Skill release control method, skill release control device, skill release control equipment and medium
By integrating and determining the default skills from multiple skeleton resources in the game and adjusting the skill effect according to the ability of hostile targets, the problem of insufficient diversity and flexibility of skill release mechanisms in traditional games is solved, and higher game interactivity and user experience is achieved.
Patent Information
- Application Number
- CN202510557905.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-29
- Publication Date
- 2025-06-10
AI Technical Summary
There are multiple limitations in the skill release mechanism in traditional games, including insufficient diversity and flexibility of skill combinations, decoupling of equipment from non-player characters, lack of deep response to game scenes, and insufficient mechanization and mutual exclusion of cooling controls.
By determining the default skills of the preset master bone plastic resources from the multiple bone plastic resources configured by the current player character fusion, the dynamic integration of skills and multiple equipment resources is achieved. At the same time, the effect of the skill can be applied according to the ability of the main body plastic resources inherited from their corresponding hostile targets, and the skill cooling control is optimized to ensure that the settings during the cooling period are not disturbed.
It improves the diversity and flexibility of the skill set, enhances the interactivity and fun of the game, realizes the deep correlation between skills and game scenes, and improves the user experience and the immersion of the game.
Smart Images

Figure CN120114841A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer control technology, and in particular, to a skill release control method, its device, equipment, and medium. Background Art
[0002] In video games, the skill release mechanism of player characters is one of the key elements to enhance game interactivity and interest. In traditional games, the skills of player characters are usually closely related to equipment, and the character obtains corresponding skills by equipping specific items or weapons. However, this mechanism has some obvious limitations.
[0003] First of all, in traditional technologies, player characters usually can only use their corresponding skills according to a single piece of equipment. Even if a player assembles multiple pieces of equipment, these pieces of equipment act independently when releasing skills and lack synergy. This design limits the player's strategic choices in battles, greatly restricting the diversity and flexibility of skill combinations. For example, a player may hope to combine the skill effects of multiple pieces of equipment to create a more powerful skill combination, but the traditional mechanism cannot achieve this.
[0004] Secondly, the equipment in traditional technologies is decoupled from non-player characters (NPCs), and its effects are single. This means that the skill effects of the equipment usually cannot be dynamically adjusted according to the status or behavior of NPCs in the game scene. Not only is the presentation of the equipment itself rather mechanical, but its skill effects also cannot be associated with NPCs. When using these skills, their effects are even more mechanical. For example, the skills of the equipment may be particularly effective against certain types of NPCs, but have little effect on other types of NPCs. This decoupled design results in a lack of in-depth response of skill release to the game scene, reducing the immersion and strategy of the game.
[0005] Finally, the cooling control of skill release control in traditional technologies is also rather mechanical, and the mutual exclusion control is not strict enough. The skill cooling time in traditional technologies is usually fixed and lacks the ability to be dynamically adjusted according to the character status or game scene. In addition, when a skill is in the cooling state, the player cannot release or combine other skills. This mutual exclusion control is not flexible enough, resulting in a poor user experience.
[0006] In summary, there are obvious deficiencies in the skill release mechanism in traditional games. These deficiencies limit the player's strategic choices in battles, reduce the interactivity and immersion of the game, and also affect the user experience. Summary of the Invention
[0007] The purpose of this application is to solve the above problems and provide a skill release control method, its corresponding device, equipment, non-volatile readable storage medium, and computer program product.
[0008] According to one aspect of the present application, a skill release control method is provided, including:
[0009] Responding to a quick skill release instruction triggered by a skill control corresponding to the current player character in the game scene, determining the default skill of a preset main skeleton shaping resource from multiple skeleton shaping resources configured for integration with the current player character, where the skeleton shaping resources are inherited from hostile targets in the game scene;
[0010] Verifying whether the default skill is in a cooling state, and when it is not in the cooling state, setting the default skill to enter the cooling state and visually presenting it on the appearance of the skill control;
[0011] Executing the release of the default skill in the cooling state, and visually presenting the release process of the main skeleton shaping resource releasing the default skill to the game scene according to the animation effects corresponding to the default skill;
[0012] When the cooling state reaches the cooling duration corresponding to the main skeleton shaping resource, setting the default skill to switch to the non-cooling state and visually presenting it on the appearance of the skill control.
[0013] According to another aspect of the present application, a skill release control device is provided, including:
[0014] A release response module, configured to respond to a quick skill release instruction triggered by a skill control corresponding to the current player character in the game scene, and determine the default skill of a preset main skeleton shaping resource from multiple skeleton shaping resources configured for integration with the current player character;
[0015] A verification setting module, configured to verify whether the default skill is in a cooling state, and when it is not in the cooling state, set the default skill to enter the cooling state and visually present it on the appearance of the skill control;
[0016] A release presentation module, configured to execute the release of the default skill in the cooling state, and visually present the release process of the main skeleton shaping resource releasing the default skill to the game scene according to the animation effects corresponding to the default skill;
[0017] A switching unlocking module, configured to when the cooling state reaches the cooling duration corresponding to the main skeleton shaping resource, set the default skill to switch to the non-cooling state and visually present it on the appearance of the skill control.
[0018] According to another aspect of the present application, a skill release control device is provided, including a central processing unit and a memory, where the central processing unit is used to call and run a computer program stored in the memory to execute the steps of the method described in the present application.
[0019] According to another aspect of the present application, a non-volatile readable storage medium is provided, which stores a computer program implemented according to the skill release control method in the form of computer-readable instructions, and when the computer program is called and executed by a computer, the steps included in the method are executed.
[0020] According to another aspect of the present application, a computer program product is provided, comprising a computer program / instruction, wherein the computer program / instruction implements the steps of the method when executed by a processor.
[0021] This application proposes an innovative solution to the limitations of the skill release mechanism in traditional games, which can effectively solve the problems existing in the existing technology and bring many beneficial effects and technical advantages, including but not limited to:
[0022] First, this application realizes the dynamic fusion of skills and multiple equipment resources by determining the default skills of the pre-set main skeleton resources from the multiple skeleton resources fused and configured by the current player character. Unlike the traditional technology that player characters can only use skills according to a single piece of equipment, this application allows player characters to fuse the skill effects of multiple pieces of equipment to create a more powerful skill combination. This dynamic fusion mechanism greatly enhances the diversity and flexibility of skill combinations, provides players with richer strategic choices in battle, and enhances the interactivity and fun of the game.
[0023] Secondly, this application realizes the deep association between skills and hostile targets in the game scene. In traditional technology, equipment is decoupled from non-player characters, skill effects are single and lack dynamic response to game scenes. In this application, the effects of skills can be applied according to the abilities inherited from the corresponding hostile targets by the main skeleton resources, making the skill release more intelligent and scenario-based. This deep association not only enhances the expressiveness of equipment skills, making them no longer limited to mechanized presentation, but also enhances the interactivity between skill effects and non-player characters, thereby enhancing the immersion and strategy of the game.
[0024] In addition, this application has made significant improvements in the cooldown control of skill release. This application first checks whether the skill is in a cooldown state, enters the cooldown state when it is not in a cooldown state, performs skill release in the cooldown state, and returns to the non-cooldown state after the cooldown period ends, thereby ensuring that the settings during the cooldown period will not be disturbed, and can effectively maintain the applicable cycle of the default skills, so that players can more intuitively understand the availability of skills and improve the user's operation experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0025] Figure 1 This is an exemplary network architecture for this application;
[0026] Figure 2 A flowchart of an embodiment of a skill release control method of the present application;
[0027] Figure 3 This is a functional block diagram of the skill release control device of this application;
[0028] Figure 4 This is a structural schematic diagram of a skill release control device used in this application. DETAILED DESCRIPTION
[0029] The technical solution of this application can be deployed in a variety of network architectures. Figure 1 An exemplary network architecture is shown. In this architecture, a game server 81 is connected to multiple player terminals 80 via a network, which are deployed with a computer program product implemented according to the skill release control method of the present application. When the computer program product is run, it is responsible for real-time processing of various events and interactions in the game. The game server 81 is responsible for managing the state of the game world, including the generation of hostile targets, the actions of player characters, and the allocation of equipment resources. The player terminal 80 communicates with the game server via the network, receives game state information, and sends the player's operation instructions.
[0030] In terms of application scenarios, the technical solution of this application is applicable to games that need to dynamically adjust the difficulty of the game according to the progress and behavior of the player. For example, in role-playing games (RPGs) and open world games, players, that is, game users, can trigger the drop of skeleton resources when exploring maps, completing tasks, or defeating non-player characters. Through the technical solution of this application, the game can dynamically adjust the probability of resource acquisition according to the qualification level of the assembly table equipped for the game user, ensuring that the game difficulty matches the player's skill level, while optimizing the efficiency of resource allocation and reducing the situation where players obtain useless resources.
[0031] The hostile targets of this application can be non-player characters (NPCs), which refer to characters or entities controlled by the game system rather than directly operated by the player, or enemy characters controlled by other game users. Non-player characters can appear as hostile monsters, environmental creatures, or other entities.
[0032] The skeletal plastic resource is a unique game resource provided by this application for the game. In some embodiments, it is implemented as the residual statue effect of hostile targets in the game scene. Game users can defeat the hostile targets and obtain them as skeletal plastic resources with a certain resource acquisition probability. The skeletal plastic resources have different qualities and attributes and can provide additional ability bonuses for player characters. To facilitate the efficient invocation of skeletal plastic resources by game users, this application introduces an assembly platform into the game process. The assembly platform is an interface platform for game users to equip skeletal plastic resources for player characters, which can be understood as a factory for processing skeletal plastic resources. Its qualification level determines the resource acquisition probability of players obtaining skeletal plastic resources. The higher the qualification level, the greater the probability for players to obtain skeletal plastic resources, especially high-quality ones. Otherwise, the resource acquisition probability is lower, thus maintaining a positive correlation between the qualification level and the resource acquisition probability.
[0033] Specifically, when a player character defeats a hostile target, the game server will dynamically update one or more resource acquisition probabilities according to the change in the qualification level of the player's assembly platform. When the player character encounters a hostile target, a corresponding resource acquisition probability is selected as the target reference probability according to the rarity index of the hostile target, and a resource drop probability corresponding to the hostile target being transformed into a skeletal plastic resource is randomly generated. If the randomly generated resource drop probability is lower than the target reference probability, the hostile target will be transformed into a skeletal plastic resource and a absorbable range will be generated in the game scene. Otherwise, the hostile target will not generate the corresponding skeletal plastic resource. When the player character enters this range, a resource absorption event can be triggered, the storage animation effect is played, and the skeletal plastic resource is added to the player's skeletal plastic collection library. In addition, the qualification level of the assembly platform can be updated according to the resource value of the skeletal plastic resource to further adjust the resource acquisition probability to adapt to the player's progress.
[0034] The avatar in this application refers to re-rendering the animation model of the hostile target into a residual statue with a unique visual effect. The skeletal plastic resource after avatar is partially consistent with the original hostile target according to the preset rules in appearance. For example, the skeletal plastic resource can be rendered with a unique visual effect based on the overall animation model of the hostile target, or can be rendered with a unique visual effect based on a part of the animation model of the hostile target, such as its partial limbs. The skeletal plastic resource after avatar also has attributes inherited from the hostile target and can be absorbed and utilized by the player character. By equipping the skeletal plastic resource to a specified player character, it can provide additional combat capabilities or attribute bonuses for the player character.
[0035] Through this dynamic adjustment mechanism, this application not only optimizes the resource allocation efficiency, but also enhances the player's interaction experience through intuitive animation effects. Compared with the traditional fixed-probability equipment acquisition mechanism, the technical solution of this application can better balance the game difficulty and improve the player's game experience.
[0036] See also Figure 2 The skill release control method of the present application can be implemented as a computer program product installed and run on a player terminal, thereby starting a game system. In some embodiments thereof, the method includes the following steps:
[0037] Step S3100, responding to a quick skill release command triggered by a skill control corresponding to the current player character in the game scene, determining a default skill of a pre-set main skeleton resource from a plurality of skeleton resources fused and configured corresponding to the current player character, wherein the skeleton resource is inherited from an enemy target in the game scene;
[0038] In an exemplary game scenario, a game user may have one or more player characters. When the game user operates the current player character in the game scenario, the game user may trigger the release of a skill through the skill controls of the graphical user interface of the player terminal. These skill controls usually appear on the game interface in the form of icons or buttons, and the player may activate these controls through mouse clicks, keyboard shortcuts, touch screens or other input devices. For example, in a typical action role-playing game, the player may press the "Q" key on the keyboard to trigger a specific quick skill release instruction.
[0039] After the quick skill release command is triggered, the game system will filter from the multiple skeleton resources configured by the current player character. These skeleton resources are obtained by the player in various ways in the game, such as defeating hostile targets, completing tasks, or purchasing from the game store. Each skeleton resource has its own unique attributes and skills. These skills can be configured in advance by the game user in the game design and are preset to be used by the game user's player character, such as the current player character.
[0040] For the multiple skeleton resources configured by the current player character, the game system will determine the main skeleton resource and its default skill from these resources according to its preset rules. The main skeleton resource refers to the skeleton resource that is set as the main skill source in the current configuration, and the default skill is the skill carried by the main skeleton resource that can be released without specific conditions. For example, if the player character is equipped with multiple skeleton resources, one of them can be set in advance or according to the rules as the main skeleton resource, and its default skill can be "Fire Shock", which allows the player character to cause fire damage to the hostile target in front.
[0041] In one embodiment, a game user can configure multiple skeleton resources for any player character through an assembly table in the game system. The assembly table is a user interface provided by the game system that allows players to customize the equipment and skills of the character. Through the assembly table, the player can select multiple skeleton resources from his skeleton collection library and assemble them to a specified player character.
[0042] According to the rules preset in the background of the game system, multiple skeleton resources can be fused. This fusion mechanism allows players to combine, combine, offset, and other operations on the attributes and skills of each skeleton resource in the main skeleton resource based on the default skills inherent in the main skeleton resource, and determine the default skills of the main skeleton resource, thereby creating a more powerful skill combination. For example, a player can fuse a skeleton resource with high attack power with another skeleton resource with a fast cooling time to obtain a more powerful skill, allowing the player character to use high-attack skills more frequently in battle. This fusion mechanism not only increases the strategy of the game, but also provides players with more customization options, making the skill configuration of each player character unique.
[0043] During specific execution, the background of the game system can evaluate and integrate the assembled skeleton resources according to preset rules. These rules can be implemented based on any one or more of the attributes including but not limited to the quality, type, attribute addition and skill effect of the skeleton resources, and can be flexibly implemented by those skilled in the art according to the creative spirit disclosed herein. For example, some high-quality skeleton resources can have more powerful attribute additions, while specific types of skeleton resources can provide unique skill effects. According to these rules, the game system will comprehensively calculate the attributes and skills of multiple skeleton resources, and finally determine the main skeleton resource of the player character and its default skills.
[0044] In one embodiment, the main source of skeleton resources is the hostile targets in the game scene. For example, when the player character fights with the hostile targets in the game world and wins, these hostile targets have a chance to be transformed into skeleton resources. This process is achieved through the rules pre-set by the game system, that is, when the hostile target is defeated, it will be judged whether the hostile target can be converted into skeleton resources according to certain probabilities and conditions. If the conditions are met, the animation model of the hostile target will be re-rendered as a residual statue with unique visual effects, and this residual statue is the skeleton resource. The player character can trigger a resource absorption event by entering the absorbable range of the residual statue, thereby adding the skeleton resources to the player's skeleton collection library. This mechanism not only provides players with a way to obtain new resources, but also increases the strategy and interactivity of the game, because players can selectively defeat them according to the type and attributes of the hostile targets to obtain skeleton resources that are more in line with their own fighting style.
[0045] A significant difference between the skeleton resources of the present application and ordinary equipment is that the skeleton resources are obtained by instantiating the class corresponding to the computer program object of the hostile target itself. This means that when the hostile target is defeated, the game system will generate a corresponding skeleton resource object according to the properties and characteristics of the computer program object of the hostile target. Therefore, the skeleton resources can inherit at least part of the properties of the hostile target, such as attack power, elemental properties, special skills, attribute additions, etc. This inheritance mechanism makes the skeleton resources not just a simple item, but an entity with unique properties and abilities, which can provide richer combat strategies and attribute additions for player characters. By inheriting the properties of the hostile target, the skeleton resources can provide players with a wider range of attribute combinations and skill effects, thereby increasing the depth and complexity of the game. In addition, this mechanism also allows players to selectively defeat specific hostile targets according to the type and properties of the hostile target to obtain skeleton resources that are more in line with their own combat style, further enhancing the interactivity and strategy of the game.
[0046] Step S3200, checking whether the default skill is in a cooling state, and if it is in a non-cooling state, setting the default skill to enter a cooling state and visually representing it on the appearance of the skill control;
[0047] The game system uses internal logic to determine whether the default skill is in a cooldown state, so as to avoid conflicts between multiple skill triggers. If the default skill is not currently in a cooldown state, that is, the skill is available, the default skill is immediately set to a cooldown state. This state switching can be achieved through the timer and state flag inside the game system to ensure that the skill will not be activated again during the cooldown period. Among them, the timer is responsible for the duration after entering the cooldown state, and the state flag can be used to record whether the default skill is in a cooldown state or a non-cooldown state.
[0048] In terms of appearance, when a default skill enters a cooldown state, the game system will visually update the appearance of the skill control. This visual representation can be achieved by changing the icon, color, transparency, or other visual elements of the skill control so that players can intuitively understand the current state of the skill. For example, when a skill enters a cooldown state, the icon of the skill control can turn gray, or a cooldown countdown number can appear. This visual feedback mechanism provides instant feedback and can help players better plan combat strategies.
[0049] In some embodiments, the game system can also enhance the visualization of the skill cooldown state through animation effects. For example, when a skill enters the cooldown state, a gradually shrinking aura can appear around the skill control, or a rotating progress bar can appear on the control icon. These animation effects not only increase the visual appeal of the game but also provide players with a more intuitive indication of the skill cooldown state.
[0050] Step S3300, execute the release of the default skill in the cooldown state, and visualize the release process of the main skeleton shaping resource for releasing the default skill into the game scene according to the animation special effects corresponding to the default skill;
[0051] As the carrier of the skill, the main skeleton shaping resource will present the process of releasing the skill through a series of preset animation special effects. Specifically, when the player's trigger for the quick skill release instruction is responded to and enters the cooldown state, the game system can call the corresponding animation special effect resources according to the default skill configuration of the main skeleton shaping resource. The animation special effects presented by these resources are pre-designed to visually display the skill release process in the game scene. These animation special effects not only include the visual effects of the skill itself, such as the display of elements like fire, ice, and electric light, but may also involve the action performance of the animation model of the main skeleton shaping resource, such as waving a weapon, casting a spell, etc. The presentation of these animation special effects makes the skill release process more vivid and realistic, enhancing the player's immersion.
[0052] At the same time, the execution of the release logic of the default skill can be completed by the background process of the game system, so as to attack the hostile targets within a specific range through the default skill and cause damage to them. For example, if the default skill is an area attack skill, the game system can play an animation of a halo spreading centered on the player character, and at the same time apply a damage effect to the hostile targets within the halo range. This animation special effect not only shows the range of the skill's effect but also conveys the intensity and characteristics of the skill through the visual effect.
[0053] In the process of skill release in this application, the animation model of the main skeleton shaping resource can be activated and participate in the skill performance process. For example, the animation model of the main skeleton shaping resource can briefly appear when the skill is released and perform a series of actions related to the skill, such as waving a weapon, releasing an energy wave, etc. These actions and animation effects are preset according to the attributes and skill characteristics of the main skeleton shaping resource, aiming to enhance the skill release experience through visual and auditory effects.
[0054] The game system can also update the elements in the game scene in real time according to the characteristics and effects of the skills. For example, if a skill has a fire attribute, the effect of fire burning can appear in the game scene. At the same time, the hostile targets hit by the default skill can be attached with a burning state and continuously receive damage. This real-time feedback mechanism not only allows players to intuitively see the effects of the skills, but also increases the strategy and interactivity of the game.
[0055] Step S3400: When the cooling state reaches the cooling duration corresponding to the main body shaping resource, set the default skill to the non-cooling state and visually represent it on the appearance of the skill control.
[0056] After the default skill of the main body shaping resource enters the cooling state, the game system manages the cooling process of the skill according to the preset cooling duration of the skill. This cooling duration can be implemented as an attribute data of the main body shaping resource to achieve personalized definition of the cooling duration of the shaping resource, so that the cooling duration can be diversified and flexible to adapt to the hostile targets. The cooling duration is usually determined during the game design stage and stored in the data structure of the main body shaping resource. For example, a specific main body shaping resource can have a default skill, and its cooling duration is preset to 10 seconds, and this value is stored in the attribute data of the main body shaping resource so that the game system can read and use it at any time.
[0057] As revealed above, the game system specifically determines whether the duration of the cooling state has reached the cooling duration through an internal timer. When the default skill is released and enters the cooling state, the timer starts timing. The timer continuously tracks the passage of time until the preset cooling duration is reached. For example, if the cooling duration of the default skill is 10 seconds, the timer starts timing after the skill is released. When the reading of the timer reaches 10 seconds, it is determined that the duration of the cooling state has reached the cooling duration.
[0058] Once the timer confirms that the duration of the cooling state has reached the preset cooling duration, the game system will switch the default skill from the cooling state to the non-cooling state, specifically by updating the state flag revealed above to the non-cooling state.
[0059] To enable players to intuitively understand the change in the skill state, the game system will visually represent this state change on the appearance of the skill control. For example, the icon of the skill control may change from gray to color, or the countdown numbers of the cooling time will disappear, thus clearly informing the player that the skill can be used again. This visual feedback mechanism provides players with immediate and clear information to help players better plan combat strategies and skill usage times.
[0060] Through the implementation of the above embodiments, the skill release control method of the present application has achieved significant technical advantages, including but not limited to the following aspects:
[0061] First, by responding to quick skill release commands and determining the default skills of the main skeleton resources from multiple fused skeleton resources, the dynamic fusion of skills and multiple equipment resources is achieved, greatly improving the diversity and flexibility of skill combinations. This mechanism allows players to flexibly adjust skill configurations according to combat scenarios and strategic requirements, thereby creating more powerful skill combinations and enhancing the interactivity and fun of the game.
[0062] Secondly, by checking the cooldown status of the default skill and visually displaying it when it enters the cooldown status, this application effectively avoids the default skill from being disturbed during its cooldown period, and keeps the cooldown period relatively stable for game users to perceive. This visual display of the cooldown status, such as the color change of the skill control icon or the display of the countdown number, provides players with immediate and clear feedback, helping players better plan combat strategies and skill usage timing, and improving the user experience.
[0063] Furthermore, by executing the release of default skills in the cooling state and visually presenting the skill release process in the game scene through animation special effects, the present application enhances the realism and visual effects of skill release. This visualization not only includes the visual effects of the skill itself, but also involves the action performance of the animation model of the main skeleton resource, making the skill release process more vivid and real, and enhancing the player's immersion. At the same time, the execution of the skill release logic by the background of the game system ensures the effective attack and damage effect of the skill on the hostile target, increasing the strategy and interactivity of the game.
[0064] Finally, by switching the default skill to the non-cooling state after the cooling state reaches the preset cooling time, and performing the visual performance again, this application realizes the dynamic update and feedback of the skill state. This mechanism enables players to clearly understand the availability of skills, so as to arrange the release of skills more reasonably and optimize combat strategies. This dynamic update and feedback mechanism not only improves the fluency and playability of the game, but also further enhances the player's sense of control and participation in the game.
[0065] Based on any embodiment of the method of the present application, after releasing the default skill in the cooling state, the method includes:
[0066] Step S4100, in the cooling state, automatically executing the first release of the default skill, starting to monitor the number of skill releases of the default skill, and the effect of the default skill is determined by fusing the attribute data corresponding to the multiple skeleton resources and the effect;
[0067] In this embodiment, when the default skill enters the cooldown state, the game system will automatically trigger the first release of the skill without the player's manual operation. For example, if the default skill of the main skeleton resource equipped by the player character is a range attack skill, the game system will automatically execute the skill in the cooldown state to cause damage to surrounding hostile targets.
[0068] After the skill is released for the first time, the game system will start to monitor the number of times the skill is released. The monitoring mechanism can be implemented by a counter inside the game system to record the number of times the skill is released during the cooldown period. The number of skill releases can have a corresponding upper limit, which can be pre-set based on the attribute data of the default skill. For example, a specific default skill can be set to be released 3 times during the cooldown period.
[0069] The effect of a skill is determined by the fusion of the attribute data of multiple skeleton resources corresponding to the effect. This means that the effect of a skill can be not just the attribute of a single skeleton resource, but the result of the combined influence of the attributes of multiple skeleton resources.
[0070] For example, suppose the current player character is equipped with two different skeleton resources: one with high attack power (called "strength skeleton"), whose attack power attribute value is 100; the other with a fast cooling time (called "agility skeleton"), whose cooling time attribute value is 5 seconds. When these two skeleton resources are fused, the game system will use the attack power attribute value and the cooling time attribute value as the effect of the default skill according to the preset rules, and obtain a default skill with an attack power of 100 and a cooling time of 5 seconds. This fusion method allows the player character to frequently use high-attack power skills in battle, thereby causing a large amount of damage to the enemy target in a short period of time.
[0071] Another example is that the player character is equipped with three different skeleton resources: a skeleton resource with a fire attribute (called "fire skeleton"), whose fire damage attribute value is 50; a skeleton resource with a frost attribute (called "frost skeleton"), whose frost damage attribute value is 30; and a skeleton resource with an electric shock attribute (called "electric shock skeleton"), whose electric shock damage attribute value is 20. When these three skeleton resources are fused, the game system will calculate the effect of the default skill according to the preset rules. In this case, the game system can superimpose the three attributes to obtain a composite skill with fire, frost and electric shock attributes. For example, the fire damage attribute value of 50, the frost damage attribute value of 30 and the electric shock damage attribute value of 20 can be added to obtain a composite skill with a total damage value of 100. When this composite skill is released, it will cause damage of the three attributes of fire, frost and electric shock to the enemy target, thereby increasing the diversity of skills and the complexity of combat strategies.
[0072] In addition, the fusion mechanism can also consider the quality and type of the skeletal plastic resources to set corresponding weights for weighted processing. For example, high-quality skeletal plastic resources can have a greater impact on the effect of the default skill. Suppose a player character is equipped with a high-quality "Strength Skeletal Plastic" and a normal-quality "Agility Skeletal Plastic". The game system may give the high-quality "Strength Skeletal Plastic" a higher weight, resulting in a higher attack power attribute value for the default skill and a relatively lower cooldown time attribute value.
[0073] It can be seen that the fusion mechanism of the present application allows players to flexibly configure and fuse multiple skeletal plastic resources according to their combat styles and strategic needs, thereby creating a default skill with unique attributes and effects.
[0074] Step S4200: When the number of skill releases does not exceed the release times limit corresponding to the default skill, respond to the touch event acting on the skill control to release the default skill again and update the number of skill releases;
[0075] When the number of skill releases does not exceed the limit, the game system can successively respond to the touch events of the player acting on the skill control, enabling the default skill to be released multiple times within its cooling period. For example, if the default skill of a player character is an area attack skill and the current release count is 1 with an upper limit of 3, the player can trigger a second release by clicking the skill control again. The game system will detect this touch event, respond to the player's operation, execute the operation of releasing the default skill again, and update the number of skill releases to 2.
[0076] This response mechanism allows players to use the skill multiple times during the cooling period of the skill, thereby causing multiple damages or effects to hostile targets in a short period of time. For example, if the default skill equipped by a player character is a skill with high attack power, the player can trigger this skill multiple times during the cooling period to cause continuous high-damage attacks to surrounding hostile targets.
[0077] In some embodiments, the game system can update the appearance of the skill control in real time to visually represent the current number of skill releases and the remaining number of releases. For example, the icon of the skill control can display a progress bar or a number indicating the number of times already released and the remaining number of times that can be released. This visual feedback mechanism provides players with immediate information to help them better plan combat strategies and skill usage timings.
[0078] Step S4300: When the number of skill releases reaches the release times limit corresponding to the default skill, disable the skill control to prohibit triggering the touch event;
[0079] When the number of skill releases of the player character's default skill reaches its preset upper limit of release times, the game system can automatically disable the skill control. For example, if the upper limit of the release times of a default skill is set to 3 times, after the player has triggered the skill 3 times, the skill control will be disabled, and the player cannot release the skill again through a touch event, thus ensuring that the use of the default skill does not exceed the design scope of the game system. When the skill control is disabled, the icon of the skill control can further become light gray and transparent, or a lock icon appears, clearly informing the player that the skill is temporarily unavailable.
[0080] In addition, the game system can also achieve disabling by listening to the touch events of the skill control. When the skill control is disabled, the system will ignore any touch operations on the skill control, thus preventing the player from releasing the skill again. This mechanism not only ensures that the number of skill uses does not exceed the upper limit but also provides clear feedback to the player to help the player understand the current state of the skill.
[0081] Step S4400, when switching to the non-cooling state, re-enable the skill control.
[0082] When the timer inside the game system confirms that the duration of the cooling state of the default skill has reached the preset cooling duration, the system switches the state of the default skill from the cooling state to the non-cooling state. When the skill state switches to the non-cooling state, the game system will re-enable the skill control that was previously disabled because the number of skill releases reached the upper limit. This process can be achieved by setting the visible property and color property of the skill control, so that the skill control returns from the disabled state to the operable state. For example, the icon of the skill control can change from gray to color, or the lock icon disappears, thus clearly informing the player that the skill can be used again. This visual feedback mechanism provides instant and clear information to the player to help the player better plan combat strategies and skill usage timings.
[0083] Through the execution of the above-mentioned embodiments, the skill release control method of the present application has achieved significant technical advantages. First, the function of releasing default skills multiple times in a single cooling cycle is supported, so that players can cause multiple injuries or effects to hostile targets in a short period of time, thereby improving the interactivity and fun of the game. Secondly, by integrating multiple skeleton resources to customize default skills, the present application provides a high degree of skill customization flexibility, allowing players to create default skills with unique attributes and effects according to their own combat style and strategy requirements. This customization flexibility not only increases the strategy of the game, but also provides players with a richer combat experience. Furthermore, by optimizing the management of skill release and cooling status, the present application improves the operating efficiency of the computer terminal and ensures the smoothness and playability of the game. In addition, by visualizing the skill status and the number of releases, the present application improves the user experience and helps players better plan combat strategies and skill usage opportunities. It can be seen that the present application provides players with a more flexible, intelligent and interactive skill release mechanism through the above embodiments, which significantly improves the overall quality of the game and the game experience of the players.
[0084] On the basis of any embodiment of the method of the present application: visually representing the movement process of the main skeleton resource releasing the default skill in the game scene according to the animation effect corresponding to the default skill, including:
[0085] Step S3310, switching the animation model of the main skeleton resource to be visible in the game scene, the animation model has been loaded into the game scene before triggering the quick skill release instruction and is set to be invisible in the game scene;
[0086] In this embodiment, before the player character triggers the quick skill release instruction, the animation model of the main skeleton resource has been loaded into the game scene. This loading process is completed in the background of the game, and the purpose is to optimize performance and improve response speed. Specifically, when the player character is equipped with the main skeleton resource, when the game user selects this player character as the current player character, and the current player character enters the game scene or a specific gameplay area in the game scene, the game system can pre-load the animation model of the main skeleton resource in the background. This animation model is initialized to be invisible when loading to avoid being displayed in advance in the game scene, thereby maintaining the smoothness of the game and the continuity of the visual effects. For example, when the player character enters a specific gameplay area or is ready to fight, the game system automatically loads the animation model of the main skeleton resource related to the player character equipment, but these models will not be immediately displayed in the game scene when loaded.
[0087] Next, at the moment when the quick skill release instruction is triggered, the game system will switch the animation model of the main skeleton shaping resource to the visible state. This switch is controlled by the game system's rendering engine to ensure that the animation model can be correctly displayed in the game scene. Specifically, when the player triggers the skill release through the skill control, the system immediately updates the visibility attribute of the animation model, changing it from the invisible state to the visible state. In this way, the animation model of the main skeleton shaping resource will appear in the game scene and start to execute the animation effects corresponding to the default skill.
[0088] Step S3320: Control the animation model of the main skeleton shaping resource to move in the game scene according to the animation effects corresponding to the default skill, and visually represent the release process of the main skeleton shaping resource releasing the default skill through the movement process of the animation model;
[0089] After the animation model becomes visible, the game system obtains the animation effect file corresponding to the default skill, and controls the movement of the animation model of the main skeleton shaping resource in the game scene according to the animation effects presented by this file. The animation effect file can include preset animation scripts and special effect parameters for driving the movement of the animation model. For example, if the default skill is an area attack skill, the animation model can perform an action of waving a weapon, and at the same time generate a visual effect of a halo spreading in the game scene, indicating the range of the skill. This process not only includes the action performance of the animation model, but also can include the sound effects and light and shadow effects when the skill is released to enhance the realism and visual impact of the skill release.
[0090] During the movement process of the animation model, the game system will update the position and state of the animation model in real time to ensure the smoothness and coherence of the animation effect. For example, if the skill is a skill with a long duration, the animation model can maintain a specific action or movement state during the duration of the skill until the skill effect ends. In addition, the game system can also update the elements in the game scene according to the characteristics and effects of the skill. For example, if the skill has a fire attribute, the effect of fire burning can appear in the game scene, and at the same time, the hostile targets hit by the skill may be attached with a burning state and continuously receive damage.
[0091] Step S3330: At the end of the movement process, switch the animation model of the main skeleton shaping resource to be invisible in the game scene.
[0092] At the end of the movement process of the animated model, the game system switches the animated model of the main skeleton shaping resource to an invisible state. This switch is also controlled by the rendering engine of the game system to ensure that the animated model disappears from the game scene after the skill release is completed and returns to the initial invisible state. Although the animated model is no longer visible, it still resides in memory for future use. In this way, the game scene can remain clean and avoid unnecessary visual interference, while also preparing for the next skill release.
[0093] Through the above embodiments, the display mechanism of the main skeleton shaping resource of the present application realizes efficient visual performance during the skill release process by optimizing the loading, visibility switching, and motion control of the animated model, significantly improving the performance and user experience of the game. First, by preloading the animated model of the main skeleton shaping resource in the background, the game system can quickly respond when the player triggers the skill release command, ensuring the immediacy and smoothness of the skill release, while avoiding performance bottlenecks caused by real-time model loading. Second, by setting the animated model to be invisible before the skill release and instantly switching it to the visible state during the release, the game system can precisely control the visual presentation timing of the skill release, enhancing the realism and visual impact of the skill release. In addition, controlling the motion of the animated model according to the animation effect file of the default skill not only realizes the diversification and personalization of the skill release process but also ensures the coherence and smoothness of the animation effect by updating the position and state of the animated model in real time. Finally, switching the animated model back to the invisible state after the skill release is completed not only keeps the game scene clean but also prepares for subsequent skill releases, further optimizing the visual effect and performance of the game. This comprehensive display mechanism not only improves the operation efficiency of the game but also provides players with a more immersive and realistic gaming experience, significantly enhancing the overall quality of the game.
[0094] Based on any embodiment of the method of the present application, before responding to the quick skill release command triggered by the skill control corresponding to the current player character in the game scene, it includes:
[0095] Step S2100, when it is detected that the main skeleton shaping resource configured by the current player character belongs to the target type resource, load the animated model of the main skeleton shaping resource into the game scene and set it to be visible in the game scene;
[0096] The target type resource can be a skeleton shaping resource pre-labeled as a pet type. These resources have special attributes and behavior logics, enabling them to accompany the player character in the game scene like a pet. When the game system detects that the main skeleton shaping resource configured by the current player character belongs to the pet type, it will trigger the loading and initialization process.
[0097] During the loading process, the animation model of the main skeletal pet resource is loaded into the game scene and initialized to a visible state. This means that when the player character enters the game scene or a specific gameplay area, triggering the preset pet loading conditions, the animation model of the main skeletal pet resource can be immediately displayed in the game scene, rather than waiting for the player to trigger a skill release command. This immediate loading and display method enhances the visual presence of the main skeletal pet resource as a pet, enabling the player to intuitively see the position and state of the main skeletal pet resource in the game scene.
[0098] For example, assume that the player character is equipped with a main skeletal pet resource marked as the pet type, called "Guardian Skeleton". When the player character enters the game scene, the game system detects that the main skeletal pet resource configured by the current player character belongs to the pet type and immediately loads its animation model into the game scene, displaying it as a guardian creature following the player character. The animation model of this guardian creature will be initialized according to the preset business logic, including its appearance, initial position, and state, etc.
[0099] Step S2200: Real-time capture the current position of the animation model of the current player character in the game scene, and determine the activity range covering this current position according to this current position;
[0100] After the main skeletal pet resource is loaded into the game scene and initialized to a visible state, the game system will track the position of the animation model of the current player character in real time. This tracking can be achieved through the positioning module of the game system, which can accurately capture the real-time position coordinates of the player character in the map of the game scene, continuously update the position information of the player character, and ensure that its latest position can be obtained in real time.
[0101] Based on the current position of the player character, the game system will further determine an activity range covering this position. This activity range can be a preset area, such as a circular or rectangular area centered on the player character, and its size can be adjusted according to the game design and the type of the main skeletal pet resource. For example, for a main skeletal pet resource marked as the pet type, the activity range can be set as a circular area with a radius of 5 meters, ensuring that the main skeletal pet resource can move freely around the player character while maintaining a certain distance range.
[0102] The determination of this activity range not only provides a spatial limit for subsequent free movement but also provides a reference for target positioning and effect range when releasing skills. For example, when the main skeletal pet resource releases a range attack skill, the activity range can be used as the basis for the skill's effect range to ensure that the skill effect can cover the hostile targets around the player character.
[0103] Step S2300: According to the preset business logic corresponding to the main skeleton shaping resource, control the animation model of the main skeleton shaping resource to enter the free movement state, so as to move freely with the current player character within the activity range;
[0104] After the main skeleton shaping resource is loaded into the game scene and initialized to the visible state, the game system will control its animation model to enter the free movement state according to the preset business logic. Business logic refers to the behavior rules of the main skeleton shaping resource in the game scene, which define how the main skeleton shaping resource interacts with the player character and how it moves in the game scene. For example, for the main skeleton shaping resource marked as a pet type, the business logic may include behaviors such as following the player character, patrolling within a specific area, and reacting to hostile targets.
[0105] Specifically, the game system can set a series of behavior patterns for the animation model of the main skeleton shaping resource according to its type and attributes. These behavior patterns can be implemented through preset scripts or algorithms to ensure that the animation model of the main skeleton shaping resource can perform corresponding actions according to the position and state of the player character. For example, if the main skeleton shaping resource is a pet type resource with a guarding function, its business logic may include moving following the player character within a certain distance and automatically entering the attack state when detecting a hostile target.
[0106] In the free movement state, the animation model of the main skeleton shaping resource will perform dynamic presentations within the activity range. The activity range is determined by the current position of the player character. Within this range, the animation model of the main skeleton shaping resource can move freely and execute preset behavior patterns, such as following, patrolling, or attacking.
[0107] In addition, the free movement state of the main skeleton shaping resource can also include interaction responses to the player character. For example, when the player character triggers a specific interaction event, the animation model of the main skeleton shaping resource can perform corresponding actions, such as sitting down, standing up, or making sounds. This kind of interaction response not only enhances the pet-like characteristics of the main skeleton shaping resource but also improves the interactivity between the player and the main skeleton shaping resource.
[0108] Step S2400: When responding to the quick skill release instruction to execute the release of the default skill of the main skeleton shaping resource, switch the animation model of the main skeleton shaping resource from the free movement state to the skill release state, and execute the release of the default skill of the main skeleton shaping resource in the skill release state;
[0109] When a player triggers a quick skill release command through the skill control, since the game system needs to release the default skill of the main skeleton resource, at this time, the animation model of the main skeleton resource can be switched from the free movement state to the skill release state. This switch can be achieved by a preset state management mechanism, which is responsible for monitoring and managing the current state of the main skeleton resource and performing state transitions according to the preset business logic. For example, if the main skeleton resource is a resource marked as a pet type, it may be moving with the player character or patrolling within the activity range in the free movement state. When receiving the skill release command, the game system will immediately update its state and switch it from the free movement state to the skill release state.
[0110] In the skill release state, the animation model of the main skeleton resource will execute the animation effects corresponding to the default skill. As revealed in the previous text of this application, these animation effects are designed according to the preset animation scripts and special effect parameters to visually represent the skill release process. For example, if the default skill is an area attack skill, the animation model may execute an action of waving a weapon, and at the same time generate a visual effect of a halo spreading in the game scene to indicate the range of the skill. This process not only includes the action performance of the animation model but also can include the sound effects and light and shadow effects during the skill release to enhance the realism and visual impact of the skill release.
[0111] In addition, the game system can also update the elements in the game scene in real time according to the characteristics and effects of the skill. For example, if the skill has a fire attribute, there may be a fire burning effect in the game scene, and at the same time, the hostile targets hit by the skill may be attached with a burning state and continuously receive damage. This real-time feedback mechanism not only allows players to intuitively see the effects of the skills but also increases the strategic and interactive nature of the game.
[0112] Step S2500: After each execution of releasing the default skill of the main skeleton resource, restore the animation model of the main skeleton resource from the skill release state to the free movement state.
[0113] After each release of the default skill, the game system will immediately restore the animation model of the main skeleton resource from the skill release state to the free movement state. This restoration process is also achieved through the state management mechanism of the game system, ensuring that the animation model can immediately return to the free movement state after the skill release and continue to execute the preset behavior patterns, such as moving with the player character or patrolling within the activity range. The smoothness of this state transition not only improves the visual effect of the game but also ensures the coherence and consistency of the main skeleton resource as a pet.
[0114] In the above embodiments of the present application, by petrifying the main skeletal plastic resources, a unique skill release and character interaction mechanism is realized, significantly enhancing the interactivity and immersion of the game. First, by detecting and loading the main skeletal plastic resources marked as pet types, the game system can instantaneously display the animation models of these resources when the player character enters the game scene, enhancing the visual presence of the main skeletal plastic resources as pets. Second, by real-time capturing the position of the player character and determining the activity range, it provides a spatial limit for the free movement of the main skeletal plastic resources, and at the same time provides a reference for target positioning and effect range during skill release. Further, according to the preset business logic, the animation model of the main skeletal plastic resources is controlled to enter the free movement state, enabling it to accompany the player character like a pet, enhancing the interactivity between the player and the main skeletal plastic resources. During skill release, the animation model of the main skeletal plastic resources is switched from the free movement state to the skill release state and restored to the free movement state after the skill release is completed, ensuring the coherence of skill release and the behavioral consistency of the main skeletal plastic resources as pets. This mechanism not only optimizes the behavioral logic of the main skeletal plastic resources and the management of skill release, but also provides a more immersive and realistic game experience for players through the petrified characteristics, significantly improving the overall quality of the game and the players' gaming experience.
[0115] Based on any embodiment of the method of the present application, according to the preset business logic corresponding to the main skeletal plastic resources, after controlling the animation model of the main skeletal plastic resources to enter the free movement state to freely move with the current player character within the activity range, it includes:
[0116] Step S5100: The computer instance of the main skeletal plastic resources detects whether there is a hostile target within the preset range of its current position. When a hostile target is detected, the default skill is automatically released;
[0117] The business logic corresponding to the free movement of the main skeletal plastic resources can be implemented by the computer program instance corresponding to the main skeletal plastic resources. This computer instance will continuously monitor the preset range around its current position, and this range can be adjusted according to game design and the type of the main skeletal plastic resources. For example, for a main skeletal plastic resource marked as a pet type, its preset range can be a circular area centered on the main skeletal plastic resource with a radius of 10 meters. When the main skeletal plastic resource enters the game scene and is initialized to the visible state, its computer instance will continuously detect hostile targets within this range.
[0118] If a hostile target is detected, the computer instance of the main skeleton shaping resource will trigger the automatic release of the default skill. This process is achieved through the event-driven mechanism of the game system to ensure the timeliness and accuracy of skill release. For example, assume that the main skeleton shaping resource is a pet-type resource with a guarding function, and its default skill is an area attack skill. When a hostile target enters the preset range, the animation model of the main skeleton shaping resource will automatically perform an action of waving a weapon, and a visual effect of a halo spreading will be generated in the game scene to indicate the range of the skill. This process not only includes the action performance of the animation model but also can include the sound effects and light and shadow effects when the skill is released to enhance the realism and visual impact of the skill release.
[0119] Step S5200: When no hostile target is detected, control the animation model of the main skeleton shaping resource to generate displacement within the activity range according to the preset free movement rules.
[0120] When the computer instance of the main skeleton shaping resource does not detect a hostile target within the preset range, the animation model of the main skeleton shaping resource will move according to the preset free movement rules. These free movement rules are implemented through the scripts or algorithms of the game system and define the behavior patterns of the main skeleton shaping resource within the activity range.
[0121] For example, for a main skeleton shaping resource marked as a pet type, its free movement rules can include randomly wandering within the activity range, following the player character's movement, or patrolling within a specific area. These behavior patterns can be achieved through preset waypoints or randomly generated movement directions. For example, the animation model of the main skeleton shaping resource can move along a preset circular path within the activity range or perform displacement according to randomly generated coordinate points to simulate the natural behavior of a pet.
[0122] Step S5300: During the automatic activity process, in response to the interaction event of the current player character, drive the animation model of the main skeleton shaping resource to perform corresponding interaction actions.
[0123] During the process of the animation model of the main skeleton shaping resource moving within the activity range according to the preset free movement rules, the main skeleton shaping resource continuously monitors the interaction events of the player character. These interaction events can include but are not limited to specific actions, voice commands, or specific input operations of the player character. For example, the current player character can trigger the interaction actions of the main skeleton shaping resource through specific key combinations or voice commands.
[0124] When the current player character triggers an interaction event, under its preset business logic, the main skeleton shaping resource can drive its animation model to perform corresponding interaction actions according to the preset business logic. This business logic can also be agented by an artificial intelligence model. These interaction actions can not only be manifested as the presentation of interaction content, but also as embodied actions, such as sitting down, standing up, following, attacking, or making specific sounds, etc. For example, if the player character presses the "F" key, the animation model of the main skeleton shaping resource can perform a "sitting down" action; if the player character issues an "attack" voice command, the animation model of the main skeleton shaping resource can enter the attack state, search for the nearest hostile target and initiate an attack.
[0125] This interaction mechanism not only enhances the pet-like characteristics of the main skeleton shaping resource, but also improves the interactivity between the player and the main skeleton shaping resource. For example, assume that the player character equips a main skeleton shaping resource marked as a pet type, called "Guardian Skeleton Shaping". When the player character enters the game scene, the animation model of the Guardian Skeleton Shaping will move within the activity range according to the preset free movement rules. If the player character triggers an interaction event, such as pressing the "F" key, the animation model of the Guardian Skeleton Shaping will immediately perform a "sitting down" action, showing the obedience of the pet.
[0126] The animation model of the main skeleton shaping resource can also automatically perform interaction actions according to the current behavior of the player character. For example, when the player character enters the activity range of the main skeleton shaping resource, the animation model of the main skeleton shaping resource can automatically perform a welcoming action, such as wagging its tail or making a friendly sound. This automatic response mechanism not only enhances the pet-like characteristics of the main skeleton shaping resource, but also improves the interactivity between the player and the main skeleton shaping resource.
[0127] In terms of technical implementation, these interaction actions are achieved through the event-driven mechanism of the game system and preset scripts or algorithms. The game system will monitor the interaction events between the player character and the main skeleton shaping resource in real time, and trigger corresponding animation performances according to the preset business logic. For example, when the player character triggers a specific interaction event, the game system will call the preset animation script to control the animation model of the main skeleton shaping resource to perform the corresponding action.
[0128] In addition, this interaction mechanism can also be adjusted according to the game design and the type of the main skeleton shaping resource. For example, for a pet type resource with a guarding function, its interaction actions can include patrolling within a specific area, following the player character's movement, or reacting to hostile targets. These behavior patterns can be achieved through preset scripts or algorithms to ensure that the animation model of the main skeleton shaping resource can perform corresponding actions according to the position and state of the player character.
[0129] Through the above embodiments, the present application introduces an automatic detection and interactive response mechanism for the main skeleton shaping resource, significantly enhancing the interactivity and immersion of the game. Specifically, the computer instance of the main skeleton shaping resource can detect hostile targets within its preset range in real time and automatically release the default skill when a hostile target is detected. This not only enhances the autonomy and combat effectiveness of the main skeleton shaping resource but also ensures the timeliness and accuracy of skill release through the event-driven mechanism. In addition, when no hostile target is detected, the animation model of the main skeleton shaping resource moves within the activity range according to the preset free movement rules, simulating the natural behavior of a pet, further enhancing the pet-like characteristics of the main skeleton shaping resource. More importantly, the main skeleton shaping resource can respond to the interaction events of the player character and perform corresponding interaction actions, not only enhancing the interactivity between the current player character and the main skeleton shaping resource but also enabling a richer and more natural interaction experience through the business logic agent by the artificial intelligence model. This high degree of interactivity makes the main skeleton shaping resource not only a combat tool but also an intelligent and emotional virtual partner. This comprehensive interaction mechanism not only optimizes the behavior logic of the main skeleton shaping resource and the management of skill release but also provides a more immersive and realistic game experience for players through the pet-like characteristics, significantly improving the overall quality of the game and the game experience of players.
[0130] Based on any embodiment of the method of the present application, visualizing the movement process of the main skeleton shaping resource releasing the default skill into the game scene according to the animation special effects corresponding to the default skill further includes:
[0131] Step S3351, when the default skill is the first skill, switch the animation model of the current player character to be invisible in the game scene;
[0132] When the player triggers the first skill through the skill control, a series of visual performance operations can be immediately executed corresponding to the first skill. First, the game system will switch the animation model of the current player character to an invisible state, making the player character temporarily disappear in the game scene.
[0133] By setting the animation model of the player character to be invisible, the game system can avoid visual conflicts or overlaps during the transformation process. For example, if the animation model of the player character is still visible during the transformation process, it may cause the animation models of the player character and the main skeleton shaping resource to appear in the game scene simultaneously, thus destroying the visual effect of the transformation skill. By switching the animation model of the player character to be invisible, the game system can ensure that the transformation animation of the main skeleton shaping resource can be clearly and coherently presented to the player.
[0134] Step S3352: Position the animation model of the main skeleton shaping resource at the current position in the game scene where the animation model of the current player character is located. Determine the attack range after the release of the first skill based on this current position, and apply the first skill to the hostile targets within this attack range.
[0135] The game system can further obtain the current position in the game scene where the current player character is located, and then position the animation model of the main skeleton shaping resource at the current position of the current player character. Based on this current position, the game system can further determine the attack range after the release of the first skill. The determination of the attack range can be carried out according to preset rules. For example, it can be a circular area or a fan-shaped area centered on the current position, and its radius can be adjusted according to the design of the skill. For example, the attack range can be set as a circular area or a fan-shaped area with a radius of 10 meters. All hostile targets within this area will be affected by the first skill.
[0136] After determining the attack range, the game system applies the first skill to the hostile targets within this range. This process can be achieved through the event-driven mechanism of the game system and the preset skill logic. For example, if the first skill includes a flame attack skill, the game system will generate flame special effects within the attack range and impose flame damage on the hostile targets within the range. This process not only includes the presentation of visual effects but also can include sound effects and light and shadow effects to enhance the realism and visual impact of the skill release.
[0137] Step S3353: When the movement process ends, switch the animation model of the current player character itself to be visible at the current position.
[0138] When the animation special effects and attack effects of the first skill of the main skeleton shaping resource are completed, that is, the corresponding movement process is completed, the game system will perform a state restoration operation to ensure that the animation model of the current player character can be immediately restored to the visible state after the transformation ends. For example, after the game system executes the transformation animation and attack effects, it switches the animation model of the player character from the invisible state back to the visible state, so that the player character reappears in the game scene.
[0139] In addition, the game system can also execute some additional visual effects or sound effects while restoring the visibility of the player character's animation model to enhance the visual impact when the first skill transformation ends. For example, when the player character reappears, the game system can play a short light and shadow special effect or sound effect to indicate the end of the transformation process.
[0140] Embodiments of the present application significantly enhance the visual effects of the game and the immersion of players by introducing a visual representation mechanism for transformation skills. Specifically, when a player triggers the first skill, the game system switches the animation model of the player character to an invisible state, avoiding possible visual conflicts or overlaps during the transformation process and ensuring that the transformation animation of the main skeleton shaping resource can be clearly and continuously presented to the player. In addition, by positioning the animation model of the main skeleton shaping resource at the current position of the player character and determining the attack range based on this, the game system can accurately apply the skill effects to hostile targets within the range, enhancing the realism and visual impact of skill release. After the skill release is completed, the game system restores the animation model of the player character to a visible state and can execute additional visual effects or sound effects, further enhancing the visual expressiveness of the transformation skill. This mechanism not only optimizes the visual effects of the transformation skill but also improves the interactivity of the game and the gaming experience of players through accurate attack range determination and visual effect restoration.
[0141] Based on any embodiment of the method of the present application, visualizing the movement process of the main skeleton shaping resource releasing the default skill into the game scene according to the animation special effects corresponding to the default skill further includes:
[0142] Step S3361, when the default skill is the second skill, setting a neighboring area where the animation model of the main skeleton shaping resource is located with the current position of the current player character's animation model in the game scene as the center;
[0143] When the player triggers the second skill through the skill control, the game system obtains the current position of the current player character in the game scene. This position can be captured in real time by the positioning module of the game system to ensure the accuracy and real-time nature of the position information. Based on this current position, a neighboring area is set, and the animation model of the main skeleton shaping resource will move within this neighboring area. This neighboring area can be a circular area, a fan-shaped area, or other preset shapes centered on the player character, and its size and shape can be adjusted according to the design of the skill.
[0144] For example, assuming that the player character triggers a second skill with a summoning nature, the game system sets a circular area with a radius of 5 meters as the neighboring area centered on the current position of the current player character. The animation model of the main skeleton shaping resource will move within this circular area, simulating the natural behavior of the summoned creature performing the movement process around the player character. This setting not only ensures that the release position of the summoning skill is closely related to the position of the player character but also provides a spatial basis for subsequent skill effect performance.
[0145] Step S3362: During the movement, control the animation model of the main skeleton shaping resource to move within the adjacent area along with the animation model of the current player character according to the animation effects.
[0146] When the animation model of the main skeleton shaping resource enters the adjacent area to execute the movement process, the game system will control its movement according to the preset animation effects. These animation effects include but are not limited to the performance of the movement path, speed, actions, etc. of the main skeleton shaping resource. For example, the animation model of the main skeleton shaping resource can move along a preset circular path within the adjacent area, or perform displacement according to randomly generated coordinate points to simulate the natural behavior of the summoned creature. In addition, the animation model of the main skeleton shaping resource can also execute some specific actions, such as attacking, defending, or assisting, etc., and these actions can be realized through preset animation scripts.
[0147] For example, assume that the main skeleton shaping resource is a summoned creature with an attacking nature. When its animation model moves within the adjacent area, it will attack the hostile targets within the adjacent area according to the preset attack logic. The attack actions can be presented through preset animation effects, such as waving weapons, releasing energy waves, etc. These animation effects not only enhance the visual effect of the summoning skill but also enable players to intuitively see the effect of the skill through the real-time feedback mechanism.
[0148] In addition, the movement of the animation model of the main skeleton shaping resource within the adjacent area can also be adjusted according to the animation model of the player character. For example, if the player character moves, the animation model of the main skeleton shaping resource can follow the player character's movement and maintain a certain relative position. This following mechanism can be realized through the positioning module and path planning algorithm of the game system to ensure that the animation model of the main skeleton shaping resource can respond to the movement of the player character in real time.
[0149] Step S3363: Determine the attack range after the release of the second skill based on the real-time position of the main skeleton shaping resource, and apply the second skill to the hostile targets within this attack range.
[0150] When the animation model of the main skeleton shaping resource executes its movement process within the adjacent area and completes the release of the second skill, the game system determines the attack range based on the real-time position of the main skeleton shaping resource. This attack range can be a circular area, a fan-shaped area, or other preset shapes centered on the main skeleton shaping resource, and its size and shape can be adjusted according to the design of the skill. For example, assume that the main skeleton shaping resource is a summoned creature with an attacking nature, and its attack range can be a circular area with a radius of 5 meters. All hostile targets within this area will be affected by the second skill. It should be noted that the attack range can be set to be larger than the adjacent area so that the action range of the second skill is larger than the activity range of the main skeleton shaping resource.
[0151] After determining the attack range, the game system will apply the effects of the second skill to the hostile targets within the range. This process can be achieved through the event-driven mechanism of the game system and the preset skill logic. For example, if the second skill includes a freezing attack effect, the game system will generate a freezing special effect within the attack range and apply the freezing effect to the hostile targets within the range. This process includes not only the presentation of visual effects, but also sound effects and light and shadow effects to enhance the realism and visual impact of skill release.
[0152] In some embodiments, the game system can also dynamically adjust the attack range and effect according to the real-time position and status of the main skeleton resource. For example, if the animation model of the main skeleton resource approaches a hostile target during movement, the game system can adjust the attack range in real time to ensure that the hostile target is included in the attack range. This dynamic adjustment mechanism not only improves the flexibility of skill release, but also enhances the interactivity and strategy of the game.
[0153] The embodiment of the present application significantly improves the interactivity and visual effects of the game by introducing a dynamic visualization performance mechanism of summoning skills. When the player triggers the second skill, the game system not only sets the adjacent activity area of the main skeleton resource according to the current position of the player character, but also controls the animation model of the main skeleton resource to accompany the player character movement in the area through preset animation effects, simulating the natural behavior of summoned creatures. This mechanism not only ensures that the release position of the summoning skill is closely related to the player character, but also enhances the flexibility and strategy of skill release by dynamically adjusting the attack range and effect. For example, the animation model of the main skeleton resource can adjust its position in real time according to the movement of the player character, and perform actions such as attack, defense or assistance in the adjacent area. At the same time, the game system will determine the attack range according to its real-time position, and apply the skill effect to the hostile target within the range. This dynamic performance not only optimizes the visual effect of the summoning skill, but also allows players to intuitively see the effect of the skill through a real-time feedback mechanism, further enhancing the immersion of the game and the game experience of the player.
[0154] Based on any embodiment of the method of the present application, before responding to a quick skill release instruction triggered by a skill control corresponding to the current player character in the game scene, the method includes:
[0155] Step S1100, in response to a resource assembly event acting on an assembly table, displaying multiple resource slots of the assembly table in association with a target player character specified by the current player character from a character library of a game user to which the current player character belongs, and displaying a list of idle skeleton resources in a skeleton collection library, wherein the character library includes the current player character;
[0156] An entrance to the assembly table is provided in the graphical user interface of the game system, and players can access the assembly table through the entrance when entering the game scene. The assembly table is an interface platform for player characters to equip skeleton resources, which allows game users to manage and configure the skeleton resources of player characters in their character library. In the assembly table, the player characters of the game users are provided as entrances. When the game user touches any player character, such as the current player character in the game scene, the resource assembly event corresponding to the player character is triggered. The game system responds to the event and displays multiple resource slots of the assembly table in association with the player character specified by the event. The resource slot is a specific area on the assembly table for placing skeleton resources, and each slot can accommodate one skeleton resource.
[0157] In other embodiments, the game user can trigger a resource assembly event by clicking or selecting a button or menu item on the assembly table. For example, the player can select the "Assemble" option in the main menu of the game to enter the assembly table interface. The assembly table interface usually displays the current equipment status of the player character and the available resource slots. In some embodiments, each resource slot may have specific attribute requirements, for example, some slots may only be able to load specific types of skeleton resources.
[0158] When responding to resource assembly events, the game system dynamically displays available resource slots based on the current state of the player character and the configuration of the assembly table. For example, if the player character has already equipped some skeleton resources, the assembly table interface will display the slots of these equipped resources, as well as the remaining free slots. In addition, the game system also queries the skeleton resources that are not occupied and locked from the skeleton collection library, and displays them in a list in the interface of the assembly table for game users to specify the skeleton resources. For example, players can trigger the corresponding resource loading event by dragging and dropping or selecting a menu item, and the skeleton resources are moved from the skeleton collection library to the resource slots of the assembly table by responding to the event.
[0159] In some embodiments, the resource slots of the assembly station can have different functions and restrictions. For example, some slots can be designated for loading primary sculpting resources, which activate specific sculpting skills; while other slots can be designated for loading consonant sculpting resources, which provide additional attribute bonuses. The game system can dynamically adjust the display and function of the slots based on the type of slot and the needs of the player character.
[0160] Step S1200: respond to a resource loading event acting on any displayed audio resource, and load the target audio resource specified by the event into the target resource slot specified by the event;
[0161] The game user can specify a skeleton resource and move it to an empty resource slot by operating on the assembly table, such as dragging and dropping or clicking to select. The game system will detect this operation and respond to the resource loading event. In response to the resource loading event, the game system will perform the following operations: First, confirm whether the skeleton resource selected by the player meets the requirements of the target resource slot. For example, some slots may only be able to load specific types of skeleton resources, such as tonic skeletons or consonant skeletons. If the skeleton resource does not meet the requirements of the slot, the game system will prompt the player and prevent the loading operation. Then, if the skeleton resource meets the slot requirements, the game system will move the skeleton resource from the skeleton collection library to the specified resource slot. This process can be completed by updating the internal data structure of the game, for example, recording the identifier of the skeleton resource that has been occupied by the player character in the skeleton collection library and adding it to the data structure of the resource slot. Further, the game system will update the display on the assembly table interface to reflect the loading status of the skeleton resource. For example, after loading, the resource slot will display the icon or model of the skeleton resource, and the list of skeleton resources in the skeleton collection library will be updated accordingly to remove the loaded skeleton resources.
[0162] In some embodiments, the game system may also provide additional feedback information, such as sound effects or animation effects, to enhance the player's interactive experience. For example, when a skeleton resource is successfully loaded into a resource slot, the game may play a confirmation sound effect and display a brief animation, such as the skeleton resource icon flashing or glowing.
[0163] Step S1300, responding to the assembly submission event acting on the assembly table, integrating and setting the combat power configuration information of the target player character according to the equipment information of the skeleton resources assembled in each resource slot, and setting the skeleton resource in the default resource slot as the main skeleton resource, and randomly obtaining skills from a preset skill pool for the main skeleton resource and setting them as its default skills.
[0164] When the player has finished loading the skeleton resources, the submission control provided in the assembly station can be used to trigger the assembly submission event. In response to the assembly submission event, the game system will read the equipment information of the skeleton resources installed in each resource slot, including the quality, type, attribute bonus, and whether specific skills are activated. Based on this information, the game system will perform a series of calculations and adjustments to integrate and set the combat power configuration information of the player character.
[0165] For example, the game system will adjust the basic attributes of the player character according to the attribute bonus of the equipped skeleton resources. For example, if the equipped skeleton resources provide additional health, attack power or defense power bonus, the game system will add these bonuses to the basic attributes of the player character. In addition, if certain skeleton resources activate specific skeleton skills, the game system will add these skills to the player character's skill list and update the skill's cooldown time, effect range and other parameters.
[0166] In some embodiments, the game system will also provide additional synergy effects based on the type and combination of the skeleton resources. For example, if the player character is equipped with both the main skeleton resources and the consonant skeleton resources, the game system will provide additional attribute bonuses or special effects based on the combination of these two resources. This synergy effect not only increases the strategy of the game, but also encourages players to try different combinations of skeleton resources to optimize the character's combat power configuration.
[0167] During the fusion process, the game system will update the player character's combat power configuration information, including the character's total combat power value, attribute distribution, and skill list. This information will be reflected in the game interface in real time, allowing players to clearly understand the character's current combat status. For example, the character's total combat power value is displayed in the character status bar as a numerical value, while the attribute distribution and skill list are displayed in detail in the character's detailed information panel.
[0168] In addition, the game system will also identify the skeleton resource in the default resource slot, such as the first resource slot, and set it as the main skeleton resource. The main skeleton resource is the main source of skills for the player character, and its default skill is crucial to the character's combat performance. Furthermore, the game system can randomly select a skill from the preset skill pool and set it as the default skill for the main skeleton resource. This randomness increases the fun and uncertainty of the game, while also providing players with a variety of initial skill choices.
[0169] The above embodiments of the present application significantly improve the flexibility of the combat power configuration of the player character and the strategy of the game by introducing multiple resource slots and realizing the fusion mechanism of the skeleton resources. By setting multiple resource slots for the assembly station, players can freely choose and combine different skeleton resources to realize the construction of default skills according to their own needs and combat strategies. This mechanism not only allows players to perform personalized configuration according to the type, quality and attribute addition of the skeleton resources, but also integrates the attribute addition and skill effects of multiple skeleton resources into the combat power configuration of the player character through the fusion setting process, thereby achieving a significant improvement in combat power. In addition, the diversified functions and restrictions of the resource slots, such as the different functions of the main skeleton slot and the consonant skeleton slot, further enrich the player's strategic choices and increase the depth of the game. By dynamically adjusting the display and function of the slots, the game system can provide the most optimized equipment solution according to the current state and needs of the player character. This fusion mechanism not only improves the combat capability of the player character, but also enhances the player's interactive experience and sense of control over the character state by updating the combat power configuration information in real time.
[0170] Based on any embodiment of the method of the present application, after releasing the default skill in the cooling state, the method includes:
[0171] Step S6100, detecting whether the hostile target affected by the default skill meets the condition of being transformed into a skeleton resource, and triggering a corresponding incarnation event when the condition is met;
[0172] When the player character releases the default skill and it takes effect on the enemy target, the game system will monitor the state of the enemy target in real time to determine whether it meets the conditions for transformation into a skeleton resource. These conditions can be flexibly customized. For example, the conditions include but are not limited to the first condition that the enemy target is dead or defeated, and the second condition that after the first condition is met, the probability of resource drop generated by the enemy target is lower than or equal to the resource acquisition probability corresponding to the qualification level of the assembly station.
[0173] For example, suppose the player character's default skill is a powerful attack skill that can cause a lot of damage to the enemy target. When the player character uses this skill to attack an enemy target, if the enemy target's health value drops to zero, the first condition is met - the enemy target dies. Then, the game system will generate a resource drop probability for the enemy target according to the preset rules. This probability can be a random value between 0 and 1 depending on its value range, which is used to determine whether the enemy target can be transformed into a skeleton resource.
[0174] At the same time, the game system will determine a corresponding resource acquisition probability based on the qualification level of the assembly station of the game user to which the player character belongs. The higher the qualification level, the higher the resource acquisition probability is generally, which means that the player character has a higher chance of obtaining high-quality skeleton resources. If the resource drop probability generated by the hostile target is lower than or equal to the resource acquisition probability corresponding to the qualification level of the assembly station, then the hostile target will trigger an event to transform into a skeleton resource.
[0175] This mechanism not only ensures the randomness and fairness of resource acquisition, but also realizes the dynamic adjustment of resource acquisition probability through association with the assembly station qualification level. For example, for a player character with a low qualification level, the probability of resource acquisition may be low, so only in specific circumstances (such as defeating high-rarity hostile targets) can the skeleton resources be obtained. For a player character with a higher qualification level, the probability of resource acquisition is higher, so it is also possible to obtain skeleton resources when defeating ordinary hostile targets.
[0176] Step S6200, in response to the incarnation event, the computer program object that inherits the hostile target obtains the corresponding object instance as a skeleton resource, and renders the animation model of the hostile target as a residual statue at the location of the hostile target;
[0177] In response to the incarnation event, the game system will inherit the computer program object of the hostile target, and generate a corresponding object instance as a skeleton resource by instantiating the corresponding class of the computer program object of the hostile target. Specifically, the game system will read the data structure of the computer program object of the hostile target, including its attributes, state, and behavior logic, and generate a new skeleton resource object instance based on this data. This new object instance inherits the key attributes of the hostile target, such as appearance, position, and part of the behavior logic, thereby ensuring the visual and functional consistency of the skeleton resource with the original hostile target.
[0178] After generating a skeleton resource object instance, the game system will render the hostile target's animated model as a residual statue at the location of the hostile target. This process is achieved through the game system's rendering engine, which is responsible for converting the object model in the game into a visual image. For example, the game system can re-render the hostile target's animated model based on the skeleton resource's attributes such as quality and the display parameters preset for the attributes such as target color, so that it appears as a residual statue with unique visual effects. For example, the residual statue can be a translucent model with a luminous effect, whose appearance is partially consistent with the original hostile target, but has obvious differences to indicate that it has been converted into a skeleton resource.
[0179] This visualization not only enhances the visual effects of the game, but also provides players with intuitive feedback, allowing players to clearly see the process of the enemy target's transformation into a skeleton resource. For example, when an enemy target is defeated and triggers the incarnation event, players can see that the enemy target's model gradually becomes translucent and emits a soft glow, eventually forming a residual statue. This visual effect not only increases the immersion of the game, but also allows players to better understand the game's resource acquisition mechanism through an intuitive feedback mechanism.
[0180] Step S6300: according to the range attribute data in the computer program object inherited by the skeleton resource, setting the absorbable range of the residual statue in the game scene;
[0181] The computer program object of the hostile target inherited by the game system can pre-set range attribute data to indicate the absorbable range of the generated skeleton resource, and the skeleton resource object instance generated accordingly also inherits the range attribute data. Range attribute data refers to the effective range of the skeleton resource that can be absorbed by the player character in the game scene, and this data may include information such as the shape, size and position of the range.
[0182] When setting the absorbable range, the game system defines a specific area in the game scene based on the range attribute data of the skeleton resource. This area can be a circle, square or other geometric shape, and its size and shape can be adjusted according to the quality, rarity and game design requirements of the skeleton resource. For example, high-quality skeleton resources can have a larger absorbable range than low-quality skeleton resources, so that the player character can obtain these resources more easily.
[0183] For example, suppose an enemy target meets the conditions for transformation into a skeleton resource after being defeated by the default skill of the player character. After the game system inherits the computer program object of the enemy target, it finds that its range attribute data defines a circular absorbable range with a radius of 5 meters. The game system will set a circular area with a radius of 5 meters as the absorbable range of the skeleton resource with the location of the enemy target as the center. This absorbable range can be set to be visible or invisible in the game scene.
[0184] In some embodiments, the game system can also dynamically adjust the size of the absorbable range according to the player character's assembly station qualification level. For example, a player character with a higher qualification level may obtain a larger absorbable range to more efficiently obtain skeleton resources. This dynamic adjustment mechanism not only improves the balance of the game, but also encourages players to improve their assembly station qualification level to obtain more resources.
[0185] In some embodiments, the game system sets and manages the absorbable range through its rendering engine and physics engine. The rendering engine is responsible for visually displaying the absorbable range in the game scene, for example, by representing it with a transparent aura or a boundary line; the physics engine is responsible for detecting whether the player character enters the range and triggering the corresponding resource absorption event.
[0186] Step S6400: In response to the resource absorption event triggered when the current player character enters the absorbable range, display the animation effect of the current player character collecting the remaining statue, and add the corresponding skeleton statue resource of the remaining statue to the skeleton statue collection library of the game user to which the current player character belongs.
[0187] When the player character enters the absorbable range of the remaining statue, the game system can trigger a resource absorption event. The resource absorption event can be triggered automatically or manually by the player. Automatic triggering can be achieved through the physics engine of the game system, which is responsible for detecting whether the player character enters the absorbable range and automatically triggers when the player character enters the absorbable range. Manual triggering can be triggered by the player's operation event. Once the resource absorption event is triggered, the game system will display the animation effect of the current player character collecting the remaining statue. For example, these animation effects can include the player character stretching out a hand, or the player character's item such as a gourd starting to act, emitting a beam of light to attract the remaining statue, glowing during the absorption process, and finally collecting the remaining statue into the skeleton statue collection library. This dynamic visual effect can significantly enhance the player's instant satisfaction and immersion.
[0188] While the animation effect is being played, the corresponding skeleton statue resource of the remaining statue will be officially added to the player character's skeleton statue collection library. The skeleton statue collection library is used to store all the skeleton statue resources of the player character, and it allows the player to view, manage, and use these resources. The player can equip these skeleton statue resources for the player character through the assembly platform to optimize its default skills, thereby enhancing the combat ability or attribute bonus of the character. For example, the player can allocate the skeleton statue resources to different equipment slots through the assembly platform to optimize the combat power configuration of the character.
[0189] To further optimize the user experience, the game system can also adjust the animation effect and feedback information during the absorption process according to the quality and / or rarity of the skeleton statue resources. For example, high-quality skeleton statue resources can have more magnificent visual effects during the absorption process compared to low-quality skeleton statue resources, serving to simultaneously prompt the player of the special attributes and value of the skeleton statue resources. This differential design not only increases the richness of the game but also encourages the player to pursue higher-quality skeleton statue resources.
[0190] In addition, the game system can also fine-tune resource absorption events based on the current equipment level and needs of the player character. For example, if the player character has equipped the same type of skeleton resources and has exceeded the preset threshold, the resource acquisition probability of this type of skeleton resources can be appropriately reduced to avoid resource waste. On the contrary, if the player character lacks a certain type of skeleton resources, the resource acquisition probability of this type of skeleton resources can be increased to meet the needs of the player character. This dynamic adjustment mechanism not only improves the balance of the game, but also encourages players to try different combinations of skeleton resources to optimize the character's combat power configuration.
[0191] Through the above embodiments, the present application significantly improves the overall experience and operation efficiency of the game, and its technical advantages are manifested in many aspects, including but not limited to:
[0192] First, in terms of skill iteration optimization, the player character gains skeleton resources by releasing default skills to attack hostile targets. These resources can be used to update and optimize the character's default skills, forming a positive skill iteration mechanism. This mechanism not only improves the player character's combat ability, but also ensures that the game difficulty matches the player's progress by dynamically adjusting the probability of resource acquisition, thereby enhancing the long-term appeal of the game.
[0193] Secondly, in terms of dynamic adjustment of resource acquisition, the game system generates skeleton resources by inheriting the computer program objects of the hostile target, ensuring the uniqueness of the equipment of the skeleton resources. Each skeleton resource inherits the key attributes of the hostile target, such as appearance, position, and part of the behavior logic, so that the resources obtained by the player have unique visual and functional characteristics. This uniqueness not only increases the richness of the game, but also provides players with more strategic options, encouraging players to explore and utilize different types of skeleton resources.
[0194] Finally, in terms of terminal machine performance optimization, the game system optimizes the performance of the terminal machine by reasonably setting the absorbable range. The size and shape of the absorbable range can be dynamically adjusted according to the quality, rarity and assembly qualification level of the skeleton resources of the player character. This adjustment mechanism not only improves the balance of the game, but also reduces the computational burden of the terminal machine when processing resource acquisition events. For example, by limiting the size of the absorbable range, the game system can reduce the burden on the graphics processing unit (GPU) of the player's terminal and avoid frequent rendering and processing of skeleton resources animation effects in a large range. At the same time, by dynamically adjusting the absorbable range, the game system can provide the most optimized resource acquisition plan according to the current status and needs of the player character, further improving the operating efficiency of the terminal machine.
[0195] See also Figure 3According to one aspect of the present application, a skill release control device is provided, comprising a release response module 3100, a verification setting module 3200, a release performance module 3300, and a switch unlocking module 3400, wherein the release response module 3100 is configured to respond to a quick skill release instruction triggered by a skill control corresponding to a current player character in a game scene, and determine a default skill of a pre-set main skeleton resource from a plurality of skeleton resources fused and configured corresponding to the current player character; the verification setting module 3200 is configured to verify whether the default skill is in a cooling state, and when in a non-cooling state, set the default skill to enter a cooling state and visualize it on the appearance of the skill control; the release performance module 3300 is configured to execute the release of the default skill in the cooling state, and visualize the release process of the main skeleton resource releasing the default skill in the game scene according to the animation special effects corresponding to the default skill; the switch unlocking module 3400 is configured to set the default skill to switch to a non-cooling state and visualize it on the appearance of the skill control when the cooling state reaches the cooling time corresponding to the main skeleton resource.
[0196] On the basis of any embodiment of the device of the present application, after the release performance module 3300, the device includes: a first release module, which is configured to automatically execute the first release of the default skill in the cooling state, and start monitoring the number of skill releases of the default skill, and the effect of the default skill is determined according to the fusion of the attribute data corresponding to the multiple skeleton resources and the effect; a continued release module, which is configured to respond to the touch event acting on the skill control when the number of skill releases does not exceed the upper limit of the number of releases corresponding to the default skill, so as to execute the release of the default skill again and update the number of skill releases; a disabling processing module, which is configured to disable the skill control when the number of skill releases reaches the upper limit of the number of releases corresponding to the default skill, so as to prohibit triggering the touch event; an enabling processing module, which is configured to re-enable the skill control when switching to the non-cooling state.
[0197] Based on any embodiment of the device in the present application, the release performance module 3300 includes: a model display module configured to switch the animation model of the main skeleton shaping resource to be visible in the game scene, where the animation model has been loaded into the game scene before triggering the quick skill release instruction and is configured to be invisible in the game scene; a special effect application module configured to control the animation model of the main skeleton shaping resource to move in the game scene according to the animation special effects corresponding to the default skill, and visualize the release process of the main skeleton shaping resource releasing the default skill through the movement process of the animation model; a model hiding module configured to switch the animation model of the main skeleton shaping resource to be invisible in the game scene at the end of the movement process.
[0198] Based on any embodiment of the device in the present application, prior to the release response module 3100, the present device includes: a visible loading module configured to, when detecting that the main skeleton shaping resource configured by the current player character belongs to the target type of resource, load the animation model of the main skeleton shaping resource into the game scene and set it to be visible in the game scene; a range setting module configured to capture the current position of the animation model of the current player character in the game scene in real time, and determine an activity range covering the current position according to the current position; a free movement module configured to control the animation model of the main skeleton shaping resource to enter a free movement state according to the corresponding preset business logic of the main skeleton shaping resource, so as to freely move with the current player character within the activity range; a combat release module configured to, when responding to the quick skill release instruction to execute the release of the default skill of the main skeleton shaping resource, switch the animation model of the main skeleton shaping resource from the free movement state to the skill release state, and execute the release of the default skill of the main skeleton shaping resource in the skill release state; a state restoration module configured to, after each execution of the release of the default skill of the main skeleton shaping resource, restore the animation model of the main skeleton shaping resource from the skill release state to the free movement state.
[0199] Based on any embodiment of the device in the present application, the free movement module includes: a target detection module configured to detect whether there is a hostile target within a preset range of the current position by the computer instance of the main skeleton shaping resource, and automatically execute the release of the default skill when detecting a hostile target; a free movement module configured to control the animation model of the main skeleton shaping resource to generate a displacement within the activity range according to the preset free movement rules when no hostile target is detected; an activity interaction module configured to, during the automatic movement process, respond to the interaction event of the current player character, and drive its animation model by the main skeleton shaping resource to execute the corresponding interaction action.
[0200] Based on any embodiment of the device in this application, the release performance module 3300 further includes: a player hiding module configured to, when the default skill is the first skill, switch the animation model of the current player character itself to be invisible in the game scene; a positioning function module configured to position the animation model of the main skeleton shaping resource at the current position in the game scene where the animation model of the current player character is located, determine the attack range after the release of the first skill based on this current position, and apply the first skill to hostile targets within this attack range; a player appearance module configured to, when the movement process ends, switch the animation model of the current player character itself to be visible at the current position.
[0201] Based on any embodiment of the device in this application, the release performance module 3300 further includes: an accompanying configuration module configured to, when the default skill is the second skill, set the adjacent area where the animation model of the main skeleton shaping resource is located centered on the current position of the animation model of the current player character in the game scene; an accompanying tracking module configured to, during the movement process, control the animation model of the main skeleton shaping resource to move along with the animation model of the current player character within the adjacent area according to the animation special effects; an attack function module configured to determine the attack range after the release of the second skill based on the real-time position of the main skeleton shaping resource, and apply the second skill to hostile targets within this attack range.
[0202] Based on any embodiment of the device in this application, prior to the release response module 3100, it includes: an assembly response module configured to respond to the resource assembly event acting on the assembly table, associate and display multiple resource slots of the assembly table for the target player character specified from the character library of the game user to which the current player character belongs, and display the list of idle skeleton shaping resources in the skeleton shaping collection library, where the character library includes the current player character; a loading response module configured to respond to the resource loading event acting on any one of the displayed sound skeleton resources, and load the target skeleton shaping resource specified by this event into the target resource slot specified by this event; a submission response module configured to respond to the assembly submission event acting on the assembly table, fuse and set the combat power configuration information of the target player character according to the equipment information of the skeleton shaping resources assembled in each resource slot, and set the skeleton shaping resource in the default resource slot as the main skeleton shaping resource, and randomly obtain a skill from a preset skill pool for this main skeleton shaping resource and set it as its default skill.
[0203] On the basis of any embodiment of the device of the present application, after the release performance module 3300, it includes: an attack detection module, which is configured to detect whether the hostile target affected by the default skill meets the conditions for being transformed into a skeleton resource, and triggers a corresponding avatar event when it is met; an avatar response module, which is configured to respond to the avatar event, inherit the computer program object of the hostile target to obtain the corresponding object instance as a skeleton resource, and render the animation model of the hostile target as a residual statue at the location of the hostile target; a range determination module, which is configured to set the absorbable range of the residual statue in the game scene according to the range attribute data in the computer program object inherited by the skeleton resource; an absorption response module, which is configured to respond to the resource absorption event triggered by the current player character entering the absorbable range, display the animation effect of the current player character storing the residual statue, and add the skeleton resource corresponding to the residual statue to the skeleton collection library of the game user to which the current player character belongs.
[0204] Another embodiment of the present application also provides a skill release control device. Figure 4 As shown, a schematic diagram of the internal structure of a skill release control device. The skill release control device includes a processor, a computer-readable storage medium, a memory, and a network interface connected via a system bus. The computer-readable non-volatile storage medium of the skill release control device stores an operating system, a database, and computer-readable instructions. The database may store an information sequence. When the computer-readable instructions are executed by the processor, the processor may implement a skill release control method.
[0205] The processor of the skill release control device is used to provide computing and control capabilities to support the operation of the entire skill release control device. The memory of the skill release control device may store computer-readable instructions, which, when executed by the processor, may enable the processor to execute the skill release control method of the present application. The network interface of the skill release control device is used to connect and communicate with a terminal.
[0206] Those skilled in the art will understand that Figure 4 The structure shown in the figure is merely a block diagram of a portion of the structure related to the present application scheme, and does not constitute a limitation on the skill release control device to which the present application scheme is applied. The specific skill release control device may include more or fewer components than shown in the figure, or combine certain components, or have a different component arrangement.
[0207] In this embodiment, the processor is used to execute Figure 3For the specific functions of each module in it, the memory stores the program codes and various types of data required to execute the above modules or sub-modules. The network interface is used to implement data transmission between user terminals or servers. In this embodiment, the non-volatile readable storage medium stores the program codes and data required to execute all modules in the skill release control device of the present application, and the server can call the program codes and data of the server to execute the functions of all modules.
[0208] The present application also provides a non-volatile readable storage medium storing computer-readable instructions. When the computer-readable instructions are executed by one or more processors, the one or more processors are caused to execute the steps of the skill release control method according to any embodiment of the present application.
[0209] The present application also provides a computer program product, including computer programs / instructions. When the computer programs / instructions are executed by one or more processors, the steps of the method according to any embodiment of the present application are implemented.
[0210] Those of ordinary skill in the art can understand that to implement all or part of the processes in the above embodiments of the method of the present application, it can be completed by instructing relevant hardware through a computer program. The computer program can be stored in a non-volatile readable storage medium. When the program is executed, it can include the processes of the embodiments of the above methods. Among them, the aforementioned storage medium can be a computer-readable storage medium such as a magnetic disk, an optical disc, a read-only memory (ROM), or a random access memory (RAM), etc.
[0211] In summary, the skill release control method of the present application effectively solves the problems existing in the traditional technology by dynamically integrating multiple equipment resources, deeply associating hostile targets in the game scene, and optimizing skill cooling control, provides a more flexible, intelligent and interactive skill release mechanism for players, and significantly improves the overall quality of the game and the game experience of players.
Claims
1. A skill release control method, characterized in that: include: In response to a quick skill release command triggered by a skill control corresponding to the current player character in the game scene, a default skill of a pre-set main skeleton resource is determined from a plurality of skeleton resources fused and configured corresponding to the current player character, wherein the skeleton resource is inherited from a hostile target in the game scene; Checking whether the default skill is in a cooling state, and when it is in a non-cooling state, setting the default skill to enter a cooling state and visually representing it on the appearance of the skill control; Executing the release of the default skill in the cooling state, and visually presenting the release process of the main skeleton resource releasing the default skill in the game scene according to the animation effect corresponding to the default skill; When the cooling state reaches the cooling time corresponding to the main skeleton resource, the default skill is set to switch to the non-cooling state and is visualized on the appearance of the skill control.
2. The skill release control method according to claim 1, characterized in that: After releasing the default skill in the cooling state, the method includes: In the cooling state, the default skill is automatically released for the first time, and the number of times the default skill is released begins to be monitored. The effect of the default skill is determined by fusion of the attribute data corresponding to the multiple skeleton resources and the effect; When the number of skill releases does not exceed the upper limit of the number of releases corresponding to the default skill, respond to a touch event acting on the skill control to release the default skill again and update the number of skill releases; When the number of times the skill is released reaches the upper limit of the number of times corresponding to the default skill, disabling the skill control to prohibit triggering the touch event; When switching to the non-cooling state, the skill control is re-enabled.
3. The skill release control method according to claim 1, characterized in that: According to the animation special effects corresponding to the default skill, the movement process of the main skeleton resource releasing the default skill is visualized in the game scene, including: Switching the animation model of the main skeleton resource to be visible in the game scene, the animation model has been loaded into the game scene before triggering the quick skill release instruction and is set to be invisible in the game scene; Controlling the animation model of the main skeleton resource to move in the game scene according to the animation special effects corresponding to the default skill, and visually representing the release process of the main skeleton resource releasing the default skill through the movement process of the animation model; At the end of the movement process, the animation model of the main skeleton resource is switched to be invisible in the game scene.
4. The skill release control method according to claim 1, characterized in that: Before responding to the quick skill release command triggered by the skill control corresponding to the current player character in the game scene, including: When it is detected that the main skeleton resource configured by the current player character belongs to the target type resource, the animation model of the main skeleton resource is loaded into the game scene and set to be visible in the game scene; Capturing the current position of the animation model of the current player character in the game scene in real time, and determining the activity range covering the current position according to the current position; According to the business logic preset corresponding to the main skeleton resource, the animation model of the main skeleton resource is controlled to enter a free activity state so as to freely move with the current player character within the activity range; When the default skill of the main skeleton resource is released in response to the quick skill release instruction, the animation model of the main skeleton resource is switched from a free activity state to a skill release state, and the default skill of the main skeleton resource is released in the skill release state; After each completion of executing the default skill of releasing the main skeleton resource, the animation model of the main skeleton resource is restored from the skill release state to the free activity state.
5. The skill release control method according to claim 4, characterized in that: According to the business logic preset corresponding to the main skeleton resource, the animation model of the main skeleton resource is controlled to enter a free activity state so as to freely move with the current player character within the activity range, including: The computer instance of the main skeleton resource detects whether there is a hostile target within a preset range of its current position, and when a hostile target is detected, the default skill is automatically released; When no hostile target is detected, the animation model of the main skeleton resource is controlled to move within the activity range according to the preset free activity rules; During the automatic activity process, in response to the interaction events of the current player character, the main skeleton resource drives its animation model to perform corresponding interactive actions.
6. The skill release control method according to any one of claims 1 to 5, characterized in that: According to the animation special effects corresponding to the default skill, the movement process of the main skeleton resource releasing the default skill is visualized in the game scene, and further includes: When the default skill is the first skill, the animation model of the current player character is switched to be invisible in the game scene; Positioning the animation model of the main skeleton resource at the current position of the animation model of the current player character in the game scene, determining the attack range after the first skill is released based on the current position, and applying the first skill to the hostile target within the attack range; When the movement process is finished, the animation model of the current player character itself is switched to be visible at the current position.
7. The skill release control method according to any one of claims 1 to 5, characterized in that: According to the animation special effects corresponding to the default skill, the movement process of the main skeleton resource releasing the default skill is visualized in the game scene, and further includes: When the default skill is the second skill, the adjacent area where the animation model of the main skeleton resource is located is set with the current position of the animation model of the current player character in the game scene as the center; The attack range after the second skill is released is determined by the real-time position of the main skeleton resource, and the second skill is applied to hostile targets within the attack range. During the movement, the animation model of the main skeleton resource is controlled according to the animation special effects to move in the adjacent area along with the animation model of the current player character.
8. The skill release control method according to any one of claims 1 to 5, characterized in that: Before responding to the quick skill release command triggered by the skill control corresponding to the current player character in the game scene, including: In response to a resource assembly event acting on an assembly table, multiple resource slots of the assembly table are displayed in association with a target player character specified by the current player character from a character library of a game user to which the current player character belongs, and a list of idle skeleton resources in a skeleton collection library is displayed, wherein the character library includes the current player character; In response to a resource loading event acting on any of the displayed sound resources, load the target sound resource specified by the event into the target resource slot specified by the event; In response to the assembly submission event acting on the assembly table, the combat power configuration information of the target player character is integrated and set according to the equipment information of the skeleton resources assembled in each resource slot, and the skeleton resource in the default resource slot is set as the main skeleton resource, and the skills randomly obtained from the preset skill pool are set as the default skills of the main skeleton resource.
9. The skill release control method according to any one of claims 1 to 5, characterized in that: After releasing the default skill in the cooling state, the method includes: Detect whether the hostile target affected by the default skill meets the conditions for transformation into a skeleton resource, and trigger the corresponding transformation event when the conditions are met; In response to the incarnation event, the computer program object that inherits the hostile target obtains the corresponding object instance as a skeleton resource, and renders the animation model of the hostile target as a residual statue at the location of the hostile target; According to the range attribute data in the computer program object inherited by the skeleton resource, setting the absorbable range of the residual statue in the game scene; In response to the resource absorption event triggered by the current player character entering the absorbable range, an animation effect of the current player character storing the residual statue is displayed, and the skeleton resource corresponding to the residual statue is added to the skeleton collection library of the game user to which the current player character belongs.
10. A skill release control device, characterized in that: include: A release response module is configured to respond to a quick skill release command triggered by a skill control corresponding to the current player character in the game scene, and determine a default skill of a pre-set main skeleton resource from among multiple skeleton resources fused and configured corresponding to the current player character; A verification setting module, configured to verify whether the default skill is in a cooling state, and when in a non-cooling state, setting the default skill to enter a cooling state and visually representing it on the appearance of the skill control; A release performance module, configured to execute the release of the default skill in the cooling state, and to visualize the release process of the main skeleton resource releasing the default skill in the game scene according to the animation special effects corresponding to the default skill; The switching unlocking module is set to set the default skill to switch to a non-cooling state and visualize it on the appearance of the skill control when the cooling time corresponding to the main skeleton shaping resource is reached in the cooling state.
11. A skill release control device, comprising a central processing unit and a memory, characterized in that: The central processing unit is used to call and run the computer program stored in the memory to execute the steps of the method according to any one of claims 1 to 9.
12. A non-volatile readable storage medium, characterized in that: It stores a computer program implemented according to the method described in any one of claims 1 to 9 in the form of computer-readable instructions, and when the computer program is called and executed by a computer, the steps included in the corresponding method are executed.