Method and device for checking skills in game and electronic equipment
By providing skill viewing methods in the game and displaying skill special effects and related information using the graphical user interface, it solves the problem that players find the required skill effects and improves the game experience and retention rate.
Patent Information
- Application Number
- CN202510222665.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-02-26
- Publication Date
- 2025-06-20
AI Technical Summary
In the game, it is difficult for players to find the required skill effects through exhaustive methods, resulting in high cost of research on manpower and time, causing psychological frustration, affecting game experience and retention rates.
By providing a skill viewing method in the game, using the terminal device to provide a graphical user interface, respond to game start commands, control virtual characters to enter the game scene, display skill special effects, and display relevant information through specified touch operations, indicating virtual props and setting parameters.
It improves the generation efficiency of different skill effects, improves the player's gaming experience, and to a certain extent the game's retention rate.
Smart Images

Figure CN120168959A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of games, and in particular, to a method, device, and electronic device for viewing skills in a game. Background Art
[0002] In some games, players can use skills to match different virtual items to generate different skill effects. Generally speaking, there are a wide variety of skills and virtual items in the game, and the generated skill effects are also diverse. Usually, the skill effects can only take effect during actual combat. It is difficult for players to find the required skill effects by exhaustive means. In this method, the research manpower and time cost of players are relatively high, which is likely to cause players' psychological frustration, resulting in a poor experience for players, and further affecting the retention rate of the game. Summary of the Invention
[0003] In view of this, the purpose of the present invention is to provide a method, device, and electronic device for viewing skills in a game, so as to improve the generation efficiency of different skill effects, improve the game experience of players, and to a certain extent improve the retention rate of the game.
[0004] In a first aspect, an embodiment of the present invention provides a method for viewing skills in a game, which provides a graphical user interface through a terminal device; the method includes: in response to a game start instruction, controlling a controlled virtual character to enter a game scene corresponding to a game match; the game scene also includes at least one first virtual character; in response to a second virtual character releasing a first skill, displaying a first skill special effect corresponding to the first skill on the graphical user interface; the second virtual character is the controlled virtual character or the first virtual character; in response to a specified touch operation on the first skill special effect, displaying first relevant information corresponding to the first skill; the first relevant information is used to indicate the virtual item used to generate the first skill, and / or the setting parameters corresponding to the first skill.
[0005] In a second aspect, an embodiment of the present invention provides a device for viewing skills in a game, which provides a graphical user interface through a terminal device; the device includes: a game start control module, configured to control a controlled virtual character to enter a game scene corresponding to a game match in response to a game start instruction; the game scene also includes at least one first virtual character; a special effect display module, configured to display a first skill special effect corresponding to the first skill on the graphical user interface in response to a second virtual character releasing the first skill; the second virtual character is the controlled virtual character or the first virtual character; an information display module, configured to display first relevant information corresponding to the first skill in response to a specified touch operation on the first skill special effect; the first relevant information is used to indicate the virtual item used to generate the first skill, and / or the setting parameters corresponding to the first skill.
[0006] In a third aspect, an embodiment of the present invention provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the skill viewing method in the above-mentioned game.
[0007] In a fourth aspect, an embodiment of the present invention provides a machine-readable storage medium. The machine-readable storage medium stores machine-executable instructions, and when the machine-executable instructions are called and executed by a processor, the machine-executable instructions cause the processor to implement the skill viewing method in the above-mentioned game.
[0008] The embodiments of the present invention bring the following beneficial effects:
[0009] For the above-mentioned skill viewing method, device and electronic device in a game, in response to a game start instruction, a controlled virtual character is controlled to enter a game scene corresponding to a game session; the game scene further includes at least one first virtual character; in response to a first skill released by a second virtual character, a first skill special effect corresponding to the first skill is displayed in a graphical user interface; the second virtual character is the controlled virtual character or the first virtual character; in response to a specified touch operation on the first skill special effect, first relevant information corresponding to the first skill is displayed; the first relevant information is used to indicate a virtual item for generating the first skill and / or setting parameters corresponding to the first skill. In this way, during the game session, players can click on the skill effect of the game skill released by the game character, and information such as virtual items and setting parameters related to the skill will be displayed on the interface, helping players understand the currently released skill, facilitating players to set the skill correspondingly, improving the generation efficiency of different skill effects, enhancing the players' gaming experience, and to a certain extent improving the game retention rate.
[0010] Other features and advantages of the present invention will be described in the following specification, and, in part, will be obvious from the specification, or will be understood by implementing the present invention. The objectives and other advantages of the present invention are achieved and obtained by the structures specifically pointed out in the specification, claims and drawings.
[0011] To make the above objectives, features and advantages of the present invention more obvious and understandable, the following specific preferred embodiments are given, and in conjunction with the accompanying drawings, the detailed description is as follows. BRIEF DESCRIPTION OF THE DRAWINGS
[0012] In order to more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the following will briefly introduce the drawings required for the description of the specific embodiments or the prior art. Obviously, the following drawings are some embodiments of the present invention. For those skilled in the art, without creative efforts, other drawings can be obtained based on these drawings.
[0013] Figure 1 Flowchart of a method for viewing skills in a game provided by an embodiment of the present invention;
[0014] Figure 2 Schematic diagram of a graphical user interface provided by an embodiment of the present invention;
[0015] Figure 3 Schematic diagram of another graphical user interface provided by an embodiment of the present invention;
[0016] Figure 4 Schematic diagram of another graphical user interface provided by an embodiment of the present invention;
[0017] Figure 5 Schematic diagram of another graphical user interface provided by an embodiment of the present invention;
[0018] Figure 6 Schematic diagram of another graphical user interface provided by an embodiment of the present invention;
[0019] Figure 7 Schematic diagram of another graphical user interface provided by an embodiment of the present invention;
[0020] Figure 8 Schematic diagram of another graphical user interface provided by an embodiment of the present invention;
[0021] Figure 9 Schematic diagram of the structure of a skill viewing device in a game provided by an embodiment of the present invention;
[0022] Figure 10 Schematic diagram of the structure of an electronic device provided by an embodiment of the present invention. Detailed implementation manners
[0023] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Apparently, the described embodiments are some, but not all, of the embodiments of the present invention. All other embodiments obtained by those skilled in the art based on the embodiments of the present invention without creative efforts shall fall within the protection scope of the present invention.
[0024] In some games, a relatively large number of skills are usually set. Players usually need to select a set number of skills to use, and each skill can be paired with a unique equipment set to produce different skill effects. Each update of the game's equipment system means a revision of the skill usage system. The entire skill system research tends to be a point-based combination, which extremely consumes the research manpower and time costs of players, resulting in the inability to directly reduce the burden on the skill combination experience of this type of game.
[0025] Similarly, skill combinations that have been put together after spending a lot of effort lack actual combat demonstrations, resulting in unsatisfactory final combinations. The effects in actual combat are far below expectations, which will cause psychological frustration to players, and the players' monetary investment costs will be high, resulting in a poor player experience.
[0026] Based on this, an embodiment of the present invention provides a method, device and electronic device for viewing skills in a game. This technology can be applied to various game scenarios that require matching skills and virtual props.
[0027] In one embodiment of the present invention, the skill viewing method in the game can be run on a local terminal device or a server. When the skill viewing method in the game is run on the server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0028] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the skill viewing method in the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0029] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0030] See also Figure 1, first, introduce a method for viewing skills in a game provided by an embodiment of the present invention. A graphical user interface is provided through a terminal device. The method includes the following steps:
[0031] Step S102, in response to a game start instruction, control the controlled virtual character to enter the game scene corresponding to the game match; the game scene also includes at least one first virtual character.
[0032] The above-mentioned game start instruction can be generated after the player performs a game trigger operation through the terminal device. For example, triggering the game trigger control in the graphical user interface, or controlling the controlled virtual character to enter a certain game scene, which is considered to have performed a game trigger operation. It can also be that after the player determines that the first character participates in the game match through a specified operation, and the number and attributes of the characters participating in the game match meet the preset requirements, the game system automatically generates a game match instruction. Specifically, it can be set according to requirements and is not limited here.
[0033] The running time length of the game match in the game system can be preset. Within this specified time length, a game trigger instruction can be generated, and the player can control the controlled virtual character to enter the game scene of the game match. That is, the game characters in the game match can enter the game scene of the game match at different times.
[0034] It can also be preset that multiple game characters in the game match need to enter the game scene at the same time. For example, after the number and attributes of the characters participating in the game match meet the preset requirements, the game system automatically generates a game start instruction, or after a specified virtual character or any character performs a game trigger operation, a game start instruction is generated, and then all the game characters waiting to participate in this game match are controlled to enter the game scene at the same time.
[0035] In addition to the controlled virtual character, the game scene corresponding to the game match also includes other virtual characters. For the convenience of writing, the virtual characters other than the controlled virtual character can be called "first virtual characters". The game scene can include one or more first virtual characters. The first virtual character is usually a virtual character controlled by the player, or can also be a virtual character controlled by the game system. The first virtual character can be in the same game camp as the controlled virtual character, or can be in a different game camp from the controlled virtual character, which is not limited here.
[0036] Step S104, in response to the second virtual character releasing the first skill, display the first skill special effect corresponding to the first skill in the graphical user interface; the second virtual character is the controlled virtual character or the first virtual character.
[0037] The second virtual character mentioned above can be a controlled virtual character or a first virtual character. The above first skill usually corresponds to a preset basic skill. The first skill can be the basic skill itself, or a skill obtained by setting certain parameters of the basic skill, or a skill obtained by applying a certain virtual item or several virtual items to the basic skill.
[0038] For example, the action time of the basic skill can be set; the basic skill has multiple stages, the action time of each stage can be set, or the order of action of multiple stages can be set, etc. Different skills can be obtained after different settings are made to the basic skill.
[0039] After applying a virtual item to the basic skill, relevant parameters of the basic skill can be changed, such as the action time of the skill, the skill range, etc., and the virtual item can also be directly applied to the basic skill. For example, when the basic skill is to release light waves within a certain range and the virtual item is a dart, applying the virtual item to the basic skill, the first skill obtained can be: releasing light waves within a certain range and releasing darts, and virtual characters within this range will be damaged by both the light waves and the darts at the same time.
[0040] After the second virtual character releases the first skill, it is necessary to display the first skill special effect corresponding to the first skill in the graphical user interface. Different first skills usually display different skill special effects. During the action time of the first skill, the first skill special effect usually always appears on the graphical user interface. During the action process of the first skill, if the action effect changes, the first skill special effect usually also changes. Specific settings can be made according to requirements and are not limited here.
[0041] Step S106, in response to a specified touch operation on the first skill special effect, display the first relevant information corresponding to the first skill; the first relevant information is used to indicate the virtual item used to generate the first skill, and / or the setting parameters corresponding to the first skill.
[0042] The above specified touch operation can be a click operation, a long - press operation, a swipe operation, etc., and is not limited here. The player can perform a specified touch operation in the display area of the first skill special effect, and then the first relevant information corresponding to the first skill can be displayed in the graphical user interface. Specifically, the first relevant information can be displayed at the position where the player performs the specified touch operation, or can be displayed at a preset position in the graphical user interface, and is not limited here.
[0043] The basic skills corresponding to the first skill are usually displayed in the first relevant information. When applying virtual items to the basic skills to generate the first skill, information such as the name, icon, and required quantity of the corresponding virtual items needs to be displayed. If the first skill is obtained by setting certain parameters of the basic skills, the set parameters of the basic skills and the set parameter values also need to be displayed. These set parameters can be the skill duration parameter (used to set the skill duration), the skill intensity parameter (used to set the skill intensity), the action sequence parameter for each skill stage (used to set the action sequence of each skill stage), the skill cooldown duration parameter (used to set the cooldown duration of the skill), the spatial action parameter of the skill (used to set the action distance and / or action height of the skill), and so on. Specific settings can be made according to requirements and are not limited here.
[0044] After the first relevant information is displayed, the player can take a screenshot for preservation and then make similar settings later. It is also possible to set a save control for the first relevant information. The player can save this information to the game account currently controlled by triggering this control. This is not limited here.
[0045] The above method for viewing skills in a game, in response to the start-of-round instruction, controls the controlled virtual character to enter the game scene corresponding to the game round; the game scene also includes at least one first virtual character; in response to the second virtual character releasing the first skill, displays the first skill special effect corresponding to the first skill in the graphical user interface; the second virtual character is the controlled virtual character or the first virtual character; in response to the specified touch operation acting on the first skill special effect, displays the first relevant information corresponding to the first skill; the first relevant information is used to indicate the virtual item used to generate the first skill and / or the set parameters corresponding to the first skill. In this way, during the game round, the player can click on the skill effect of the game skill released by the game character, and information such as virtual items and set parameters related to the skill will be displayed on the interface, helping the player understand the currently released skill, facilitating the player to set the skill accordingly, improving the generation efficiency of different skill effects, enhancing the player's game experience, and to a certain extent increasing the game's retention rate.
[0046] In practical applications, the player can set whether to perform skill recognition. Specifically, after the controlled virtual character enters the game scene, an option control can be displayed in the graphical user interface. The player can perform a selection operation on the option control. In response to the selection operation acting on the option control, it is determined that the game skill released in the game round is in an identifiable state. When the player performs the specified touch operation acting on the first skill special effect, in response to the specified touch operation acting on the first skill special effect, it can be determined that the first skill is in an identifiable state, and the first relevant information of the first skill is displayed.
[0047] Players can also cancel the recognition of skills. After selecting the option control, players can deselect the option control again. In response to the deselection operation on the option control, it is determined that the game skills released in the game round are in an unrecognizable state. When the specified touch operation on the first skill effect is performed again, in response to the specified touch operation on the first skill effect, it can be determined that the first skill is in an unrecognizable state, and no relevant information about the first skill will be displayed.
[0048] The following embodiments provide a method for displaying the first relevant information corresponding to the first skill in response to the specified touch operation on the first skill effect.
[0049] If, after the second virtual character releases the first skill, there is another virtual character that releases a skill. For the convenience of description, the virtual character that releases the skill again is referred to as the "third virtual character", and the skill released by this character is referred to as the "second skill". Among them, the third virtual character can be a controlled virtual character or the first virtual character, and can be the same as the second virtual character or different from the second virtual character. The third virtual character can be one or more, and no limit is imposed here. The second skill can be the same as the first skill or different from the first skill.
[0050] If, when the third virtual character releases the second skill, the action time of the first skill has not ended, the graphical user interface usually needs to display the second skill effect corresponding to the second skill and the first skill effect corresponding to the first skill simultaneously. The display area of the second skill effect may have an overlapping area with the display area of the first skill effect, or they may completely overlap. When the player's specified touch operation acts on the overlapping area in the display areas of the first skill effect and the second skill effect, in response to this specified touch operation, the second relevant information corresponding to the second skill is displayed. Similar to the first relevant information, the second relevant information is used to indicate the target virtual item related to the first skill, and / or the set parameters corresponding to the first skill. That is, when the interface area triggered by the player's specified touch operation displays the skill effects of multiple skills, the relevant information of the last released skill is displayed.
[0051] When there are multiple third virtual characters, that is, multiple virtual characters release other game skills simultaneously or successively, and the display areas of the skill effects of each game skill overlap, if the player's specified touch operation acts on the overlapping area, the skill that is the last released among the skills corresponding to the skill effects displayed in the overlapping area will be used as the target skill, and the relevant information of the target skill will be displayed in the graphical user interface. This relevant information indicates the target virtual item related to the target skill, and / or the set parameters corresponding to the target skill.
[0052] In specific implementation, while displaying the first relevant information of the first skill, a first control can be displayed, such asFigure 2 The player can perform a trigger operation on the first control, and in response to the trigger operation on the first control, the first related information of the first skill is saved to the game account controlled by the terminal device.
[0053] If the player saves the first relevant information to the game account, the player can usually view the saved information after the game game ends. In response to the skill viewing operation for the game account, the first relevant information corresponding to the first skill is displayed on the graphical user interface. Specifically, a display window for the first skill can be generated, and the relevant information corresponding to the first skill can be displayed in the window. And the third control corresponding to the first skill is displayed at the same time. If the player also saves relevant information of other skills, the relevant information of other skills can be displayed at the same time. The player can trigger the third control, and in response to the triggering operation acting on the third control, the first skill is determined as a triggerable skill of the controlled virtual character in the game game.
[0054] After setting the first skill as a triggerable skill, the controlled virtual character can directly trigger the skill in the game. If the controlled virtual character obtains a virtual prop for generating the first skill in the game, in response to the controlled virtual character obtaining the virtual prop for generating the first skill in the game, the virtual prop can be displayed in a preset first display format. The first display format is different from the initial display format of the virtual prop. In the initial display format, the virtual prop usually displays the original color and original size, etc. In the first display format, the virtual prop can be displayed in a color different from the original color, the virtual prop can be highlighted, or the virtual prop can be displayed with a luminous effect, and the virtual character can also be displayed in an enlarged state or a flashing state. In a specific implementation, the logo of the first skill can also be displayed on the virtual prop to indicate that the virtual prop can be used to generate the first skill.
[0055] The embodiment of the present invention also provides another method for checking skills in a game. Figure 1 The method is implemented on the basis of the method shown. This method integrates the skill attribute matching route of the virtual character into the actual combat to provide a preview; after the player activates the actual combat preview function, he can click on the skill special effect area of his own or friendly skills in the battle screen to identify the skill attribute matching panel; and supports the quick storage of the called skill attribute matching scheme as multiple preset skill recipes; the player can subsequently allow the corresponding recipe to be called during the configuration of a single skill, and the means are not limited to automatically assembling equipment with existing attribute characteristics and marking the acquired or newly acquired equipment with stars to facilitate the player's subsequent identification of the target equipment.
[0056] This method is specifically implemented in the following ways:
[0057] 1. Add a skill recognition button (equivalent to the above "first control") at the upper right position of the graphical user interface, as Figure 3 shown. The function can be turned on or off by clicking. When it is turned on, the button is displayed in a highlighted state.
[0058] 2. When this function is turned on, as long as the player clicks on the character skill special effect in the game screen, the skill configuration panel can be called up according to the touched target, as Figure 4 shown. The displayed skill configuration panel will show the target skill and the equipment attribute characteristics corresponding to the skill used in combination; it supports closing the panel by clicking on the blank area.
[0059] 3. Click the save skill recipe button (equivalent to the above "second control") to save the skill to the corresponding skill preset of the player.
[0060] In the game, the cost for the player to control the virtual character to change occupations (also known as "job transfer") is very low, and the player often changes to other occupations to play. Therefore, it also supports saving the skill preset recipes of other occupations, and can be quickly viewed and applied when transferring to the corresponding occupation.
[0061] 4. The stored skill recipes will be displayed as preset options below the corresponding skills in the skill panel, as Figure 5 shown. It supports clicking on the text area to change the name, and also supports deleting by clicking the trash can on the right.
[0062] 5. Clicking on the label can activate the skill recipe, and clicking again can deactivate the recipe. When the recipe is successfully activated, the combination plan of the skill recipe will be displayed at the skill description for the player to preview, as Figure 6 shown.
[0063] 6. For the activated plan, if the equipment attributes dropped by the player when killing monsters match the target attributes of the recipe, they will be automatically marked with a star to help the player identify the target equipment, as Figure 7 shown, where Equipment 2 and Equipment 4 are the target equipment.
[0064] 7. For the equipment in the backpack, the target recipe equipment is also marked with a star, so that the target equipment can be found among a large number of supplies in a short time, as Figure 8 shown.
[0065] This method essentially solves the problem that it is difficult to combine point-like skills and it is impossible to control the actual combat effect. During the process of teaming up with friendly players in combat, only need to click on the corresponding skill special effect to preview the overall combination of the skill and perform quick storage. This not only greatly reduces the research burden of skill combination, but also can always pay attention to the mainstream skill combination methods of the current new version, enhancing the overall fun of getting started with skill combination.
[0066] At the same time, special identification is carried out for the equipment with target attributes, so that the target equipment can be indexed immediately among the piles of equipment subsequently, greatly reducing the recognition problems caused by a large number of supplies.
[0067] For the above method embodiments, refer to Figure 9 The embodiment of the present invention shown provides a skill viewing device in a game. By providing a graphical user interface through a terminal device, the device includes:
[0068] A game start control module 902, configured to control a controlled virtual character to enter a game scene corresponding to a game session in response to a game start instruction; at least one first virtual character is further included in the game scene;
[0069] A special effect display module 904, configured to display a first skill special effect corresponding to a first skill on the graphical user interface in response to a second virtual character releasing the first skill; the second virtual character is the controlled virtual character or the first virtual character.
[0070] An information display module 906, configured to display first relevant information corresponding to the first skill in response to a specified touch operation on the first skill special effect; the first relevant information is used to indicate a virtual item for generating the first skill, and / or setting parameters corresponding to the first skill.
[0071] For the above-mentioned skill viewing device in a game, in response to a game start instruction, it controls a controlled virtual character to enter a game scene corresponding to a game session; at least one first virtual character is further included in the game scene; in response to a second virtual character releasing the first skill, it displays a first skill special effect corresponding to the first skill on the graphical user interface; the second virtual character is the controlled virtual character or the first virtual character; in response to a specified touch operation on the first skill special effect, it displays first relevant information corresponding to the first skill; the first relevant information is used to indicate a virtual item for generating the first skill, and / or setting parameters corresponding to the first skill. In this way, during the game session, players can click on the skill effect of the game skill released by the game character, and information such as virtual items and setting parameters related to the skill will be displayed on the interface, helping players understand the currently released skill, facilitating players to set the skill accordingly, improving the generation efficiency of different skill effects, enhancing the players' game experience, and to a certain extent improving the game's retention rate.
[0072] The above information display module is further configured to: display first relevant information of the first skill, and a first control; the above method further includes: in response to a trigger operation on the first control, saving the first relevant information of the first skill to a game account controlled by the terminal device.
[0073] The above-mentioned device further includes: an option control display module, configured to display an option control in a graphical user interface; a first state determination module, configured to determine that a game skill released in a game session is in an identifiable state in response to a selection operation on the option control; the information display module is further configured to: determine that the first skill is in an identifiable state in response to a specified touch operation on the first skill special effect, and display first related information of the first skill.
[0074] The above-mentioned device further includes: a second state determination module, configured to determine that a game skill released in a game session is in an unidentifiable state in response to a deselection operation on the option control; a third state determination module, configured to determine that the first skill is in an unidentifiable state in response to a specified touch operation on the first skill special effect.
[0075] The above-mentioned device further includes: a special effect display module, configured to display a second skill special effect corresponding to the second skill and the first skill special effect in a graphical user interface in response to a second skill released by a third virtual character; the third virtual character is a controlled virtual character or a first virtual character; at least part of the display area of the second skill special effect overlaps with the display area of the first skill special effect; a second information display module, configured to display second related information corresponding to the second skill in response to a specified touch operation on at least part of the overlapping area; the second related information is used to indicate a target virtual item related to the first skill, and / or set parameters corresponding to the first skill.
[0076] The above-mentioned device further includes: a skill viewing module, configured to display first related information corresponding to the first skill and a third control corresponding to the first skill in a graphical user interface in response to a skill viewing operation on a game account; a skill setting module, configured to determine the first skill as a triggerable skill of a controlled virtual character in a game session in response to a trigger operation on the third control.
[0077] The above-mentioned device further includes; a prop display module, configured to display a virtual prop in a preset first display format in response to a controlled virtual character obtaining a virtual prop for generating the first skill in a game session; the first display format is different from the initial display format of the virtual prop.
[0078] This embodiment further provides an electronic device, including a processor and a memory, the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the skill viewing method in the above game. Specifically as follows:
[0079] In response to the game start instruction, control the controlled virtual character to enter the game scene corresponding to the game session; the game scene also includes at least one first virtual character; in response to the second virtual character releasing the first skill, display the first skill special effect corresponding to the first skill on the graphical user interface; the second virtual character is the controlled virtual character or the first virtual character; in response to the specified touch operation on the first skill special effect, display the first relevant information corresponding to the first skill; the first relevant information is used to indicate the virtual item used to generate the first skill, and / or the setting parameters corresponding to the first skill.
[0080] In the process of the game session, the player can click on the skill effect of the game skill released by the game character, and information such as virtual items and setting parameters related to the skill will be displayed on the interface, helping the player understand the currently released skill, facilitating the player to set the skill correspondingly, improving the generation efficiency of different skill effects, enhancing the player's gaming experience, and to a certain extent increasing the game retention rate.
[0081] Optionally, the step of displaying the first relevant information of the first skill includes: displaying the first relevant information of the first skill and a first control; the method further includes: in response to the trigger operation on the first control, saving the first relevant information of the first skill to the game account controlled by the terminal device.
[0082] Optionally, after controlling the controlled virtual character and the first virtual character to enter the game scene corresponding to the game session in response to the game start instruction, the method further includes: displaying an option control on the graphical user interface; in response to the selection operation on the option control, determining that the game skill released in the game session is in an identifiable state; the step of displaying the first relevant information of the first skill in response to the specified touch operation on the first skill special effect includes: in response to the specified touch operation on the first skill special effect, determining that the first skill is in an identifiable state and displaying the first relevant information of the first skill.
[0083] Optionally, the method further includes: in response to the unselection operation on the option control, determining that the game skill released in the game session is in an unidentifiable state; in response to the specified touch operation on the first skill special effect, determining that the first skill is in an unidentifiable state.
[0084] Optionally, the above method further includes: in response to the third virtual character releasing the second skill, displaying the second skill special effect and the first skill special effect corresponding to the second skill in the graphical user interface; the third virtual character is the controlled virtual character or the first virtual character; the display area of the second skill special effect and the display area of the first skill special effect have at least a partially overlapping area; in response to a specified touch operation on at least the partially overlapping area, displaying the second relevant information corresponding to the second skill; the second relevant information is used to indicate the target virtual item related to the first skill, and / or the setting parameters corresponding to the first skill.
[0085] Optionally, after the above method saves the first relevant information of the first skill to the game account controlled by the terminal device in response to the trigger operation on the first control, the method further includes: in response to a skill viewing operation on the game account, displaying the first relevant information corresponding to the first skill and the third control corresponding to the first skill in the graphical user interface; in response to the trigger operation on the third control, determining the first skill as the triggerable skill of the controlled virtual character in the game session.
[0086] Optionally, the above method further includes; in response to the controlled virtual character obtaining the virtual item for generating the first skill in the game session, displaying the virtual item in a preset first display format; the first display format is different from the initial display format of the virtual item.
[0087] See Figure 10 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the skill viewing method in the above game.
[0088] Furthermore, Figure 10 The electronic device shown further includes a bus 102 and a communication interface 103. The processor 100, the communication interface 103, and the memory 101 are connected through the bus 102.
[0089] Among them, the memory 101 may include a high-speed random access memory (RAM, Random Access Memory), and may also include a non-volatile memory, such as at least one disk memory. Through at least one communication interface 103 (which can be wired or wireless), the communication connection between the system network element and at least one other network element can be realized. The Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 102 can be an ISA bus, a PCI bus, an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For the sake of representation, Figure 10 only a bidirectional arrow is used in the figure, but it does not mean that there is only one bus or one type of bus.
[0090] The processor 100 may be an integrated circuit chip with the ability to process signals. In the implementation process, each step of the above method can be completed by the integrated logic circuit of the hardware in the processor 100 or the instructions in the form of software. The above-mentioned processor 100 may be a general-purpose processor, including a central processing unit (CPU for short), a network processor (NP for short), etc.; it may also be a digital signal processor (DSP for short), an application specific integrated circuit (ASIC for short), a field-programmable gate array (FPGA for short) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. It can implement or execute the various methods, steps and logic block diagrams disclosed in the embodiments of the present invention. The general-purpose processor may be a microprocessor or the processor may also be any conventional processor, etc. The steps of the method disclosed in combination with the embodiments of the present invention can be directly embodied as being executed and completed by the hardware decoding processor, or executed and completed by the combination of the hardware and software modules in the decoding processor. The software module may be located in a mature storage medium in the art such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory or an electrically erasable programmable memory, a register, etc. This storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and combines its hardware to complete the steps of the method in the foregoing embodiments.
[0091] This embodiment also provides a machine-readable storage medium. The machine-readable storage medium stores machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions cause the processor to implement the skill viewing method in the above game.
[0092] A skill viewing method, device and electronic device in a game provided by an embodiment of the present invention include a computer-readable storage medium storing program codes, and the instructions included in the program codes can be used to execute the method described in the foregoing method embodiments. Specifically as follows:
[0093] In response to the game start instruction, control the controlled virtual character to enter the game scene corresponding to the game session; the game scene also includes at least one first virtual character; in response to the second virtual character releasing the first skill, display the first skill special effect corresponding to the first skill on the graphical user interface; the second virtual character is the controlled virtual character or the first virtual character; in response to the specified touch operation on the first skill special effect, display the first relevant information corresponding to the first skill; the first relevant information is used to indicate the virtual item for generating the first skill, and / or the setting parameters corresponding to the first skill.
[0094] In the above manner, during the game session, players can click on the skill effect of the game skill released by the game character, and information such as virtual items and setting parameters related to the skill will be displayed on the interface, helping players understand the currently released skill, facilitating players to set the skill accordingly, improving the generation efficiency of different skill effects, enhancing the players' gaming experience, and to a certain extent increasing the game retention rate.
[0095] Optionally, the step of displaying the first relevant information of the first skill includes: displaying the first relevant information of the first skill and a first control; the method further includes: in response to the trigger operation on the first control, saving the first relevant information of the first skill to the game account controlled by the terminal device.
[0096] Optionally, after controlling the controlled virtual character and the first virtual character to enter the game scene corresponding to the game session in response to the game start instruction, the method further includes: displaying an option control on the graphical user interface; in response to the selection operation on the option control, determining that the game skill released in the game session is in an identifiable state; the step of displaying the first relevant information of the first skill in response to the specified touch operation on the first skill special effect includes: in response to the specified touch operation on the first skill special effect, determining that the first skill is in an identifiable state and displaying the first relevant information of the first skill.
[0097] Optionally, the method further includes: in response to the deselection operation on the option control, determining that the game skill released in the game session is in an unidentifiable state; in response to the specified touch operation on the first skill special effect, determining that the first skill is in an unidentifiable state.
[0098] Optionally, the above method further includes: in response to the third virtual character releasing the second skill, displaying the second skill special effect corresponding to the second skill and the first skill special effect on the graphical user interface; the third virtual character is the controlled virtual character or the first virtual character; the display area of the second skill special effect and the display area of the first skill special effect have at least partial overlapping areas; in response to a specified touch operation acting on at least part of the overlapping area, displaying the second related information corresponding to the second skill; the second related information is used to indicate the target virtual item related to the first skill, and / or the setting parameters corresponding to the first skill.
[0099] Optionally, after the above method saves the first related information of the first skill to the game account controlled by the terminal device in response to the triggering operation on the first control, the method further includes: in response to a skill viewing operation on the game account, displaying the first related information corresponding to the first skill and the third control corresponding to the first skill on the graphical user interface; in response to the triggering operation acting on the third control, determining the first skill as the triggerable skill of the controlled virtual character in the game session.
[0100] Optionally, the above method further includes; in response to the controlled virtual character obtaining the virtual item for generating the first skill in the game session, displaying the virtual item in a preset first display format; the first display format is different from the initial display format of the virtual item.
[0101] See Figure 10 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100, and the processor 100 executes the machine-executable instructions to implement the skill viewing method in the above game.
[0102] Those skilled in the art can clearly understand that for the convenience and brevity of description, the specific working processes of the above-described systems and devices can refer to the corresponding processes in the foregoing method embodiments and will not be elaborated herein.
[0103] In addition, in the description of the embodiments of the present invention, unless otherwise clearly specified and limited, the terms "installation", "connection", and "connection" should be understood in a broad sense. For example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be directly connected or indirectly connected through an intermediate medium, and it can be the communication inside two components. For those skilled in the art, the specific meanings of the above terms in the present invention can be understood according to specific situations.
[0104] When the above-mentioned functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, in essence, or the part that contributes to the prior art, or part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present invention. The foregoing storage medium includes: various media that can store program codes, such as USB flash drives, mobile hard disks, read-only memories (ROMs), random access memories (RAMs), magnetic disks, or optical discs.
[0105] In the description of the present invention, it should be noted that the orientation or positional relationship indicated by the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc. is based on the orientation or positional relationship shown in the drawings. It is only for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation. Therefore, it should not be construed as a limitation of the present invention. In addition, the terms "first", "second", "third" are only used for descriptive purposes and cannot be construed as indicating or implying relative importance.
[0106] Finally, it should be noted that the above embodiments are only specific embodiments of the present invention, used to illustrate the technical solutions of the present invention, rather than limiting them. The protection scope of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that: any person skilled in the art within the technical scope disclosed by the present invention can still modify the technical solutions described in the foregoing embodiments, or can easily think of changes, or make equivalent replacements for some of the technical features; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered by the protection scope of the present invention. Therefore, the protection scope of the present invention should be subject to the protection scope of the claims.
Claims
1. A method for checking skills in a game, characterized in that: Providing a graphical user interface through a terminal device; the method comprises: In response to a game start instruction, controlling the controlled virtual character to enter a game scene corresponding to the game game; the game scene also includes at least one first virtual character; In response to the second virtual character releasing the first skill, displaying a first skill special effect corresponding to the first skill on the graphical user interface; the second virtual character is the controlled virtual character or the first virtual character; In response to a designated touch operation applied to the first skill special effect, first related information corresponding to the first skill is displayed; the first related information is used to indicate a virtual prop used to generate the first skill, and\or, setting parameters corresponding to the first skill.
2. The method according to claim 1, characterized in that: The step of displaying first relevant information of the first skill includes: Displaying first relevant information of the first skill and a first control; The method further comprises: In response to a triggering operation on the first control, first relevant information of the first skill is saved to a game account controlled by the terminal device.
3. The method according to claim 1, characterized in that After controlling the controlled virtual character and the first virtual character to enter a game scene corresponding to the game game in response to the game start instruction, the method further includes: displaying an option control in the graphical user interface; In response to a selection operation on the option control, determining that a game skill released in the game match is in a recognizable state; In response to a designated touch operation acting on the first skill special effect, the step of displaying first related information of the first skill includes: In response to a designated touch operation acting on the first skill special effect, it is determined that the first skill is in a recognizable state, and first related information of the first skill is displayed.
4. The method according to claim 3, characterized in that The method further comprises: In response to a deselect operation on the option control, determining that a game skill released in the game match is in an unrecognizable state; In response to a designated touch operation acting on the first skill special effect, it is determined that the first skill is in an unrecognizable state.
5. The method according to claim 1, characterized in that The method further comprises: In response to the third virtual character releasing a second skill, displaying a second skill special effect corresponding to the second skill and the first skill special effect on the graphical user interface; the display area of the second skill special effect and the display area of the first skill special effect have at least a partially overlapping area; In response to a designated touch operation applied to the at least partially overlapping area, second related information corresponding to the second skill is displayed; the second related information is used to indicate a target virtual item related to the first skill, and / or, setting parameters corresponding to the first skill.
6. The method according to claim 2, characterized in that In response to the triggering operation on the first control, after saving the first relevant information of the first skill to the game account controlled by the terminal device, the method further includes: In response to a skill viewing operation for the game account, displaying first related information corresponding to the first skill and a third control corresponding to the first skill on the graphical user interface; In response to a triggering operation acting on the third control, the first skill is determined as a triggerable skill of the controlled virtual character in a game match.
7. The method according to claim 6, characterized in that , the method further comprises: In response to the controlled virtual character acquiring a virtual item for generating the first skill in the game, the virtual item is displayed in a preset first display format; the first display format is different from an initial display format of the virtual item.
8. A skill checking device in a game, characterized in that: Providing a graphical user interface through a terminal device; the device comprises: A game start control module, used to control the controlled virtual character to enter a game scene corresponding to the game game in response to a game start instruction; the game scene also includes at least one first virtual character; A special effect display module, configured to display a first skill special effect corresponding to the first skill in the graphical user interface in response to the second virtual character releasing the first skill; the second virtual character is the controlled virtual character or the first virtual character; An information display module is used to respond to a designated touch operation acting on the first skill special effect and display first related information corresponding to the first skill; the first related information is used to indicate a virtual prop used to generate the first skill, and\or, setting parameters corresponding to the first skill.
9. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the skill checking method in the game according to any one of claims 1 to 7.
10. A machine-readable storage medium, characterized in that: The machine-readable storage medium stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the skill viewing method in a game as described in any one of claims 1-7.