Game skill release method and device, equipment and storage medium

By responding to the release operation of the starting skills and flash skills in a multiplayer online tactical competitive game, the skill landing position of the virtual character is automatically adjusted, which solves the problem of high difficulty and low hit rate when combining skills by users, and achieves more efficient game operations.

CN120168964APending Publication Date: 2025-06-20TENCENT TECHNOLOGY (SHENZHEN) CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202311763265.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-12-19
Publication Date
2025-06-20

AI Technical Summary

Technical Problem

In multiplayer online tactical competitive games, when users use flash skills and other skills to combine to form combos, they need to trigger the flash skills at the right time and adjust their release direction and distance, resulting in high operation difficulty and low hit rate.

Method used

By displaying a virtual character located in the virtual environment, the virtual character releases the start skill in response to the release operation of the start skill, and the virtual character releases the flash skill in response to the release operation of the flash skill, and when there is a second virtual character within the periphery of the virtual character, the skill landing position of the starting skill is displayed is the position of the second virtual character.

Benefits of technology

Simplifies user operations and improves the hit rate of virtual characters, so that users do not need to adjust the release direction and distance when releasing flash skills.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN120168964A_ABST
    Figure CN120168964A_ABST
Patent Text Reader

Abstract

The invention discloses a game skill releasing method and device, equipment and a storage medium, and belongs to the field of human-computer interaction. The method comprises the following steps: displaying a first virtual character in a virtual environment, wherein the first virtual character has at least one of a starting skill and a flashing skill; in response to a release operation of the starting skill, controlling the first virtual character to release the starting skill; in response to the release operation of the flash skill received in the release process of the starting skill, controlling the first virtual character to release the flash skill; and in response to a second virtual character existing in the peripheral range of the first virtual character, displaying that the skill drop point position of the starting skill is the position of the second virtual character. In the application, the position of the second virtual character in the peripheral range is used as the skill drop point position, so that the operation of the user is simplified, and meanwhile, the hit rate of the starting skill is improved.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This application relates to the field of human-computer interaction, and particularly to a method, device, equipment, and storage medium for releasing game skills. Background Art

[0002] In a Multiplayer Online Battle Arena (MOBA) game, virtual characters are usually configured with multiple skills, and users can control the virtual characters to release skills during combat. These skills are usually arranged as independent controls on the game interface.

[0003] In the related art, users control virtual characters to release skills to reduce the attribute values (such as health) of other virtual characters. Optionally, users can control virtual characters to release directional skills in the virtual environment to kill virtual objects controlled by other game users, such as the flash skill. Optionally, users can combine the flash skill with other skills to form a combo to kill other virtual characters.

[0004] However, when users combine the flash skill with other skills to form a combo to kill other virtual characters, they need to trigger the flash skill at an appropriate time and also adjust the release direction of the flash skill, resulting in high operation difficulty and low hit rate. Summary of the Invention

[0005] This application provides a method, device, equipment, and storage medium for releasing game skills, and the technical solutions are as follows:

[0006] According to one aspect of this application, a method for releasing game skills is provided. The method includes:

[0007] Display a first virtual character located in a virtual environment, where the first virtual character has at least one of a starting skill and a flash skill;

[0008] In response to the release operation of the starting skill, control the first virtual character to release the starting skill;

[0009] In response to receiving the release operation of the flash skill during the release process of the starting skill, control the first virtual character to release the flash skill;

[0010] In response to the presence of a second virtual character within the peripheral range of the first virtual character, display the skill landing position of the starting skill as the position where the second virtual character is located.

[0011] According to one aspect of this application, a device for releasing game skills is provided. The device includes:

[0012] A display module for displaying a first virtual character located in a virtual environment, where the first virtual character has at least one of a starting skill and a flash skill;

[0013] A control module for controlling the first virtual character to release the starting skill in response to a release operation of the starting skill;

[0014] A control module for controlling the first virtual character to release the flash skill in response to a release operation of the flash skill received during the release process of the starting skill;

[0015] A display module for, in response to the presence of a second virtual character within the peripheral range of the first virtual character, displaying the skill landing position of the starting skill as the position where the second virtual character is located.

[0016] According to another aspect of the present application, there is provided a computer device, which includes a processor and a memory. A computer program is stored in the memory, and the computer program is loaded and executed by the processor to implement the game skill release method as described above.

[0017] According to another aspect of the present application, there is provided a computer-readable storage medium in which executable instructions are stored, and the executable instructions are loaded and executed by a processor to implement the game skill release method as described above.

[0018] According to another aspect of the present application, there is provided a computer program product, which includes computer instructions stored in a computer-readable storage medium. A processor reads and executes the computer instructions from the computer-readable storage medium to implement the game skill release method as described above.

[0019] The beneficial effects brought by the technical solution provided in the embodiments of the present application at least include:

[0020] The embodiments of the present application provide a game skill release method. By responding to a release operation for a starting skill, controlling a first virtual character to release the starting skill in a virtual environment; by responding to a release operation of a flash skill received during the release process of the starting skill, controlling the first virtual character to release the flash skill in the virtual environment, the user does not need to adjust the release direction and release distance of the flash skill during the release process, and uses the position of a second virtual character within the peripheral range as the skill landing position of the starting skill. This way simplifies the user's operation and at the same time improves the hit rate of the starting skill. Description of the Drawings

[0021] To more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the accompanying drawings required for the description of the embodiments. Obviously, the accompanying drawings in the following description are only some embodiments of the present application. For those of ordinary skill in the art, without creative efforts, other accompanying drawings can be obtained based on these drawings.

[0022] Figure 1 Shows the schematic diagram of the architecture of a computer system provided by an exemplary embodiment of the present application;

[0023] Figure 2 Shows the schematic diagram of the method for releasing game skills provided by an exemplary embodiment of the present application;

[0024] Figure 3 Shows the flowchart of the method for releasing game skills provided by an exemplary embodiment of the present application;

[0025] Figure 4 Shows the flowchart of the method for releasing game skills provided by an exemplary embodiment of the present application;

[0026] Figure 5 Shows the schematic diagram of the method for releasing game skills provided by an exemplary embodiment of the present application;

[0027] Figure 6 Shows the flowchart of the method for releasing game skills provided by an exemplary embodiment of the present application;

[0028] Figure 7 Shows the schematic diagram of the method for releasing game skills provided by an exemplary embodiment of the present application;

[0029] Figure 8 Shows the schematic diagram of the method for releasing game skills provided by an exemplary embodiment of the present application;

[0030] Figure 9 Shows the schematic diagram of the method for releasing game skills provided by an exemplary embodiment of the present application;

[0031] Figure 10 Shows the flowchart of the method for releasing game skills provided by an exemplary embodiment of the present application;

[0032] Figure 11 Shows the schematic diagram of the method for releasing game skills provided by an exemplary embodiment of the present application;

[0033] Figure 12 Shows the flowchart of the method for releasing game skills provided by an exemplary embodiment of the present application;

[0034] Figure 13Shows a flowchart of a method for releasing a game skill provided by an exemplary embodiment of the present application;

[0035] Figure 14 Shows a schematic diagram of a method for releasing a game skill provided by an exemplary embodiment of the present application;

[0036] Figure 15 Shows a schematic diagram of a method for releasing a game skill provided by an exemplary embodiment of the present application;

[0037] Figure 16 Shows a schematic diagram of a method for releasing a game skill provided by an exemplary embodiment of the present application;

[0038] Figure 17 Shows a flowchart of a method for releasing a game skill provided by an exemplary embodiment of the present application;

[0039] Figure 18 Shows a flowchart of a method for releasing a game skill provided by an exemplary embodiment of the present application;

[0040] Figure 19 Shows a flowchart of a method for releasing a game skill provided by an exemplary embodiment of the present application;

[0041] Figure 20 Shows a block diagram of the structure of a game skill release device provided by an exemplary embodiment of the present application;

[0042] Figure 21 Shows a schematic diagram of the device structure of a computer device provided by an exemplary embodiment of the present application. Detailed implementation manners

[0043] To make the objectives, technical solutions, and advantages of the present application clearer, the following will further describe the embodiments of the present application in detail with reference to the accompanying drawings.

[0044] Here, the exemplary embodiments will be described in detail, and the examples are shown in the accompanying drawings. When the following description refers to the accompanying drawings, unless otherwise indicated, the same numbers in different drawings represent the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present application. On the contrary, they are merely examples of devices and methods consistent with some aspects of the present application as detailed in the appended claims.

[0045] The terms used in this application are for the purpose of describing specific embodiments only and are not intended to limit this application. The singular forms "a", "the", and "said" used in this application and the appended claims are also intended to include the plural forms unless the context clearly dictates otherwise. It should also be understood that the term "and / or" as used herein refers to and encompasses any and all possible combinations of one or more of the associated listed items.

[0046] It should be noted that before and during the process of collecting relevant data of the user in this application, a prompt interface and pop-up information can be displayed. The prompt interface and pop-up window are used to prompt the user that their relevant data is currently being collected, so that this application only starts to execute the relevant steps of obtaining the user's relevant data after obtaining the confirmation operation issued by the user for the prompt interface or pop-up window. Otherwise (that is, when the confirmation operation issued by the user for the prompt interface or pop-up window is not obtained), the relevant steps of obtaining the user's relevant data are ended, that is, the relevant data of the user is not obtained. In other words, all user data collected by this application is collected with the consent and authorization of the user, and the collection, use, and processing of relevant user data need to comply with relevant laws, regulations, and standards in relevant countries and regions.

[0047] First, introduce the relevant terms involved in this application:

[0048] Virtual environment: The virtual environment displayed (or provided) when the application runs on the terminal. This virtual environment can be a simulated world of the real world, a semi-simulated and semi-fictional three-dimensional world, or a purely fictional three-dimensional world. The virtual environment can be any one of a two-dimensional virtual environment, a 2.5D virtual environment, and a three-dimensional virtual environment. Optionally, this virtual environment is also used for virtual environment battles between at least two virtual characters, and there are virtual resources available for at least two virtual characters to use in this virtual environment.

[0049] Virtual character: It refers to an active object in the virtual environment controlled by artificial intelligence (AI). This active object can be at least one of a virtual character, a virtual animal, and an anime character. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual character can be a three-dimensional virtual model. Each virtual character has its own shape and volume in the three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human bone technology, and this virtual character realizes different external images by wearing different skins. In some implementation manners, the virtual character can also be implemented using a 2.5D or 2D model, and the embodiments of this application do not limit this.

[0050] Starting skill: It refers to the skill that the user releases first when using a combo, usually used to initiate a battle or launch an attack. Optionally, the starting skill can be at least one of a damage skill, a control skill, a targeted skill, a targeted displacement skill, or a skill with other special effects. The user needs to select and release the starting skill to begin the combo.

[0051] Flash skill: It refers to a short-distance teleportation skill that allows the virtual character controlled by the user to instantaneously move to a specified position or instantaneously move a preset distance length (such as 500 yards in the game world).

[0052] Combo: It refers to the user quickly and continuously releasing multiple skills in the game to form a combined skill to achieve the maximum damage output or control effect.

[0053] Figure 1 The schematic diagram of a computer system provided by an exemplary embodiment of the present application is shown. The computer system 100 may include: a first terminal 110, a server 120, and a second terminal 130.

[0054] The first terminal 110 installs and runs a client 111 that supports a virtual environment, and the client 111 may be a multiplayer online battle program. When the first terminal 110 runs the client 111, the user interface of the client 111 is displayed on the screen of the first terminal 110. The client 111 may be any one of a multiplayer online game, a battle royale shooting game, a Virtual Reality (VR) application program, an Augmented Reality (AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, a First-Person Shooting (FPS) game, a Third-Personal Shooting (TPS) game, a MOBA game, a simulation game (SLG). In this embodiment, the client 111 is taken as an example of a MOBA game. The first terminal 110 is the terminal used by the first user 112. The first user 112 uses the first terminal 110 to control the first virtual character located in the virtual environment to perform activities, or operate the virtual items owned by the second virtual character. The first virtual character may be referred to as the virtual character of the first user 112. The first user 112 may perform operations such as assembling, disassembling, and uninstalling the virtual items owned by the first virtual character, and the present application does not make any limitations in this regard. Schematically, the first virtual character is a game virtual character, such as an emulated human character or an anime character.

[0055] The second terminal 130 installs and runs a client 131 that supports a virtual environment, and the client 131 can be a multiplayer online battle program. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. The client can be any one of a MOBA game, a battle royale shooting game, a VR application, an AR program, a three-dimensional map program, a virtual reality game, an augmented reality game, an FPS, a TPS, an SLG. In this embodiment, it is exemplified that the client is a MOBA game. The second terminal 130 is a terminal used by the second user 113. The second user 113 uses the second terminal 130 to control a second virtual character located in the virtual environment to perform activities and operate virtual items owned by the second virtual character. The second virtual character can be referred to as the virtual character of the second user 113. Schematically, the second virtual character is a game virtual character, such as a simulated human character or an anime character.

[0056] Optionally, the first virtual character and the second virtual character are in the same virtual environment. Optionally, the first virtual character and the second virtual character can belong to the same camp, the same team, the same organization, have a friendship relationship or have temporary communication permissions. Optionally, the first virtual character and the second virtual character can belong to different camps, different teams, different organizations or have a hostile relationship.

[0057] Optionally, the clients installed on the first terminal 110 and the second terminal 130 are the same, or the clients installed on the two terminals are of the same type on different operating system platforms (Android or IOS). The first terminal 110 can generally refer to one of multiple terminals, and the second terminal 130 can generally refer to another of multiple terminals. This embodiment only takes the first terminal 110 and the second terminal 130 as an example. The device types of the first terminal 110 and the second terminal 130 are the same or different, and the device types include at least one of a smart phone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop computer, and a desktop computer.

[0058] Figure 1 Only two terminals are shown in the figure, but in different embodiments, there are multiple other terminals 140 that can access the server 120. Optionally, there is also one or more terminals 140 that are the terminals corresponding to the developer. A development and editing platform for the client that supports the virtual environment is installed on the terminal 140. The developer can edit and update the client on the terminal 130, and transmit the updated client installation package to the server 120 through a wired or wireless network. The first terminal 110 can download the client installation package from the server 120 to update the client.

[0059] The server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. The server 120 is used to provide background services for the client 111. Optionally, the server 120 undertakes the main computing work and the first terminal 110 undertakes the secondary computing work; or, the server 120 undertakes the secondary computing work and the first terminal 110 undertakes the main computing work; or, a distributed computing architecture is adopted between the server 120 and the first terminal 110 for collaborative computing.

[0060] Optionally, the server 120 includes a processor 121, a user account database 122, a battle service module 123, and a user-oriented input / output interface (I / O interface) 124. Among them, the processor 121 is used to load the instructions stored in the server 120 and process the data in the user account database 122 and the battle service module 123; the user account database 122 is used to store the data of the user accounts used by the first terminal 110 and other terminals 130, such as the avatar of the user account, the name of the user account, the combat power index of the user account, and the service area where the user account is located; the battle service module 123 is used to provide multiple battle rooms for users to conduct battles, such as 1V1 battles, 3V3 battles, 5V5 battles, etc.; the user-oriented I / O interface 124 is used to establish communication with the first terminal 110 and / or other terminals 130 through a wireless network or a wired network to exchange data.

[0061] The first terminal 110, the second terminal 130, and other terminals 140 are connected to the server 120 through a wireless network or a wired network.

[0062] Exemplarily, Figure 2 FIG. shows a schematic diagram of a method for releasing a game skill provided by an exemplary embodiment of the present application. This method is described by taking the example that it is executed by a client supporting a virtual environment.

[0063] In the related art, in a mobile game, the flash skill can only be used by the user to select the flash direction, and the flash distance of the flash skill is fixed. The user combines the flash skill and the starting skill in the mobile game to form a combo to kill other virtual characters. When the starting skill needs to land on other virtual characters, the user needs to adjust the flash direction of the flash skill and estimate the flash landing position based on the fixed flash distance to achieve hitting other virtual characters.

[0064] Exemplarily, such as Figure 2As shown in Figure (a), the user actively aims at the release direction of the flash skill through the flash skill control 10. The direction that the first virtual character 20 faces is the release direction of the flash skill. After the user determines the release direction of the flash skill, the flash skill is released. At this time, the first virtual character 20 flashes to the flash landing position 50 according to the skill indicator 30. The distance from the first virtual character 20 to the flash landing position 50 is fixed. In a possible implementation, when the position of the second virtual character 40 is at the flash landing position 50, the first virtual character 20 can successfully kill the second virtual character 40 when using the flash skill to reach the flash landing position 50. When the position of the second virtual character 40 is not at the flash landing position 50, the first virtual character 20 cannot kill the second virtual character 40 at this time. This method requires the user to control the release direction of the flash skill well during active aiming and calculate the flash distance in advance. Therefore, the operation difficulty is high and the hit rate is low.

[0065] In view of the above problems, the embodiment of the present application provides a method for releasing a game skill, which can simplify the operation of the user and improve the hit rate of the user killing the second virtual character 40 when the user combines the flash skill with other skills to form a combo to kill the second virtual character 40.

[0066] As shown in Figure 2 Figure (b), in combination with reference to Figure 2 Figure (a), the steps of the game skill release method of the embodiment of the present application are briefly described:

[0067] (1) Display the first virtual character 20 and the second virtual character 40 located in the virtual environment;

[0068] Among them, the first virtual character 20 can be a virtual character controlled by the first user, and the second virtual character 40 can be a virtual character controlled by other users, or a virtual character controlled by AI.

[0069] (2) Listen for the starting skill, and judge the response method of the flash skill after the starting skill is triggered;

[0070] In some embodiments, the first user combines the flash skill with the starting skill by controlling the first virtual character 20 to form a combo to kill the second virtual character 40.

[0071] The starting skill is the skill that the user releases first when using the combo, and is usually used to open the battle or initiate an attack. Optionally, the starting skill can be at least one of a damage skill, a control skill, a directional skill, a directional displacement skill, or other skills with special effects. The first user needs to select and release the starting skill to start the combo.

[0072] In some embodiments, the starting skill is added to the listening list. When the starting skill is in the releasing state, the program module corresponding to the starting skill sends a listening message to the program module corresponding to the flash skill. When the program module corresponding to the flash skill receives the listening message, it determines the operation mode of the user for the flash skill according to the operation of the first user.

[0073] Among them, the flash skill has two operation modes: quick release and active aiming. Quick release is the operation mode of not selecting the flash direction and / or flash landing position of the flash skill, and active aiming is the operation mode of selecting the flash direction and / or flash landing position of the flash skill. Optionally, the first user realizes the quick release and active aiming of the flash skill through the flash skill control 10.

[0074] Among them, for the user's operation of quick release, the flash skill has two response modes: the first response mode and the second response mode. The first response mode is the response mode of automatically searching for the second virtual character 40 within the peripheral range 60 (when there is a second virtual character in the enemy camp), and the second response mode is the response mode of moving a fixed length along the flash direction (when there is no second virtual character in the enemy camp). The response mode of the flash skill is determined after the starting skill is triggered.

[0075] (3) When the response mode of the flash skill is the first response mode in the operation mode of quick release, the position of the second virtual character 40 is used as the skill landing position 70;

[0076] When the program module corresponding to the flash skill receives the listening message, it determines whether the first user triggers the flash skill control 10. If the first user triggers the flash skill control 10 and the operation mode of the first user conforms to quick release, the program module corresponding to the flash skill responds to the user's quick release operation, and the response mode of the flash skill is the first response mode, that is, it automatically searches for the second virtual character 40 within the peripheral range 60, and the position of the second virtual character 40 that conforms to the preset rule within the peripheral range 60 is used as the skill landing position 70.

[0077] Optionally, the preset rule refers to searching for the second virtual character 40 that meets the conditions within the peripheral range 60 according to a certain rule.

[0078] Exemplarily, within the peripheral range 60, search is performed based on distance: select the second virtual character 40 closest to the first virtual character 20, which can ensure that the first virtual character 20 can approach the second virtual character 40 as soon as possible; and / or, search is performed based on attribute values: compare the attribute values of the second virtual characters 40 within the peripheral range 60, and select the second virtual character 40 with the lowest attribute value (such as the lowest health), which can ensure that the first virtual character 20 can preferentially attack the second virtual character 40 with the lowest attribute value to increase the chance of the first virtual character killing the second virtual character.

[0079] In some embodiments, the position of the second virtual character 40 that meets the preset rules within the peripheral range 60 is used as the skill landing position 70, so that the first virtual character 20 can directly flash to the skill landing position 70 when the first user triggers a quick release operation, without the need to select the release direction of the flash skill. This method greatly reduces the operation difficulty of the first user and improves the hit rate on the second virtual character.

[0080] (4) In the case where the operation mode of the flash skill does not belong to quick release or there is no eligible second virtual character 40 within the peripheral range 60, the flash landing position 50 is used as the skill landing position;

[0081] In some embodiments, the first user uses an active aiming operation mode, or, in the case where the operation mode of the flash skill is quick release and the response mode of quick release is to automatically search for the second virtual character 40 within the peripheral range 60 and there is no second virtual character 40 within the peripheral range 60, the position indicated by the trigger operation of the flash skill is still used as the skill landing position, that is, the flash direction of the first virtual character 20 is the direction supported by the movement joystick, or the facing direction of the first virtual character 20 when it receives the release operation of the flash skill. At this time, the flash landing position 50 is used as the skill landing position of the first virtual character. The distance of the flash landing position 50 is fixed, and the direction of the flash landing position 50 is determined according to the direction selected by the first user. Optionally, the direction of the flash landing position 50 can be any direction on the plane.

[0082] It should be noted that the skill landing positions of the flash skill and the starting skill can be regarded as the same position.

[0083] (5) After listening for the release of the starting skill to end, restore the response mode of the flash skill from the first response mode to the second response mode.

[0084] In some embodiments, after the release of the starting skill being listened for ends, the program module corresponding to the starting skill will send a listening message to the program module corresponding to the flash skill again, notifying the program module corresponding to the flash skill to control the flash skill to resume from the first response mode to the second response mode, that is, to resume from the original response mode of searching for the second virtual character within the peripheral range of 60 to the response mode of moving a fixed length along the flash direction, and to restore the position of the second virtual character as the skill landing position of the starting skill to using the position of the skill range of the flash skill as the skill landing position. At this time, the skill landing position of the starting skill is a fixed distance.

[0085] Figure 3 The flowchart of the method for releasing a game skill provided by an exemplary embodiment of the present application is shown. Taking the method applied to Figure 1 the terminal device 110 shown as an example, the method includes the following steps 210, 220, 230, and 240:

[0086] Step 210: Display a first virtual character located in a virtual environment, where the first virtual character has at least one of a starting skill and a flash skill;

[0087] In some embodiments, a client supporting the virtual environment runs in the terminal device, and the first virtual character located in the virtual environment is displayed on the game interface of the client.

[0088] Among them, the first virtual character is a virtual character controlled by a first user. The first user manipulates the first virtual character to play the game or interact with the virtual environment. The first account logged in by the first user through the client has the control right to the first virtual character.

[0089] Optionally, the first virtual character can be different types of characters in a game. Exemplarily, the first virtual character is a mage-type character; or, the first virtual character is an assassin-type character; or, the first virtual character is a shooter-type character. The above examples are only exemplary illustrations, and the present application does not limit the type of the first virtual character.

[0090] In some embodiments, the virtual environment further includes a second virtual character. The second virtual character can be a virtual character controlled by the game system, an AI-controlled virtual character, a virtual character controlled by other users, and / or a virtual character located in the enemy camp. The present application does not limit this.

[0091] In a virtual environment, there are multiple ways to display a first virtual character. Exemplarily, the way to display the first virtual character can be to show the appearance of the first virtual character, including the image, clothing, equipment, and other visible elements of the first virtual character; or, the way to display the first virtual character can be to show the actions of the first virtual character. The first virtual character will have corresponding actions in the virtual environment, which are used to simulate the behaviors of the first virtual character walking, running, attacking, defending, etc.; or, the way to display the first virtual character can be to show the status of the first virtual character, such as showing the energy, level, skills, etc. of the first virtual character. These information can be displayed in the form of numbers, icons, or other forms.

[0092] Optionally, the first virtual character has at least one of a starting skill and a flash skill.

[0093] In some embodiments, the first user combines the starting skill and the flash skill into a combo to damage or kill a second virtual character by controlling the first virtual character. Optionally, a combo refers to the first user quickly and continuously releasing multiple skills in the game to achieve the maximum damage output or control effect. A combo usually starts with a starting skill. After the starting skill is released, the first user usually quickly selects and releases the flash skill before the action or effect of the starting skill has ended.

[0094] In some embodiments, skill controls are displayed on the game interface of the client, and the first user triggers the corresponding skills through the skill controls. Optionally, the skill controls include a starting skill control and a flash skill control. Among them, the starting skill control is used to release the starting skill, and the flash skill control is used to release the flash skill.

[0095] Step 220: In response to the release operation of the starting skill, control the first virtual character to release the starting skill;

[0096] Among them, the release operation is an operation used to trigger or start the starting skill. Optionally, there are multiple operation methods for the release operation, including at least one of click operation, double-click operation, long-press operation, etc.

[0097] In response to the release operation of the starting skill, control the first virtual character to release the starting skill. The starting skill is the first skill released by the first user in the game and is usually used to start a battle or initiate an attack. Optionally, the starting skill can be at least one of a damage skill, a control skill, a directional skill, a directional displacement skill, or a skill with other special effects. The type of the starting skill is not limited in this application.

[0098] A directional skill refers to a skill whose release direction starts from the first virtual character and is released towards a specified direction. A directional displacement skill refers to a skill that displaces from the first virtual character towards a specified direction, such as a charging skill.

[0099] Exemplarily, take the starting skill of the first virtual character as a charging skill. In the game, when the first user clicks on the control corresponding to the charging skill on the game interface, or presses the corresponding button on the physical gamepad, the release of the charging skill is triggered. At this time, the first virtual character uses the charging skill to attack the second virtual character or cause a damage effect to the second virtual character.

[0100] Step 230: In response to receiving a release operation of the flash skill during the release of the starting skill, control the first virtual character to release the flash skill;

[0101] Optionally, the starting skill is a continuously released skill. Taking the starting skill as a directional displacement skill as an example, the first virtual character moves a certain distance in the virtual environment based on a preset time. The movement process of the first virtual character within the preset time can be regarded as the release process of the directional displacement skill. Optionally, a release operation of the flash skill is received during the movement process of the first virtual character, that is, the release operation of the flash skill is received when the action or effect of the starting skill has not ended.

[0102] Among them, the release operation is an operation used to trigger or start the flash skill. Optionally, taking the virtual buttons displayed on the touch screen as an example, the release operation refers to performing at least one of operations such as single-click operation, double-click operation, long-press operation, and swipe operation on the virtual buttons; or, the release operation is an operation of pressing a specified button on the physical gamepad or keyboard.

[0103] In response to receiving a release operation of the flash skill during the release of the starting skill, control the first virtual character to release the flash skill. After the starting skill is released, usually when the action or effect of the starting skill has not ended, the first user quickly selects and releases the flash skill. The flash skill is a short-distance teleportation skill, and the first user controls the first virtual character to quickly move to a specified position by using the flash skill.

[0104] Optionally, in some embodiments, the first user combines the starting skill and the flash skill into a combo by controlling the first virtual character to achieve the kill of the second virtual character. Exemplarily, at the start of the game, the first user controls the first virtual character to release the starting skill towards the second virtual character. Taking the starting skill as a damage skill as an example, after releasing the starting skill, the first user quickly triggers the flash skill. At this time, the first virtual character will flash near the second virtual character and use the damage skill corresponding to the starting skill to hit the second virtual character.

[0105] Step 240: In response to the presence of a second virtual character within the peripheral range of the first virtual character, display the skill landing position of the starting skill as the position where the second virtual character is located.

[0106] The peripheral range refers to a certain range around the first virtual character. In some embodiments, the peripheral range is a hittable range determined with the first virtual character as the center. Optionally, the peripheral range is at least one of a circular area, a fan-shaped area, or other shaped areas, and the specific size of the peripheral range varies according to the game settings. For example, the peripheral range is a circular range centered on the first virtual character with a radius of R, where R is less than or equal to the fixed range length of the flash skill when it flashes. In some embodiments, R is also related to the skill release distance of the starting skill.

[0107] Optionally, display on the game interface the eligible second virtual characters searched within the peripheral range of the first virtual character based on a preset rule:

[0108] · Display the second virtual character closest to the first virtual character within the peripheral range;

[0109] · Display the second virtual character with the lowest attribute value within the peripheral range.

[0110] In some embodiments, use the second virtual character within the peripheral range that meets the preset rule as the target virtual character, and display the position of the target virtual character as the skill landing position of the starting skill.

[0111] The skill landing position is the position or area where the skill actually takes effect after being released. In some embodiments, the skill landing position can affect the hit rate and damage effect of the skill.

[0112] Optionally, when the first user controls the first virtual character to continuously release multiple skills to form a combo, the skill landing position can be regarded as the skill landing position of the starting skill; or, regarded as the skill landing position of the flash skill; or, regarded as the skill landing position of the combo. In the case where the starting skill is a directional displacement skill, the skill landing position can also be regarded as the landing position of the first virtual character after displacement.

[0113] This application mainly uses the skill landing position as the skill landing position of the starting skill as an example for illustration.

[0114] Exemplarily, the first virtual character is a mage-type character. The starting skill of the first virtual character is to throw a fireball at the second virtual character. When the first user triggers the control for this starting skill, an action of the first virtual character throwing a fireball at the second virtual character is displayed on the game interface. Before the action of throwing the fireball or the effect of throwing the fireball has ended, the first user quickly selects and triggers the skill control for the flash skill. At this time, the first virtual character will instantly flash to the position of the second virtual character, and the skill landing position is the position where the fireball finally explodes, that is, the position where the second virtual character is located.

[0115] In summary, the method provided in the embodiment of the present application provides a method for releasing game skills. By responding to the release operation for the starting skill, the first virtual character is controlled to release the starting skill in the virtual environment; by responding to the release operation for the flash skill received during the release process of the starting skill, the first virtual character is controlled to release the flash skill in the virtual environment. When the user releases the flash skill, there is no need to adjust the release direction and release distance of the flash skill, and the position of the second virtual character within the surrounding area is used as the skill landing position of the starting skill. This way simplifies the user's operation and improves the hit rate of the first virtual character at the same time.

[0116] In some embodiments, the starting skill is a targeted skill. The starting skill has a release direction, and there is a second virtual character within the surrounding area of the first virtual character. As Figure 4 shown, the above step 240 can be replaced with the following sub-steps:

[0117] Step 241: In response to the release direction of the starting skill being the first direction and there being a second virtual character in the second direction within the surrounding area of the first virtual character, display the skill landing position of the starting skill as the position where the second virtual character is located.

[0118] Among them, the first direction and the second direction are different directions.

[0119] The first direction is the release direction of the starting skill, and the second direction is the direction of the second virtual character relative to the first virtual character within the surrounding area. In some embodiments, the starting skill is a targeted skill, and a targeted skill is a skill that the first user needs to select a target direction or position for release.

[0120] Optionally, the starting skill is a targeted skill. The first user controls the starting skill to be released in the first direction. During the release of the starting skill along the first direction (the skill effect or skill action of the starting skill has started but not ended), the first user triggers the release of the flash skill. At this time, search for the second virtual character within the peripheral range of the first virtual character. Optionally, there is a second virtual character in the second direction within the peripheral range of the first virtual character. At this time, the release direction of the flash skill is towards the second direction where the second virtual character is located, and the release direction of the starting skill will change from the first direction to the second direction. The position where the second virtual character is located is the skill landing position of the starting skill.

[0121] Exemplarily, as Figure 5 shown, the release direction of the starting skill of the first virtual character 301 is the first direction. During the release of the starting skill along the first direction, the first user triggers the first virtual character 301 to release the flash skill. There is a second virtual character 302 in the second direction within the peripheral range of the first virtual character. At this time, the release direction of the flash skill is the second direction, and the release direction of the starting skill changes from the first direction to the second direction. The position where the second virtual character 302 is located within the peripheral range is the landing position 303 of the starting skill.

[0122] It should be noted that in a MOBA game, a mobile wheel control located on the left - hand side is usually used to control the movement of the first virtual character. During the release of the above - mentioned flash skill, the user does not need to control the mobile wheel control, or the user controls the first virtual character to face the first direction through the mobile wheel control, but the client will still control the skill landing position of the starting skill to be the position where the second virtual character is located, thereby reducing the operation complexity of the user. That is, the flash skill at this time does not consider the direction indicated on the mobile wheel control.

[0123] In some embodiments, the starting skill is a targeted displacement skill. The starting skill has a default displacement length, and there is a second virtual character within the peripheral range of the first virtual character. As Figure 6 shown, step 241 above can be replaced with the following sub - steps:

[0124] Step 2411: In response to the release direction of the starting skill being the first direction and there being a second virtual character in the second direction within the peripheral range of the first virtual character, display the displacement landing position of the starting skill as the position where the second virtual character is located.

[0125] Among them, the first direction and the second direction are different directions, and the displacement distance of the starting skill is different from the default displacement length.

[0126] The first direction is the release direction of the starting skill, and the second direction is the direction of the second virtual character relative to the first virtual character within the peripheral range.

[0127] In some embodiments, the starting skill is a directional displacement skill, which has a default displacement length. When the first user uses the starting skill with directional displacement, the first virtual character will move from the current position to a position within the default displacement length, and the default displacement is a preset displacement.

[0128] The displacement landing position is the position where the first virtual character finally stops after using the directional displacement skill. Optionally, the displacement landing position can be a preset target position or a position obtained according to the release of the directional displacement skill.

[0129] Optionally, the starting skill is a directional displacement skill. The first user controls the starting skill to be released in the first direction. There is a second virtual character within the peripheral range of the first virtual character, and the second virtual character is located in the second direction of the first virtual character. During the process of the starting skill being released in the first direction (the skill effect or skill action of the starting skill has started but not ended), the first user triggers the flash skill, and the flash skill is released in the second direction. The release direction of the starting skill also changes from the first direction to the second direction, and the displacement landing position of the starting skill is the position where the second virtual character is located.

[0130] Exemplarily, as Figure 7 shown, the release direction of the starting skill of the first virtual character 401 is the first direction, and the default displacement length of the starting skill is the preset length. During the process of the starting skill being released in the first direction, the first user triggers the first virtual character 401 to release the flash skill. There is a second virtual character 402 in the second direction within the peripheral range of the first virtual character. At this time, the release direction of the flash skill is the second direction, and the release direction of the starting skill changes from the first direction to the second direction. The displacement distance of the starting skill is the actual displacement distance of the first virtual character 401, and the default displacement distance of the starting skill is different from the actual displacement distance. At this time, the position where the second virtual character 402 is located within the peripheral range is the displacement landing position 403 of the starting skill.

[0131] In summary, in a possible implementation manner of the method provided by the embodiments of the present application, the starting skill is a directional skill. In response to the release direction of the starting skill being the first direction and there being a second virtual character in the second direction within the peripheral range of the first virtual character, display the skill landing position of the starting skill as the position where the second virtual character is located; the starting skill is a directional displacement skill with a default displacement length, display the displacement landing position of the starting skill as the position where the second virtual character is located. The first direction and the second direction are different directions, and the displacement distance of the starting skill is different from the default displacement length. When the starting skill is a directional skill, the landing position of the starting skill will also be determined according to the position of the second virtual character.

[0132] It should be noted that in a MOBA game, a movement wheel control located on the left - hand side is usually used to control the movement of the first virtual character. During the release of the above - mentioned flash skill, the user does not need to control the movement wheel control, or the user controls the first virtual character to face the first direction through the movement wheel control, but the client will still control the skill landing position of the starting skill to be the position where the second virtual character is located, thereby reducing the operation complexity of the user. That is to say, the flash skill at this time does not consider the direction pointed on the movement wheel control.

[0133] · Display the second virtual character closest to the first virtual character within the peripheral range

[0134] In some embodiments, the second virtual character is an enemy virtual character closest to the first virtual character within the peripheral range, and the position of the second virtual character is used as the skill landing position of the starting skill.

[0135] In some embodiments, the second virtual character refers to an enemy virtual character other than the first virtual character controlled by the first user in the virtual environment. For example, the second virtual character controlled by the second user, or the second virtual character controlled by AI.

[0136] Optionally, there may be one or more second virtual characters within the peripheral range.

[0137] In a possible implementation, if the second virtual character exists within the peripheral range of the first virtual character and there is one second virtual character within the peripheral range of the first virtual character, the position of this second virtual character is used as the skill landing position of the starting skill.

[0138] In a possible implementation, if the second virtual character exists within the peripheral range of the first virtual character and there are multiple second virtual characters within the peripheral range of the first virtual character, the second virtual character closest to the first virtual character among the multiple second virtual characters is determined as the target virtual character, and the position of this target virtual character is determined as the skill landing position of the starting skill.

[0139] In some embodiments, search is performed according to the distance within the peripheral range, and the second virtual character closest to the first virtual character within the peripheral range is used as the target virtual character. This method can ensure that the first virtual character can give priority to attacking the second virtual character closest to it, can release skills on the second virtual character more effectively, and at the same time improve the hit rate of the first virtual character on the second virtual character.

[0140] · Display the second virtual character with the lowest attribute value within the peripheral range

[0141] In some embodiments, the second virtual character is an enemy virtual character with the lowest attribute value within the peripheral range, and the position of the second virtual character is used as the skill landing position of the starting skill.

[0142] Among them, the attribute value is the numerical expression of a certain attribute that the virtual character has in the game, and is used to describe various characteristics and abilities of the virtual character in the game. Optionally, the attribute value includes at least one of the health value, attack power, defense power, etc. of the virtual character.

[0143] Taking the attribute value of the second virtual character as the health value as an example for illustration.

[0144] Exemplarily, the health value of the second virtual character represents its ability to withstand damage. The life state is judged through the health value of the second virtual character. The lower the health value of the second virtual character, the higher the possibility of being defeated.

[0145] Optionally, the health value of the second virtual character will be displayed on the game interface in numerical form. For example, the health value can be represented by a numerical value indicating the remaining health value of the second virtual character at present; or, the health value of the second virtual character will be displayed on the game interface in the form of a progress bar. For example, the health value can use a health bar to represent the remaining health value of the second virtual character at present; or, the health value of the second virtual character is displayed on the game interface in a combination of numerical value and progress bar. Among them, the numerical value of the health value or the health bar will change continuously according to the state and attributes of the second virtual character. For example, the numerical value of the health value or the health bar decreases when being damaged.

[0146] Exemplarily, as Figure 8 shown, in the virtual environment, there is a second virtual character 603 within the peripheral range 602 of the first virtual character 601. The attribute value of the second virtual character 603 can be represented by a visual health value 604, and the visual health value 604 represents the current attribute value of the second virtual character 603 in a combination of numerical value and health bar.

[0147] Optionally, there may be one or more second virtual characters within the peripheral range.

[0148] In a possible implementation manner, if the second virtual character exists within the peripheral range of the first virtual character, and there is one second virtual character within the peripheral range of the first virtual character, the position of this second virtual character is used as the skill landing position of the starting skill.

[0149] In a possible implementation, if a second virtual character exists within the peripheral range of the first virtual character, and there are multiple second virtual characters within the peripheral range of the first virtual character, the second virtual character with the lowest attribute value among the multiple second virtual characters is determined as the target virtual character, and the position of the target virtual character is determined as the skill landing position of the starting skill.

[0150] In summary, the method provided by the embodiment of the present application, in response to the existence of a second virtual character within the peripheral range of the first virtual character, displays searching for eligible second virtual characters within the peripheral range of the first virtual character using a preset rule, displays the second virtual character closest to the first virtual character within the peripheral range as the target virtual character, or, displays the second virtual character with the lowest attribute value within the peripheral range as the target virtual character, and uses the position of the target virtual character as the skill landing position of the starting skill. Selecting the second virtual character closest in distance as the target virtual character can ensure that the starting skill preferentially attacks the second virtual character closest in distance, and selecting the second virtual character with the lowest attribute value as the target virtual character can ensure that the starting skill preferentially attacks the second virtual character with the lowest energy, improving the hit rate of the first virtual character attacking the second virtual character.

[0151] Two operation methods of the flash skill

[0152] Optionally, the flash skill is a directional skill, and the flash skill has two operation methods: quick release and active aiming. By triggering different operation methods of the flash skill, the first user can control the skill landing position of the starting skill of the first virtual character at different positions.

[0153] Two operation methods for the flash skill control to release the flash skill:

[0154] · Quick release

[0155] · Active aiming

[0156] In some embodiments, a flash skill control is displayed on the game interface, and the flash skill control is used to trigger the first virtual character to release the flash skill. Optionally, the first user can trigger the flash skill control to release the flash skill of the first virtual character. Optionally, the display form of the flash skill control is arbitrary, for example, circular or square or other forms.

[0157] Taking the form of the flash skill control being circular as an example, at this time, the flash skill control is displayed as a circular button on the touch screen. After the first user long-presses and triggers the circular button, the flash skill control will be displayed as a sliding roulette form.

[0158] Exemplarily, in the initial state, the flash skill control is in the form of a circular button. When the first user clicks on this circular button, the operation method of quickly releasing the flash skill can be directly triggered. The first user does not need to select the flash direction of the first virtual character. If there is a second virtual character within the surrounding area at this time, the flash direction at this time is towards the second virtual character; if there is no second virtual character within the surrounding area at this time, then the flash direction at this time is determined by the facing direction of the first virtual character when receiving the release operation of the flash skill.

[0159] Let the area where the circular button is located on the flash skill control be the first area, and the outer ring part except the first area be the second area (also called the roulette area). When the finger of the first user long-presses the first area or directly presses the interface of the second area, the sliding roulette form will be activated. The flash skill control consists of a roulette area and a joystick area in the sliding roulette form. The flash direction of the flash skill is determined by the landing point where the joystick area points to the roulette area. The first user can control the flash direction of the first virtual character by controlling the joystick area. The first user can select the flash direction of the flash skill by sliding the joystick area and release the finger to trigger the release of the flash skill, that is, trigger the operation method of active aiming of the flash skill.

[0160] Combined with reference Figure 9 , in the flash skill control 700, as Figure 9 shown in (a) of Figure 9 , the preset area with a radius of R is the first area 701. In the first area 701, when the first user randomly clicks on any position in the first area 701, the operation method of quickly releasing the flash skill can be directly triggered; the area between the first area 701 and the overall area 702 is the second area. As

[0161] shown in (b) of

[0162] Figure 10 shows a flowchart of a method for releasing a game skill provided by an exemplary embodiment of the present application.

[0163] Step 310: Search for a second virtual character within the surrounding area when the release operation of the flash skill conforms to the operation method of quick release.

[0164] Among them, quick release is an operation method for the flash direction and / or flash landing position when the flash skill is not selected. Optionally, the operation method of quick release means directly triggering the release of the flash skill when the first user does not clearly select the flash direction and flash landing position for the first virtual character.

[0165] In the operation method of quick release, the flash skill has two response methods: the first response method and the second response method. The first response method is a response method that automatically searches for the second virtual character within the peripheral range of the first virtual character (when there is a second virtual character in the enemy camp), and the second response method is a response method that moves a fixed length along the flash direction (when there is no second virtual character in the enemy camp). The flash direction in the second response method can be: the facing direction of the first virtual character, or, the release direction of the starting skill.

[0166] Exemplarily, the first response method is a response method that automatically searches for the enemy virtual character and moves a non-fixed length, and the second response method is a response method that does not automatically search for the enemy virtual character and moves a fixed length.

[0167] The flash direction refers to the direction in which the first user controls the first virtual character to flash, and the flash landing position refers to the specific position of the first virtual character after flashing.

[0168] In some embodiments, when the release operation of the flash skill conforms to the operation method of quick release, the program module corresponding to the flash skill controls the flash skill to be the first response method, that is, searches for the second virtual character within the peripheral range. At this time, without additional specified direction and position, the program module corresponding to the flash skill will search for the second virtual character within the peripheral range of the first virtual character, and use the position of the second virtual character as the skill landing position of the starting skill.

[0169] In an optional example, after the second virtual character is searched within the peripheral range of the first virtual character, at least one of the attribute value, aura information, and skill indicator from the first virtual character to the second virtual character within the peripheral range will be displayed.

[0170] In some embodiments, when there is a second virtual character that conforms to the preset rules within the peripheral range of the first virtual character (there is a second virtual character closest to the first virtual character within the peripheral range, or, there is a second virtual character with the lowest attribute value within the peripheral range), the game interface will prominently display the second virtual character that conforms to the preset rules.

[0171] Optionally, highlighting the second virtual character includes displaying the attribute value of the second virtual character, where the attribute value is used to represent the current energy state of the second virtual character. For example, the attribute value of the second virtual character is highlighted in the form of a progress bar; highlighting the second virtual character includes displaying the aura information of the second virtual character. For example, the aura information of the second virtual character is displayed as a light column effect to highlight the position and existence of the second virtual character; highlighting the second virtual character includes displaying a skill indicator from the first virtual character to the second virtual character, and the skill indicator is used to indicate at least one of the skill release direction, range, distance, etc. from the first virtual character to the second virtual character.

[0172] Exemplarily, as Figure 11 shown, within the peripheral range of the first virtual character, there is a second virtual character 901 that conforms to the preset rules, and the game interface will highlight the second virtual character 901 and its related information. The game interface highlights the attribute value 902 of the second virtual character 901, highlights the light column 903 on the second virtual character 901 and the aura 904 under its feet, and the game interface also displays the skill indicator 905 from the first virtual character to the second virtual character 902, and displays the second virtual character 901 through an intuitive visual effect, which is beneficial for the first user to notice the position and state of the second virtual character 901.

[0173] Figure 12 The flowchart of the method for releasing a game skill provided by an exemplary embodiment of the present application is shown.

[0174] Step 410: When the flash skill conforms to the operation mode of active aiming, or when there is no second virtual character within the peripheral range, display the skill landing position of the starting skill at the position indicated by the trigger operation of the flash skill.

[0175] Among them, active aiming is an operation mode of selecting the flash direction and / or flash landing position of the flash skill. The operation mode of active aiming means that when the first user clearly selects the flash direction and flash landing position for the first virtual character, the release of the flash skill is triggered.

[0176] In some embodiments, when the operation mode of the flash skill is active aiming, the first user can adjust the flash direction of the flash skill through the flash skill control. The release distance of the flash skill is a fixed distance, and the skill landing position of the starting skill of the first virtual character is the position where the first user controls the release of the flash skill through the flash skill control.

[0177] Optionally, in some embodiments, there may be no second virtual character within the peripheral range. When the operation mode of the flash skill is a quick release and there is no second virtual character within the peripheral range, the flash direction of the first virtual character is the direction supported by the movement joystick, or the facing direction of the first virtual character when receiving the release operation of the flash skill, or the release direction of the starting skill of the first virtual character (in the case where the starting skill is a targeted skill). The skill landing position of the starting skill of the first virtual character is the position where the first user controls the release of the flash skill through the flash skill control.

[0178] The trigger operation of the flash skill is the trigger operation of the first user on the flash skill control. Optionally, taking the virtual button displayed on the touch screen as an example, the trigger operation refers to at least one of operations such as single-click operation, double-click operation, long-press operation, and swipe operation on the virtual button; or, the trigger operation of the flash skill is the operation of pressing a specified button on the physical handle or keyboard. This application does not make any limitations in this regard.

[0179] In summary, for the method provided in the embodiments of this application, the flash skill has two operation modes: quick release and active aiming. Different operation modes of the flash skill determine different skill landing positions of the starting skill. When the release operation of the flash skill conforms to the quick release operation mode, search for the second virtual character within the peripheral range. When there is a second virtual character within the peripheral range, highlight the second virtual character, and the skill landing position of the starting skill of the first virtual character is the position of the second virtual character; when the flash skill conforms to the active aiming operation mode, or when there is no second virtual character within the peripheral range, the skill landing position of the starting skill of the first virtual character is the position indicated by the trigger operation of the flash skill.

[0180] In some embodiments, when the operation mode of the flash skill is active aiming, the skill landing position of the starting skill is the position indicated by the trigger operation of the flash skill. As Figure 13 shown, the above step 410 can be replaced with the following sub-steps:

[0181] Step 411: Based on the operation mode of the flash skill conforming to active aiming, display the position where the first virtual character flashes to the skill range;

[0182] Among them, the skill range is at least one of the fixed range length of the flash skill, the default displacement length of the starting skill, the first sum value, the second sum value, and the third sum value.

[0183] Optionally, the skill range of the flash skill means that the flash skill can instantaneously teleport the first virtual character to a position at a fixed distance. When the first user uses the active aiming operation mode of the flash skill, the first virtual character can be teleported to a position within a preset fixed distance range. The length between this position and the position of the first virtual character before flashing is the fixed range length, and the fixed range length determines the maximum distance that the first virtual character can move to.

[0184] Optionally, when the starting skill is a directional displacement skill, the default displacement length of the starting skill is a preset displacement length. The first sum value is the sum of the fixed range length of the flash skill and the default displacement length of the starting skill. The second sum value is the sum of the fixed range length of the flash skill and the first projected displacement length of the starting skill. The third sum value is the sum of the fixed range length of the flash skill and the second projected displacement length of the starting skill. Among them, the first projected displacement length is the remaining displacement length of the starting skill along the first direction, the second projected displacement length is the length of the remaining displacement length projected onto the release direction of the flash skill, and the remaining displacement length is the difference between the default displacement length of the starting skill and the distance length released by the starting skill along the first direction.

[0185] In some embodiments, the skill range of the flash skill is used for the tactical operation of the first virtual character to move quickly, which can allow the first virtual character to change its position in a short time to quickly approach the second virtual character and attack. When the operation mode of the flash skill is active aiming, the skill landing position of the starting skill of the first virtual character is determined according to the skill range of the flash skill, which represents the maximum distance that the first virtual character can flash to.

[0186] Optionally, the starting skill is a directional displacement skill, and the starting skill has a default displacement length. Optionally, the flash skill is used for the first user to control the first virtual character to instantaneously move a fixed range length.

[0187] In a possible implementation manner, the skill range of the first virtual character is the fixed range length of the flash skill. After the first user triggers the release of the starting skill, when the action or effect of the starting skill just begins, the first user triggers the release of the flash skill. At this time, the fixed range length of the flash skill will cover the default displacement length of the starting skill, that is, the skill range position of the first virtual character is the fixed range length of the flash skill.

[0188] Exemplarily, such as Figure 14As shown, the default displacement length of the starting skill is 300 yards. When the flash skill conforms to the operation method of active aiming, the fixed range length of the flash skill is 500 yards. The first user triggers the release of the starting skill. At the very beginning of the action or effect of the starting skill, the first user triggers the release of the flash skill (by default, the time interval between the first user triggering the starting skill and the flash skill is very short). As Figure 14 shown in (a) of Figure 14 , when the release directions of both the starting skill and the flash skill are the first direction, that is, when the directions are the same, the skill range of the first virtual character is 500 yards. As

[0189] shown in (b) of

[0190] In a possible implementation, the skill range of the first virtual character is the first sum value, that is, the distance that the starting skill of the first virtual character moves is the sum of the fixed range length of the flash skill and the default displacement length of the starting skill. After the first user triggers the release of the starting skill, at the very beginning of the action or effect of the starting skill, the first user triggers the release of the flash skill. When the release directions of the starting skill and the flash skill are the same, the distance that the starting skill of the first virtual character moves is the default displacement length of the starting skill plus the fixed range length of the flash skill. Figure 15 Exemplarily, as

[0191] shown, the default displacement length of the starting skill is 300 yards. When the flash skill conforms to the operation method of active aiming, the fixed range length of the flash skill is 500 yards. The first user triggers the release of the starting skill. At the very beginning of the action or effect of the starting skill, the first user triggers the release of the flash skill (by default, the time interval between the first user triggering the starting skill and the flash skill is very short). When the release directions of both the starting skill and the flash skill are the first direction, that is, when the directions are the same, the skill range of the first virtual character is the sum of the default displacement length of the starting skill and the fixed range length of the flash skill, that is, the skill range of the first virtual character is 800 yards, that is, the distance that the starting skill of the first virtual character moves is 800 yards.

[0191] In a possible implementation, the skill range of the first virtual character is the second sum value, that is, the moving distance of the starting skill of the first virtual character is the sum of the fixed range length of the flash skill and the first projected displacement length of the starting skill. Among them, the first projected displacement length is the remaining displacement length of the starting skill along the first direction, and the remaining displacement length is the difference between the default displacement length of the starting skill and the released distance length of the starting skill along the first direction. After the first user triggers the release of the starting skill, at the beginning of the action or effect of the starting skill, the first user triggers the release of the flash skill. At this time, it is considered that the starting skill has been released a certain distance along the first direction. When the release directions of the starting skill and the flash skill are different, the moving distance of the starting skill of the first virtual character is the fixed range length of the flash skill plus the remaining displacement length of the starting skill in the first direction, and the remaining displacement length is the difference between the default displacement length of the starting skill and the released distance length of the starting skill along the first direction.

[0192] Exemplarily, as Figure 16 shown, the default displacement length of the starting skill is 600 yards. In the operation mode where the flash skill conforms to active aiming, the fixed range length of the flash skill is 600 yards. The first user triggers the release of the starting skill. Before the action or effect of the starting skill ends, the first user triggers the release of the flash skill. As Figure 16 shown in (a) of, when the release directions of the starting skill and the flash skill are different, at this time, the skill range of the first virtual character is the fixed range length of the flash skill plus the remaining displacement length of the starting skill in the first direction. The remaining displacement length is 300 yards, so the skill range of the first virtual character is 900 yards, that is, the moving distance of the starting skill of the first virtual character is 900 yards.

[0193] In a possible implementation, the skill range of the first virtual character is the third sum value, that is, the moving distance of the starting skill of the first virtual character is the sum of the fixed range length of the flash skill and the second projected displacement length of the starting skill. Among them, the second projected displacement length is the length of the remaining displacement length projected on the release direction of the flash skill. After the first user triggers the release of the starting skill, before the action or effect of the starting skill ends, the first user triggers the release of the flash skill. At this time, it is considered that the starting skill has been released a certain distance along the first direction. When the release directions of the starting skill and the flash skill are different, the moving distance of the starting skill of the first virtual character is the fixed range length of the flash skill plus the length of the remaining displacement length of the starting skill in the first direction projected on the release direction of the flash skill, and the remaining displacement length is the difference between the default displacement length of the starting skill and the released distance length of the starting skill along the first direction.

[0194] Exemplarily, as Figure 16As shown, the default displacement length of the starting skill is 600 yards. When the flash skill conforms to the operation mode of active aiming, the fixed range length of the flash skill is 600 yards. The first user triggers the release of the starting skill. Before the action or effect of the starting skill ends, the first user triggers the release of the flash skill. As shown in (b) of Figure 16 When the release directions of the starting skill and the flash skill are different, the skill range of the first virtual character is the fixed range length of the flash skill plus the length of the remaining displacement projected onto the second direction. The remaining displacement length of the starting skill is 500 yards, and the length of the remaining displacement projected onto the release direction of the flash skill is 400 yards. Then the skill range of the first virtual character is 1000 yards (the fixed range length of the flash skill plus the projection of the remaining displacement length of the starting skill in the second direction), that is, the distance that the starting skill of the first virtual character moves is 1000 yards.

[0195] Step 412: Use the position of the skill range as the skill landing position of the starting skill.

[0196] In some embodiments, when the operation mode of the flash skill is active aiming, the skill landing position of the starting skill of the first virtual character corresponds to the skill range position of the flash skill, and the first virtual character will directly release the starting skill at the skill range position of the flash skill.

[0197] Optionally, when the first user controls the first virtual character to continuously release multiple skills to form a combo, the skill landing position can be regarded as the skill landing position of the starting skill; or, regarded as the skill landing position of the flash skill; or, regarded as the skill landing position of the combo.

[0198] This application mainly takes the skill landing position as the skill landing position of the starting skill as an example for illustration.

[0199] In summary, the method provided by the embodiments of this application, based on the operation mode that the flash skill conforms to active aiming, shows that the first virtual character flashes to the skill range position through the flash skill, uses the position of the skill range as the skill landing position of the starting skill, and the first user can control the direction of the skill landing position of the starting skill by controlling the release direction of the flash skill.

[0200] In response to the release of the starting skill

[0201] In some embodiments, add the starting skill to the listening list. When the starting skill starts to be released, the program module corresponding to the starting skill sends a message to the program module corresponding to the flash skill to notify the state of the starting skill.

[0202] Figure 17 Shows a flowchart of a method for releasing game skills provided by an exemplary embodiment of this application.

[0203] Step 510: In response to a release operation for the starting skill, the first program module sends a first message to the second program module;

[0204] Wherein, the first message is used to notify that the starting skill has been released.

[0205] The starting skill is implemented by the first program module, and the flash skill is implemented by the second program module.

[0206] Optionally, the first program module and the second program module refer to two different program modules or components, and the first program module and the second program module are respectively responsible for implementing the starting skill and the flash skill. The first program module refers to the program module responsible for implementing the starting skill, and the first program module includes the logic, effects, and related game rules of the starting skill. When the first user performs a release operation for the starting skill, the first program module is responsible for processing the release operation, and the first program module sends a notification message of the release of the starting skill to the second program module. The second program module refers to the program module responsible for implementing the flash skill, and the second program module includes the logic, effects, and related game rules of the flash skill. When the first program module sends a notification message of the release of the starting skill to the second program module, the second program module determines the response method of the flash skill according to this notification message. For example, the second program module judges the operation method of the first user's release of the flash skill. The first user's release of the flash skill includes two operation methods: quick release and active aiming.

[0207] In some embodiments, the starting skill is added to a listening list. The listening list is a data structure used to store the starting skill. Optionally, the listening list can be at least one of data structures such as an array, a list, a queue, etc. Optionally, the relevant information of the starting skill (such as the identifier of the starting skill, the release time, etc.) is added to the listening list as an object or a data item. During the release process of the starting skill, the state of the starting skill in the listening list is updated. If the starting skill is in the releasing state, that is, the first user triggers the release of the starting skill, the first program module corresponding to the starting skill sends a first message to the second program module corresponding to the flash skill, and this first message is used to notify that the starting skill has been released.

[0208] Step 520: Based on the first message, the second program module determines that the response method of the flash skill is to search for the second virtual character in the quick release operation mode.

[0209] The second program module is the program module corresponding to the flash skill.

[0210] In some embodiments, when the first program module sends a first message to the second program module, the second program module receives the first message and makes a corresponding response according to the content of the first information.

[0211] In a possible implementation, after the first message is sent by the first program module, the second program module listens for the message queue or event of the first message and receives the first message, and makes a response after receiving the first message.

[0212] In some embodiments, in the case where the first user triggers the flash skill, the second program module determines the response mode of the flash skill according to the first message. Optionally, when the operation mode of the first user releasing the flash skill is a quick release, the program module corresponding to the flash skill controls the response mode of the flash skill to be the response mode of automatically searching for the second virtual character within the peripheral range of the first virtual character (when there is a second virtual character in the enemy camp). The program module corresponding to the flash skill will control the first virtual character to search for the second virtual character within the peripheral range, and control the position of the searched second virtual character as the skill landing position of the starting skill of the first virtual character, that is, the skill landing position of the flash skill.

[0213] In summary, the method provided by the embodiments of the present application implements the starting skill through the first program module and the flash skill through the second program module, so that the starting skill and the flash skill can be independently processed logically and responded to. The first program module corresponding to the starting skill sends a message indicating that the starting skill is released to the second program module corresponding to the flash skill, and the second program module corresponding to the flash skill will make a corresponding response. Through the interaction and cooperation between these two program modules, the interaction between the starting skill and the flash skill is realized.

[0214] In response to the end of the release of the starting skill

[0215] In some embodiments, when the release of the starting skill ends, the program module corresponding to the starting skill sends a message to the program module of the flash skill to notify the state of the starting skill.

[0216] Figure 18 The flowchart of the method for releasing game skills provided by an exemplary embodiment of the present application is shown.

[0217] Step 610: In response to the end of the release of the starting skill, the first program module sends a second message to the second program module;

[0218] Wherein, the second message is used to notify the end of the release of the starting skill.

[0219] The starting skill is implemented by the first program module, and the flash skill is implemented by the second program module.

[0220] In some embodiments, the end of the release of the starting skill indicates that the release process of the starting skill has been completed and the effects related to the starting skill have taken effect. When the release of the starting skill ends, the first program module sends a second message to the second program module, and the second message is used to notify the second program module that the release of the starting skill has ended.

[0221] Optionally, the content of the second message includes some information about the end of the release of the starting skill, such as the identifier of the starting skill, the release result, or other relevant data. The sending of the second message can be implemented through a message queue, an event system, or other communication mechanisms. After receiving the second message, the second program module makes corresponding responses according to the second message. For example, the second program module changes the skill landing position of the flash skill.

[0222] Step 620: Based on the second message, the second program module determines that the response mode of the flash skill is to use the position of the skill range of the flash skill as the skill landing position in the operation mode of rapid release.

[0223] The second program module is the program module corresponding to the flash skill. The second message is used to notify the end of the release of the starting skill.

[0224] In some embodiments, when the first program module sends the second message to the second program module, the second program module receives the second message and makes corresponding responses according to the content of the second information.

[0225] In a possible implementation, after the second message is sent by the first program module, the second program module listens to the message queue or event of the second message and receives the second message, and makes a response after receiving the second message.

[0226] In some embodiments, in the case where the first user triggers the flash skill, the second program module determines the response mode of the flash skill according to the second message. Optionally, when the operation mode of the first user releasing the flash skill is rapid release, the program module corresponding to the flash skill controls the response mode of the flash skill to change from the response mode of automatically searching for the second virtual character within the surrounding area of the first virtual character (when there is a second virtual character in the enemy camp) to the response mode of moving a fixed length along the flash direction (when there is no second virtual character in the enemy camp), that is, the second program module controls the flash skill to use the position of the skill range of the flash skill as the skill landing position. At this time, the skill landing position of the first virtual character is the position indicated by the fixed range length rather than the position of the second virtual character within the surrounding area.

[0227] In summary, in the method provided by the embodiment of the present application, the first program module implements the starting skill, and the second program module implements the flash skill. The starting skill and the flash skill can be independently processed logically and responded to. The first program module corresponding to the starting skill sends a message indicating the end of the release of the starting skill to the second program module corresponding to the flash skill, and the second program module corresponding to the flash skill will make a corresponding response. Through the interaction and cooperation between these two program modules, the interaction between the starting skill and the flash skill is realized.

[0228] Figure 19 The flowchart of the method for releasing game skills provided by an exemplary embodiment of the present application is shown. This method can be executed by a client on a terminal device in a system as shown in Figure 1 The method includes:

[0229] Step 1501: Listen for the starting skill;

[0230] Optionally, add the starting skill to the listening list and listen for the starting skills in the listening list.

[0231] Step 1502: Determine whether the starting skill is triggered;

[0232] Determine whether the starting skill in the listening list is triggered. If the starting skill in the listening list is triggered, the program module corresponding to the starting skill sends a message indicating the release of the starting skill to the program module corresponding to the flash skill.

[0233] If the starting skill in the listening list is not triggered, continue to listen for the starting skills in the listening list.

[0234] Step 1503: When the starting skill is triggered, determine whether the flash skill is triggered;

[0235] When the starting skill is triggered, determine whether the first user triggers the flash skill.

[0236] Step 1504: When the flash skill is triggered, determine whether the release of the starting skill is over;

[0237] When the first user triggers the flash skill, determine whether the starting skill has been released at this time, which can be determined according to whether the action or effect of the starting skill has ended.

[0238] Step 1505: When the flash skill is triggered and the starting skill has not ended, determine the operation method of the flash skill;

[0239] The first user triggers the flash skill. When the starting skill is released and the action or effect of the starting skill has not ended, determine the operation method of the flash skill. The flash skill has two operation methods: quick release and active aiming.

[0240] Step 1506: When the operation mode of the flash skill is not a quick release, select the release direction of the flash skill;

[0241] When the operation mode of the flash skill is an active aiming mode, select the release direction of the flash skill. At this time, the skill landing position of the starting skill is the position indicated by the trigger operation of the flash skill.

[0242] Step 1507: When the operation mode of the flash skill is a quick release, search for the second virtual character within the peripheral range;

[0243] When the operation mode of the flash skill is a quick release, the program module corresponding to the flash skill will control the response mode of the flash skill to automatically search for the second virtual character within the peripheral range of the first virtual character.

[0244] Step 1508: When there is no second virtual character within the peripheral range, select the release direction of the flash skill;

[0245] When there is no second virtual character within the peripheral range, select the release direction of the flash skill. At this time, the skill landing position of the starting skill is the position indicated by the trigger operation of the flash skill.

[0246] Step 1509: When there is a second virtual character within the peripheral range, use the position of the second virtual character as the skill landing position.

[0247] When there is a second virtual character within the peripheral range, at this time, the skill landing position of the starting skill is the position where the second virtual character is located.

[0248] Figure 20 The structural block diagram of the release device of the game skill provided by an embodiment of the present application is shown. This device has the function of implementing the example of the above game skill release method. The function can be implemented by hardware or by hardware executing corresponding software. This device can be the server introduced above or can be set in the server. As Figure 20 shown, the device 1600 may include: a display module 1610 and a control module 1620:

[0249] The display module 1610 is used to display a first virtual character located in a virtual environment, and the first virtual character has at least one of a starting skill and a flash skill;

[0250] The control module 1620 is used to control the first virtual character to release the starting skill in response to the release operation of the starting skill;

[0251] A control module 1620, configured to control the first virtual character to release the flash skill in response to receiving a release operation of the flash skill during the release process of the starting skill;

[0252] A display module 1610, configured to display the skill landing position of the starting skill as the position where the second virtual character is located in response to the presence of a second virtual character within the peripheral range of the first virtual character.

[0253] In an optional example, the starting skill is a targeted skill; the display module 1610 is configured to display the skill landing position of the starting skill as the position where the second virtual character is located in response to the release direction of the starting skill being a first direction and the presence of a second virtual character in a second direction within the peripheral range of the first virtual character;

[0254] wherein, the first direction and the second direction are different directions.

[0255] In an optional example, the starting skill is a targeted displacement skill, and the targeted displacement skill has a default displacement length; the display module 1610 is configured to display the displacement landing position of the starting skill as the position where the second virtual character is located in response to the release direction of the starting skill being a first direction and the presence of a second virtual character in a second direction within the peripheral range of the first virtual character;

[0256] wherein, the first direction and the second direction are different directions, and the displacement distance corresponding to the displacement landing position is different from the default displacement length.

[0257] In an optional example, the second virtual character is the enemy virtual character closest to the first virtual character within the peripheral range.

[0258] In an optional example, the second virtual character is the enemy virtual character with the lowest attribute value within the peripheral range.

[0259] In some optional embodiments, the apparatus 1600 further includes a search module.

[0260] In an optional example, the search module is configured to search for the second virtual character within the peripheral range when the release operation of the flash skill conforms to a quick release operation mode;

[0261] wherein, the quick release is an operation mode in which the flash direction and / or the flash landing position of the flash skill are not selected.

[0262] In an optional example, a display module 1610 is configured to display at least one of the attribute values, aura information, and skill indicator from the first virtual character to the second virtual character within the peripheral range.

[0263] In an optional example, the display module 1610 is configured to display the skill landing position of the starting skill as the position indicated by the triggering operation of the flash skill when the flash skill conforms to the active aiming operation mode, or when there is no second virtual character within the peripheral range;

[0264] Wherein, the active aiming is an operation mode of selecting the flash direction and / or flash landing position of the flash skill.

[0265] In an optional example, the display module 1610 is configured to display the position where the first virtual character flashes to the skill range through the flash skill based on the flash skill conforming to the active aiming operation mode;

[0266] Use the position of the skill range as the skill landing position of the starting skill;

[0267] Wherein, the skill range is at least one of the fixed range length of the flash skill, the default displacement length of the starting skill, the first sum value, the second sum value, and the third sum value. The first sum value is the sum of the fixed range length of the flash skill and the default displacement length of the starting skill. The second sum value is the sum of the fixed range length of the flash skill and the first projected displacement length of the starting skill. The third sum value is the sum of the fixed range length of the flash skill and the second projected displacement length of the starting skill. The first projected displacement length is the remaining displacement length of the starting skill along the first direction. The second projected displacement length is the length of the remaining displacement length projected onto the release direction of the flash skill; the remaining displacement length is the difference between the default displacement length of the starting skill and the distance length released by the starting skill along the first direction.

[0268] In some optional embodiments, the apparatus 1600 further includes a sending module.

[0269] In an optional example, the sending module is configured to, in response to a release operation for the starting skill, the first program module sends a first message to the second program module, and the first message is used to notify that the starting skill has been released;

[0270] In an optional example, the search module is configured to, based on the first message, the second program module determines the response mode of the flash skill to search for the second virtual character in the quick release operation mode.

[0271] In an optional example, the sending module is configured to, in response to the end of the release of the starting skill, the first program module sends a second message to the second program module, and the second message is used to notify the end of the release of the starting skill;

[0272] In some optional embodiments, the apparatus 1600 further includes a determining module.

[0273] In an optional example, the determining module is configured to, based on the second message, the second program module determines that the response mode of the flash skill is to use the position of the skill range of the flash skill as the skill landing position in the quick release operation mode.

[0274] It should be noted that the specific limitations in the above embodiments of the release device of one or more game skills can be referred to the limitations of the game skill release method in the above text, and will not be repeated here. Each module of the above device can be implemented in whole or in part by software, hardware and their combination. Each module can be embedded in the processor of the computer device in hardware form or independent of it, or stored in the memory of the computer device in software form, so that the processor can call and execute the operations corresponding to each module.

[0275] Figure 21 The block diagram of a computer device 2400 provided by an exemplary embodiment of the present application is shown. The computer device 2400 may be a portable mobile terminal, such as: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 (Moving Picture Experts Group Audio Layer IV) player. The computer device 2400 may also be referred to by other names such as user equipment, portable terminal, etc.

[0276] Generally, the computer device 2400 includes: a processor 2401 and a memory 2402.

[0277] The processor 2401 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. The processor 2401 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), or PLA (Programmable Logic Array). The processor 2401 may also include a main processor and a coprocessor. The main processor is a processor used to process data in the wake state, also known as the CPU (Central Processing Unit); the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, the processor 2401 may be integrated with a GPU (Graphics Processing Unit), and the GPU is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 2401 may further include an AI processor, which is used to process computational operations related to machine learning.

[0278] The memory 2402 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 2402 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 2402 is used to store at least one instruction, and the at least one instruction is used to be executed by the processor 2401 to implement the method for releasing game skills provided in the embodiments of the present application.

[0279] In some embodiments, the computer device 2400 may also optionally include: a peripheral device interface 2403 and at least one peripheral device. Specifically, the peripheral device includes at least one of a radio frequency circuit 2404, a touch display screen 2405, a camera 2406, an audio circuit 2407, and a power supply 2408.

[0280] The peripheral device interface 2403 may be used to connect at least one peripheral device related to I / O (Input / Output) to the processor 2401 and the memory 2402. In some embodiments, the processor 2401, the memory 2402, and the peripheral device interface 2403 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 2401, the memory 2402, and the peripheral device interface 2403 may be implemented on a separate chip or circuit board, and this embodiment does not limit this.

[0281] The radio frequency circuit 2404 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 2404 communicates with the communication network and other communication devices through electromagnetic signals. The radio frequency circuit 2404 converts electrical signals into electromagnetic signals for transmission, or converts the received electromagnetic signals into electrical signals. Optionally, the radio frequency circuit 2404 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The radio frequency circuit 2404 can communicate with other terminals through at least one wireless communication protocol. The wireless communication protocol includes but is not limited to: the World Wide Web, metropolitan area network, intranet, generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area network, and / or WiFi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 2404 may further include a circuit related to NFC (Near Field Communication), which is not limited in this application.

[0282] The touch display screen 2405 is used to display the UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. The touch display screen 2405 also has the ability to collect touch signals on or above the surface of the touch display screen 2405. The touch signal can be input to the processor 2401 as a control signal for processing. The touch display screen 2405 is used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, the touch display screen 2405 may be one, provided on the front panel of the computer device 2400; in other embodiments, the touch display screen 2405 may be at least two, respectively provided on different surfaces of the computer device 2400 or in a foldable design; in some embodiments, the touch display screen 2405 may be a flexible display screen, provided on the curved surface or the folding surface of the computer device 2400. Even, the touch display screen 2405 can also be set to an irregular non-rectangular shape, that is, a special-shaped screen. The touch display screen 2405 can be prepared using materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).

[0283] The camera 2406 is used to capture images or videos. Optionally, the camera 2406 includes a front camera and a rear camera. Generally, the front camera is used to implement video calls or selfies, and the rear camera is used to take photos or videos. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth-of-field camera, and a wide-angle camera, so as to implement the function of background blurring by fusing the main camera and the depth-of-field camera, and implement panoramic shooting and VR (Virtual Reality) shooting functions by fusing the main camera and the wide-angle camera. In some embodiments, the camera 2406 may further include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation under different color temperatures.

[0284] The audio circuit 2407 is used to provide an audio interface between the user and the computer device 2400. The audio circuit 2407 may include a microphone and a speaker. The microphone is used to collect sound waves of the user and the environment, and convert the sound waves into electrical signals and input them to the processor 2401 for processing, or input them to the radio frequency circuit 2404 to achieve voice communication. For the purpose of stereo collection or noise reduction, there may be multiple microphones, which are respectively arranged at different parts of the computer device 2400. The microphone can also be an array microphone or an omnidirectional collection type microphone. The speaker is used to convert the electrical signal from the processor 2401 or the radio frequency circuit 2404 into sound waves. The speaker can be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert the electrical signal into sound waves audible to humans, but also convert the electrical signal into sound waves inaudible to humans for uses such as ranging. In some embodiments, the audio circuit 2407 may further include a headphone jack.

[0285] The power supply 2408 is used to supply power to each component in the computer device 2400. The power supply 2408 can be alternating current, direct current, a disposable battery or a rechargeable battery. When the power supply 2408 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery charged through a wired line, and a wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery can also be used to support fast charging technology.

[0286] In some embodiments, the computer device 2400 further includes one or more sensors 2409. The one or more sensors 2409 include but are not limited to: an acceleration sensor 2410, a gyroscope sensor 2411, a pressure sensor 2412, an optical sensor 2413, and a proximity sensor 2414.

[0287] The acceleration sensor 2410 can detect the magnitudes of accelerations on the three coordinate axes of the coordinate system established by the computer device 2400. For example, the acceleration sensor 2410 can be used to detect the components of the gravitational acceleration on the three coordinate axes. The processor 2401 can control the touch display screen 2405 to display the user interface in a landscape view or a portrait view according to the gravitational acceleration signals collected by the acceleration sensor 2410. The acceleration sensor 2410 can also be used for collecting game or user movement data.

[0288] The gyroscope sensor 2411 can detect the body orientation and rotation angle of the computer device 2400. The gyroscope sensor 2411 can cooperate with the acceleration sensor 2410 to collect the 3D actions of the user on the computer device 2400. Based on the data collected by the gyroscope sensor 2411, the processor 2401 can implement the following functions: motion sensing (such as changing the UI according to the user's tilting operation), image stabilization during shooting, game control, and inertial navigation.

[0289] The pressure sensor 2412 can be disposed on the side frame of the computer device 2400 and / or the lower layer of the touch display screen 2405. When the pressure sensor 2412 is disposed on the side frame of the computer device 2400, it can detect the holding signal of the user on the computer device 2400 and perform left / right hand recognition or shortcut operations according to the holding signal. When the pressure sensor 2412 is disposed on the lower layer of the touch display screen 2405, it can control the operable controls on the UI interface according to the pressure operation of the user on the touch display screen 2405. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.

[0290] The optical sensor 2413 is used to collect the ambient light intensity. In one embodiment, the processor 2401 can control the display brightness of the touch display screen 2405 according to the ambient light intensity collected by the optical sensor 2413. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 2405 is increased; when the ambient light intensity is low, the display brightness of the touch display screen 2405 is decreased. In another embodiment, the processor 2401 can also dynamically adjust the shooting parameters of the camera module 1406 according to the ambient light intensity collected by the optical sensor 2413.

[0291] The proximity sensor 2414, also known as a distance sensor, is typically disposed on the front of the computer device 2400. The proximity sensor 2414 is used to collect the distance between the user and the front of the computer device 2400. In one embodiment, when the proximity sensor 2414 detects that the distance between the user and the front of the computer device 2400 is gradually decreasing, the touch display screen 2405 is controlled by the processor 2401 to switch from the lit screen state to the off-screen state; when the proximity sensor 2414 detects that the distance between the user and the front of the computer device 2400 is gradually increasing, the touch display screen 2405 is controlled by the processor 2401 to switch from the off-screen state to the lit screen state.

[0292] Those skilled in the art can understand that Figure 21 the structure shown in does not constitute a limitation on the computer device 2400, and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component layout.

[0293] The embodiments of the present application further provide a computer device, which includes: a processor and a memory, and at least one computer program is stored in the memory, and the at least one computer program is loaded and executed by the processor to implement the method for releasing game skills provided by the above method embodiments.

[0294] The embodiments of the present application further provide a computer storage medium, and at least one computer program is stored in the computer-readable storage medium, and the at least one computer program is loaded and executed by the processor to implement the method for releasing game skills provided by the above method embodiments.

[0295] The embodiments of the present application further provide a computer program product, the above computer program product includes a computer program, and the computer program is stored in a computer-readable storage medium; the computer program is read and executed by the processor of the computer device from the computer-readable storage medium, so that the computer device executes the method for releasing game skills provided by the above method embodiments.

[0296] It should be understood that "a plurality" mentioned herein refers to two or more. "And / or" describes the association relationship of associated objects, indicating that there can be three relationships. For example, A and / or B can represent: A exists alone, A and B exist simultaneously, and B exists alone. The character " / " generally represents an "or" relationship between the associated objects before and after.

[0297] Those of ordinary skill in the art can understand that all or part of the steps of implementing the above embodiments can be completed by hardware, or can be completed by a program instructing relevant hardware. The program can be stored in a computer-readable storage medium, and the above-mentioned storage medium can be a read-only memory, a disk or an optical disc, etc.

[0298] The above are only optional embodiments of the present application and are not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principle of the present application shall be included within the protection scope of the present application.

Claims

1. A method for releasing a game skill, characterized in that, The method is executed by a client, and the method includes: Display a first virtual character located in a virtual environment, where the first virtual character has at least one of a starting skill and a flash skill; In response to a release operation of the starting skill, control the first virtual character to release the starting skill; In response to receiving a release operation of the flash skill during the release process of the starting skill, control the first virtual character to release the flash skill; In response to a second virtual character existing within the peripheral range of the first virtual character, display the skill landing position of the starting skill as the position where the second virtual character is located.

2. The method according to claim 1, characterized in that, The starting skill is a targeted skill; the step of, in response to a second virtual character existing within the peripheral range of the first virtual character, displaying the skill landing position of the starting skill as the position where the second virtual character is located, includes: In response to the release direction of the starting skill being a first direction and a second virtual character existing in a second direction within the peripheral range of the first virtual character, display the skill landing position of the starting skill as the position where the second virtual character is located; Wherein, the first direction and the second direction are different directions.

3. The method according to claim 2, characterized in that, The starting skill is a targeted displacement skill, and the targeted displacement skill has a default displacement length; The step of, in response to a second virtual character existing within the peripheral range of the first virtual character, displaying the skill landing position of the starting skill as the position where the second virtual character is located, includes: In response to the release direction of the starting skill being a first direction and a second virtual character existing in a second direction within the peripheral range of the first virtual character, display the displacement landing position of the starting skill as the position where the second virtual character is located; Wherein, the first direction and the second direction are different directions, and the displacement distance corresponding to the displacement landing position is different from the default displacement length.

4. The method according to any one of claims 1 to 3, characterized in that, The second virtual character is the enemy virtual character closest to the first virtual character within the peripheral range.

5. The method according to any one of claims 1 to 3, characterized in that, The second virtual character is the enemy virtual character with the lowest attribute value within the peripheral range.

6. The method according to any one of claims 1 to 3, characterized in that, The method further includes: Search for the second virtual character within the peripheral range when the release operation of the flash skill conforms to a quick release operation mode; Wherein, the quick release is an operation mode in which the flash direction and / or the flash landing position of the flash skill are not selected.

7. The method according to any one of claims 1 to 6, characterized in that, The method further includes: Display at least one of the attribute value, aura information, and skill indicator from the first virtual character to the second virtual character of the second virtual character within the peripheral range.

8. The method according to any one of claims 1 to 6, characterized in that, The method further includes: When the flash skill conforms to an active aiming operation mode, or when there is no second virtual character within the peripheral range, display the skill landing position of the starting skill as the position indicated by the trigger operation of the flash skill; Wherein, the active aiming is an operation mode in which the flash direction and / or the flash landing position of the flash skill are selected.

9. The method according to claim 8, characterized in that, The step of displaying the skill landing position of the starting skill as the position indicated by the release operation of the flash skill includes: Based on the flash skill conforming to the operation mode of the active aiming, display that the first virtual character flashes to the position within the skill range through the flash skill; Use the position within the skill range as the skill landing position of the starting skill; Wherein, the skill range is at least one of the fixed range length of the flash skill, the default displacement length of the starting skill, the first sum value, the second sum value, or the third sum value. The first sum value is the sum of the fixed range length of the flash skill and the default displacement length of the starting skill. The second sum value is the sum of the fixed range length of the flash skill and the first projected displacement length of the starting skill. The third sum value is the sum of the fixed range length of the flash skill and the second projected displacement length of the starting skill. The first projected displacement length is the remaining displacement length of the starting skill along the first direction. The second projected displacement length is the length of the remaining displacement length projected onto the release direction of the flash skill. The remaining displacement length is the difference between the default displacement length of the starting skill and the distance length released by the starting skill along the first direction.

10. The method according to any one of claims 1 to 9, characterized in that, The starting skill is implemented by a first program module, and the flash skill is implemented by a second program module. The method further includes: In response to a release operation for the starting skill, the first program module sends a first message to the second program module, and the first message is used to notify that the starting skill has been released; Based on the first message, the second program module determines that the response mode of the flash skill is to search for the second virtual character in the quick release operation mode.

11. The method according to any one of claims 1 to 9, characterized in that, The starting skill is implemented by a first program module, and the flash skill is implemented by a second program module. The method further includes: In response to the end of the release of the starting skill, the first program module sends a second message to the second program module, and the second message is used to notify the end of the release of the starting skill; Based on the second message, the second program module determines that the response mode of the flash skill is to use the position within the skill range of the flash skill as the skill landing position in the quick release operation mode.

12. A release device for game skills, characterized in that, The device includes: A display module for displaying a first virtual character located in a virtual environment, where the first virtual character has at least one of a starting skill and a flash skill; A control module for controlling the first virtual character to release the starting skill in response to a release operation for the starting skill; A control module for controlling the first virtual character to release the flash skill in response to a release operation for the flash skill received during the release of the starting skill; A display module for displaying the skill landing position of the starting skill as the position where the second virtual character is located in response to the presence of a second virtual character within the peripheral range of the first virtual character.

13. A computer device, characterized in that, The computer device includes a processor and a memory, and a computer program is stored in the memory. The computer program is loaded and executed by the processor to implement the method for releasing a game skill according to any one of claims 1 to 11.

14. A computer-readable storage medium, in which a computer program is stored, characterized in that, When the computer program is executed by a processor, it implements the method for releasing game skills according to any one of claims 1 to 11.

15. A computer program product, characterized in that, It includes a computer program. The computer program product includes computer instructions. The computer instructions are stored in a computer-readable storage medium. The processor reads and executes the computer instructions from the computer-readable storage medium to implement the method for releasing game skills according to any one of claims 1 to 11 as described above.