Game skill release control method and device, equipment and medium
By obtaining multiple skeleton resources and their default skills and creating an expansion panel, the problem of single skill use in traditional game systems is solved, and the diversity of skills and game strategy is improved.
Patent Information
- Application Number
- CN202510612168.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-05-13
- Publication Date
- 2025-06-24
AI Technical Summary
In traditional game systems, player characters can only use skills provided by one external equipment, which limits the diversity of skills, the flexibility of the equipment system, and the strategy of the game.
By detecting the player's character's access to the game scene to obtain multiple skeleton resources and their default skills, creating an expansion panel and binding it to the quick skill control, allowing players to select and release target skills through touch presses and release events.
It breaks the single limit of skill use, improves the diversity of skills and the flexibility of player characters, optimizes the game's interaction design and strategy depth, and provides a richer and more diverse gaming experience.
Smart Images

Figure CN120189693A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer control technology, and in particular, to a method and device, equipment, and medium for controlling the release of game skills. Background Art
[0002] In the game systems of the prior art, player characters can obtain additional skills by equipping external equipment. These external equipment usually include weapons, armors, accessories, etc., which provide additional combat capabilities or special effects for player characters. However, when a player character configures multiple external equipment, traditional techniques usually only allow the player to use the skills provided by one of the external equipment. This limitation is mainly due to the design principle of traditional game systems, that is, the skills of each external equipment are designed to be independent and mutually exclusive, and the system can only activate the skills of one equipment at any given time.
[0003] Although this design simplifies the game mechanism to a certain extent, it also brings significant technical problems. First, it limits the skill diversity of player characters because players cannot utilize the skills of multiple external equipment simultaneously. Second, this mechanism reduces the flexibility of the equipment system. Players need to frequently switch equipment during battles to use different skills, which not only increases the complexity of operations but also may cause interruptions in the battle rhythm. Finally, this design also limits the strategic nature of the game because players cannot flexibly combine and utilize the skills of multiple equipment according to the battle situation.
[0004] In summary, the technical problems in the prior art mainly lie in that when a player character configures multiple external equipment, only the skills provided by one of the external equipment can be used, which limits the skill diversity, the flexibility of the equipment system, and the strategic nature of the game. The existence of these problems indicates that there is room for improvement in the skill management and equipment utilization of traditional game systems. Summary of the Invention
[0005] The purpose of this application is to solve the above problems by providing a method and corresponding device, equipment, non-volatile readable storage medium, and computer program product for controlling the release of game skills.
[0006] According to one aspect of this application, a method for controlling the release of game skills is provided, including:
[0007] When it is detected that a player character enters the game scene, obtain multiple skeletal plastic resources equipped by the player character, and determine the default skills corresponding to each skeletal plastic resource;
[0008] Create an extended panel, arrange corresponding skill controls for each of the default skills in the extended panel, and bind the extended panel to the quick skill controls in the game interface;
[0009] In response to a touch press event acting on the quick skill control, the expansion panel is displayed, and a target skill control selected by the player is determined through the expansion panel;
[0010] In response to a touch release event acting on the quick skill control, the expansion panel is hidden, and the player character is controlled to release a default skill corresponding to the target skill control.
[0011] According to another aspect of the present application, a game skill release control device is provided, comprising:
[0012] The skill listing module is configured to obtain multiple skeleton resources equipped by the player character when detecting that the player character enters the game scene, and determine the default skills corresponding to each skeleton resource;
[0013] A panel creation module, configured to create an extension panel, arrange corresponding skill controls in the extension panel corresponding to each of the default skills, and bind the extension panel to the quick skill controls in the game interface;
[0014] A display selection module, configured to respond to a touch press event acting on the quick skill control, display the expansion panel, and determine the target skill control selected by the player through the expansion panel;
[0015] The hidden release module is configured to respond to a touch release event acting on the quick skill control, hide the expansion panel, and control the player character to release the default skill corresponding to the target skill control.
[0016] According to another aspect of the present application, a game skill release control device is provided, comprising a central processing unit and a memory, wherein the central processing unit is used to call and run a computer program stored in the memory to execute the steps of the method described in the present application.
[0017] According to another aspect of the present application, a non-volatile readable storage medium is provided, which stores a computer program implemented according to the game skill release control method in the form of computer-readable instructions, and when the computer program is called and executed by a computer, the steps included in the method are executed.
[0018] According to another aspect of the present application, a computer program product is provided, comprising a computer program / instruction, wherein the computer program / instruction implements the steps of the method when executed by a processor.
[0019] This application significantly improves the efficiency, flexibility, and user experience of game skill release control. First, by detecting multiple skeletal plastic resources and their default skills obtained when the player character enters the game scene, this application breaks the limitation in traditional technologies that only one external equipment skill can be used, greatly improving the diversity of skills and the flexibility and adaptability of the player character in battles. Second, an extended panel is created and bound to the quick skill control in the game interface, providing an intuitive and convenient way to select and release skills. Players can quickly select and release the required skills through simple touch press and release operations. This design not only simplifies the operation process but also reduces the operation burden of players in battles, optimizing the game's interaction design. In addition, by allowing players to simultaneously utilize the default skills of multiple skeletal plastic resources inherited from defeated hostile targets, this application brings a new dimension to the strategy of the game. Players can flexibly combine and utilize the skills of different skeletal plastic resources according to the battle situation, creating unique battle styles and strategies. This mechanism not only increases the depth and complexity of the game but also encourages players to explore different equipment combinations and skill matches, thus significantly enhancing the strategic depth of the game. In this way, this application not only solves the problems existing in traditional technologies but also provides players with a richer and more diverse game experience, significantly enhancing the overall playability and attractiveness of the game. Brief Description of the Drawings
[0020] Figure 1 This is an exemplary network architecture for this application;
[0021] Figure 2 This is a flowchart showing an embodiment of the game skill release control method of this application;
[0022] Figure 3 This is a block diagram of the principle of the game skill release control device of this application;
[0023] Figure 4 This is a schematic diagram of the structure of a game skill release control device adopted by this application. Detailed Embodiments
[0024] The technical solution of this application can be deployed in various network architectures, Figure 1 An exemplary network architecture is shown. In this architecture, the game server 81 is connected to multiple player terminals 80 through the network. They are deployed with computer program products implemented according to the game skill release control method of this application. When this computer program product runs, it is responsible for real-time processing of various events and interactions in the game. The game server 81 is responsible for managing the state of the game world, including the generation of hostile targets, the actions of player characters, and the allocation of equipment resources. The player terminals 80 communicate with the game server through the network, receive game state information, and send player operation instructions.
[0025] In terms of application scenarios, the technical solution of this application is applicable to games that need to dynamically adjust the difficulty of the game according to the progress and behavior of the player. For example, in role-playing games (RPGs) and open world games, players, that is, game users, can trigger the drop of skeleton resources when exploring maps, completing tasks, or defeating non-player characters. Through the technical solution of this application, the game can dynamically adjust the probability of resource acquisition according to the qualification level of the assembly table equipped for the game user, ensuring that the game difficulty matches the player's skill level, while optimizing the efficiency of resource allocation and reducing the situation where players obtain useless resources.
[0026] The hostile targets of this application can be non-player characters (NPCs), which refer to characters or entities controlled by the game system rather than directly operated by the player, or enemy characters controlled by other game users. Non-player characters can appear as hostile monsters, environmental creatures, or other entities.
[0027] The skeleton resources are a unique game resource provided by the present application for the game. In some embodiments, they are implemented as the residual statue effect of the hostile target in the game scene. Game users can obtain them by defeating the hostile target and transforming it into a skeleton resource with a certain resource acquisition probability. Therefore, the skeleton resources are essentially the incarnation objects of the hostile target of the player character, and can directly inherit the default skills possessed by the hostile target. The skeleton resources have different qualities and attributes, and can provide additional ability bonuses for the player character. In order to facilitate the game users to efficiently call the skeleton resources, the present application introduces an assembly table for the game process. The assembly table is an interface platform for game users to equip the player characters with skeleton resources. It can be understood as a factory for processing skeleton resources, and its qualification level determines the resource acquisition probability of the player to obtain the skeleton resources. The higher the qualification level, the greater the probability of the player obtaining skeleton resources, especially high-quality skeleton resources, otherwise the lower the resource acquisition probability, thereby maintaining a positive correlation between the qualification level and the resource acquisition probability.
[0028] Specifically, when the player character defeats the hostile target, the game server will dynamically update one or more resource acquisition probabilities according to the changes in the qualification level of the player's assembly station. When the player character encounters a hostile target, the corresponding resource acquisition probability is selected according to the rarity index of the hostile target as the target reference probability, and the resource drop probability corresponding to the hostile target's transformation into a skeleton resource is randomly generated. If the randomly generated resource drop probability is lower than the target reference probability, the hostile target will be transformed into a skeleton resource and an absorbable range will be generated in the game scene, otherwise the hostile target will not generate the corresponding skeleton resource. When the player character enters the range, a resource absorption event can be triggered, the storage animation effect can be played, and the skeleton resource can be added to the player's skeleton collection library. In addition, the qualification level of the assembly station can be updated according to the resource value of the skeleton resource, and the resource acquisition probability can be further adjusted to adapt to the player's progress.
[0029] The avatar in this application refers to a re-rendering of the animation model of the hostile target as a residual statue with unique visual effects. The incarnated skeleton resources maintain partial consistency in appearance with the original hostile target according to preset rules. For example, the skeleton resources can be generated by rendering unique visual effects based on the overall animation model of the hostile target, or can be generated by rendering unique visual effects based on parts of the animation model of the hostile target, such as some of its limbs. The incarnated skeleton resources also have attributes inherited from the hostile target and can be absorbed and utilized by the player character. By equipping the skeleton resources to the designated player character, the player character can be provided with additional combat capabilities or attribute bonuses.
[0030] Through this dynamic adjustment mechanism, the present application not only optimizes the efficiency of resource allocation, but also enhances the interactive experience of players through intuitive animation effects. Compared with the traditional fixed probability equipment acquisition mechanism, the technical solution of the present application can better balance the game difficulty and enhance the game experience of players.
[0031] See also Figure 2 The game skill release control method of the present application can be implemented as a computer program product installed and run on a player terminal, thereby starting a game system. In some embodiments thereof, the method includes the following steps:
[0032] Step S3100: when detecting that the player character enters the game scene, obtaining multiple skeleton resources equipped by the player character, and determining the default skills corresponding to each skeleton resource, wherein the default skills of the skeleton resources are inherited from the hostile targets defeated by the player character;
[0033] There are many ways to detect whether a player character has entered a game scene, such as by monitoring the position coordinates of the player character. When the position coordinates enter a specific game scene range, such as a specific play area on a game map, an entry event is triggered. Another way is through the player's interactive operation, such as the player clicking a button to enter a game scene. After receiving the operation, the game system confirms that the player character has entered the game scene.
[0034] Once the player character is confirmed to enter the game scene, the game system will obtain the player character's equipment information, which is pre-configured by the player and usually includes multiple skeleton resources specified therein. Skeleton resources are special resources obtained by the player character in the game by defeating hostile targets. Each skeleton resource inherits the default skills of the defeated hostile target. These default skills are additional skills that the player character can use in battle, and they provide the player character with additional combat capabilities or special effects.
[0035] The process of obtaining skeleton resources involves reading the equipment information of the player character from the database of the game system. The player can configure the equipment information through the assembly table provided by the game system. After the configuration is completed, it is stored in the corresponding database for future use. The equipment information includes all the skeleton resources currently equipped by the player character and their attributes. The system will traverse these equipment information and extract the default skills of each skeleton resource. The default skill is one of the core attributes of the skeleton resource, which defines the specific skill effects that the player character can release when using the skeleton resource.
[0036] Determining whether a hostile target has been defeated by the player character is achieved by monitoring the interaction between the player character and the hostile target. Specifically, the game system will track the player character's attack behavior on the hostile target in real time, including the attack type, attack power, hit situation, and damage value caused. When the player character launches an attack on the hostile target, the remaining health of the hostile target is calculated based on the attack result. If the health of the hostile target drops to zero or below, the hostile target is determined to be defeated by the player character. This judgment process can be achieved through an event monitoring mechanism. When the system detects an event in which the health of the hostile target returns to zero, it triggers a corresponding defeat event.
[0037] In addition, it is possible to further confirm whether the enemy target is defeated through preset rules and conditions, such as the specific state of the enemy target or the specific skill effect of the player character. For example, some special skills may have the effect of directly defeating the enemy target. After detecting the release and hit of these skills, it can be directly determined that the enemy target is defeated.
[0038] Step S3200: creating an extension panel, arranging corresponding skill controls in the extension panel corresponding to each of the default skills, and binding the extension panel to the quick skill controls in the game interface;
[0039] The expansion panel is a user interface component used to display and manage the default skills of multiple skeleton assets equipped by the player character. Each default skill corresponds to a skill control, which can be a button, icon or other interactive interface element. By arranging these skill controls in the expansion panel, the player can intuitively select and use different skills.
[0040] The process of creating an extension panel can be implemented in a variety of ways. In one embodiment, the extension panel can be a pop-up menu that is displayed when the player triggers the quick skill control. In another embodiment, the extension panel can be a toolbar fixed to the edge or corner of the game interface, which is always visible but can be expanded or collapsed through the interactive operation of the quick skill control. In another embodiment, the extension panel can be designed as a disc-shaped or arc-shaped interface component, which can be displayed and hidden by switching the visible state.
[0041] When arranging skill controls in the extension panel, corresponding controls can be dynamically generated based on the acquired skeleton resources and their default skills. For example, if the player character is equipped with three skeleton resources, each of which has a default skill, the extension panel will display three corresponding skill controls. In different and optional embodiments, the layout of these skill controls can be horizontal arrangement, vertical arrangement, arc arrangement, circular arrangement or grid arrangement, etc., depending on the design of the game interface and the player's operating habits. In some embodiments, the skill controls in the extension panel can be arranged according to the attributes of the corresponding default skills, such as their level, or arranged according to other default rules.
[0042] The binding between the extension panel and the quick skill control is achieved through an event monitoring mechanism. When the player triggers the quick skill control, the corresponding event is triggered. The game system monitors this event and responds to display the extension panel. This binding mechanism ensures that players can quickly access and use the skill controls in the extension panel through simple operations.
[0043] The quick skill control can be flexibly configured and displayed as needed, including dynamic display or permanent display in the game interface where the game scene is located. For example, in the embodiment of dynamic display, when the player character is detected to enter the game scene, the quick skill control is loaded and displayed. In the embodiment of permanent display, when the game system is started, the quick skill control is loaded. In the case where the player character does not enter the game scene, the quick skill control may not be bound to the expansion panel, or, although it is bound to the expansion panel, it is set to a hidden state and not displayed because it is not configured with any skill control.
[0044] The quick skill control and / or the expansion panel can both be configured to be semi-transparent and set to be the topmost view in the game interface for display. In one embodiment, when the quick skill control is touched to trigger a touch press event, the transparency of the quick skill control is lowered by a preset amount to highlight the upcoming expansion panel and facilitate reminding the player to pay attention to the skill controls on the expansion panel.
[0045] Step S3300: In response to the touch press event acting on the quick skill control, display the expansion panel, and determine the target skill control selected by the player through the expansion panel;
[0046] When the player performs a touch press operation on the quick skill control, a corresponding touch press event is triggered, and in response to this event, the display of the expansion panel is triggered. The quick skill control, as a user interface element, is set in a prominent position in the game interface for the player to quickly access. The touch press event refers to the operation where the player touches and holds the quick skill control on the screen. This operation method is simple and intuitive and is suitable for game interactions on mobile devices.
[0047] The display of the expansion panel can be achieved in various ways. In one embodiment, the expansion panel can be a semi-transparent pop-up menu that slides out from the edge of the screen when the player touches and holds the quick skill control, displaying all available skill controls. In another embodiment, the expansion panel can be a toolbar fixed at the bottom or top of the game interface. When the player touches and holds the quick skill control, the toolbar expands to display all skill controls and automatically retracts when not in use to reduce the occlusion of the game view. In yet another embodiment, the expansion panel can be designed into a disc-shaped or arc-shaped interface effect. When the player touches and holds the quick skill control, the expansion panel is positioned and displayed in real time and automatically hidden when not in use to reduce the occlusion of the game view.
[0048] After the expansion panel is displayed, the target skill control selected by the player can be determined by real-time detecting the touch position coordinates of the player. Specifically, by monitoring the touch position coordinates generated by the player's movement while pressing the quick skill control, and determining the corresponding mapped position in the expansion panel based on these coordinates. For example, if the player swipes left while pressing the quick skill control, the game system correspondingly converts the swipe trajectory and position coordinates into the mapped position on the expansion panel, determines the skill control where the player's finger finally stops based on this mapped position, and takes this skill control as the target skill control selected by the player.
[0049] In a more specific embodiment, when implementing the algorithm for determining the skill control where the player's finger finally stops based on the swipe trajectory and position coordinates, the following steps can be taken:
[0050] First, when the player performs a touch and press operation on the quick skill control, the game system starts recording the sliding trajectory of the player's finger, which is completed by continuously monitoring the movement of the player's finger on the screen and obtaining the current position coordinates of the finger in real time. These position coordinates form a sliding trajectory, reflecting the movement path of the player's finger.
[0051] Next, the game system needs to convert the position coordinates generated in real time by the player's finger touch into the mapped positions on the extended panel. To this end, the position coordinates in the screen coordinate system are mapped to the coordinate system of the extended panel. Specifically, according to the position and size of the extended panel on the screen, the corresponding positions of the current position coordinates of the player's finger in the coordinate system of the extended panel are calculated. A corresponding coordinate conversion formula can be preset for this purpose. For example, applying this coordinate conversion formula subtracts the starting coordinates of the extended panel from the screen coordinates of the player's finger, that is, the current position coordinates, to obtain the mapped position in the coordinate system of the extended panel.
[0052] Finally, determine the skill control where the player's finger finally stops based on the mapped position. This can be specifically completed by checking whether the mapped position falls within the area of a certain skill control. Each skill control has a predefined area on the extended panel, and the game system can check whether the mapped position intersects with these areas. If the mapped position falls within the area of a certain skill control, then determine that this skill control is the target skill control selected by the player during the finger movement. It is not difficult to understand that if the player releases the finger at this time and triggers a touch release event, the selection of the target skill control is automatically completed, and the business logic of the next step can be executed according to the target skill control at this time.
[0053] Through the above steps, the game system can accurately determine the skill control selected by the player during the finger movement according to the sliding trajectory and real-time position coordinates of the player's finger, present the player's selection result in a timely manner, facilitate the player to confirm the target skill control, and thus achieve the quick selection and release of skills. This algorithm not only improves the operation efficiency of the player, but also enhances the interactivity and user experience of the game.
[0054] In some embodiments, for the target skill control reached by the player during the selection process, the game system can add a visual effect different from other skill controls to the target skill control to clearly inform the player of the selected skill. This visual effect can be any way such as adding color blocks, highlighting, glowing effects, or special borders, so that the player can clearly see the selected skill control. For example, when the player selects a specific skill control, the control emits a soft light, while the other unselected controls remain unchanged.
[0055] Step S3400, in response to a touch release event acting on the quick skill control, hiding the expansion panel, and controlling the player character to release the default skill corresponding to the target skill control.
[0056] When the player completes the skill selection and releases the touch operation, the corresponding touch release event is triggered. The touch release event refers to the operation of releasing the finger after the player selects the target skill control. The game system can detect this event. This event indicates the player's confirmation of the skill selection. The game system responds to this event and performs the corresponding skill release operation.
[0057] In response to the touch release event, the expansion panel will be hidden first, thereby cleaning up the game interface, reducing the occlusion of the player's field of view, and allowing the player to focus more on the game's battle scene. Hiding the expansion panel can be achieved in a variety of ways. In one embodiment, the expansion panel can be a translucent pop-up menu. When the player touches and presses the shortcut skill control, the menu slides out from the edge of the screen to display all available skill controls. When the player releases the touch, the menu can slide back to the edge of the screen through an animation effect, thereby hiding. In another embodiment, the expansion panel can be a toolbar fixed to the bottom or top of the game interface. When the player touches and presses the shortcut skill control, the toolbar expands to display all skill controls, and when the player releases the touch, the toolbar can gradually disappear through a fade-out effect. In another embodiment, the expansion panel can be designed as a disc-shaped or arc-shaped interface effect. When the player touches and presses the shortcut skill control, the expansion panel is positioned in real time and switched to a visible state and displayed. When the player releases the touch, it is switched to an invisible state to achieve hiding.
[0058] The game system will also control the player character to release the default skill corresponding to the target skill control selected by the player and confirmed when releasing the touch. The default skills are the skills inherited by the skeleton resources equipped by the player character, which provide the player character with additional combat capabilities or special effects in battle. The game system can find the corresponding default skill from the preset skill library based on the identifier of the default skill of the skeleton resource bound to the target skill control, and trigger the release of the skill.
[0059] In specific implementations, skill release can be achieved in the following ways. In one embodiment, the release function of the default skill is directly called to immediately execute the skill effect. For example, if a player selects an attack skill, the game system will immediately calculate the damage value of the attack and apply it to the hostile targets within the range of the default skill. In another embodiment, to enhance the player's interaction experience, corresponding animation effects can be played during skill release. For example, when a player releases a magic skill, an animation of the magic release is played while the skill effect is calculated. In yet another embodiment, certain skills may require a certain delay to be released. For example, some skills may require the player character to complete specific actions or poses before they can be released. The system will trigger the skill release after these conditions are met. In still another embodiment, the default skill corresponding to the target skill control can be combined with the player character's own skills into advanced skills or skill chains for release.
[0060] The solution proposed by this application for traditional technologies significantly improves the utilization efficiency of game skills, the user control experience, and the strategic depth of the game. Its technical advantages are rich, including but not limited to:
[0061] First, by detecting multiple skeletal shaping resources and their default skills obtained when the player character enters the game scene, this application enables the player character to utilize the skills of multiple external equipment simultaneously, breaking the limitation in traditional technologies that only one external equipment skill can be used. This mechanism not only increases the diversity of skills but also enhances the flexibility and adaptability of the player character in combat, thus significantly improving the utilization efficiency of game skills.
[0062] Second, by creating an extended panel and binding it to the quick skill controls in the game interface, this application provides an intuitive and convenient way to select and release skills. Players can quickly select and release the required skills through simple touch press and release operations. This design not only simplifies the operation process but also reduces the operation burden of players in combat, thus significantly improving the user control experience. By displaying and hiding the extended panel in real time, players can quickly access all available skills when needed and keep the interface concise when not needed, further optimizing the game's interaction design.
[0063] In addition, the present application brings a new dimension to the strategic nature of the game by allowing players to simultaneously utilize multiple default skills inherited from the skeletal plastic resources defeated by the player character. Players can flexibly combine and utilize the skills of different skeletal plastic resources according to the combat situation, creating unique combat styles and strategies. This mechanism not only increases the depth and complexity of the game but also encourages players to explore different equipment combinations and skill setups, thus significantly enhancing the strategic depth of the game. In this way, the present application not only solves the problems existing in traditional technologies but also provides players with a richer and more diverse gaming experience.
[0064] Based on any embodiment of the method of the present application, corresponding skill controls are arranged in the expansion panel for each of the default skills, including:
[0065] Step S3211: Traverse the multiple skeletal plastic resources. When the default skill of the traversed skeletal plastic resource belongs to the target type of skill, associate this default skill with the double-click event of the shortcut skill control in the game interface;
[0066] The equipment information of the player character includes all the skeletal plastic resources currently equipped by the player character, usually represented by their identifiers. Through the identifiers of the skeletal plastic resources, various attributes of the skeletal plastic resources can be obtained, including their default skills, etc. These skeletal plastic resources are obtained from the equipment configuration of the player character, and each skeletal plastic resource has one or more default skills. By traversing these skeletal plastic resources, it is checked whether the default skill of each resource belongs to a predefined target type of skill. The target type of skill can refer to those skills with specific functions or effects, such as defensive skills, attack skills, or healing skills, etc., which can be set as needed during the game system development stage or set by the player himself.
[0067] When the game system identifies during the traversal process that the default skill of a certain skeletal plastic resource belongs to the target type of skill, this default skill is associated with the double-click event of the shortcut skill control in the game interface. This association means that when the player double-clicks the shortcut skill control, the execution of the default skill associated with this double-click event will be triggered. This design allows players to quickly use specific types of skills through a simple double-click operation, improving the operation efficiency of the game and the player experience.
[0068] In one embodiment, a skill type list can be set, which contains the type identifiers of all skills belonging to the target type of skill. When traversing the skeletal plastic resources, it is checked whether the type of the default skill of each skeletal plastic resource in the equipment information is in this list. If a matching item is found in the list, this default skill is associated with the double-click event.
[0069] In another embodiment, a priority can be set for each target type skill. When the default skills of multiple skeleton shaping resources all belong to the target type skills, a default skill with the highest priority can be selected according to the priority and associated with the double-click event.
[0070] Step S3212: For the default skills of other skeleton shaping resources that are not associated with the double-click event of the quick skill control, arrange corresponding skill controls in the expansion panel for the default skills of each of the other skeleton shaping resources;
[0071] When the game system completes traversing all the skeleton shaping resources and associates the default skills belonging to the target type skills with the double-click event of the quick skill control, this double-click event is only associated with the default skill of a single skeleton shaping resource. For the default skills of other unassociated skeleton shaping resources. Whether these default skills belong to the target type skills or not, they are still an important part of the player character's equipment, and these default skills can be arranged through the skill controls in the expansion panel.
[0072] Therefore, a corresponding skill control is created in the expansion panel for each unassociated default skill. These skill controls can be buttons, icons, or other interactive interface elements, and their layout and design can be adjusted according to the overall style of the game interface and the player's operation habits. For example, the skill controls can be arranged according to the type of default skills, usage frequency, or the player's custom settings.
[0073] In one embodiment, these skill controls can be arranged in the expansion panel in any form such as a grid, a disk, an arc, etc., and each skill control occupies a grid cell. This arrangement allows the player to quickly browse and select the required skills. In another embodiment, the skill controls can be classified and arranged according to the attributes or effects of the default skills. For example, attack skills are placed together, defense skills are placed together, and healing skills are placed together. This classification helps the player find the required skills more intuitively.
[0074] When arranging the skill controls in the expansion panel, associate the skill identifier of the corresponding default skill with each skill control so that the target skill control selected by the player can be accurately identified in subsequent steps. When the player selects a certain skill control through a touch operation, determine the corresponding default skill according to the skill identifier of the control and perform the corresponding skill release operation.
[0075] Step S3213: Respond to the double-click event acting on the quick skill control, and control the player character to release the default skill associated with this double-click event.
[0076] When the player double-clicks the quick skill control, the game system detects the double-click event and responds. When responding to the double-click event, the default skill associated with the double-click event is identified according to the association relationship established in step S3211, and the business process of releasing the default skill is executed according to its corresponding skill identifier.
[0077] In specific implementation, skill release can be achieved in the following ways. In one embodiment, the release function of the default skill is directly called using the skill identifier of the default skill associated with the double-click event, and the skill effect is immediately executed. For example, if a player double-clicks a quick skill control to trigger an attack skill, the game system will immediately calculate the damage value of the attack and apply it to the target object. In another embodiment, in order to enhance the player's interactive experience, a corresponding animation effect can be played when the default skill is released. For example, when a player double-clicks a quick skill control to trigger a magic skill, the magic release animation is played and the skill effect is calculated at the same time.
[0078] Through the above embodiments, the present application significantly improves the efficiency and flexibility of releasing game skills, and optimizes the user interaction experience. First, by traversing the skeleton resources of the player character equipment and identifying its default skills, the present application can dynamically associate specific types of skills with the double-click events of the quick skill controls, thereby allowing players to quickly use these skills through simple double-click operations, greatly improving the efficiency of skill use. Secondly, for other default skills that are not associated with double-click events, the present application ensures that the default skills of all equipment can be used quickly, fully and efficiently by players by arranging corresponding skill controls in the extension panel. This design not only retains the convenience of the quick skill controls in traditional technology, but also provides more skill options through the extension panel, so that players can flexibly switch and use different skills according to the combat situation. In addition, by reasonably arranging the skill controls, the player's operating experience is further optimized, making the skill selection more intuitive and convenient. These technical advantages work together to significantly improve the skill management and operating efficiency of the present application compared to traditional technology, providing players with a richer and more diverse gaming experience.
[0079] On the basis of any embodiment of the method of the present application, corresponding skill controls are arranged in the expansion panel corresponding to each of the default skills, including:
[0080] Step S3221, traversing the multiple skeleton resources, determining multiple default skills belonging to the target type skills, combining the multiple default skills into a skill chain, and associating the skill chain with a double-click event of a quick skill control in the game interface;
[0081] The equipment information of the player character includes all the skeletal plastic resources currently equipped, and each skeletal plastic resource has a default skill. These default skills are additional skills that the player character can use in combat, and they are inherited from the defeated hostile targets. Target type skills refer to those skills with specific functions or effects, such as attack skills, defense skills, or healing skills, etc. These skills can be preset during the game system development stage or customized by the player according to their combat style.
[0082] When it is necessary to layout the default skills of each skeletal plastic resource in the expansion panel, first traverse all the skeletal plastic resources equipped by the player character, and check whether the default skill of each resource belongs to the target type skill. If the default skill of a certain skeletal plastic resource belongs to the target type skill, record the default skill and add it to a skill chain.
[0083] In one embodiment, a skill type list can be set, which contains the type identifiers of all skills belonging to the target type skills. When traversing the skeletal plastic resources, check whether the type of the default skill of each skeletal plastic resource is in this list. If a match is found, add the default skill to the skill chain.
[0084] In another embodiment, a priority can be set for each target type skill. When the default skills of multiple skeletal plastic resources all belong to the target type skills, these skills can be sorted according to the priority and combined into a skill chain in the order of priority.
[0085] The skill chain can be implemented as an ordered skill sequence, and the skills in it can be released sequentially according to the preset order or conditions. For example, the default skills in the skill chain can be sorted according to the priority to which the default skills belong.
[0086] After the construction of the skill chain is completed, associate the skill chain with the double-click event of the quick skill control in the game interface. This means that when the player double-clicks the quick skill control, the sequential release of all the skills in the skill chain will be triggered. This design allows the player to quickly release a series of skills through a simple double-click operation, improving the operation efficiency of the game and the player experience.
[0087] Step S3222, for the default skills of other skeletal plastic resources that are not added to the skill chain, arrange corresponding skill controls for the default skills of each of the other skeletal plastic resources in the expansion panel;
[0088] When all the skeletal plastic resources have been traversed, for the default skills of other skeletal plastic resources that are not added to the skill chain, corresponding skill controls can be arranged for them in the expansion panel so that the player can select and use these skills through the expansion panel.
[0089] When arranging skill controls in the expansion panel, a corresponding skill control is created according to the default skill of each skeleton resource. These skill controls can be buttons, icons, or other interactive interface elements. In one embodiment, the skill controls can be arranged according to the type of default skills, the frequency of use, or the player's custom settings. For example, attack skills can be placed together, defense skills can be placed together, and healing skills can be placed together, so that players can find the required skills more intuitively.
[0090] In another embodiment, the skill controls can be arranged in any form such as a grid, a disk, an arc, etc. in the expansion panel, and each skill control occupies a grid unit. This arrangement allows the player to quickly browse and select the desired skills. When arranging the skill controls, the skill identifier of the corresponding default skill is associated with each skill control, so that the target skill control selected by the player can be accurately identified in the subsequent steps.
[0091] When the player selects a skill control through touch operation, the corresponding default skill is determined according to the skill identifier of the control, and the corresponding skill release operation is performed. This design not only retains the convenience of the quick skill control in traditional technology, but also provides more skill options through the expansion panel, allowing players to flexibly switch and use different skills according to the combat situation.
[0092] Step S3223, in response to a double-click event on the quick skill control, controlling the player character to release the skill chain.
[0093] When the player double-clicks the quick skill control, the game system will detect the double-click event and respond. When responding to the double-click event, the game system will identify the skill chain associated with the double-click event based on the association relationship previously established in step S3221. The skill chain is an ordered sequence of skills, and the release of each default skill in the skill chain is triggered in sequence according to the order of the default skills in the skill chain. For example, if the skills in the skill chain are sorted from high to low priority, the game system will release the skill with the highest priority first, and then release the subsequent skills in sequence.
[0094] In a specific implementation, skill release can be achieved in the following ways. In one embodiment, the skill identifier of each skill in the skill chain is directly used to call the corresponding skill release function to immediately execute the skill effect. For example, if a player double-clicks a quick skill control to trigger a skill chain containing multiple attack skills, the game system will calculate the damage value of each attack skill in turn and apply it to the target object. In another embodiment, in order to enhance the player's interactive experience, the corresponding animation effect can be played when each skill in the skill chain is released. For example, when a player double-clicks a quick skill control to trigger a skill chain containing multiple magic skills, the release animation of each magic skill is played in turn, and the skill effect is calculated at the same time.
[0095] Through the above embodiments, the present application significantly improves the efficiency and flexibility of releasing game skills, while optimizing the user interaction experience. First, by traversing the skeleton resources of the player character equipment and identifying its default skills, the present application can dynamically combine multiple default skills belonging to the target type skills into a skill chain, and associate it with the double-click event of the quick skill control. This design allows players to quickly release a series of skills through a simple double-click operation, greatly improving the efficiency of skill use. Secondly, for other default skills that are not added to the skill chain, the present application ensures that the default skills of all equipment can be used quickly, fully and efficiently by players by arranging the corresponding skill controls in the extension panel. This design not only retains the convenience of the quick skill controls in the traditional technology, but also provides more skill options through the extension panel, so that players can flexibly switch and use different skills according to the combat situation. In addition, by reasonably arranging the skill controls, the player's operating experience is further optimized, making the skill selection more intuitive and convenient. These technical advantages work together to significantly improve the skill management and operating efficiency of the present application compared with traditional technologies, providing players with a richer and more diverse gaming experience.
[0096] Based on any embodiment of the method of the present application, determining the target skill control selected by the player through the expansion panel includes:
[0097] Step S3311, detecting in real time the touch position coordinates generated by moving while pressing the quick skill control, and determining the corresponding mapping position in the expansion panel according to the touch position coordinates;
[0098] When the player presses the quick skill control and moves it, the game system can monitor the touch position coordinates of the player's finger in real time. These coordinates reflect the movement path of the player's finger on the screen and are the basic data for determining the player's selection of the target skill control. The game system obtains these coordinates through a touch input device such as a capacitive screen or a resistive screen, and converts them into a mapping position in the extended panel coordinate system.
[0099] In one embodiment, a coordinate transformation algorithm can be set up to convert the touch position coordinates in the screen coordinate system into the mapped position in the extended panel coordinate system. For example, by subtracting the starting coordinates of the extended panel on the screen, the touch position coordinates on the screen can be converted into local coordinates relative to the extended panel as the mapped position. This transformation algorithm can ensure that regardless of how the position of the extended panel changes on the screen, the touch position of the player's finger can be accurately mapped.
[0100] In another embodiment, the game system can adopt an event-driven mechanism to respond to touch events in real time and obtain the touch position coordinates. For example, when the player's finger moves on the screen, a series of touch events will be triggered, and each event contains the coordinate information of the current touch position. The game system listens to these events, updates the touch position coordinates of the player's finger in real time, and calculates its mapped position in the extended panel.
[0101] In a specific implementation embodiment, the game system can set up a mapping area and a moving area. The mapping area covers the entire area of the extended panel, and the moving area is centered on the quick skill control and expanded to a certain extent relative to the quick skill control. In this way, a position correspondence relationship can be established between the mapping area and the moving area, and a coordinate transformation formula can be constructed accordingly. When the touch position coordinates of the player's finger fall within this moving area, the game system uses a preset coordinate transformation formula to convert the touch position coordinates into the mapped position in the corresponding mapping area of the extended panel.
[0102] Step S3312: Identify the skill control where the mapped position is located as the target skill control selected by the player, and add a visual effect that differentiates it from other skill controls to the target skill control.
[0103] After the game system determines the mapped position of the player's finger in the extended panel, it continues to identify the skill control where the mapped position is located. The skill control is an interactive element on the extended panel, and each skill control corresponds to a default skill. The game system determines the target skill control selected by the player by checking whether the mapped position falls within the area of a certain skill control.
[0104] In one embodiment, the game system can set a predefined area for each skill control, and these areas are known in the extended panel coordinate system. When the mapped position intersects with the area of a certain skill control, identify the skill control as the target skill control selected by the player.
[0105] In another embodiment, the game system can adopt an event-driven mechanism to respond to touch events in real time and update the mapped position. When the player's finger moves to make the mapped position fall within the area of a certain skill control, the game system identifies the target skill control by listening to the touch events.
[0106] After identifying the target skill control, the game system adds a visual effect to the target skill control that is different from other skill controls. This visual effect can be highlighting, glowing effect, special border or color change, etc., to clearly inform the player of the selected skill control. For example, when the player's finger moves over a certain skill control, the skill control emits a soft glow, while other unselected controls remain unchanged.
[0107] It should be noted that the player's selection of the target skill control during the movement does not equal the selection of the target skill control. The selection of the target skill control is based on the target skill control selected when the player triggers the touch release event. That is, only when the player triggers the touch release event, the target skill control where the mapping position stays at that time is used as the basis to release the default skill corresponding to this target skill control.
[0108] Through the above embodiments, the present application significantly improves the intuitiveness and accuracy of game skill selection, and at the same time optimizes the player's interaction experience. First, by real-time monitoring the touch position coordinates of the player's finger and converting them into the mapping position in the extended panel, the operation intention of the player can be accurately tracked to ensure the accuracy of skill selection. This real-time mapping mechanism not only improves the response speed of skill selection, but also enhances the player's expectation and control of the operation result. Second, by identifying the skill control where the mapping position is located and adding a visual effect to it, the game system can intuitively feedback the selected skill to the player, further improving the transparency and usability of the operation. This visual feedback mechanism not only helps the player quickly confirm the selection, but also reduces the possibility of misoperation, making the skill selection process more fluent and natural. The combined effect of these technical advantages makes the present application have a significant improvement in skill selection and interaction design compared with traditional technologies, providing the player with a more efficient and intuitive game experience.
[0109] Based on any embodiment of the method of the present application, controlling the player character to release the default skill corresponding to the target skill control includes:
[0110] Step S3410: According to the preset corresponding relationship data, determine the self-owned skill in the skill library of the player character that matches the default skill corresponding to the target skill control;
[0111] When the player selects the target skill control by triggering the touch release event through the extended panel, the game system needs to determine the default skill corresponding to the target skill control. Based on the determination of this default skill, apply the business logic corresponding to the skill combination provided in this embodiment to construct the skill combination. To implement the skill combination, it is necessary to further determine whether there is a self-owned skill in the skill library of the player character that matches the default skill.
[0112] The self-owned skills refer to the inherent skills obtained by the player character through the game process, and these skills usually have specific attributes and effects. The preset corresponding relationship data defines the matching rules between the self-owned skills and the default skills, and these rules can be set according to the type, attribute or effect of the skills. For example, if the default skill is an attack skill, the game system may search for self-owned skills in the skill library that have the same or similar attack attributes.
[0113] In one embodiment, the game system can set a skill matching algorithm that matches according to the type, attribute or effect of the skills. For example, if the default skill is a fire-attribute attack skill, the game system will search for self-owned skills in the skill library that have the fire attribute and determine the matching degree between them.
[0114] In another embodiment, the game system can adopt a priority mechanism to set a priority for each self-owned skill. When there are multiple self-owned skills that match the default skill, the game system can select the self-owned skill with the highest priority for combination. This mechanism can ensure the optimization of the skill combination and enable the player character to release more powerful skill effects.
[0115] In the specific implementation, the game system will retrieve the self-owned skills that match the default skill of the target skill control from the skill library of the player character according to the preset corresponding relationship data. Once the matching self-owned skills are found, the game system will record the identifiers of these self-owned skills for constructing skill combinations in subsequent steps.
[0116] Step S3420: Construct the self-owned skill and the default skill corresponding to the target skill control into a skill combination, and control the player character to release the skill combination. The skill combination is a skill chain or a high-level skill whose level is higher than the self-owned skill and the default skill of the target skill control.
[0117] After the game system determines the self-owned skills that match the default skill corresponding to the target skill control, it can continue to construct these two skills into a skill combination. The skill combination can be a skill chain or a high-level skill whose level is higher than the self-owned skill and the default skill. This skill combination mechanism allows the player character to not only utilize the effect of the default skill when releasing skills, but also combine the characteristics of the self-owned skills, thus achieving more powerful combat capabilities.
[0118] In one embodiment, the game system can set a skill combination algorithm that combines the player's own skills and default skills into a skill chain according to preset rules. For example, if the player's own skill is a buff skill and the default skill is an attack skill, the game system can combine these two skills into a skill chain that buffs first and then attacks, so that when the player character releases the skill, it first enhances its own attributes and then attacks, thereby improving the attack effect.
[0119] In another embodiment, the game system can combine the player's own skills and default skills into a high-level skill. Such a high-level skill usually has more powerful effects, such as higher damage output, a wider range of effects, or a longer duration. For example, if the player's own skill is a slow-down skill with an ice attribute and the default skill is an attack skill with a fire attribute, the game system can combine these two skills into a high-level skill with both ice and fire attributes. This skill can not only cause high damage when attacking the target but also slow down the target, increasing the diversity and practicality of the skills.
[0120] In a specific implementation, the game system retrieves the player's own skills that match the default skills of the target skill control from the player character's skill library according to the preset corresponding relationship data. Once a matching player's own skill is found, the game system records the identifier of this player's own skill and constructs a skill combination according to the preset skill combination rules. After the construction is completed, the game system controls the player character to release this skill combination, thereby achieving a more powerful skill effect.
[0121] By implementing the above steps of skill combination construction and release on the expanded panel after reasonable layout, this application significantly improves the flexibility and combat strategy of the game skill system. First, by arranging skill controls on the expanded panel, players can intuitively select and combine different skills, which not only improves the efficiency of skill selection but also enhances the player's control ability over skill combinations. Second, by combining the player's own skills with default skills into skill chains or high-level skills, the game system can dynamically generate more powerful skill effects according to the player's choices, thereby providing players with a richer selection of combat strategies. This dynamic combination mechanism not only increases the diversity of skills but also encourages players to explore different skill combinations to adapt to different combat scenarios. In addition, the reasonably laid-out expanded panel makes the arrangement of skill controls more orderly and intuitive, further optimizing the player's operation experience and making the process of skill selection and combination smoother and more natural. These technical advantages work together to make this application have a significant improvement in skill management and combat strategy compared with traditional technologies, providing players with a more efficient and diverse gaming experience.
[0122] Based on any embodiment of the method of this application, after arranging corresponding skill controls for each of the default skills in the expanded panel, it includes:
[0123] Step S4100: Detect the combat behavior data of the player character in the game scene, and determine the release frequency of each default skill arranged in the expansion panel within a preset period based on the combat behavior data;
[0124] When the player character is in combat in the game scene, the game system will monitor and record the combat behavior data of the player character in real time. These data include but are not limited to the number of times the player character uses each default skill, the time points of use, and the release effects of the skills, etc. By analyzing these combat behavior data, the game system can determine the release frequency of each default skill within a preset period, that is, the number of times the skill is used within a specific time period.
[0125] In one embodiment, the game system can set up a data monitoring module, which is responsible for collecting and analyzing the combat behavior data of the player character in real time. For example, the system can record the specific number of times the player uses each default skill in each combat scene, and count the total sum of these times within a preset period, so as to obtain the release frequency of each skill.
[0126] In another embodiment, the game system can adopt an event-driven method. Whenever the player character releases a default skill, an event is triggered, and this event records the usage situation of the skill. The system listens to these events, updates the usage times of the skill in real time, and calculates the release frequency at the end of the preset period.
[0127] In a specific implementation, the preset period can be a fixed time period, such as every minute or per battle. The game system will analyze the collected combat behavior data at the end of each period, and calculate the release frequency of each default skill. These frequency data will be used in subsequent steps to sort and adjust the layout of the skill controls in the expansion panel.
[0128] Step S4200: Sort the skill controls corresponding to each default skill in the expansion panel according to the release frequency, so as to adjust the layout of each skill control in the expansion panel.
[0129] The game system has determined the release frequency of each default skill within a preset period by monitoring the combat behavior data of the player character. Accordingly, the game system can sort the skill controls in the expansion panel according to the high or low release frequency, so that the skill controls with high frequency of use are more accessible and easier to use for the player.
[0130] In one embodiment, the game system can place the skill controls with the highest release frequency at the most prominent positions on the expansion panel, such as the center or the top of the panel. In this way, players can find and use these frequently used skills more quickly, thereby improving the operation efficiency. In another embodiment, the game system can divide the skill controls into different groups according to the release frequency, such as a high-frequency group, a medium-frequency group, and a low-frequency group, and place these groups in different areas of the expansion panel respectively. This grouping method can help players quickly locate the required skill controls while keeping the expansion panel neat and orderly.
[0131] In specific implementation, the game system will dynamically adjust the layout of the skill controls according to the preset sorting rules. These rules can be customized according to the players' operation habits and game designs. For example, the game system can set a threshold, and when the release frequency of a certain skill exceeds this threshold, move its skill control to a more prominent position. In addition, the game system can also regularly update the sorting rules according to the players' feedback and the game balance requirements to ensure that the layout of the skill controls always meets the players' needs.
[0132] The significant technical advantage of implementing the above embodiments on the expansion panel after reasonable layout in this application is that by dynamically monitoring the combat behavior data of the player character and determining the release frequency of each default skill accordingly, it is possible to achieve intelligent adjustment of the layout of the skill controls, thereby significantly improving the players' operation efficiency and game experience. Specifically, this layout adjustment places the frequently used skill controls in more accessible positions, reducing the time cost for players to find and use the common skills in combat, and enhancing the fluency and convenience of the operation. At the same time, the strategy of grouping and layout according to the release frequency not only makes the interface of the expansion panel cleaner and more orderly, but also helps players quickly locate the required skills, further optimizing the interaction design. In addition, this data-driven layout adjustment mechanism can adapt to the operation habits and combat styles of different players, providing a personalized operation interface and enhancing the adaptability and playability of the game. In this way, the game system can better meet the immediate needs of players in combat, improve the efficiency and flexibility of skill use, and thus bring a more immersive and efficient game experience to players, significantly enhancing the overall quality and competitiveness of the game.
[0133] Based on any embodiment of the method of this application, displaying the expansion panel further includes:
[0134] Step S3321: Obtain the area information occupied by each displayed interface view in the game interface in the game interface;
[0135] A game interface usually consists of multiple interface views, including but not limited to a character status bar, a map display area, a task prompt window, a chat box, etc. Each interface view occupies a certain space in the game interface, and its position and size are determined by the interface design of the game. Region information refers to parameters such as the position coordinates, width, and height of these interface views in the game interface coordinate system. These parameters together define the specific position and range of the interface view in the game interface.
[0136] To obtain this region information, the game system can be implemented in various ways. A common method is to obtain it through the layout manager of the game interface. The layout manager is the core component of the game interface system, and it is responsible for managing the layout and display of each interface view in the game interface. When the game interface is initialized or updated, the layout manager will record the position and size information of each interface view. Therefore, the region information of all interface views in the current game interface can be obtained by calling the interfaces or methods provided by the layout manager.
[0137] Another implementation method is to obtain it through the attributes of the interface view itself. Each interface view usually has its own attributes, such as position coordinates, width, height, etc. These attributes can be directly accessed through programming interfaces. For example, in some game development frameworks, the interface view object will provide methods to obtain its position and size in the parent container. By traversing all the interface view objects in the game interface and calling these methods, the region information of each interface view can be obtained.
[0138] In addition, the region information can also be obtained through the rendering system of the game interface. The rendering system is responsible for drawing each element of the game interface on the screen. During the rendering process, the rendering system will record the drawing position and size of each interface view. Therefore, the region information of the interface view can be obtained by listening to the events of the rendering system or accessing the data structure of the rendering system.
[0139] Step S3322: Determine the idle area in the game interface according to the region information, and position the interface view of the expansion panel to this idle area;
[0140] In the context of the game interface, the idle area refers to the space that is not occupied by other interface views. This space is not covered by interface views such as the character status bar, the map display area, the task prompt window, the chat box, etc. in the game interface coordinate system, or is only partially covered. For example, if the character status bar occupies a part of the upper left corner of the screen and the map display area occupies a part of the lower right corner of the screen, then the middle part of the screen or other areas not occupied by these interface views can be regarded as potential idle areas.
[0141] To determine the idle area, the game system needs to perform a spatial analysis of the game interface. This can be achieved through various specific embodiments. One embodiment is to perform geometric calculations based on the area information of the interface view. For example, assume that the area information of the character status bar is the position coordinates (10, 10), width 200 pixels, and height 50 pixels; the area information of the map display area is the position coordinates (800, 600), width 300 pixels, and height 300 pixels. The game system can find the uncovered area by calculating the boundaries of these known areas. For example, if the total width of the game interface is 1024 pixels and the total height is 768 pixels, then the area outside the character status bar and the map display area, such as the middle part of the screen, can be regarded as a potential idle area.
[0142] Another embodiment is to determine the idle area through the function of the interface layout manager. The layout manager usually maintains a spatial layout map of the game interface, which records the positions and sizes of each interface view. The game system can query this spatial layout map to find the areas that are not marked as occupied. For example, the layout manager may provide a method to return a list of all areas not covered by the interface views, and the game system can directly select a suitable idle area from this list to locate the expansion panel.
[0143] Yet another embodiment is to utilize the hierarchical relationship of the interface views to determine the idle area. In the game interface, the interface views are usually rendered in a certain hierarchical order. The game system can traverse the hierarchical structure of the interface views and check the area information of each view from the top layer to the bottom layer. For example, if the top view is a full-screen semi-transparent mask, and there are some opaque interface views (such as the character status bar and the map display area) on the mask, the game system can find the uncovered part of the mask by checking the area information of these opaque views, thereby determining the idle area.
[0144] After determining the idle area, the game system needs to position the interface view of the expansion panel to that area. This can be achieved by setting the position coordinates of the expansion panel. For example, if the determined idle area is in the middle of the screen, with position coordinates (300, 200), width 400 pixels, and height 200 pixels, the game system can position the upper left corner of the expansion panel to (300, 200) and adjust its display range according to the size of the expansion panel to ensure that it is completely within the idle area.
[0145] Step S3323, render the interface view of the expansion panel to display the expansion panel.
[0146] The rendering process of the expansion panel is carried out according to the definition of its interface view. The definition of the interface view includes layout parameters such as its position coordinates, width, and height, which have been determined in step S3322 to ensure that the expansion panel is placed in the idle area of the game interface. In addition, the definition of the interface view can also include visual attributes such as its background color, border style, and transparency, which together determine the visual effect of the expansion panel.
[0147] When rendering the expansion panel, the game system will draw the interface view of the expansion panel onto the game interface according to these defined parameters. For example, if the interface view of the expansion panel is defined as a semi-transparent rectangular area with position coordinates (300, 200), a width of 400 pixels, and a height of 200 pixels, then the game system will draw a rectangular area that conforms to these parameters at the corresponding position on the game interface and apply its visual attributes such as background color and border style. In this way, players can see an expansion panel located in the idle area of the game interface, whose position and size conform to the previously determined layout parameters.
[0148] In addition, the rendering of the expansion panel also includes the drawing of its internal elements, such as skill controls. When rendering the expansion panel, according to the definition of the skill controls, they are drawn at the corresponding positions on the expansion panel. For example, the skill controls can be in the form of buttons, and their positions and sizes are arranged according to the layout of the expansion panel. In this way, players can not only see the expansion panel itself but also the skill controls on it, so that they can perform operations such as skill selection and release.
[0149] In specific implementation, the rendering of the expansion panel can be achieved in various ways. One way is to directly draw the interface view of the expansion panel through the rendering engine of the game interface. The rendering engine will draw it onto the game interface according to the definition of the expansion panel and handle its visual effects and interaction characteristics. Another way is to achieve the rendering through the layout manager of the game interface. When managing the layout of the interface view, the layout manager is also responsible for its rendering process to ensure that the interface view of the expansion panel is correctly displayed according to the predetermined layout parameters and visual attributes.
[0150] The significant technical advantage of implementing the above steps on the reasonably laid out expansion panel is that by accurately obtaining the area information of each interface view in the game interface, the free area in the game interface can be accurately determined, and the interface view of the expansion panel can be positioned to the free area, thereby avoiding the overlap of the expansion panel with other interface views, ensuring the neatness of the game interface and the convenience of player operation. Furthermore, by rendering the interface view of the expansion panel, not only the visual display of the expansion panel is realized, but also the visual effects that meet the design requirements can be presented according to its defined parameters, including position, size, background color, border style, etc., while ensuring the correct drawing and interactive characteristics of its internal elements such as skill controls. This implementation method enables the expansion panel to be presented to the player with the best layout and visual effects, improves the player's gaming experience, enhances the interactivity and visual effects of the game interface, and improves the overall performance and efficiency of the game system.
[0151] Based on any embodiment of the method of the present application, when it is detected that a player character enters a game scene, before obtaining multiple skeleton resources equipped by the player character, the method includes:
[0152] Step S1100, in response to a resource assembly event acting on an assembly table, displaying multiple resource slots of the assembly table in association with a target player character specified by the current player character from a character library of a game user to which the current player character belongs, and displaying a list of idle skeleton resources in a skeleton collection library, wherein the character library includes the current player character;
[0153] An entrance to the assembly table is provided in the graphical user interface of the game system, and players can access the assembly table through the entrance when entering the game scene. The assembly table is an interface platform for player characters to equip skeleton resources, which allows game users to manage and configure the skeleton resources of player characters in their character library. In the assembly table, the player characters of the game users are provided as entrances. When the game user touches any player character, such as the current player character in the game scene, the resource assembly event corresponding to the player character is triggered. The game system responds to the event and displays multiple resource slots of the assembly table in association with the player character specified by the event. The resource slot is a specific area on the assembly table for placing skeleton resources, and each slot can accommodate one skeleton resource.
[0154] In other embodiments, the game user can trigger a resource assembly event by clicking or selecting a button or menu item on the assembly table. For example, the player can select the "Assemble" option in the main menu of the game to enter the assembly table interface. The assembly table interface usually displays the current equipment status of the player character and the available resource slots. In some embodiments, each resource slot may have specific attribute requirements, for example, some slots may only be able to load specific types of skeleton resources.
[0155] When responding to resource assembly events, the game system dynamically displays available resource slots based on the current state of the player character and the configuration of the assembly table. For example, if the player character has already equipped some skeleton resources, the assembly table interface will display the slots of these equipped resources, as well as the remaining free slots. In addition, the game system also queries the skeleton resources that are not occupied and locked from the skeleton collection library, and displays them in a list in the interface of the assembly table for game users to specify the skeleton resources. For example, players can trigger the corresponding resource loading event by dragging and dropping or selecting a menu item, and the skeleton resources are moved from the skeleton collection library to the resource slots of the assembly table by responding to the event.
[0156] In some embodiments, the resource slots of the assembly station can have different functions and restrictions. For example, some slots can be designated for loading primary sculpting resources, which activate specific sculpting skills; while other slots can be designated for loading consonant sculpting resources, which provide additional attribute bonuses. The game system can dynamically adjust the display and function of the slots based on the type of slot and the needs of the player character.
[0157] Step S1200: respond to a resource loading event acting on any displayed audio resource, and load the target audio resource specified by the event into the target resource slot specified by the event;
[0158] The game user can specify a skeleton resource and move it to an empty resource slot by operating on the assembly table, such as dragging and dropping or clicking to select. The game system will detect this operation and respond to the resource loading event. In response to the resource loading event, the game system will perform the following operations: First, confirm whether the skeleton resource selected by the player meets the requirements of the target resource slot. For example, some slots may only be able to load specific types of skeleton resources, such as tonic skeletons or consonant skeletons. If the skeleton resource does not meet the requirements of the slot, the game system will prompt the player and prevent the loading operation. Then, if the skeleton resource meets the slot requirements, the game system will move the skeleton resource from the skeleton collection library to the specified resource slot. This process can be completed by updating the internal data structure of the game, for example, recording the identifier of the skeleton resource that has been occupied by the player character in the skeleton collection library and adding it to the data structure of the resource slot. Further, the game system will update the display on the assembly table interface to reflect the loading status of the skeleton resource. For example, after loading, the resource slot will display the icon or model of the skeleton resource, and the list of skeleton resources in the skeleton collection library will be updated accordingly to remove the loaded skeleton resources.
[0159] In some embodiments, the game system may also provide additional feedback information, such as sound effects or animation effects, to enhance the player's interactive experience. For example, when a skeleton resource is successfully loaded into a resource slot, the game may play a confirmation sound effect and display a brief animation, such as the skeleton resource icon flashing or glowing.
[0160] Step S1300, responding to the assembly submission event acting on the assembly table, determining the equipment information of the target player character according to the skeleton resources assembled in each resource slot, and determining the corresponding default skills for each skeleton resource.
[0161] The game system first reads the skeleton resource information in each resource slot, including its type, quality, attributes and other key parameters. This information is the basis for determining the equipment status of the player character. For example, if a resource slot is loaded with a specific type of skeleton resource, the game system will identify the type of resource and record it as part of the equipment information of the target player character. This process ensures that the equipment status of the player character can accurately reflect the user's operation on the assembly table.
[0162] Next, the game system determines the default skill for each loaded skeleton resource. The default skill is one of the core attributes of the skeleton resource, which defines the specific skill effect that the player character can release when using the skeleton resource. The skeleton resource inherits from its hostile target, so the game system will select the corresponding default skill from the preset skill library corresponding to the hostile target based on the type and attributes of the skeleton resource. For example, if a skeleton resource has an attack attribute, the game system may assign it an attack skill as the default skill; if a skeleton resource has a defense attribute, the game system will assign it a defense skill.
[0163] When determining default skills, the game system considers multiple factors. One embodiment is to assign skills based on the quality of the skeleton resource. High-quality skeleton resources may obtain more powerful default skills, while low-quality skeleton resources obtain relatively basic skills. Another embodiment is to assign skills based on the type of skeleton resource. For example, the main skeleton resource may obtain specific active skills, while the consonant skeleton resource provides passive skills or attribute bonuses.
[0164] In addition, the game system will update the player character's skill list and add the newly assigned default skills to it. This update process ensures that the player character's skill list can reflect the changes in its equipment status in real time. For example, when the player character equips a new skeleton resource and obtains the corresponding default skill, the skill will immediately appear in the player character's skill list, and the player can view and use these skills through the game interface.
[0165] In some embodiments, the game system will also optimize or adjust the newly assigned default skills based on the current state of the player character and other equipped resources. For example, if the player character has equipped multiple skeleton resources with the same attributes, the game system may enhance the effect of the new skill to achieve a synergistic effect. This dynamic adjustment mechanism not only improves the strategy of the game, but also enhances the player's interactive experience.
[0166] The significant technical advantage of implementing the above steps on the reasonably laid out expansion panel is that by responding to resource assembly events and loading events, the game system can dynamically configure and update equipment information for the player character, and assign corresponding default skills to each skeleton resource. This process not only improves the equipment flexibility and skill diversity of the player character, but also enhances the strategy and interactivity of the game. Specifically, the game system ensures that the equipment status of the player character can reflect the user's configuration intention in real time by accurately identifying the player's operation on the assembly table, so that the player can flexibly adjust the equipment combination according to combat needs. At the same time, the system dynamically assigns default skills according to the type, quality and attributes of the skeleton resources, further enriching the skill library of the player character and providing players with more combat strategy options. In addition, this dynamic configuration mechanism can also be optimized and adjusted according to the current status of the player character and the equipped resources to achieve a synergistic enhancement of the skill effect, thereby enhancing the combat capability of the player character. Through these technical effects, the game system not only provides players with a more personalized and diverse gaming experience, but also significantly improves the overall playability and attractiveness of the game.
[0167] Based on any embodiment of the method of the present application, after controlling the player character to release the default skill corresponding to the target skill control, the method includes:
[0168] Step S6100, detecting whether the hostile target affected by the default skill meets the condition of being transformed into a skeleton resource, and triggering a corresponding incarnation event when the condition is met;
[0169] When the player character releases the default skill and it takes effect on the enemy target, the game system will monitor the state of the enemy target in real time to determine whether it meets the conditions for transformation into a skeleton resource. These conditions can be flexibly customized. For example, the conditions include but are not limited to the first condition that the enemy target is dead or defeated, and the second condition that after the first condition is met, the probability of resource drop generated by the enemy target is lower than or equal to the resource acquisition probability corresponding to the qualification level of the assembly station.
[0170] For example, suppose the player character's default skill is a powerful attack skill that can cause a lot of damage to the enemy target. When the player character uses this skill to attack an enemy target, if the enemy target's health value drops to zero, the first condition is met - the enemy target dies. Then, the game system will generate a resource drop probability for the enemy target according to the preset rules. This probability can be a random value between 0 and 1 depending on its value range, which is used to determine whether the enemy target can be transformed into a skeleton resource.
[0171] At the same time, the game system will determine a corresponding resource acquisition probability based on the qualification level of the assembly station of the game user to which the player character belongs. The higher the qualification level, the higher the resource acquisition probability is generally, which means that the player character has a higher chance of obtaining high-quality skeleton resources. If the resource drop probability generated by the hostile target is lower than or equal to the resource acquisition probability corresponding to the qualification level of the assembly station, then the hostile target will trigger an event to transform into a skeleton resource.
[0172] This mechanism not only ensures the randomness and fairness of resource acquisition, but also realizes the dynamic adjustment of resource acquisition probability through association with the assembly station qualification level. For example, for a player character with a low qualification level, the probability of resource acquisition may be low, so only in specific circumstances (such as defeating high-rarity hostile targets) can the skeleton resources be obtained. For a player character with a higher qualification level, the probability of resource acquisition is higher, so it is also possible to obtain skeleton resources when defeating ordinary hostile targets.
[0173] Step S6200, in response to the incarnation event, the computer program object that inherits the hostile target obtains the corresponding object instance as a skeleton resource, and renders the animation model of the hostile target as a residual statue at the location of the hostile target;
[0174] In response to the incarnation event, the game system will inherit the computer program object of the hostile target, and generate a corresponding object instance as a skeleton resource by instantiating the corresponding class of the computer program object of the hostile target. Specifically, the game system will read the data structure of the computer program object of the hostile target, including its attributes, state, and behavior logic, and generate a new skeleton resource object instance based on this data. This new object instance inherits the key attributes of the hostile target, such as appearance, position, and part of the behavior logic, thereby ensuring the visual and functional consistency of the skeleton resource with the original hostile target.
[0175] After generating an instance of the skeletal plastic resource object, the game system will render its animation model as a residual statue at the location of the hostile target. This process is achieved through the rendering engine of the game system, which is responsible for converting the object models in the game into visual images. For example, the game system can re-render the animation model of the hostile target according to the attributes of the skeletal plastic resource such as quality and the preset display parameters corresponding to this attribute such as the target color, making it appear as a residual statue with a unique visual effect. For example, the residual statue can be a semi-transparent model with a glowing effect, whose appearance maintains partial consistency with the original hostile target but has obvious differences to indicate that it has been transformed into a skeletal plastic resource.
[0176] This visual representation not only enhances the visual effect of the game but also provides intuitive feedback to the players, enabling them to clearly see the process of the hostile target transforming into a skeletal plastic resource. For example, when a hostile target is defeated and triggers the transformation event, the players can see the model of the hostile target gradually become semi-transparent and emit a soft glow, eventually forming a residual statue. This visual effect not only increases the immersion of the game but also, through the intuitive feedback mechanism, allows the players to better understand the game's resource acquisition mechanism.
[0177] Step S6300: Set the absorbable range of this residual statue in the game scene according to the range attribute data in the computer program object inherited by the said skeletal plastic resource;
[0178] The computer program object of the hostile target inherited by the game system can pre-set the range attribute data to represent the absorbable range of the generated skeletal plastic resource, and thus the instance of the skeletal plastic resource object generated also inherits this range attribute data. The range attribute data refers to the effective range within which the skeletal plastic resource can be absorbed by the player character in the game scene, and these data can include information such as the shape, size, and location of the range.
[0179] When setting the absorbable range, the game system defines a specific area in the game scene according to the range attribute data of the skeletal plastic resource. This area can be a circle, a square, or other geometric shapes, and its size and shape can be adjusted according to the quality, rarity of the skeletal plastic resource, and the requirements of the game design. For example, a high-quality skeletal plastic resource can have a larger absorbable range compared to a low-quality one, so that the player character can more easily obtain these resources.
[0180] For example, assume that after a hostile target is defeated by the default skill of the player character, it meets the conditions to transform into a Remnant Statue resource. After the game system inherits the computer program object of the hostile target, it is found that the range attribute data of the object defines a circular absorption range with a radius of 5 meters. The game system will set a circular area with a radius of 5 meters centered at the location of the hostile target as the absorption range of the Remnant Statue resource. This absorption range can be set to be visible or invisible in the game scene.
[0181] In some embodiments, the game system can also dynamically adjust the size of the absorption range according to the qualification level of the player character's assembly station. For example, a player character with a higher qualification level may obtain a larger absorption range to more efficiently obtain Remnant Statue resources. This dynamic adjustment mechanism not only improves the balance of the game but also encourages players to improve their qualification levels of the assembly station to obtain more resources.
[0182] In some embodiments, the game system sets and manages the absorption range through its rendering engine and physics engine. The rendering engine is responsible for visually displaying the absorption range in the game scene, such as representing it through a transparent aura or a boundary line; the physics engine is responsible for detecting whether the player character enters the range and triggering the corresponding resource absorption event.
[0183] Step S6400: In response to the resource absorption event triggered when the current player character enters the absorption range, display the animation effect of the current player character collecting the Remnant Statue, and add the Remnant Statue resource corresponding to the Remnant Statue to the Remnant Statue collection library of the game user to which the current player character belongs.
[0184] When the player character enters the absorption range of the Remnant Statue, the game system can trigger a resource absorption event. The resource absorption event can be triggered automatically or manually by the player. Automatic triggering can be achieved through the physics engine of the game system, which is responsible for detecting whether the player character enters the absorption range and automatically triggers when the player character enters the absorption range. Manual triggering can be triggered by the player's operation event. Once the resource absorption event is triggered, the game system will display the animation effect of the current player character collecting the Remnant Statue. For example, these animation effects can include the player character stretching out a hand, or the player character's prop such as a gourd starting to act, emitting a beam of light to attract the Remnant Statue, glowing during the absorption process, and finally collecting the Remnant Statue into the Remnant Statue collection library. This dynamic visual effect can significantly enhance the player's instant satisfaction and immersion.
[0185] While the animation effect is playing, the corresponding relic resources of the residual statue will be officially added to the player character's relic collection library. The relic collection library is used to store all the relic resources of the player character, and it allows players to view, manage, and use these resources. Players can equip these relic resources for the player character through the assembly table to optimize their default skills, thereby enhancing the character's combat ability or attribute bonuses. For example, players can allocate relic resources to different equipment slots through the assembly table to optimize the combat power configuration of the character.
[0186] To further optimize the user experience, the game system can also adjust the animation effect and feedback information during the absorption process according to the quality and / or rarity of the relic resources. For example, high-quality relic resources can have more magnificent visual effects during the absorption process compared to low-quality relic resources, serving to simultaneously prompt players about the special attributes and value of the relic resources. This differential design not only increases the richness of the game but also encourages players to pursue higher-quality relic resources.
[0187] In addition, the game system can also fine-tune resource absorption events according to the current equipment level and needs of the player character. For example, if the player character has already equipped relic resources of the same type exceeding a preset threshold, the resource acquisition probability of this type of relic resource can be appropriately reduced to avoid resource waste. On the contrary, if the player character lacks a certain type of relic resource, the resource acquisition probability of this type of relic resource can be increased to meet the needs of the player character. This dynamic adjustment mechanism not only improves the balance of the game but also encourages players to try different combinations of relic resources to optimize the combat power configuration of the character.
[0188] Through the above embodiments, this application significantly improves the overall experience and operating efficiency of the game, and its technical advantages are manifested in multiple aspects, including but not limited to:
[0189] First of all, in terms of skill iteration and optimization, the player character obtains relic resources by releasing the default skill to attack hostile targets. These resources can be used to update and optimize the character's default skills, forming a positive skill iteration mechanism. This mechanism not only enhances the combat ability of the player character but also ensures the matching of game difficulty and player progress by dynamically adjusting the resource acquisition probability, enhancing the long-term attractiveness of the game.
[0190] Secondly, in terms of dynamic adjustment of resource acquisition, the game system generates skeleton resources by inheriting the computer program objects of the hostile target, ensuring the uniqueness of the equipment of the skeleton resources. Each skeleton resource inherits the key attributes of the hostile target, such as appearance, position, and part of the behavior logic, so that the resources obtained by the player have unique visual and functional characteristics. This uniqueness not only increases the richness of the game, but also provides players with more strategic options, encouraging players to explore and utilize different types of skeleton resources.
[0191] Finally, in terms of terminal machine performance optimization, the game system optimizes the performance of the terminal machine by reasonably setting the absorbable range. The size and shape of the absorbable range can be dynamically adjusted according to the quality, rarity and assembly qualification level of the skeleton resources of the player character. This adjustment mechanism not only improves the balance of the game, but also reduces the computational burden of the terminal machine when processing resource acquisition events. For example, by limiting the size of the absorbable range, the game system can reduce the burden on the graphics processing unit (GPU) of the player's terminal and avoid frequent rendering and processing of skeleton resources animation effects in a large range. At the same time, by dynamically adjusting the absorbable range, the game system can provide the most optimized resource acquisition plan according to the current status and needs of the player character, further improving the operating efficiency of the terminal machine.
[0192] See also Figure 3 According to one aspect of the present application, a game skill release control device is provided, including a skill listing module 3100, a panel creation module 3200, a display selection module 3300, and a hidden release module 3400, wherein the skill listing module 3100 is configured to obtain multiple skeleton resources equipped by the player character when detecting that the player character enters the game scene, and determine the default skills corresponding to each skeleton resource; the panel creation module 3200 is configured to create an extension panel, arrange corresponding skill controls in the extension panel corresponding to each of the default skills, and bind the extension panel to the quick skill control in the game interface; the display selection module 3300 is configured to respond to a touch press event acting on the quick skill control, display the extension panel, and determine the target skill control selected by the player through the extension panel; the hidden release module 3400 is configured to respond to a touch release event acting on the quick skill control, hide the extension panel, and control the player character to release the default skill corresponding to the target skill control.
[0193] Based on any embodiment of the device in the present application, the panel creation module 3200 includes: a type binding module configured to traverse the multiple skeletal plastic resources, and when the default skill of the traversed skeletal plastic resource belongs to the target type skill, associate the default skill with the double-click event of the shortcut skill control in the game interface; a panel layout module configured to, for the default skills of other skeletal plastic resources that are not associated with the double-click event of the shortcut skill control, arrange corresponding skill controls in the extension panel for the default skills of each of the other skeletal plastic resources; a double-click release module configured to, in response to the double-click event acting on the shortcut skill control, control the player character to release the default skill associated with the double-click event.
[0194] Based on any embodiment of the device in the present application, the panel creation module 3200 includes: a chain association module configured to traverse the multiple skeletal plastic resources, determine multiple default skills that belong to the target type skill among them, combine the multiple default skills into a skill chain, and associate the skill chain with the double-click event of the shortcut skill control in the game interface; a panel distribution module configured to, for the default skills of other skeletal plastic resources that are not added to the skill chain, arrange corresponding skill controls in the extension panel for the default skills of each of the other skeletal plastic resources; a chain release module configured to, in response to the double-click event acting on the shortcut skill control, control the player character to release the skill chain.
[0195] Based on any embodiment of the device in the present application, the display selection module 3300 includes: a coordinate detection module configured to detect in real time the touch position coordinates generated by moving while pressing the shortcut skill control, and determine the corresponding mapping position in the extension panel according to the touch position coordinates; an effect display module configured to identify the skill control where the mapping position is located as the target skill control selected by the player, and add a visual effect different from other skill controls to the target skill control.
[0196] Based on any embodiment of the device in the present application, the hidden release module 3400 includes: a skill matching module configured to determine, according to the preset corresponding relationship data, the self-owned skill in the skill library of the player character that matches the default skill corresponding to the target skill control; a skill combination module configured to construct a skill combination of the self-owned skill and the default skill corresponding to the target skill control, and control the player character to release the skill combination, where the skill combination is a skill chain or a high-level skill with a level higher than the self-owned skill and the default skill of the target skill control.
[0197] On the basis of any embodiment of the device of the present application, the panel creation module 3200 includes: a behavior detection module, configured to detect the combat behavior data of the player character in the game scene, and determine the release frequency of each default skill arranged in the extension panel within a preset period based on the combat behavior data; a dynamic adjustment module, configured to sort the skill controls corresponding to each default skill in the extension panel according to the release frequency to adjust the layout of each skill control in the extension panel.
[0198] Based on any embodiment of the device of the present application, the display selection module 3300 also includes: a busy area determination module, configured to obtain area information occupied by each interface view displayed in the game interface; an idle area determination module, configured to determine an idle area in the game interface according to the area information, and position the interface view of the extension panel to the idle area; a rendering display module, configured to render the interface view of the extension panel to display the extension panel.
[0199] On the basis of any embodiment of the device of the present application, prior to the skill listing module 3100, it includes: an assembly response module, which is configured to respond to a resource assembly event acting on an assembly table, and display multiple resource slots of the assembly table in association with a target player character specified in a character library of a game user to which the current player character belongs, and display a list of idle skeleton resources in a skeleton collection library, wherein the character library includes the current player character; a loading response module, which is configured to respond to a resource loading event acting on any displayed resource, and load the target skeleton resource specified by the event into the target resource slot specified by the event; a submission response module, which is configured to respond to an assembly submission event acting on the assembly table, determine the equipment information of the target player character according to the skeleton resources assembled in each resource slot, and determine the corresponding default skills for each skeleton resource.
[0200] On the basis of any embodiment of the device of the present application, after the hidden release module 3400, it includes: an attack detection module, which is configured to detect whether the hostile target affected by the default skill meets the conditions for being transformed into a skeleton resource, and triggers a corresponding avatar event when it is met; an avatar response module, which is configured to respond to the avatar event, inherit the computer program object of the hostile target to obtain the corresponding object instance as a skeleton resource, and render the animation model of the hostile target as a residual statue at the location of the hostile target; a range determination module, which is configured to set the absorbable range of the residual statue in the game scene according to the range attribute data in the computer program object inherited by the skeleton resource; an absorption response module, which is configured to respond to the resource absorption event triggered by the current player character entering the absorbable range, display the animation effect of the current player character storing the residual statue, and add the skeleton resource corresponding to the residual statue to the skeleton collection library of the game user to which the current player character belongs.
[0201] Another embodiment of the present application also provides a game skill release control device. Figure 4 As shown, a schematic diagram of the internal structure of a game skill release control device. The game skill release control device includes a processor, a computer-readable storage medium, a memory, and a network interface connected through a system bus. Among them, the computer-readable non-volatile readable storage medium of the game skill release control device stores an operating system, a database, and a computer-readable instruction. The database may store an information sequence. When the computer-readable instruction is executed by the processor, the processor can implement a game skill release control method.
[0202] The processor of the game skill release control device is used to provide computing and control capabilities to support the operation of the entire game skill release control device. The memory of the game skill release control device may store computer-readable instructions, which, when executed by the processor, may enable the processor to execute the game skill release control method of the present application. The network interface of the game skill release control device is used to connect and communicate with a terminal.
[0203] Those skilled in the art will understand that Figure 4 The structure shown in the figure is merely a block diagram of a partial structure related to the scheme of the present application, and does not constitute a limitation on the game skill release control device to which the scheme of the present application is applied. The specific game skill release control device may include more or fewer components than shown in the figure, or combine certain components, or have a different arrangement of components.
[0204] In this embodiment, the processor is used to execute Figure 3The memory stores the program code and various data required to execute the above modules or submodules. The network interface is used to realize data transmission between user terminals or servers. The non-volatile readable storage medium in this embodiment stores the program code and data required to execute all modules in the game skill release control device of this application, and the server can call the program code and data of the server to execute the functions of all modules.
[0205] The present application also provides a non-volatile readable storage medium storing computer-readable instructions. When the computer-readable instructions are executed by one or more processors, the one or more processors execute the steps of the game skill release control method of any embodiment of the present application.
[0206] The present application also provides a computer program product, including a computer program / instruction, which implements the steps of the method described in any embodiment of the present application when executed by one or more processors.
[0207] Those skilled in the art can understand that all or part of the processes in the above-mentioned embodiments of the present application can be implemented by instructing the relevant hardware through a computer program, and the computer program can be stored in a non-volatile readable storage medium. When the program is executed, it can include the processes of the embodiments of the above-mentioned methods. Among them, the aforementioned storage medium can be a computer-readable storage medium such as a disk, an optical disk, a read-only memory (ROM), or a random access memory (RAM).
[0208] In summary, this application significantly improves the utilization efficiency of game skills, user control experience and the strategic depth of the game. First, by detecting multiple skeleton resources and their default skills of equipment obtained when the player character enters the game scene, the limitation of only using one external equipment skill in traditional technology is broken, which greatly improves the diversity of skills and the flexibility and adaptability of the player character in battle. Secondly, creating an extension panel and binding it with the quick skill control provides an intuitive and convenient way to select and release skills, simplifies the operation process, reduces the operating burden of players in battle, and optimizes the interactive design of the game. In addition, allowing players to use multiple default skills inherited from the skeleton resources of defeated enemy targets at the same time brings a new dimension to the strategy of the game, encouraging players to explore different equipment combinations and skill combinations, and create unique combat styles and strategies. These technical advantages work together to not only solve the problems existing in traditional technologies, but also provide players with a richer and more diverse gaming experience, significantly improving the overall playability and attractiveness of the game.
Claims
1. A method for controlling the release of game skills, characterized in that: include: When detecting that a player character enters a game scene, multiple skeleton resources equipped by the player character are obtained, and default skills corresponding to each skeleton resource are determined, wherein the default skills of the skeleton resources are inherited from the hostile targets defeated by the player character; Creating an extension panel, arranging corresponding skill controls in the extension panel corresponding to each of the default skills, and binding the extension panel to the quick skill controls in the game interface; In response to a touch press event acting on the quick skill control, the expansion panel is displayed, and a target skill control selected by the player is determined through the expansion panel; In response to a touch release event acting on the quick skill control, the expansion panel is hidden, and the player character is controlled to release a default skill corresponding to the target skill control.
2. The game skill release control method according to claim 1, characterized in that: In the expansion panel, corresponding skill controls are arranged corresponding to each of the default skills, including: Traversing the plurality of skeleton resources, when the default skill of the traversed skeleton resource belongs to the target type skill, associating the default skill with the double-click event of the quick skill control in the game interface; For the default skills of other skeleton resources that are not associated with the double-click event of the quick skill control, corresponding skill controls are arranged in the expansion panel corresponding to the default skills of each other skeleton resource; In response to a double-click event acting on the quick skill control, the player character is controlled to release a default skill associated with the double-click event.
3. The game skill release control method according to claim 1, characterized in that: In the expansion panel, corresponding skill controls are arranged corresponding to each of the default skills, including: Traversing the plurality of skeleton resources, determining a plurality of default skills belonging to the target type of skills, combining the plurality of default skills into a skill chain, and associating the skill chain with a double-click event of a quick skill control in a game interface; Corresponding to the default skills of other skeleton resources that have not been added to the skill chain, corresponding skill controls are arranged in the expansion panel corresponding to the default skills of each other skeleton resource; In response to a double-click event on the quick skill control, the player character is controlled to release the skill chain.
4. The game skill release control method according to claim 1, characterized in that: The target skill control selected by the player is determined through the expansion panel, including: Detecting in real time the touch position coordinates generated by moving while pressing the quick skill control, and determining the corresponding mapping position in the expansion panel according to the touch position coordinates; The skill control at the mapping position is identified as the target skill control selected by the player, and a visualization effect is added to the target skill control that is different from other skill controls.
5. The game skill release control method according to claim 1, characterized in that: Controlling the player character to release the default skill corresponding to the target skill control includes: According to the preset corresponding relationship data, determine the own skills in the skill library of the player character that match the default skills corresponding to the target skill control; The own skill and the default skill corresponding to the target skill control are constructed into a skill combination, and the player character is controlled to release the skill combination, wherein the skill combination is a skill chain or an advanced skill with a higher level than the own skill and the default skill of the target skill control.
6. The game skill release control method according to any one of claims 1 to 5, characterized in that: After arranging corresponding skill controls in the expansion panel corresponding to each of the default skills, the following steps are included: Detecting combat behavior data of a player character in a game scene, and determining the release frequency of each default skill arranged in the expansion panel within a preset period based on the combat behavior data; The skill controls corresponding to the default skills in the expansion panel are sorted according to the release frequency to adjust the layout of the skill controls in the expansion panel.
7. The game skill release control method according to any one of claims 1 to 5, characterized in that: Displaying the expansion panel also includes: Obtaining information about the area occupied by each interface view displayed in the game interface; Determine an idle area in the game interface according to the area information, and position the interface view of the expansion panel to the idle area; Rendering an interface view of the expansion panel to display the expansion panel.
8. The skill release control method according to any one of claims 1 to 5, characterized in that: When the player character is detected to enter the game scene, before obtaining multiple skeleton resources equipped by the player character, including: In response to a resource assembly event acting on an assembly table, multiple resource slots of the assembly table are displayed in association with a target player character specified by the current player character from a character library of a game user to which the current player character belongs, and a list of idle skeleton resources in a skeleton collection library is displayed, wherein the character library includes the current player character; In response to a resource loading event acting on any of the displayed sound resources, load the target sound resource specified by the event into the target resource slot specified by the event; In response to the assembly submission event acting on the assembly table, the equipment information of the target player character is determined according to the skeleton resources assembled in each resource slot, and the corresponding default skills are determined for each skeleton resource.
9. The game skill release control method according to any one of claims 1 to 5, characterized in that: After controlling the player character to release the default skill corresponding to the target skill control, it includes: Detect whether the hostile target affected by the default skill meets the conditions for transformation into a skeleton resource, and trigger the corresponding transformation event when the conditions are met; In response to the incarnation event, the computer program object that inherits the hostile target obtains the corresponding object instance as a skeleton resource, and renders the animation model of the hostile target as a residual statue at the location of the hostile target; According to the range attribute data in the computer program object inherited by the skeleton resource, setting the absorbable range of the residual statue in the game scene; In response to the resource absorption event triggered by the current player character entering the absorbable range, an animation effect of the current player character storing the residual statue is displayed, and the skeleton resource corresponding to the residual statue is added to the skeleton collection library of the game user to which the current player character belongs.
10. A game skill release control device, characterized in that: include: The skill listing module is configured to obtain multiple skeleton resources equipped by the player character when detecting that the player character enters the game scene, and determine the default skills corresponding to each skeleton resource; A panel creation module, configured to create an extension panel, arrange corresponding skill controls in the extension panel corresponding to each of the default skills, and bind the extension panel to the quick skill controls in the game interface; A display selection module, configured to respond to a touch press event acting on the quick skill control, display the expansion panel, and determine the target skill control selected by the player through the expansion panel; The hidden release module is configured to respond to a touch release event acting on the quick skill control, hide the expansion panel, and control the player character to release the default skill corresponding to the target skill control.
11. A game skill release control device, comprising a central processing unit and a memory, characterized in that: The central processing unit is used to call and run the computer program stored in the memory to execute the steps of the method according to any one of claims 1 to 9.
12. A non-volatile readable storage medium, characterized in that: It stores a computer program implemented according to the method described in any one of claims 1 to 9 in the form of computer-readable instructions, and when the computer program is called and executed by a computer, the steps included in the corresponding method are executed.