
Smart Images

Figure CN120053985A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game technology, and in particular to a method, device, electronic device and medium for processing information in a game. Background Art
[0002] With the rapid development of science and technology, the electronic game industry is booming. Various types of games such as role-playing, action, and competitive games are emerging in an endless stream, greatly enriching the user's gaming experience. In order to increase the playability and fun of the game, some games have introduced the concept of combined skills, that is, combo skills. Users can combine and release multiple skills to cause greater damage to the enemy character. This combo skill design adds more strategy and challenge to the game.
[0003] However, as users' requirements for gaming experience continue to increase, although some games currently provide the function of manually editing combo skills, they are unable to truly ensure that the actual application is completely consistent with the user's expectations of the edited combo skills. If users want to achieve the expected results, they need to repeatedly debug when editing the combo skills and using them, resulting in low editing efficiency and affecting user experience. Summary of the invention
[0004] In view of this, the purpose of this application is to provide a method, device, electronic device and medium for information processing in a game, which can ensure that the combo skills actually used are consistent with the expected effects edited by the user, thereby improving the efficiency of the user in editing the combo skills.
[0005] This application mainly includes the following aspects:
[0006] In a first aspect, an embodiment of the present application provides a method for information processing in a game, the method comprising:
[0007] Providing a skill recording interface through a terminal device; the skill recording interface displays a simulation game interface, the simulation game interface includes at least part of a virtual simulation scene and a skill control, and the virtual simulation scene includes a controlled virtual character;
[0008] In response to a user triggering operation on a skill control, controlling the controlled virtual character to release the virtual skill corresponding to the skill control;
[0009] Recording operation information, the operation information including the skill controls triggered by each triggering operation and the order in which each skill control is triggered;
[0010] In response to a recording completion instruction, a target combo skill is generated based on the recorded operation information. The target combo skill is composed of virtual skills corresponding to the triggered skill controls, and the release order of the virtual skills in the target combo skill is determined based on the triggering order of the triggered skill controls.
[0011] In a second aspect, an embodiment of the present application further provides a device for information processing in a game. The device includes:
[0012] A display module for providing a skill recording interface through a terminal device; the skill recording interface displays a simulated game interface, and the simulated game interface includes at least part of a virtual simulation scene and skill controls, and the virtual simulation scene includes a controlled virtual character;
[0013] A control module for controlling the controlled virtual character to release the virtual skill corresponding to the skill control in response to a triggering operation of the user on a skill control;
[0014] A recording module for recording operation information, where the operation information includes the skill controls triggered by each triggering operation and the triggering order of each skill control;
[0015] A generation module for generating a target combo skill based on the recorded operation information in response to a recording completion instruction. The target combo skill is composed of virtual skills corresponding to the triggered skill controls, and the release order of the virtual skills in the target combo skill is determined based on the triggering order of the triggered skill controls.
[0016] In a third aspect, an embodiment of the present application further provides an electronic device, including: a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device runs, communication is performed between the processor and the memory through the bus. When the machine-readable instructions are run by the processor, the steps of the method for information processing in a game described in the first aspect or any possible implementation manner in the first aspect are executed.
[0017] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, the steps of the method for information processing in a game described in the first aspect or any possible implementation manner in the first aspect are executed.
[0018] A method, apparatus, electronic device, and medium for information processing in a game provided by an embodiment of the present application. By providing a skill recording interface on a terminal device, the skill recording interface displays a simulated game interface. In response to a triggering operation by a user on a skill control in the simulated game interface, a virtual skill corresponding to the skill control is controlled to be released by a controlled virtual character; operation information is recorded, and the operation information includes the skill controls triggered by each triggering operation and the order in which each skill control is triggered; in response to a recording completion instruction, a target combo skill is generated based on the recorded operation information. Compared with the function of providing a manually edited combo skill in the related art, where the user needs to repeatedly debug during editing and use to achieve the desired effect, the embodiment of the present application generates a target combo skill by recording the skill controls and their order triggered by the user in a virtual simulation scenario, which can ensure that the actually used combo skill is consistent with the expected effect edited by the user, thereby improving the efficiency of the user in editing combo skills.
[0019] To make the above objects, features, and advantages of the present application more obvious and understandable, the following specifically enumerates preferred embodiments and, in conjunction with the accompanying drawings, provides detailed descriptions as follows. BRIEF DESCRIPTION OF THE DRAWINGS
[0020] To more clearly illustrate the technical solutions of the embodiments of the present application, the following will briefly introduce the drawings required for use in the embodiments. It should be understood that the following drawings only show some embodiments of the present application and should not be regarded as limiting the scope. For those of ordinary skill in the art, other related drawings can be obtained based on these drawings without creative efforts.
[0021] Figure 1 Shows a flowchart of a method for information processing in a game provided by an embodiment of the present application;
[0022] Figure 2 Shows a schematic diagram of a skill recording interface provided by an embodiment of the present application;
[0023] Figure 3 Shows a schematic diagram of a skill recording interface provided by an embodiment of the present application;
[0024] Figure 4 Shows a schematic diagram of a skill recording interface provided by an embodiment of the present application;
[0025] Figure 5 Shows a schematic diagram of a skill saving interface provided by an embodiment of the present application;
[0026] Figure 6 Shows a schematic diagram of a skill editing interface provided by an embodiment of the present application;
[0027] Figure 7The figure shows a schematic structural diagram of a device for information processing in a game provided by an embodiment of the present application;
[0028] Figure 8 The figure shows a schematic structural diagram of an electronic device provided by an embodiment of the present application.
[0029] Main element symbol description:
[0030] In the figure: 21 - Controlled virtual character; 22 - Skill control; 23 - Specified attack control; 31 - Recording control; 32 - Pause control; 33 - Re-recording control; 41 - Skill release indication area; 42 - Skill icon; 43 - First-stage skill icon; 44 - Second-stage skill icon; 45 - Target skill icon; 51 - Enemy virtual character; 61 - Skill release result indication area; 71 - First skill effect indication area; 72 - Second skill effect indication area; 81 - Save control; 82 - Replace control; 83 - Replace scheme list; 91 - Recording entry control; 700 - Device for information processing in a game; 701 - Display module; 702 - Control module; 703 - Recording module; 704 - Generation module; 800 - Electronic device; 801 - Processor; 802 - Memory; 803 - Bus. Detailed implementation manners
[0031] To make the objectives, technical solutions, and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below in conjunction with the accompanying drawings in the embodiments of the present application. It should be understood that the accompanying drawings in the present application are only for the purposes of illustration and description, and are not used to limit the protection scope of the present application. In addition, it should be understood that the schematic drawings are not drawn to actual scale. The flowcharts used in the present application show operations implemented according to some embodiments of the present application. It should be understood that the operations in the flowcharts may not be implemented in sequence, and steps without logical context relationships may be reversed or implemented simultaneously. In addition, those skilled in the art may add one or more other operations to the flowchart or remove one or more operations from the flowchart under the guidance of the content of the present application.
[0032] In addition, the described embodiments are only some embodiments of the present application, rather than all of the embodiments. The components of the embodiments of the present application usually described and illustrated in the accompanying drawings here may be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the accompanying drawings is not intended to limit the scope of the present application claimed, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without creative efforts fall within the protection scope of the present application.
[0033] To enable those skilled in the art to use the content of this application, in combination with a specific application scenario "information processing in games", the following embodiments are provided. For those skilled in the art, without departing from the spirit and scope of this application, the general principles defined here can be applied to other embodiments and application scenarios.
[0034] The following methods, devices, electronic devices or computer-readable storage media in the embodiments of this application can be applied to any scenario that requires information processing in games. The embodiments of this application do not limit the specific application scenarios. Any solution that uses the methods and devices for information processing in games provided by the embodiments of this application is within the protection scope of this application.
[0035] It should be noted that before this application was proposed, with the continuous improvement of users' requirements for game experience, although some current games provide the function of manually editing combo skills, they cannot truly achieve the exact consistency with the expected effect when actually using the combo skills edited by users. If users want to achieve the expected effect, they need to repeatedly debug during the editing and use of combo skills, resulting in low editing efficiency of users and affecting the user experience.
[0036] In response to the above problems, the embodiments of this application provide a method, a device, an electronic device and a medium for information processing in games. This application provides a skill recording interface through a terminal device, and the skill recording interface displays a simulated game interface; in response to a triggering operation of a user on a skill control in the simulated game interface, controlling a controlled virtual character to release the virtual skill corresponding to the skill control; recording operation information, where the operation information includes the skill controls triggered by each triggering operation and the order in which each skill control is triggered; in response to a recording completion instruction, generating a target combo skill based on the recorded operation information. In this way, this application generates a target combo skill by recording the skill controls and their order triggered by the user in a virtual simulation scenario, which can ensure that the actually used combo skill is consistent with the expected effect edited by the user, thereby improving the efficiency of the user in editing combo skills.
[0037] In an alternative embodiment, the terminal device involved in the embodiments of the present application mainly refers to a terminal for providing a graphical user interface and capable of controlling virtual characters. Among them, the terminal device may be the local terminal device mentioned below, or a client device in a cloud interaction system. The terminal device may include, but is not limited to, any one of the following devices: laptop computer, smart phone, tablet computer, desktop computer, game console, MP4 (Moving Picture Experts Group Audio Layer IV, dynamic video expert compression standard audio layer player), personal digital assistant (PDA), e-book reader, etc. A game-supporting application program is installed and run on the terminal device, such as an application program supporting 3D games or 2D games. In the embodiments of the present application, the application program is introduced as a game application. Optionally, the application program may be a stand-alone application program, such as a stand-alone 3D game program, or a network online version application program.
[0038] In an alternative embodiment, a graphical user interface is a display format for human-computer communication, which allows users to use input devices such as a mouse or keyboard to manipulate icons, identifiers, or menu options on the screen, and also allows users to perform touch operations on the touch screen of a touch terminal to manipulate icons or menu options on the screen to select commands, start programs, or perform other tasks, etc.
[0039] In an alternative embodiment, a UI control refers to any visible control or element that can be seen on the user interface of an application program. For example, controls such as pictures, input boxes, text boxes, buttons, labels, etc. Some of the UI controls respond to user operations. The UI controls are game controls, such as skill controls, movement controls, dodge controls, item controls, attack controls, etc.
[0040] In an alternative embodiment, the virtual game scene is a scene displayed (or provided) when the application runs on the terminal or the server, that is, the scene used during the normal game process. That is to say, the virtual game scene refers to the virtual game control that carries the virtual character during the game process. The virtual character can move, execute skills, etc. under the control of the operation instructions issued by the user (i.e., the user) to the terminal device in the virtual game scene. Optionally, the virtual game scene can be a simulation environment of the real world, a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual game scene can be any one of a two-dimensional virtual interaction scene, a 2.5D virtual interaction scene, and a three-dimensional virtual interaction scene. The virtual environment can be the sky, land, ocean, etc. Among them, the land includes environmental elements such as buildings, trees, rocks, deserts, etc. Exemplarily, the virtual game scene can include any one or more of the following elements: game background elements, game object elements, game prop elements, and game material elements, etc.
[0041] In an alternative embodiment, the embodiments of the present application provide a control system for a game. The system may include at least one terminal device, at least one server, at least one database, and a network. The terminal device held by the user can be connected to the servers of different games through the network. The terminal device is any device with computing hardware that can support and execute the software product corresponding to the game. In addition, when the system includes multiple terminal devices, multiple servers, and multiple networks, different terminal devices can be connected to each other through different networks and through different servers. The network can be a wireless network or a wired network. For example, the wireless network is a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, different terminal devices can also use their own Bluetooth network or hotspot network to connect to other terminal devices or to the server, etc. For example, multiple users can go online through different terminal devices, connect through an appropriate network, and synchronize with each other to support multi-user games. In addition, the system can include multiple databases. The multiple databases are coupled to different servers, and the identifiers related to the game environment can be continuously stored in the database when different users are online for multi-user games.
[0042] The present application provides a method, device, electronic device, and medium for information processing in a game. Among them, the method for information processing in a game in one embodiment can run on a local terminal device or a server. When the method for information processing in a game runs on the server, the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and a client device.
[0043] In an alternative embodiment, various cloud applications can run under a cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the running entity of the game program and the entity presenting the game screen are separated. The storage and operation of the information processing method in the game are completed on the cloud game server. The function of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function near the user side, such as a mobile terminal, a television, a computer, a palm computer, etc.; however, the cloud game server in the cloud performs the identification processing. When playing a game, the user operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses data such as the game screen, returns it to the client device through the network, and finally, the client device decodes and outputs the game screen.
[0044] In an alternative embodiment, taking a game as an example, the local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the user through a graphical user interface, that is, conventionally, the game program is downloaded and installed on an electronic device and run. The way for the local terminal device to provide the graphical user interface to the user can include various methods. For example, it can be rendered and displayed on the display screen of the terminal, or provided to the user through holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the graphical user interface, and the graphical user interface includes a game screen. The processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0045] In an alternative embodiment, the embodiments of the present application provide a method, device, electronic device, and medium for information processing in a game. A graphical user interface is provided through a terminal device, where the terminal device can be the aforementioned local terminal device or the client device in the aforementioned cloud interaction system. The following takes the method for information processing in a game running on the local terminal device (hereinafter referred to as the terminal device) as an example for illustration.
[0046] To facilitate the understanding of the present application, the technical solutions provided by the present application will be described in detail below with reference to specific embodiments.
[0047] Figure 1 The flowchart of a method for information processing in a game provided by the embodiments of the present application is shown. As Figure 1 shown, the method for information processing in a game provided by the embodiments of the present application includes the following steps:
[0048] S101. Provide a skill recording interface through a terminal device; the skill recording interface displays a simulated game interface, the simulated game interface includes at least part of a virtual simulation scene and skill controls, and the virtual simulation scene includes a controlled virtual character.
[0049] It should be noted that in the embodiment of the present application, a skill recording interface is provided through a terminal device. This skill recording interface is used to record the virtual skills used by the user to operate the controlled virtual character, so as to generate a combo skill according to the recorded user operations. That is, the generation of a combo skill is achieved by recording skill operations. Exemplarily, Figure 2 Fig. 1 shows one of the schematic diagrams of the skill recording interface provided by the embodiment of the present application. As Figure 2 shown, the skill recording interface displays a simulated game interface, which is an interface that simulates the actual game interface. The simulated game interface includes at least part of a virtual simulation scene and a plurality of skill controls 22, and the virtual simulation scene includes a controlled virtual character 21. Here, by providing a simulated game interface that is extremely close to the real game scene in the embodiment of the present application, a more real game experience can be provided for the user.
[0050] S102. In response to a triggering operation of the user on a skill control, control the controlled virtual character to release the virtual skill corresponding to the skill control.
[0051] In practical applications, the user can continuously trigger each skill control multiple times on the skill recording interface. Each trigger will control the controlled virtual character to release the virtual skill corresponding to the triggered skill control, and the recording of the combo skill can be achieved by operating in sequence. When the user operates the skill controls in the simulated game interface, the user can directly feel the effects of the controlled virtual character releasing each virtual skill, as if being in an actual game, and can more intuitively feel the game atmosphere and skill effects, significantly improving the game experience.
[0052] S103. Record operation information, where the operation information includes the skill controls triggered by each triggering operation and the order in which each skill control is triggered.
[0053] It should be noted that when the user triggers each skill control through the skill recording interface to control the controlled virtual character to release the virtual skill corresponding to the triggered skill control, the operation information of the user will be synchronously recorded, including the skill controls triggered by each trigger operation and the triggering order of each skill control. Then, a combo skill is generated based on the recorded operation information. In this process, the skill recording interface proposed in the embodiments of the present application can accurately record the relevant operations of the user, ensuring that the generated target combo skill is exactly the same as the actual operation of the user. In contrast, the function of manually editing combo skills provided by the related art requires the user to repeatedly debug during the editing and use of combo skills. However, the skill recording interface of the embodiments of the present application does not require the user to perform such complex operations, thus improving the editing efficiency of combo skills.
[0054] S104. In response to the recording completion instruction, generate a target combo skill based on the recorded operation information, where the target combo skill is composed of the virtual skills corresponding to the triggered skill controls, and the release order of the virtual skills in the target combo skill is determined based on the triggering order of the triggered skill controls.
[0055] In a specific implementation, when the recording completion instruction is detected, the target combo skill will be created based on the user operation information recorded during the recording, specifically including the skill controls triggered by the user and the triggering sequence of these skill controls, thus completing the recording of the target combo skill. In this way, in an actual game battle scenario, the user only needs to manipulate the target control corresponding to the target combo skill to release all the virtual skills included in the target combo skill at one time, achieving one-key combo. Moreover, the release order of the virtual skills in the target combo skill is the same as the user's setting, that is, the release order of the virtual skills in the target combo skill is consistent with the triggering order of the triggered skill controls, which can enhance the game controllability and experience. In addition, the skill recording interface provided in the embodiments of the present application enables the user to customize combo skills, simplifies the editing process, and can improve the editing efficiency of customizing combo skills.
[0056] Among them, the recording completion instruction can be actively issued by the user or automatically triggered and issued by the system according to a preset recording duration threshold.
[0057] In an embodiment of the present application, a skill recording interface is provided by a terminal device, and a simulated game interface is displayed on the skill recording interface; in response to a triggering operation of the user on a skill control in the simulated game interface, the controlled virtual character is controlled to release the virtual skill corresponding to the skill control; the operation information is recorded, and the operation information includes the skill controls triggered by each triggering operation and the order in which each skill control is triggered; in response to a recording completion instruction, a target combo skill is generated based on the recorded operation information. In this way, the present application generates a target combo skill by recording the skill controls triggered by the user in the virtual simulation scenario and the order thereof, which can ensure that the actually used combo skill is consistent with the expected effect edited by the user, thereby improving the efficiency of the user in editing the combo skill.
[0058] In a possible implementation manner, before the step of, in S102, in response to a triggering operation of the user on a skill control, controlling the controlled virtual character to release the virtual skill corresponding to the skill control, the method further includes: in response to a recording start instruction, controlling the simulated game interface to enter a recording state; the step of, in S102, in response to a triggering operation of the user on a skill control, controlling the controlled virtual character to release the virtual skill corresponding to the skill control includes: in the recording state, in response to a triggering operation of the user on a skill control, controlling the controlled virtual character to release the virtual skill corresponding to the skill control.
[0059] In a specific implementation, when the user uses the skill recording interface to record the combo skill, the user can first issue a recording start instruction to clarify the timing when the simulated game interface enters the recording state. In the recording state, the user can perform triggering operations on each skill control displayed on the simulated game interface. While controlling the controlled virtual character to release the virtual skills corresponding to the skill controls, the operation information of the user, including the triggered skill controls and the order, is also recorded to ensure the integrity and accuracy of the recorded content. In this way, by clarifying the start and end times of the recording state, the accuracy and integrity of the recorded operation information are ensured, providing a reliable guarantee for generating accurate combo skills subsequently; at the same time, the clear recording process helps to improve the user experience, reduce the operation complexity, and improve the efficiency and accuracy of recording the combo skill.
[0060] In a possible implementation manner, a recording control is further displayed on the skill recording interface; the method further includes: in response to a first triggering operation on the recording control, generating the recording start instruction; in response to a second triggering operation on the recording control, generating the recording completion instruction.
[0061] In a specific implementation, a recording control can be set on the skill recording interface. When the user opens the skill recording interface, text prompts can be provided beside the recording control. For example, the prompt content is "Click to start combo recording" to prompt the user that they can issue a recording start command by operating the recording control. Additionally, the user can also issue a recording completion command through the recording control. Specifically, the recording start command is issued through a first trigger operation on the recording control, and the recording completion command is issued through a second trigger operation on the recording control. Among them, although there is an operation sequence for the first trigger operation and the second trigger operation, the specific trigger operations can be the same or different. For example, both the first trigger operation and the second trigger operation are click operations. When it is detected that the user clicks on the recording control for the first time, a recording start command is generated; when it is detected again that the user clicks on the recording control, a recording completion command is generated.
[0062] In a possible implementation manner, the method further includes: in response to the recording start command, displaying a recording progress bar on the recording control.
[0063] In a specific implementation, a recording duration threshold can be preset according to the setting of combo skills in the actual game. Furthermore, when the recording start command is received, the simulated game interface enters the recording state, and at the same time, a recording progress bar is displayed on the recording control to indicate the recording progress. Additionally, a countdown of the recording progress can also be displayed while the recording progress bar is being displayed. The recording progress bar will gradually fill up over time. The user can manually end the recording at any time within the preset recording duration threshold, that is, before the full progress appears; if not manually ended, the system will also automatically complete the recording when the recording duration threshold is reached, that is, when the progress bar is full. Through the visual display of the recording progress bar, the user can intuitively understand the recording progress and improve the operation convenience; while setting the recording duration threshold effectively standardizes the recording duration, avoids resource waste caused by overly long recordings, and improves the recording efficiency.
[0064] Exemplarily, as Figure 2 shown, a recording control 31 is displayed on the skill recording interface, and the current simulated game interface has entered the recording state. A recording progress bar indicating the recording time progress is displayed on the recording control 31.
[0065] In a possible implementation manner, the method further includes: in response to the recording start command, displaying a pause control and / or a re-recording control on the skill recording interface.
[0066] In a specific implementation, when a recording start instruction is received, the simulated game interface enters the recording state, and at the same time, a pause control and / or a re-recording control are displayed on the skill recording interface, so that the user can pause or re-record the combo skills at any time. Specifically, in response to a first trigger operation of the user on the pause control, the recording of the user's operation is paused; in response to a second trigger operation of the user on the pause control, the recording of the user's operation continues. In response to the trigger operation of the user on the re-recording control, the previous recording is cancelled, and the recording of the combo skills is restarted. By setting the re-recording control and the pause control in the embodiments of the present application, the user can more flexibly adjust and control the recorded content during the recording process, improve the accuracy and convenience of the recording, and enhance the user experience.
[0067] Exemplarily, as Figure 2 shown, a pause control 32 and a re-recording control 33 are displayed on the skill recording interface. During the recording of the combo skills, the user can trigger these two controls at any time, so as to flexibly pause or re-record the combo skills.
[0068] In a possible implementation manner, the skill recording interface includes a skill release indication area; the recorded operation information includes: displaying the skill icons corresponding to the triggered skill controls in the skill release indication area, and the skill icons are arranged in the order in which the corresponding skill controls are triggered.
[0069] In a specific implementation, the skill recording interface can be set with a skill release indication area. When the user performs a trigger operation on each skill control, in addition to controlling the controlled virtual character to release the virtual skills corresponding to each skill control, the skill icons corresponding to the triggered skill controls are also displayed in the skill release indication area. Exemplarily, Figure 3 shows the second schematic diagram of the skill recording interface provided by the embodiments of the present application. As Figure 3 shown, the skill icons 42 are displayed in the skill release indication area 41 of the skill recording interface in the order in which the skill controls 22 are triggered, that is, the skill release indication area 41 is used to display the skill icons 42 of the skill controls 22 operated by the user in real time and the operation sequence.
[0070] Specifically, these skill icons are sequentially displayed in the skill release indication area. When the skill release indication area is filled with skill icons, the skill icons triggered first will be replaced by the skill icons triggered later in turn, so as to ensure that the user can view the latest triggered skill icons in real time while maintaining the intuitiveness of the interface. Here, by setting the skill release indication area in the embodiments of the present application, the user can intuitively see the release order and operation history of the virtual skills, which helps the user better master the release rhythm of the combo skills and improve the operation experience of the game and the practice efficiency of the combo skills.
[0071] In a possible implementation, the skill recording interface includes a skill release result indication area for indicating the result data generated by releasing the virtual skill. Specifically, in response to a trigger operation by the user on one of the skill controls, the result data generated by releasing the virtual skill corresponding to the skill control is displayed in real time in the skill release result indication area.
[0072] In a specific implementation, the skill recording interface can be set with a skill release result indication area. When the user triggers each skill control, in addition to controlling the controlled virtual character to release the virtual skill corresponding to each skill control, the result data generated by the virtual skill corresponding to each triggered skill control will also be displayed in the skill release result indication area. Specifically, once a trigger operation by the user on a certain skill control is responded to, the result data generated by releasing the virtual skill corresponding to the skill control will be displayed in real time in the skill release result indication area, such as damage value, healing amount, or defense boost value, etc., enabling the user to intuitively understand the skill release effect and thus better adjust the game strategy and operations.
[0073] It should be noted that in the game, the result data of a virtual character releasing a virtual skill is mainly divided into three types: damage data, healing data, and defense data. Among them, damage data refers to that generated by attack-type skills and is used to measure the degree of damage caused to enemy characters. Usually, there are physical damage and spell damage. Its numerical value is affected by various factors such as the character's attack power, weapon quality, and skill level. Healing data refers to that generated after the release of a healing-type skill and represents the health points restored to friendly characters or oneself, which is related to factors such as the character's healing ability, skill level, and the healing items used. Defense data refers to that generated by defense-type skills and reflects the degree of damage reduction of the character within a certain period or in a specific state, including physical defense and magic defense, etc., and is closely related to the character's defense attributes and defense skill levels.
[0074] In a possible implementation, the skill release result indication area also displays the cumulative result data generated by the virtual skills corresponding to each of the currently released skill controls.
[0075] In a specific implementation, in addition to displaying the result data generated by the currently released virtual skill in the skill release result indication area, in order to enhance the user's overall grasp of the skill release effect, the cumulative result data generated by each of the currently released virtual skills can also be displayed simultaneously. The user can clearly and intuitively see the overall effect of the skill release, which is convenient for adjusting the triggering of subsequent skill controls accordingly, so as to generate a target combo skill that better meets the expectations.
[0076] Here, the skill release result indication area can be permanently displayed to show data of different result types generated by each virtual skill released by the controlled virtual character. For example, when the virtual skill is of the damage type, this area displays the damage data in real time; when the virtual skill is of the healing type, the healing data is displayed in real time. In addition, the skill release result indication area can also display data of only one result type, such as only displaying the damage data, that is, only showing the damage data of the virtual skill corresponding to the damage type.
[0077] In a possible implementation manner, the result data includes data of at least two result types, and a result type switching control is displayed in the skill release result indication area; the method further includes: in response to a switching operation on the result type switching control, changing the display in the skill release result indication area from the result data of the first result type to the result data of the second result type.
[0078] In a specific implementation, a result type switching control can be set on the skill release result indication area. Before or during the recording of the combo skills, the user can freely switch and display the result data of different result types by operating this result type switching control. The setting of such a switching control facilitates the user to flexibly select and view the result data of different types according to actual needs, so as to more accurately analyze the skill release effect and provide a strong reference for the subsequent recording of combo skills.
[0079] Exemplarily, as Figure 3 shown, the skill recording interface includes a skill release result indication area 61. In the skill release result indication area 61, the damage data generated by the currently released virtual skill (corresponding to "damage" in the figure) and the cumulative damage data generated by the virtual skills corresponding to each skill control 22 that have been released currently (corresponding to "total damage" in the figure) are displayed. In addition, a result type switching control (corresponding to "×" and "¤" in the figure) is set in the skill release result indication area 61. The user can freely switch the result data of different result types by triggering the result type switching control, such as switching the display of the damage data to the healing data.
[0080] In a possible implementation manner, the virtual simulation scenario further includes an enemy virtual character; the skill recording interface includes a first skill effect indication area and a second skill effect indication area; after controlling the controlled virtual character to release the virtual skill corresponding to the skill control, the method further includes: displaying the first skill effect indication area near the controlled virtual character, and / or displaying the second skill effect indication area near the enemy virtual character; wherein, the first skill effect indication area displays the beneficial effects generated by releasing the virtual skill on the controlled virtual character, and the second skill effect indication area displays the detrimental effects generated by releasing the virtual skill on the enemy virtual character.
[0081] In a specific implementation, the skill recording interface can also display a skill effect indication area, which includes a first skill effect indication area and a second skill effect indication area. When releasing a virtual skill, if the release of the virtual skill can produce a gain effect on the controlled virtual character, the gain effect is displayed on the first skill effect indication area near the controlled virtual character; if the release of the virtual skill can produce a debuff effect on the enemy virtual character, the debuff effect is displayed on the second skill effect indication area near the enemy virtual character. If a virtual skill produces both gain and debuff effects, the two skill effect indication areas will display the corresponding effects respectively. This design of displaying skill effects in different areas allows users to more intuitively understand the effects of virtual skills on different targets, and thus more accurately control the game strategic value of skill release.
[0082] Here, when the controlled virtual character releases a virtual skill, if it obtains a gain effect, the gain effect may include an increase in the attack power, defense power, and movement speed of the controlled virtual character. In addition, when the controlled virtual character releases a virtual skill, if it imposes a debuff effect on the enemy virtual character, the debuff effect may include a decrease in the enemy virtual character's health, a decrease in attack power, and a decrease in movement speed.
[0083] For example, Figure 3 As shown, there may also be an enemy virtual character 51 in the virtual simulation scene, and a first skill effect indication area 71 is displayed near the controlled virtual character 21, and a second skill effect indication area 72 is displayed near the enemy virtual character 51. Specifically, the first skill effect indication area 71 of the controlled virtual character 21 and the second skill effect indication area 72 of the enemy virtual character 51 respectively display different effect information. The first skill effect indication area 71 displays a virtual skill icon that generates a gain effect and a corresponding gain duration progress bar; the second skill effect indication area 72 displays a virtual skill icon that generates a debuff effect and a corresponding debuff duration progress bar, wherein the progress bar diagram is not shown.
[0084] Here, it is considered that in the skill recording interface, there will be a certain time interval during the operation when the user triggers any two skill controls. For this time interval, there are two ways to handle it in the embodiment of the present application. First, the time interval is directly set to 0s and no recording is performed. Second, the operation pause time within the interval is recorded. In this way, when the generated target combo skill is actually used, the time interval will be accurately reproduced, so that the skill release rhythm is more in line with the user's actual operating habits, the diversity and controllability of the game combo are improved, and the gaming experience is enhanced.
[0085] In a possible implementation, the operation information further includes a time interval between triggering two skill controls that are adjacent in triggering sequence.
[0086] In a possible implementation, the time interval is less than a preset threshold.
[0087] Here, on the skill recording interface, there is a certain time interval when the user triggers any two skill controls. To ensure skill continuity, only the time interval less than the preset threshold can be recorded. If it exceeds the preset threshold, the time interval will not be recorded, and a prompt "Operations exceeding the preset threshold will not be recorded" will be given, and the time interval will be default set to the preset threshold or set to 0s. This can ensure the coherence and effectiveness of the combo, avoid the combo failure caused by too long time interval, and improve the game combat experience.
[0088] It should be noted that the embodiments of the present application also provide refined recording of some special skills. The segmented skills and charged skills will be exemplified below.
[0089] In a possible implementation, the controlling the controlled virtual character to release the virtual skill corresponding to the skill control in S102 in response to the user's trigger operation on a skill control includes: in response to the user's first trigger operation on the first skill control, controlling the controlled virtual character to release the first segment of the first virtual skill, where the first virtual skill is a segmented skill; the method further includes: in response to the user's second trigger operation on the first skill control, controlling the controlled virtual character to release the second segment of the first virtual skill.
[0090] In a specific implementation, the user can operate the first skill control in the skill recording interface to release and record the upper segmented skill. When the user first triggers the first skill control, the controlled virtual character will release the first segment of the first virtual skill; when the user triggers the first skill control again on the skill recording interface to complete the second trigger operation, at this time the controlled virtual character will release the second segment of the first virtual skill. It should be noted that the first trigger operation and the second trigger operation can be the same operation method, such as a click operation, but only the order of their triggers is different, so as to achieve different skill release effects.
[0091] Among them, the segmented skill is a skill that splits a complete skill into multiple stages with coherence and relevance for release. Each stage of this segmented skill has its own unique output content, such as damage output, control effects, buff effects, etc. These stages cooperate with and complement each other to jointly form a complete skill system. That is to say, the segmented skill itself is essentially an independent and complete skill. By using the segmented skill, more complex and diverse tactical goals and combat effects can be achieved. In actual game battles, when releasing the segmented skill in a combo skill, the stages of the segmented skill can be released in sequence, that is, first release the first stage skill, the second stage skill, etc. of the segmented skill.
[0092] In a possible implementation manner, the displaying the skill icon corresponding to the triggered skill control in the skill release indication area includes: in response to a first trigger operation of the user on the first skill control, displaying the first stage skill icon corresponding to the first stage skill in the skill release indication area; in response to a second trigger operation of the user on the first skill control, displaying the second stage skill icon corresponding to the second stage skill in the skill release indication area.
[0093] In specific implementation, when the user touches the first skill control multiple times on the skill recording interface, not only can the user control the controlled virtual character to release the stages of the segmented skill in sequence, but also the segmented skill icons corresponding to each stage will be intuitively displayed synchronously in the skill release indication area. These segmented skill icons will be displayed segment by segment as the skill is released, clearly indicating the skill segment currently released by the controlled virtual character, enabling the user to accurately grasp the progress and rhythm of the skill release.
[0094] Exemplarily, Figure 4 shows the third schematic diagram of the skill recording interface provided by the embodiment of the present application, as Figure 4 shown, in the skill release indication area 41, there are displayed the first stage skill icon 43 corresponding to the first stage skill of a segmented skill and the second stage skill icon 44 corresponding to the second stage skill.
[0095] Furthermore, the skill recording interface provided by the embodiment of the present application also supports the operation of inserting at least one virtual skill between any two stages of the segmented skill. It should be noted that the number of inserted virtual skills and the total release duration need to fit within the preset connection duration range between the two stages of the segmented skill, that is, it is necessary to ensure within the connection duration range. This design enables other virtual skills to be naturally inserted when actually releasing the target segmented skill in the target combo skill during battles, greatly improving the diversity of skill release, creating a more flexible and changeable combat strategy space for users, and significantly enhancing the combat experience.
[0096] In a possible implementation, after controlling the controlled virtual character to release the first segment of the first virtual skill and before controlling the controlled virtual character to release the second segment of the first virtual skill, the method further includes: in response to a third trigger operation by the user on a second skill control, controlling the controlled virtual character to release a second virtual skill corresponding to the second skill control, where the second virtual skill is a non-segmented skill.
[0097] Exemplarily, as Figure 4 shown, between the first skill icon 43 and the second skill icon 44 of the segmented skill displayed in the skill release indication area 41, a target skill icon 45 corresponding to the second virtual skill is also displayed, where the second virtual skill is a non-segmented skill.
[0098] The following specifically describes the refined operation and recording process of the charging skill. That is, in a possible implementation, the controlling the controlled virtual character to release the virtual skill corresponding to the skill control in response to a trigger operation by the user on a skill control in S102 includes: in response to a pressing operation by the user on a third skill control, controlling the controlled virtual character to charge; in response to the end of the pressing operation, controlling the controlled virtual character to release the third virtual skill corresponding to the third skill control.
[0099] In a game battle, a charging skill requires the user to accumulate energy or preparation time through specific operations such as long-pressing a skill button. Its charging duration affects the damage, range, and effect intensity. Releasing after the charging is completed can achieve a stronger or more characteristic effect. The skill recording interface in the embodiments of the present application supports the refined operation and recording of charging skills. When the user performs a pressing operation on the third skill control corresponding to the charging skill, the controlled virtual character will be precisely controlled to charge according to the pressing duration. And after the pressing operation ends, the user can control the controlled virtual character to release the corresponding charging skill. Moreover, the skill recording interface gives the user the flexibility to choose the charging duration by themselves. The user can accurately adjust the charging degree according to actual needs, so as to achieve different intensities of skill release effects seen by the user, further improving the freedom and strategy of combo skill editing.
[0100] Among them, the user can control the duration of the pressing operation according to personal needs. At the same time, in the process of recording operation information, the charging time indication information corresponding to the controlled virtual character can also be recorded. In addition, in order to more intuitively present the charging situation, a charging skill icon with charging time indication information can also be synchronously displayed in the skill release indication area, so that the user can clearly see the charging progress, thereby facilitating timely adjustment of the operation strategy according to the actual situation. Exemplarily, as Figure 4As shown, charging time indication information of the charged skill is also displayed in the skill release indication area, and the charging time indication information is, for example, "charging for 0.5s".
[0101] In a possible implementation manner, the method further includes: in response to a trigger operation on a specified attack control in the skill recording interface, controlling the controlled virtual character to release the target combo skill.
[0102] In specific implementation, the skill recording interface in the embodiments of the present application further provides a preview function for combo skills. A target control - a specified attack control for previewing the release of combo skills by the controlled virtual character is set on the skill recording interface. After the user completes the recording of the combo skill, the user can trigger the target control to preview the release effect of the combo skill. This preview function enables the user to adjust in a timely manner according to the actual effect, and choose to re-record or save the generated combo skill, thereby improving the accuracy and satisfaction of skill recording, and also facilitating the user to optimize the details of the combo skill according to the preview effect.
[0103] Among them, the specified attack control in the skill recording interface can be set to the same control as the target control for triggering combo skills in actual game battles. In this way, the user can quickly use this control to release combo skills in actual game battles without having to adapt to different control layouts additionally, which can reduce the reaction time and improve the fluency of game operations and the user's game experience. Exemplarily, as Figure 2 shown, a specified attack control 23 is displayed on the skill recording interface.
[0104] Furthermore, when previewing the release of a combo skill, skill icons of the virtual skills that are currently being released, not released, or already released in the target combo skill can also be displayed in different styles in the skill release indication area. This differential display allows the user to view the release progress of the target combo skill in real time. At the same time, highlighting the skill icon of the currently released virtual skill can help the user more accurately master the release order and timing of the combo skill. The highlighting is, for example, displayed as an aperture.
[0105] In a possible implementation manner, the method further includes: in response to a trigger operation on the specified attack control, displaying the skill icon of the virtual skill in the currently released target combo skill in a first style, and displaying the skill icons of the virtual skills in the already released or not yet released target combo skill in a second style in the skill release indication area of the skill recording interface.
[0106] In a possible implementation, the method further includes: in response to the recording completion instruction, popping up a save skill interface on the skill recording interface; the save skill interface displays a save control and a skill name input area; in response to an input operation on the skill name input area, generating a target skill name for the target combo skill; in response to a trigger operation on the save control, associating the target combo skill with the target skill name for saving.
[0107] In a specific implementation, when the user completes the recording of the combo skill on the skill recording interface and triggers the recording completion instruction, a save skill interface will pop up on the skill recording interface. The save skill interface is provided with a save control and a skill name input area. The user performs an input operation in the skill name input area, thereby generating a target skill name for the target combo skill. After that, if the user triggers the save control, the target combo skill will be automatically associated with the target skill name and saved, so that the user can accurately select and activate the corresponding combo skill later.
[0108] Further, the user can also trigger an operation to replace a preset combo skill with the target combo skill generated by recording through the save skill interface, that is, the save skill interface also displays a replace control; the method further includes: in response to a trigger operation on the replace control, popping up a replace scheme list; the replace scheme list includes the skill names of at least one preset combo skill; in response to a selection operation on the skill name of a preset combo skill, replacing the preset combo skill with the target combo skill for saving.
[0109] In a specific implementation, the save skill interface also displays a replace control. After the user triggers the replace control, the system will pop up a replace scheme list. This list contains the skill names of at least one preset combo skill. The user selects the skill name of a preset combo skill from the list, and the target combo skill can replace the preset combo skill and be saved. Among them, the preset combo skill can be a combo skill previously recorded and saved by the user through the skill recording interface, or a combo skill edited and saved by the user on the skill editing interface.
[0110] Exemplarily, Figure 5 shows a schematic diagram of the save skill interface provided by the embodiment of the present application. As Figure 5 shown, the save skill interface displays a save control 81, a replace control 82 and a skill name input area. After the replace control 82 is triggered, a replace scheme list 83 pops up, and at least one skill name of a preset combo skill is displayed on the replace scheme list 83 for scheme replacement.
[0111] In a possible implementation manner, the method further includes: in response to a trigger operation on the save control, jumping from the skill recording interface to a skill editing interface; the skill editing interface includes a combo chain display area, and each virtual skill in the target combo skill is displayed in the combo chain display area, and each virtual skill is arranged in the release order; in response to an adjustment operation on the combo chain display area, a updated target combo skill is generated.
[0112] In a specific implementation, when the user completes the recording of the combo skill on the skill recording interface and triggers the save control, the user will jump from the skill recording interface to the skill editing interface. Exemplarily, Figure 6 FIG. shows a schematic diagram of the skill editing interface provided by an embodiment of the present application, as Figure 6 shown, the skill editing interface includes a combo chain display area and an option area. Each virtual skill in the target combo skill is displayed in each slot in the combo chain display area, and each skill is arranged in the release order; the option area displays the virtual skills that can be equipped by the controlled virtual character. By performing an adjustment operation on the virtual skills displayed in the combo chain display area, the user can generate an updated target combo skill, thereby enabling the user to perform refined secondary editing and adjustment on the recorded combo skill, optimizing the release order and combination method of the skill, so as to achieve a more ideal combat effect.
[0113] In a possible implementation manner, the method further includes: providing a skill editing interface through a terminal device, and a recording entry control is displayed on the skill editing interface; in response to a trigger operation on the recording entry control, jumping from the skill editing interface to the skill recording interface.
[0114] Here, the embodiment of the present application provides two ways for the user to generate the function of customizing combo skills. The first way is to trigger the recording entry control displayed on the skill editing interface, enter the skill recording interface, and generate a combo skill through the recording operation; the second way is to directly manually edit the combo skill on the skill editing interface. These two operation methods correspond to two interfaces respectively. The skill recording interface can help the user accurately record each skill action to ensure the accuracy and fluency of the combo; the skill editing interface provides more refined editing and adjustment functions, such as adjusting the skill release order, the number of skills, etc., enabling the user to freely customize the combo skill according to personal combat styles and strategic needs, which can improve the freedom of customizing the combo skill and enhance the game experience. Exemplarily, as Figure 6 shown, the recording entry control 91 - "Generate by Operation" is displayed on the skill editing interface.
[0115] In a possible implementation manner, after generating the target combo skill, the method further includes: providing, by a terminal device, a game battle interface, where the game battle interface displays the target control and at least a part of a virtual battle scene, and the virtual battle scene includes the controlled virtual character and an enemy virtual character; in response to a first trigger operation on a specified attack control, controlling the controlled virtual character to apply a normal attack skill to the enemy virtual character; and in response to a second trigger operation on the specified attack control, controlling the controlled virtual character to sequentially release each virtual skill in the target combo skill to the enemy virtual character.
[0116] In a specific implementation, in the embodiment of the present application, the functions of controlling the controlled virtual character to release the normal attack skill and the combo skill are integrated into the same specified attack control. By performing different operations on the specified attack control by the user, different skills can be released, effectively reducing the number of controls in the game battle interface and reducing the probability of accidental touch by the user.
[0117] In a possible implementation manner, the method further includes: providing, by a terminal device, a game round settlement interface; the game round settlement interface displays the historical combo skill with the highest result data in the game round and a save control; and in response to a trigger operation on the save control, saving the historical combo skill.
[0118] In a specific implementation, after an actual game battle, the game round settlement interface will record and display the combo skill with the highest result data in a certain battle. The interface is equipped with a save control. By clicking this control, the user can save it as a one-key combo skill scheme for direct use later. Through this function, the user can quickly save their best combo in actual combat, call it at any time, without the need to repeat the cumbersome settings, improving the game efficiency. At the same time, this also helps players better summarize combat experience, optimize combat strategies, and improve the fun and competitiveness of the game.
[0119] Based on the same inventive concept, in the embodiment of the present application, there is also provided a device for information processing in a game corresponding to the method for information processing in a game provided in the above embodiment. Since the principle of solving problems by the device in the embodiment of the present application is similar to the method for information processing in a game in the above embodiment of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.
[0120] As Figure 7 、 Figure 8 shown, Figure 7 FIG. 21 is one of the functional module diagrams of a device 700 for information processing in a game provided in an embodiment of the present application, Figure 8 and FIG. 22 is another functional module diagram of a device 700 for information processing in a game provided in an embodiment of the present application. As Figure 7As shown, the device 700 for information processing in a game includes:
[0121] A display module 701, configured to provide a skill recording interface through a terminal device; the skill recording interface displays a simulated game interface, and the simulated game interface includes at least part of a virtual simulation scene and skill controls, and the virtual simulation scene includes a controlled virtual character;
[0122] A control module 702, configured to, in response to a triggering operation of a user on a skill control, control the controlled virtual character to release the virtual skill corresponding to the skill control;
[0123] A recording module 703, configured to record operation information, where the operation information includes the skill controls triggered by each triggering operation and the order in which each of the skill controls is triggered;
[0124] A generating module 704, configured to, in response to a recording completion instruction, generate a target combo skill based on the recorded operation information, where the target combo skill is composed of the virtual skills corresponding to the triggered skill controls, and the release order of the virtual skills in the target combo skill is determined based on the triggering order of the triggered skill controls.
[0125] In a possible implementation manner, as Figure 7 shown, the control module 702 is further configured to, before controlling the controlled virtual character to release the virtual skill corresponding to the skill control, in response to a recording start instruction, control the simulated game interface to enter a recording state; in the recording state, in response to a triggering operation of a user on a skill control, control the controlled virtual character to release the virtual skill corresponding to the skill control.
[0126] In a possible implementation manner, the skill recording interface further displays a recording control; as Figure 7 shown, the recording module 703 is further configured to: generate the recording start instruction in response to a first triggering operation on the recording control; generate the recording completion instruction in response to a second triggering operation on the recording control.
[0127] In a possible implementation manner, the skill recording interface includes a skill release indication area; the recording of the operation information includes: displaying the skill icons corresponding to the triggered skill controls in the skill release indication area, and the skill icons are arranged in the order in which the corresponding skill controls are triggered.
[0128] In a possible implementation manner, the skill recording interface includes a skill release result indication area, and the skill release result indication area is used to indicate the result data generated by releasing the virtual skill.
[0129] In a possible implementation, the virtual simulation scenario further includes an enemy virtual character; the skill recording interface includes a first skill effect indication area and a second skill effect indication area; after the control module 702 controls the controlled virtual character to release the virtual skill corresponding to the skill control, the display module 701 is further configured to display the first skill effect indication area near the controlled virtual character, and / or display the second skill effect indication area near the enemy virtual character; wherein, the first skill effect indication area displays the beneficial effect generated by releasing the virtual skill on the controlled virtual character, and the second skill effect indication area displays the detrimental effect generated by releasing the virtual skill on the enemy virtual character.
[0130] In a possible implementation, the operation information further includes the time interval between two consecutively triggered skill controls.
[0131] In a possible implementation, the time interval is less than a preset threshold.
[0132] In a possible implementation, as Figure 7 shown, the control module 702 is specifically configured to, in response to a first trigger operation of the user on the first skill control, control the controlled virtual character to release the first segment of the first virtual skill, where the first virtual skill is a segmented skill; and in response to a second trigger operation of the user on the first skill control, control the controlled virtual character to release the second segment of the first virtual skill.
[0133] In a possible implementation, as Figure 7 shown, the display module 701 is further configured to, in response to a first trigger operation of the user on the first skill control, display the first skill icon corresponding to the first segment of the skill in the skill release indication area; and in response to a second trigger operation of the user on the first skill control, display the second skill icon corresponding to the second segment of the skill in the skill release indication area.
[0134] In a possible implementation, as Figure 7 shown, after the control module 702 controls the controlled virtual character to release the first segment of the first virtual skill, and before controlling the controlled virtual character to release the second segment of the first virtual skill, it is further configured to, in response to a third trigger operation of the user on the second skill control, control the controlled virtual character to release the second virtual skill corresponding to the second skill control, where the second virtual skill is a non-segmented skill.
[0135] In a possible implementation, as Figure 7As shown, the control module 702 is further configured to, in response to a pressing operation by the user on the third skill control, control the controlled virtual character to charge up; and in response to the end of the pressing operation, control the controlled virtual character to release the third virtual skill corresponding to the third skill control.
[0136] In a possible implementation manner, the operation information further includes charging time indication information corresponding to the controlled virtual character.
[0137] In a possible implementation manner, as Figure 7 shown, the control module 702 is further configured to, in response to a triggering operation on a specified attack control in the skill recording interface, control the controlled virtual character to release the target combo skill.
[0138] In a possible implementation manner, as Figure 7 shown, the generating module 704 is further configured to, in response to the recording completion instruction, pop up a save skill interface on the skill recording interface; the save skill interface displays a save control and a skill name input area; in response to an input operation on the skill name input area, generate a target skill name for the target combo skill; and in response to a triggering operation on the save control, save the target combo skill associated with the target skill name.
[0139] In a possible implementation manner, the save skill interface further displays a replacement control; as Figure 7 shown, the generating module 704 is further configured to, in response to a triggering operation on the replacement control, pop up a replacement scheme list; the replacement scheme list includes skill names of at least one preset combo skill; and in response to a selection operation on the skill name of a preset combo skill, replace the preset combo skill with the target combo skill for saving.
[0140] In a possible implementation manner, as Figure 7 shown, the generating module 704 is further configured to, in response to a triggering operation on the save control, jump from the skill recording interface to a skill editing interface; the skill editing interface includes a combo chain display area, and the combo chain display area displays each virtual skill in the target combo skill, and each virtual skill is arranged in the release order; and in response to an adjustment operation on the combo chain display area, generate an updated target combo skill.
[0141] In an embodiment of the present application, a skill recording interface is provided through a terminal device, and a simulated game interface is displayed on the skill recording interface; in response to a triggering operation of the user on a skill control in the simulated game interface, the controlled virtual character is controlled to release the virtual skill corresponding to the skill control; the operation information is recorded, and the operation information includes the skill controls triggered by each triggering operation and the order in which each skill control is triggered; in response to a recording completion instruction, a target combo skill is generated based on the recorded operation information. In this way, the present application generates a target combo skill by recording the skill controls triggered by the user in the virtual simulation scenario and the order thereof, which can ensure that the actually used combo skill is consistent with the expected effect edited by the user, thereby improving the efficiency of the user in editing the combo skill.
[0142] Based on the same inventive concept, referring to Figure 8 As shown, there is a schematic structural diagram of an electronic device 800 provided by an embodiment of the present application, including: a processor 801, a memory 802, and a bus 803. The memory 802 stores machine-readable instructions executable by the processor 801. When the electronic device 800 runs, communication is carried out between the processor 801 and the memory 802 through the bus 803. When the machine-readable instructions are run by the processor 801, the steps of the method for processing information in the game as described in any one of the above embodiments are executed.
[0143] Specifically, when the machine-readable instructions are executed by the processor 801, the following processing can be performed:
[0144] Provide a skill recording interface through a terminal device; a simulated game interface is displayed on the skill recording interface, and the simulated game interface includes at least a part of the virtual simulation scenario and skill controls, and the virtual simulation scenario includes a controlled virtual character;
[0145] In response to a triggering operation of the user on a skill control, control the controlled virtual character to release the virtual skill corresponding to the skill control;
[0146] Record operation information, where the operation information includes the skill controls triggered by each triggering operation and the order in which each skill control is triggered;
[0147] In response to a recording completion instruction, generate a target combo skill based on the recorded operation information. The target combo skill is composed of the virtual skills corresponding to the triggered skill controls, and the release order of the virtual skills in the target combo skill is determined based on the triggering order of the triggered skill controls.
[0148] Based on the same application concept, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, it executes the steps of the method for information processing in the game provided in the above embodiment.
[0149] Specifically, the storage medium can be a general storage medium, such as a mobile disk, a hard disk, etc. When the computer program on the storage medium is run, it can execute the above method for information processing in the game. By recording each skill control triggered by the user in the virtual simulation scenario and the order, a target combo skill can be generated, which can ensure that the actually used combo skill is consistent with the expected effect edited by the user, thereby improving the efficiency of the user editing the combo skill.
[0150] In an embodiment of the present application, when the computer program is run by a processor, it can also execute other machine-readable instructions to execute other methods described in the embodiment. For the specific method steps and principles of execution, refer to the description of the embodiment, and details are not described herein again.
[0151] The computer program product for information processing in the game provided by an embodiment of the present application includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the foregoing method embodiments. For the specific implementation, refer to the method embodiments, and details are not described herein again.
[0152] The device for information processing in the game provided by an embodiment of the present application can be specific hardware on the device or software or firmware installed on the device, etc. The implementation principle and the technical effects generated by the device provided by an embodiment of the present application are the same as those of the foregoing method embodiments. For a brief description, for the parts not mentioned in the device embodiment, reference can be made to the corresponding content in the foregoing method embodiments. Those skilled in the art can clearly understand that for the convenience and simplicity of description, the specific working processes of the foregoing described systems, devices, and units can all refer to the corresponding processes in the above method embodiments, and details are not described herein again.
[0153] In the embodiments provided by the present application, it should be understood that the disclosed devices and methods can be implemented in other ways. The device embodiments described above are only illustrative. For example, the division of the units is only a logical function division, and there can be other division methods in actual implementation. For another example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point, the displayed or discussed mutual coupling or direct coupling or communication connection can be through some communication interfaces. The indirect coupling or communication connection of the devices or units can be in an electrical, mechanical, or other form.
[0154] The unit described as a separation component may or may not be physically separated. The component shown as a unit may or may not be a physical unit, that is, it may be located in one place or distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0155] In addition, each functional unit in the embodiments provided in this application can be integrated in a processing unit, or each unit can exist physically alone, or two or more units can be integrated in one unit.
[0156] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to enable a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of this application. The foregoing storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memories (ROM, Read-Only Memory), random access memories (RAM, Random Access Memory), magnetic disks, or optical discs that can store program codes.
[0157] It should be noted that: similar reference numerals and letters represent similar items in the following drawings. Therefore, once an item is defined in one drawing, it does not need to be further defined and explained in subsequent drawings. In addition, the terms "first", "second", "third", etc. are only used for distinguishing descriptions and cannot be understood as indicating or implying relative importance.
[0158] Finally, it should be noted that: the above-described embodiments are only specific implementation manners of this application, used to illustrate the technical solution of this application, rather than limiting it. The protection scope of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that: any person skilled in the art within the technical scope disclosed in this application can still modify the technical solutions recorded in the foregoing embodiments, or can easily think of changes, or perform equivalent replacements on some of the technical features; and these modifications, changes, or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of this application. All should be covered within the protection scope of this application. Therefore, the protection scope of this application should be subject to the protection scope of the claims.
Claims
1. A method for information processing in a game, characterized in that: The method comprises: Providing a skill recording interface through a terminal device; the skill recording interface displays a simulation game interface, the simulation game interface includes at least part of a virtual simulation scene and a skill control, and the virtual simulation scene includes a controlled virtual character; In response to a user triggering operation on a skill control, controlling the controlled virtual character to release the virtual skill corresponding to the skill control; Recording operation information, the operation information including the skill controls triggered by each triggering operation and the order in which each skill control is triggered; In response to a recording completion instruction, a target combo skill is generated based on the recorded operation information, wherein the target combo skill is composed of virtual skills corresponding to each of the triggered skill controls, and a release order of each virtual skill in the target combo skill is determined based on a triggering order of each of the triggered skill controls.
2. The method according to claim 1, characterized in that: Before the method of controlling the controlled virtual character to release the virtual skill corresponding to the skill control in response to the user's triggering operation on the skill control, the method further includes: In response to a recording start instruction, controlling the simulated game interface to enter a recording state; In response to a user's triggering operation on a skill control, controlling the controlled virtual character to release the virtual skill corresponding to the skill control includes: In the recording state, in response to a triggering operation of a skill control by a user, the controlled virtual character is controlled to release the virtual skill corresponding to the skill control.
3. The method according to claim 2, characterized in that The skill recording interface also displays a recording control; the method further includes: In response to a first trigger operation on the recording control, generating the recording start instruction; In response to a second trigger operation on the recording control, the recording completion instruction is generated.
4. The method according to claim 1, characterized in that: The skill recording interface includes a skill release indication area; the recorded operation information includes: The skill release indication area displays the skill icons corresponding to the triggered skill controls, and the skill icons are arranged in the order in which the corresponding skill controls are triggered.
5. The method according to claim 1, characterized in that The skill recording interface includes a skill release result indication area, and the skill release result indication area is used to indicate result data generated by releasing the virtual skill.
6. The method according to claim 1, characterized in that The virtual simulation scene also includes an enemy virtual character; the skill recording interface includes a first skill effect indication area and a second skill effect indication area; After controlling the controlled virtual character to release the virtual skill corresponding to the skill control, the method further includes: A first skill effect indication area is displayed near the controlled virtual character, and / or a second skill effect indication area is displayed near the enemy virtual character; wherein the first skill effect indication area displays the gain effect of releasing the virtual skill on the controlled virtual character, and the second skill effect indication area displays the loss effect of releasing the virtual skill on the enemy virtual character.
7. The method according to claim 1, characterized in that The operation information also includes the time interval between two skill controls that are adjacent in triggering sequence.
8. The method according to claim 7, characterized in that The time interval is smaller than a preset threshold.
9. The method according to claim 4, characterized in that In response to a user's triggering operation on a skill control, controlling the controlled virtual character to release the virtual skill corresponding to the skill control includes: In response to a first trigger operation of a user on a first skill control, controlling the controlled virtual character to release a first skill segment of a first virtual skill, wherein the first virtual skill is a segmented skill; The method further comprises: In response to a second trigger operation of the user on the first skill control, the controlled virtual character is controlled to release a second skill segment of the first virtual skill.
10. The method according to claim 9, characterized in that The displaying of the skill icon corresponding to the triggered skill control in the skill release indication area includes: In response to a first trigger operation of the user on the first skill control, displaying a first-segment skill icon corresponding to the first-segment skill in the skill release indication area; In response to a second trigger operation of the user on the first skill control, a second skill icon corresponding to the second skill is displayed in the skill release indication area.
11. The method according to claim 9, characterized in that After controlling the controlled virtual character to release the first skill segment of the first virtual skill and before controlling the controlled virtual character to release the second skill segment of the first virtual skill, the method further includes: In response to a third trigger operation of the user on the second skill control, the controlled virtual character is controlled to release a second virtual skill corresponding to the second skill control, wherein the second virtual skill is a non-segmented skill.
12. The method according to claim 1, characterized in that In response to a user's triggering operation on a skill control, controlling the controlled virtual character to release the virtual skill corresponding to the skill control includes: In response to a user pressing operation on a third skill control, controlling the controlled virtual character to accumulate power; In response to the end of the pressing operation, the controlled virtual character is controlled to release the third virtual skill corresponding to the third skill control.
13. The method according to claim 12, characterized in that The operation information also includes power storage time indication information corresponding to the controlled virtual character.
14. The method according to claim 1, characterized in that: The method further comprises: In response to a trigger operation on a designated attack control in the skill recording interface, the controlled virtual character is controlled to release the target combo skill.
15. The method according to claim 1, characterized in that The method further comprises: In response to the recording completion instruction, a skill saving interface pops up on the skill recording interface; the skill saving interface displays a saving control and a skill name input area; In response to an input operation on the skill name input area, generating a target skill name of the target combo skill; In response to a trigger operation on the save control, the target combo skill is associated with the target skill name for saving.
16. The method according to claim 15, characterized in that The skill saving interface further displays a replacement control; the method further comprises: In response to a trigger operation on the replacement control, a replacement scheme list pops up; the replacement scheme list includes a skill name of at least one preset combo skill; In response to a selection operation on a skill name of the preset combo skill, the preset combo skill is replaced by the target combo skill for storage.
17. The method according to claim 15, characterized in that The method further comprises: In response to a trigger operation on the save control, jumping from the skill recording interface to a skill editing interface; the skill editing interface includes a combo chain display area, the combo chain display area displays each virtual skill in the target combo skill, and each virtual skill is arranged in the release order; In response to the adjustment operation on the combo chain display area, an updated target combo skill is generated.
18. A device for information processing in a game, characterized in that: The device comprises: A display module, configured to provide a skill recording interface through a terminal device; the skill recording interface displays a simulation game interface, the simulation game interface includes at least part of a virtual simulation scene and a skill control, and the virtual simulation scene includes a controlled virtual character; A control module, configured to control the controlled virtual character to release a virtual skill corresponding to a skill control in response to a trigger operation of a user on the skill control; A recording module, used to record operation information, wherein the operation information includes skill controls triggered by each triggering operation and the order in which each skill control is triggered; A generation module is used to generate a target combo skill based on the recorded operation information in response to a recording completion instruction, wherein the target combo skill is composed of virtual skills corresponding to each of the triggered skill controls, and the release order of each virtual skill in the target combo skill is determined based on the triggering order of each of the triggered skill controls.
19. An electronic device, characterized in that: include: A processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the memory communicate through the bus, and the machine-readable instructions are executed by the processor to execute the steps of the method for information processing in a game as described in any one of claims 1 to 17.
20. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the method for information processing in a game as described in any one of claims 1 to 17 are executed.