Role-based collaborative control methods, devices, equipment, and media
By monitoring the collaborative energy value of the foreground character and activating the collaborative control permission of the background character when the threshold is reached, the problem of insufficient continuity and collaboration in character switching in traditional games is solved, realizing seamless skill connection and collaborative combat between multiple characters, and improving the game experience and strategy.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2025-06-06
- Publication Date
- 2026-03-10
AI Technical Summary
In traditional video games, single-character control leads to player fatigue, and the lack of continuity and coordination when switching characters affects the game experience and strategy.
By monitoring the collaborative energy value of the foreground role, the collaborative control authority of the background role is activated when the preset threshold is reached, triggering collaborative skills, and continuing to execute the unfinished operations of the foreground role when switching roles, thus achieving seamless skill connection and collaborative combat between multiple roles.
It improves the game's smoothness and fluidity, increases the strategic depth and fun of combat, enriches the gameplay, and enhances the cooperative combat capabilities between characters.
Smart Images

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Abstract
Description
TECHNICAL FIELD
[0001] The present application relates to the technical field of computer, in particular to a role coordination control method and device, equipment and medium. BACKGROUND
[0002] In many electronic game works today, especially in traditional MMORPG games and some ARPG games, the design of the battle system is mostly around a single role. In the game process, players can usually only control one role to fight, and long-term single role control can easily make players feel tired, and the game experience gradually tends to be monotonous. Although some games have added a team-up mechanism to allow players to form a team containing multiple roles, in actual combat, players can still only control one role on the field to fight, and the remaining roles are in standby state.
[0003] Under this traditional mechanism, players must perform role switching operations every time they need to change the on-site role, at which time the previous role will completely exit the stage, and its original action instructions, skill release state and related battle effects will also be interrupted; the newly switched-in role starts fighting from the initial state, and the two roles lack continuity and connection in the battle state, resulting in insufficient linkage and cooperation between the roles. Players cannot fully utilize the skill characteristics of multiple roles for seamless connection and coordinated combat during the battle process, making it difficult to achieve more strategic and diverse battle play, affecting the playability and depth of the game, and also limiting the strategic richness of the game battle system, which cannot fully meet the game experience needs of players for team coordination and cooperation in battle. SUMMARY
[0004] The purpose of the present application is to solve the above problems and provide a role coordination control method and its corresponding device, equipment, non-volatile readable storage medium, and computer program product.
[0005] According to one aspect of the present application, a role coordination control method is provided, comprising:
[0006] Monitoring the corresponding accumulation state of the coordination energy value of the foreground role, and when the coordination energy value accumulates to a preset coordination threshold, activating the coordination control authority of the background role;
[0007] In response to a role switching instruction for the background role, triggering the first coordination skill corresponding to the foreground role based on the coordination control authority;
[0008] loading a role resource of the background role, switching the control right of the game role from the foreground role to the background role, triggering a second cooperative skill corresponding to the background role according to the first cooperative skill, wherein when a current foreground action of the foreground role is not executed completely, a foreground operation process corresponding to the foreground action is continued to be executed;
[0009] updating the background role as a current foreground role, updating a role attribute of the current foreground role based on the first cooperative skill and the second cooperative skill, and monitoring a corresponding accumulation state of a cooperative energy value of the current foreground role.
[0010] According to another aspect of the present application, a role cooperative control device is provided, comprising:
[0011] an energy monitoring module configured to monitor a corresponding accumulation state of a cooperative energy value of a foreground role, and activate a cooperative control right of a background role when the cooperative energy value accumulates to a preset cooperative threshold;
[0012] a first cooperative module configured to trigger a first cooperative skill corresponding to the foreground role based on the cooperative control right in response to a role switching instruction for the background role;
[0013] a second cooperative module configured to load a role resource of the background role, switch the control right of the game role from the foreground role to the background role, and trigger a second cooperative skill corresponding to the background role according to the first cooperative skill, wherein when a current foreground action of the foreground role is not executed completely, a foreground operation process corresponding to the foreground action is continued to be executed;
[0014] a cooperative updating module configured to update the background role as a current foreground role, update a role attribute of the current foreground role based on the first cooperative skill and the second cooperative skill, and monitor a corresponding accumulation state of a cooperative energy value of the current foreground role.
[0015] According to another aspect of the present application, a role cooperative control device is provided, comprising a central processing unit and a memory, wherein the central processing unit is configured to call a computer program stored in the memory to execute steps of the method described in the present application.
[0016] 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 role cooperative control method in the form of computer readable instructions, and the computer program, when called and run by a computer, executes steps included in the method.
[0017] According to another aspect of the present application, a computer program product is provided, comprising computer programs / instructions which, when executed by a processor, implement the steps of the method.
[0018] The present application effectively solves the deficiencies of the traditional role switching mechanism in game battle experience, operation continuity and strategy, achieves multiple beneficial effects, including but not limited to:
[0019] The present application realizes a dynamic triggering mechanism for role switching. When the cooperative energy value accumulates to the threshold, the player can trigger the first cooperative skill of the foreground role based on the cooperative control right, and switch the control right to the background role through the role switching instruction, thereby triggering the second cooperative skill of the background role. This not only improves the game experience of the player, but also increases the strategy and interest of the battle. At the same time, by allowing the foreground role to continue executing the operation process without completing the current action, the operation continuity of the game player is further optimized, the operation interruption caused by role switching is reduced, and the overall smoothness of the game is improved.
[0020] Furthermore, the present application provides an explicit triggering condition for role switching by monitoring the cooperative energy value accumulation state of the foreground role and activating the cooperative control right of the background role when the preset threshold is reached. On the basis of the game player being able to freely control, the game player is further provided with a more rich switching mechanism based on the dynamic response of the game player in the game process and the player's operation, enhancing the game player's sense of control over the game battle rhythm. And the present application triggers the first cooperative skill of the foreground role in response to the role switching instruction, and triggers the second cooperative skill of the background role according to the first cooperative skill, realizing seamless skill connection between multiple roles. This cooperative skill triggering mechanism not only enriches the battle strategy, but also enables the player to complete more operations in a short time, improving the battle efficiency and the upper limit of role damage. At the same time, the present application allows the foreground role to continue executing the operation process without completing the current action, ensuring the continuity of the operation and the smoothness of the battle, avoiding the operation interruption caused by role switching, enabling the player to use the skill combination of multiple roles more flexibly in the battle, improving the playability and depth of the game. Finally, the present application updates the background role to the current foreground role, and updates the role attributes based on the first cooperative skill and the second cooperative skill, further optimizing the management of the role state, enabling the role to immediately engage in battle after switching, and the update of the role attributes can reflect the actual effect of the cooperative skill, enhancing the cooperative combat capability between the roles.
[0021] In summary, the role coordination control mechanism provided by the present application can not only provide a multi-role switching battle mechanism in the multi-player role team battle play in the prior art, but also optimize the battle skill reservation after the role leaves and the synergy skill addition, so that the player can use the skill release process of the previous role in a short time, and even if the game player switches the role, the mechanism will not be interrupted. According to the skill characteristics of each game role and the skill release time, more damage output is inserted in a shorter time through reasonable role switching sequence and skill switching sequence, so that not only the game experience of the player is greatly improved, but also the strategy and interest of the battle are further increased, the operation continuity and the battle fluency are optimized, and compared with the conventional skill sequence release game mechanism, the present application has more rich connotation. Through higher game operation upper limit, more game players are attracted, so as to improve the overall quality and market competitiveness of the game. BRIEF DESCRIPTION OF DRAWINGS
[0022] Figure 1 The present application is an exemplary network architecture;
[0023] Figure 2 The present application is an exemplary network architecture;
[0024] Figure 3 The present application is an exemplary network architecture;
[0025] Figure 4 The present application is an exemplary network architecture; DETAILED DESCRIPTION
[0026] The technical solution of the present 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 a network, which are deployed with a computer program product implementing the role coordination control method according to the present application, which is responsible for real-time processing of various events and interactions in the game when the computer program product is running. The game server 81 is responsible for managing the state of the game world, including monitoring of synergy energy value, generation and recovery of role resources of player roles, and numerical calculation of role skills. The player terminal 80 communicates with the game server through the network, receives game state information and sends player operation instructions.
[0027] In terms of application scenarios, the technical solution of the present application is applicable to games that need to dynamically configure game character behavior modes that can be adjusted in real time. For example, in role-playing games (RPG) and open-world games, a player can control multiple characters, and the characters can improve battle efficiency and strategy through coordinated combat. Through the technical solution of the present application, the game can achieve seamless skill connection and coordinated combat between multiple characters according to the current synergy energy value of the player's character and the character switching instruction, thereby providing an innovative character coordination control mechanism and improving the player's gaming experience.
[0028] In the present application, the foreground character refers to a character currently directly controlled by the player, and the background character refers to a character in a standby state. The player can switch the control right from the foreground character to the background character through a character switching instruction. The synergy energy value is a special energy value accumulated by the character during the battle process. When it accumulates to a preset threshold, the synergy control right of the background character is activated, allowing the player to trigger a synergy skill. The first synergy skill is a skill triggered by the foreground character when the character is switched, and the second synergy skill is a skill triggered by the background character after the character is switched. The character synergy control right refers to a special right obtained when the synergy energy value of the foreground character reaches the preset threshold, allowing the foreground character and the background character to trigger the corresponding synergy skills when the character is switched.
[0029] When the game is loaded, the game server obtains the character information currently configured by the player to determine the foreground character and the background character currently configured by the player. When the player triggers the character switching instruction, the game server determines whether to activate the synergy control right of the background character according to whether the synergy energy value of the foreground character reaches the preset threshold. If the synergy energy value of the foreground character is insufficient, the corresponding synergy skill is not triggered when the background character is switched out, and only the control right of the game character by the game player is switched to the background character. However, if the foreground character currently has an operation that has not been completed, the character model resource of the foreground character is also released after the corresponding operation is completed. If the synergy control right is activated, the game server triggers the first synergy skill of the foreground character and switches the control right to the background character, and then triggers the second synergy skill of the background character. Thus, during the character switching process, if the current action of the foreground character has not been completed, the game server continues to execute the action process of the foreground character to ensure the continuity of the operation and the smoothness of the battle. After the character switching is completed, the background character is updated as the current foreground character, and the character attributes are updated based on the first synergy skill and the second synergy skill. Meanwhile, the game server continues to monitor the accumulation state of the synergy energy value of the current foreground character to provide a basic condition for the next character synergy control operation.
[0030] Through the above mechanism, the technical scheme of the present application can not only provide a battle mechanism capable of multi-role switching, but also optimize the battle skill reservation after the role leaves and the synergy skill addition, so that the player can use the skill release process of the previous role in a short time, even if the player switches the role, the mechanism will not be interrupted. According to the skill characteristics of each game role and the skill release time, more damage output is inserted in a shorter time through reasonable role switching order and skill switching order, thereby improving the game experience of the game player.
[0031] Please refer to Figure 2 In some embodiments of the role synergy control method of the present application, the following steps are included:
[0032] Step S3100, monitor the corresponding accumulation state of the synergy energy value of the foreground role, and when the synergy energy value accumulates to a preset synergy threshold, activate the synergy control permission of the background role;
[0033] During the game running process, the player terminal (referred to as terminal) will continuously monitor the accumulation state of the synergy energy value of the foreground role. The synergy energy value is a special energy value accumulated by the role in the game battle through various behaviors, and its accumulation mode can be associated with the attack times, defense actions, skill release or other battle interaction behaviors of the role. Each time the player controls the foreground role to successfully hit the enemy, the synergy energy value increases by a certain value; or the role triggers a defense action when attacked, and also obtains corresponding synergy energy accumulation. The terminal accurately calculates and updates the synergy energy value of the foreground role by monitoring these battle behaviors in real time. The accumulation of synergy energy value can have different implementation ways, such as increasing a fixed value each time the enemy is attacked, or increasing the synergy energy value in proportion to the attack damage. The specific implementation details can be flexibly configured by the game developer according to the game balance and play design.
[0034] When the synergy energy value accumulates to a preset synergy threshold, the terminal will activate the synergy control permission of the background role. The synergy threshold is a preset value used to determine when to allow the background role to fight in synergy. For example, the synergy threshold can be set to 100 points. When the synergy energy value of the foreground role gradually accumulates from 0 and finally reaches 100 points, the terminal will detect this state change. At this time, the terminal will generate a permission activation signal associated with the background role, which gives the background role the ability to fight in synergy. The background role can be one or more, and the specific number and configuration are determined by game design; the permission activation signal can be a simple flag bit or a complex data structure containing multiple parameters, used to store the synergy control state information of the background role.
[0035] The activation of the cooperative control permission allows the background role to trigger a specific cooperative skill after receiving the role switching instruction of the player. When the player issues the switching instruction, the foreground role triggers a first cooperative skill. The first cooperative skill can be a special attack or a gain skill of the game role, and the effect can be to cause additional damage, provide attribute addition to other roles, or create a favorable environment on the battlefield. At the same time, after the background role obtains the cooperative control permission, it can trigger a corresponding second cooperative skill. This can be an entry skill of the background role, such as releasing a range damage skill to clear surrounding enemies, restoring a certain amount of blood to all game roles in the team, or generating a protective shield to protect the game role. The specific effect and triggering mechanism of the cooperative skill can have multiple implementation ways, such as defining the cooperative skill of each role through a preset skill configuration file, or dynamically generating the cooperative skill effect according to the attributes and equipment of the role.
[0036] The terminal can activate the cooperative control permission of the background role in time when the energy value reaches the preset threshold by monitoring the accumulation state of the cooperative energy value of the foreground role, so that the game can automatically give the background role the ability to participate in the battle through the second cooperative skill at the appropriate time, improving the richness and strategy of the game. At the same time, this permission activation method based on energy value accumulation provides a clear battle rhythm indication for the player, which helps the player to better plan and execute the battle strategy.
[0037] Step S3200, in response to the role switching instruction for the background role, triggering the corresponding first cooperative skill of the foreground role based on the cooperative control permission;
[0038] During the game process, when the player issues a role switching instruction for the background role, the terminal will immediately respond to the instruction. The role switching instruction is usually triggered by the player through the game interface, such as clicking the role avatar on the screen, pressing a specific key combination, or issuing through a voice command. After the terminal receives the role switching instruction, it will first verify whether the background role has obtained the cooperative control permission, that is, check whether the role has been activated to have the ability to cooperate in battle. The cooperative control permission is a special permission of the background role activated when the cooperative energy value reaches the preset threshold, allowing it to trigger a cooperative skill when the role is switched.
[0039] In an embodiment, the first synergy skill of the foreground role can be set with a synergy cooldown time to avoid the game player relying on the operation mode by triggering the first synergy skill too frequently, thereby reducing the experience of other battle modes. Therefore, if the first synergy skill of the foreground role is in the synergy cooldown time at present, even if the synergy energy value of the foreground role has been fully charged, the terminal will only perform the role switching operation without triggering the corresponding synergy skill in response to the role switching instruction triggered by the game player. When the synergy cooldown time ends, the terminal will trigger the corresponding synergy skill based on the synergy control right in response to the role switching instruction.
[0040] If the background role has obtained the synergy control right when the terminal receives the role switching instruction triggered by the game player, it indicates that the first synergy skill of the foreground role is in a triggerable state at present, and the terminal will trigger the first synergy skill of the foreground role based on the synergy control right. The first synergy skill is a special skill automatically executed by the foreground role during role switching, and the effect thereof can have various implementation modes. For example, the first synergy skill can be an attack skill to cause additional damage to the surrounding enemies; can be a gain skill to provide temporary attribute addition to the background role, such as increasing attack or defense; or can be a control skill to apply a short-term daze or speed reduction effect to the enemy. The effect and duration of these skills can be configured according to game design to adapt to different battle strategies and scene requirements. The terminal will obtain the first synergy skill information of the foreground role from the role data, including the type, effect parameter, and animation performance of the skill, and then call the related interface of the game engine to start the execution flow of the skill, including steps such as playing the skill animation corresponding to the skill, calculating the numerical effect of the skill on the game progress, and updating the game state. For example, if the first synergy skill is a range attack skill, the terminal will calculate the attack range and damage value, and then apply the damage to all enemy roles within the range that meet the conditions. The skill animation can be played by calling the preset animation resource, and the skill effect of the first synergy skill is calculated based on the numerical system in the game to ensure that the damage or gain effect of the first synergy skill meets the game balance design.
[0041] In this way, the game player can obtain additional battle advantages during role switching through the triggering of the first synergy skill, thereby enhancing the strategy and interest of the game, providing more operation space and tactical choices for the game player, and improving the overall experience of the game. The game player can quickly switch to the background role after the foreground role releases a range attack skill, use the group damage effect of the skill to clear a large number of enemies, or switch to the background role immediately after the foreground role triggers a gain skill, use the gain effect to improve the combat power of the new role, which not only enriches the battle strategy, but also enables the game player to respond more flexibly to different battle scenes, thereby significantly improving the playability and appeal of the game.
[0042] In step S3300, the role resource of the background role is loaded, the control right of the game role is switched from the foreground role to the background role, and the second cooperative skill corresponding to the background role is triggered according to the first cooperative skill, wherein when the foreground action currently performed by the foreground role is not completed, the foreground operation process corresponding to the foreground action is continued to be performed.
[0043] When the player issues the role switching instruction and the background role has obtained the cooperative control right, the terminal performs the role switching operation. First, the terminal loads the role resource of the background role, which includes the role model, the role animation effect, the role skill data and the related attribute information of the role. The loading of the role resource is completed by the resource management module of the game engine, so as to ensure that the background role can smoothly enter the game scene and perform the corresponding action after switching. The terminal reads the 3D model file, the texture map, the animation sequence and the skill configuration file of the background role from the game resource library, so as to correctly display and control the role in the game scene. After loading the role resource, the terminal switches the control right of the game role from the foreground role to the background role, and correspondingly updates the game state and reorients the input instruction of the player. Specifically, the terminal pauses the real-time control response of the foreground role, maps the input instruction of the player to the background role, so that the player can immediately start to control the new role. During the switching process, the terminal processes the handover of the role state, including the transmission of the key attributes such as the position, the orientation, the life value and the skill state, so as to ensure that the background role can seamlessly replace the battle position and the state of the foreground role.
[0044] According to the first cooperative skill triggered by the foreground role, the terminal further triggers the second cooperative skill corresponding to the background role. The second cooperative skill is a special skill automatically performed by the background role after switching, and the effect of the second cooperative skill is associatedly affected by the first cooperative skill of the foreground role. For example, if the first cooperative skill of the foreground role is a skill capable of providing damage bonus for the game role switched to the current scene, and the second cooperative skill of the background role is a skill capable of causing damage, the first cooperative skill can provide the corresponding damage bonus for the second cooperative skill and all the damage caused by the background role within a certain time period, so that the skill linkage can enhance the continuity and the strategy of the battle, and enable the player to exert greater battle efficiency while switching the roles.
[0045] Meanwhile, when the character switching instruction is triggered, if the foreground action of the foreground character is not completed, the terminal will continue to execute the foreground operation process of the foreground character. For example, the foreground character is casting a continuous guide skill, and needs to guide for a period of time before a skill of a range damage type can be released. The terminal will ensure that the skill is executed according to the predetermined logic after the character switching, until the skill effect is completely released or interrupted by other mechanisms. Specifically, a skill execution queue or state machine can be maintained in the game engine to record the execution progress and state of each skill, so that the skill that is not completed and released will not be lost when the character is switched, and the corresponding skill of the foreground character can be released when the player controls the background character to fight. In the game scene, there can be two or more characters appearing and fighting at the same time, thereby distinguishing from the conventional form of small team members fighting separately, providing a more smooth and tacit team fighting mode, and the operation of the game player will not be directly interrupted by the character switching.
[0046] Through the above-mentioned cooperative mechanism, the terminal realizes resource loading, control right transfer, skill linkage and operation process continuity in the character switching process, and provides a seamless and deep game experience for the player.
[0047] Step S3400, updating the background character to the current foreground character, updating the character attribute of the current foreground character based on the first cooperative skill and the second cooperative skill, and monitoring the corresponding accumulation state of the cooperative energy value of the current foreground character.
[0048] After the background character is successfully switched to the current operation character, the terminal updates the character state and continuously monitors the cooperative energy value. First, the background character is updated to the current foreground character. The update of the player-controllable character can be completed by changing the state identifier of the character, so that the background character switched into the scene becomes the current character directly controllable by the player. The role data structure in the game can be updated to update the background character to the new foreground character, set the new foreground character as the object receiving the player input instruction, and display the visual effect and interactive elements of the new foreground character in the game scene.
[0049] Meanwhile, based on the first and second synergy skills triggered previously, the terminal will update the character attributes of the current foreground character, the first synergy skill can be usually set as a skill that provides a bonus to the team or the next character to appear, and the second synergy skill can be set as a skill that causes damage to the enemy units in the current scene and / or provides a bonus to the background character, so when the player performs character switching, if the first synergy skill of the current foreground character is triggered, the second synergy skill of the background character that enters the scene will be subject to the numerical bonus of the first synergy skill and the numerical bonus of the second synergy skill itself, including adjusting the basic attributes of the background character such as attack power, defense power, speed, and applying the temporary or permanent bonus effects brought by the first and second synergy skills. For example, if the first synergy skill can increase the attack power of the character, and the second synergy skill provides a damage bonus effect of a certain skill, the terminal will combine and apply these effects to the current foreground character that enters the scene through character switching, and these attribute updates will directly affect the performance of the character in the game, such as increasing the damage caused or reducing the damage received, so that the game character can correspondingly receive a bonus according to the triggering of the synergy skill.
[0050] In this embodiment, the terminal will retrieve the effect definitions of the first and second synergy skills from the skill database, calculate the specific numerical values of the attribute changes according to the preset formulas and parameters, for example, the first synergy skill defines a fixed numerical attribute addition or a percentage addition based on the current level and equipment factors of the character, and the terminal performs corresponding numerical calculation and applies the calculation results to the attribute system of the character, to ensure that the battle values in the game remain balanced and consistent.
[0051] Meanwhile, the terminal continuously monitors the accumulation state of the synergy energy value of the current foreground role, to prepare for the triggering of the first synergy skill of the current foreground role when the player next triggers a role switching instruction, and to correspondingly trigger the synergy control right of the background role when the synergy energy value of the current foreground role accumulates to the synergy threshold. The terminal can set an energy value counter for the synergy energy value, and update the value of the counter in real time according to in-game role attack hits or role defense events. For example, the synergy energy value can increase by a certain value each time the role successfully attacks an enemy, and can also increase by a certain energy value each time the role uses a specific skill. The terminal will accurately update the synergy energy value of the current foreground role according to the set synergy energy rules, ensure that it is within the allowed value range, and activate the corresponding synergy control mechanism when the synergy threshold is reached. In this way, the terminal ensures seamless transition after role switching and the continuity of the battle, while providing the player with continuous strategic choices and operational depth. The updating of the role attributes is based on the effects of the synergy skills, so that the player's operations can directly affect the battle results, enhancing the interactivity and playability of the game. Continuous synergy energy monitoring can also lay the foundation for subsequent role synergy control operations, ensuring the recyclability and sustainability of the entire synergy battle mechanism.
[0052] As can be seen from the above embodiments, the player can realize real-time monitoring of the accumulation state of the synergy energy value of the foreground role through the terminal during the game process. When the synergy energy value accumulates to the preset threshold, the synergy control right of the background role is activated, and the terminal can recognize and respond to the role switching instruction issued by the player, thereby triggering the first synergy skill of the foreground role. This not only improves the richness of the game in terms of role switching and skill triggering, but also enhances the real-time interactivity and response speed of the game. Meanwhile, the seamless connection of the synergy skills between multiple roles allows the player to complete more operations in a short time, improves the game battle efficiency and the upper limit of the role damage within a certain time, provides the player with more rich battle strategy choices, and significantly improves the strategic depth of the game.
[0053] In addition, the above-mentioned embodiments allow the foreground role to continue to perform the operation process when the current action is not completed, ensure the continuity of the operation and the smoothness of the battle, avoid the interruption of the operation caused by the role switching, improve the game experience of the player, and the update of the role attribute based on the cooperative skill after the background role is updated to the current foreground role further optimizes the management of the role state, so that the role can be immediately controlled by the player after the role switching and thus be put into the battle, thereby enhancing the cooperative combat capability between the roles. The entire cooperative control mechanism not only provides a battle mechanism capable of multi-role switching in the multi-player role squad battle play in the prior art, but also optimizes the mechanism by which the player can utilize the skill release process of the previous role without interruption even if the game player switches the role in a short time, according to the skill characteristics of each game role and the time length of the skill release, inserts more damage output in a shorter time through a reasonable role switching sequence and a skill switching sequence, so as to not only greatly improve the game experience of the player, but also further increase the strategy and interest of the battle, optimize the continuity of the operation and the smoothness of the battle, and have more connotations compared with the conventional skill sequence release game mechanism, so as to attract more game players through a higher game operation upper limit, thereby improving the overall quality of the game and the market competitiveness.
[0054] On the basis of any embodiment of the method of the application, the corresponding accumulation state of the cooperative energy value of the foreground role is monitored, and when the cooperative energy value accumulates to a preset cooperative threshold, the cooperative control right of the background role is activated, including:
[0055] In step S3110, the battle interaction behavior of the foreground role in the current battle scene is monitored in real time, and the cooperative energy value accumulated by the foreground role is obtained;
[0056] During the game process, the terminal continuously monitors the battle interaction behavior of the foreground role in the current battle scene to obtain the cooperative energy value accumulated by the role. The event listening system of the game engine is used to capture various battle behaviors of the foreground role in real time, such as attack actions, defense actions, skill release states, and injury states corresponding to the game role. When the foreground role performs an attack and hits an enemy, or successfully launches a defense action at a specific time, the terminal will increase the corresponding cooperative energy value of the role according to the preset cooperative energy rule. The corresponding cooperative energy rule can be adjusted flexibly according to the game design, such as increasing a fixed number of cooperative energy values each time the attack is performed, or increasing the cooperative energy values in proportion to the amount of damage caused.
[0057] Meanwhile, the terminal also reads the current foreground role's skill configuration and battle data to determine the influence of different behaviors on the accumulation of synergy energy, for example, some special skills can increase a large amount of synergy energy after being released, while the role's normal attack on the monster's shield increases less synergy energy. In this way, each operation of the player can be intuitively reflected in the change of synergy energy, so as to encourage the player to actively fight and reasonably use skills through the change of synergy energy. In addition, the terminal stores the accumulated synergy energy value in the role's state data and updates it in real time, ensuring that the acquisition of synergy energy is closely connected with the battle process. When the synergy energy value reaches a certain threshold, the background role can obtain the synergy control right, providing a visual basis for subsequent role switching and skill synergy, corresponding to switching the background role out of the field and triggering the synergy skill, not only improving the strategy of the game, but also enhancing the player's attention to the role's synergy energy management, further enriching the game's battle system.
[0058] Step S3120, when the accumulated amount of synergy energy reaches the synergy threshold, and the first synergy skill is in an activatable state, a right activation signal representing whether the synergy control right of the background role has been activated is generated;
[0059] The terminal monitors the foreground role's battle interaction behavior in the current battle scene in real time to obtain the synergy energy value accumulated by the role. The attack, defense and skill release behaviors of the foreground role are captured through the event listening system of the game engine. Whenever the role performs an attack and hits the enemy, or successfully launches a defense action, the terminal increases the corresponding synergy energy value for the role according to the preset synergy energy rules, for example, normal attack increases 5 points of synergy energy value each time it hits, and successful attack on the monster at a certain time increases 10 points of synergy energy value; for skill release, different skills can set different synergy energy increase values according to their effects, such as normal skill release increases 10 points of synergy energy value, and special skill release increases 25 points of synergy energy value. The terminal determines the specific influence of various player-controlled game role behaviors on the accumulation of synergy energy by reading the role's skill configuration and battle data, and stores the synergy energy value accumulated by the foreground role in the role's state data and updates it in real time, ensuring that the acquisition of synergy energy is closely connected with the foreground role's skill release and the battle process.
[0060] When the accumulated amount of synergy energy value reaches the synergy threshold, and the first synergy skill of the foreground role is in an activatable state, the terminal generates a permission activation signal indicating that the synergy control permission of the background role has been activated. The synergy threshold is a clear numerical limit, for example, set to 100 points. When the accumulated amount of synergy energy value of the foreground role reaches 100 points, the terminal acquires the state change that the accumulated amount of synergy energy value reaches the synergy threshold, and checks whether the first synergy skill is in an activatable state, that is, the first synergy skill is not in a cooling time and meets other activation conditions. When the terminal generates a permission activation signal corresponding to the first synergy skill. The permission activation signal can be a flag bit, for example, the synergy control state of the background role is marked as "activated", or a complex data structure containing multiple parameters, used to store synergy control state information of the background role, such as activation time and duration, to ensure that the background role obtains the ability of synergy combat at the right time. In this way, the game player can reasonably plan the skill use and energy accumulation of the role in the battle to obtain a more free and rich battle effect.
[0061] Step S3130, associate the permission activation signal with at least one corresponding second synergy skill of the background role, and trigger the activation permission of the second synergy skill.
[0062] When it is detected that the synergy energy value of the foreground role reaches the preset threshold and the first synergy skill is in an activatable state, the terminal generates a permission activation signal indicating that the synergy control permission of the background role has been activated, and then the terminal associates the permission activation signal with at least one second synergy skill of the background role, and triggers the activation permission of the second synergy skill. The terminal can determine the second synergy skill corresponding to the permission activation signal by accessing the skill data of the background role, for example, the second synergy skill of the background role can be a range damage skill, a healing skill or a gain buff skill, etc. The terminal activates the activation permission of the corresponding second synergy skill according to the preset role skill configuration, so that it is in a triggerable state. When the player issues a role switching instruction, the terminal can trigger the second synergy skill of the background role based on the trigger permission of the activated second synergy skill when the background role switches into the field, so as to realize the connection and synergy combat effect of the skill.
[0063] By monitoring the battle interaction behavior of the foreground role in the current battle scene in real time through the above embodiments, the accumulated synergy energy value of the foreground role can be accurately obtained. Since the battle interaction behavior obtained by the game terminal can dynamically reflect the operation behavior of the player, by converting it into the synergy energy accumulation of the role, not only is the player encouraged to actively fight and reasonably use skills, but also the player's attention to role energy management is enhanced, and the strategy and interactivity of the game are improved. When the synergy energy value reaches the preset threshold and the first synergy skill is in an activatable state, the terminal generates a permission activation signal in a timely manner to ensure that the synergy control permission of the background role is accurately activated, which further optimizes the timing of role switching and skill synergy, provides the player with clear battle rhythm instructions, and helps the player to develop more effective battle strategies. Further, the terminal associates the permission activation signal with the second synergy skill of the background role to trigger the activation permission, realizes seamless skill connection and cooperative combat between multiple roles, significantly improves the battle efficiency and role damage upper limit of the game, and improves the strategy depth and immersion of the player through fine energy monitoring and permission management.
[0064] On the basis of any embodiment of the method of the present application, in response to a role switching instruction for the background role, the first synergy skill corresponding to the foreground role is triggered based on the synergy control permission, comprising:
[0065] Step S3210, according to the role switching instruction issued by the player for the background role, verifying the activation state of the permission activation signal of the background role;
[0066] In the present embodiment, when the player issues a role switching instruction for the background role, the terminal will immediately respond and verify the activation state of the permission activation signal of the background role. The role switching instruction is usually triggered by the player through the game interface, such as clicking on the role avatar on the screen, pressing a specific key combination, etc. After the terminal receives the instruction, it will first check whether the background role has obtained the synergy control permission, i.e. whether the role has been activated with the ability to cooperate in battle. The terminal checks the permission activation signal in the state data of the background role by accessing the state data of the background role. The permission activation signal can be a flag bit or a data structure, which is used to indicate whether the background role has the synergy control permission. For example, the permission activation signal is set to a Boolean value, which indicates that the synergy control permission of the background role has been activated when the value is "true", and indicates that the synergy control permission has not been activated when the value is "false". The terminal determines whether the background role can cooperate in battle by reading the state of the permission activation signal.
[0067] If the permission activation signal indicates that the background role has obtained the cooperative control permission, the terminal continues to perform the role switching operation, switches the game role currently controlled by the player to the background role, and triggers the corresponding second cooperative skill. If the permission activation signal indicates that the background role has not obtained the cooperative control permission, the terminal switches the game role currently controlled by the player to the background role, but the foreground role does not trigger the first cooperative skill, and the background role does not trigger the second cooperative skill.
[0068] Therefore, the terminal ensures the rationality and effectiveness of the role switching, thereby improving the stability of the game and the game experience of the player. The above verification mechanism also enhances the strategy of the game, requiring the player to reasonably plan the skill use and energy accumulation of the role in the battle, and to make more considerations on whether to accumulate the cooperative energy value of the current foreground role to the cooperative threshold before switching the role, so as to ensure that the advantages of cooperative combat of the team can be fully exerted in a more rich role switching manner at a critical moment.
[0069] In step S3220, when the permission activation signal corresponding to the background role pointed by the role switching instruction indicates that the cooperative control permission has been activated, the cooperative energy value of the foreground role is cleared, the first cooperative skill corresponding to the foreground role is triggered, and the first cooperative skill is executed by the foreground role.
[0070] When the permission activation signal corresponding to the background role pointed by the role switching instruction indicates that the cooperative control permission has been activated, the terminal first clears the cooperative energy value of the foreground role, ensures that the accumulation of the cooperative energy of the foreground role starts from the initial state after the role switching under the condition of triggering the first cooperative skill, avoids the repeated use and possible imbalance of the energy value, then triggers the first cooperative skill corresponding to the foreground role, and executes the skill by the foreground role. The first cooperative skill can be of various types, for example, an attack skill, the foreground role can release a range damage skill to cause a large amount of damage to the surrounding enemies, a gain skill, the foreground role can provide temporary attribute addition to the background role, such as increasing attack or defense, a control skill, that is, the foreground role releases a daze or restraint skill to make the enemy enter a short daze or restraint state, or a healing skill, the foreground role can restore a certain amount of health value to the background role. The effects and values of the above skills can be configured according to the game design, to ensure the balance and diversity of the battle.
[0071] Further, the terminal starts the execution process of the first cooperative skill by calling the relevant interface of the game engine. The execution process includes playing the character skill animation released by the front ground character, calculating the skill effect of the first cooperative skill, and updating the game state. If the first cooperative skill is a range attack skill, the terminal calculates the range and damage value of the attack, and then applies the damage to all enemy characters in the range that meet the conditions. The playing of the skill animation is realized by calling the preset animation resource, and the calculation of the skill effect is based on the numerical system in the game to ensure that the damage or gain effect of the first cooperative skill meets the balance design of the game. The terminal also processes the cooling time and resource consumption of the first cooperative skill according to the definition of the first cooperative skill in the skill configuration file, to ensure that the use of the first cooperative skill will not be triggered too frequently by the player in some cases, thereby further maintaining the balance and strategy of the game, enabling the player to obtain additional battle advantages when switching characters, and providing the player with more operation space and tactical choices.
[0072] The above embodiments verify the activation state of the permission activation signal of the background character pointed to by the character switching instruction, to ensure the rationality and effectiveness of the character switching. When the permission activation signal indicates that the cooperative control permission has been activated, the cooperative energy value of the front ground character is emptied and the corresponding first cooperative skill is triggered, which not only avoids the repeated use of the energy value, but also provides the player with a clear battle rhythm indication, which helps the player to better plan the battle strategy. By triggering the first cooperative skill of the front ground character, the player can obtain additional battle advantages when switching characters, such as attack-type skills that can cause a large amount of damage to the enemy, gain-type skills that can enhance the combat power of the background character, control-type skills that can create output opportunities, and healing-type skills that can restore health. The effects and values of the above skills can be configured according to the game design to ensure the balance and diversity of the battle. By calling the relevant interface of the game engine to start the execution process of the first cooperative skill, including playing the skill animation, calculating the skill effect, and updating the game state, it is ensured that the damage or gain effect of the skill meets the balance design of the game, thereby significantly improving the battle efficiency and character damage upper limit of the game, optimizing the battle system of the game, and improving the strategic depth and game immersion of the player.
[0073] On the basis of any embodiment of the method of the present application, the character resource of the background character is loaded, the control permission of the game character is switched from the front ground character to the background character, and the second cooperative skill corresponding to the background character is triggered according to the first cooperative skill, including:
[0074] Step S3310, instantiating the character model resource of the background character based on the character switching instruction, and obtaining the corresponding control permission of the background character;
[0075] In this embodiment, the terminal loads the role model resource of the background role from the game resource library according to the role switching instruction, and the role model resource includes the 3D model file, texture map, animation sequence and skill configuration file of the role. Through the resource management module of the game engine, the terminal instantiates the corresponding game resource into the current battle scene to generate the role model entity of the background role. At the same time, the terminal switches the control permission of the background role from the uncontrolled state to the controllable state by updating the role state data in the game, so that the background role can be marked as the current controllable role, and the input instruction of the player is mapped to the role. In this way, the player can immediately control the current foreground role to perform various operations such as moving, attacking and skill releasing by triggering the corresponding instruction, and trigger the role switching instruction to switch one of the background roles to the current foreground role.
[0076] In the process of instantiating the background role, the terminal also needs to process the initial position and orientation of the role to ensure that the background role appears at a reasonable position and avoids being out of model or appearing at an inappropriate place. Generally, the background role will appear at the same coordinate position as the foreground role or in the nearby movable area, and the orientation after appearing will be consistent with that of the foreground role or directly face the direction of the coordinate position of the enemy. The terminal also synchronizes various attributes and states of the background role, such as health points, role attribute values and skill cooling time, to ensure the coherence of role switching and consistency of game state. If the foreground role executes a first cooperative skill during switching, the terminal will process the corresponding skill effect of the embodiment of the first cooperative skill on the background role, such as adding to the role attribute of the background role or making the skills of the foreground role and the background role linked.
[0077] Through the above embodiment, the player can realize smooth role switching in the battle, timely adjust the battle strategy, and use the skills and attributes of different roles to cope with the changing battle environment, thereby significantly improving the playability and strategy depth of the game.
[0078] Step S3320, recovering the control permission of the foreground role, switching the control permission currently controllable by the game player to the control permission of the background role;
[0079] When the player issues a role switching instruction and the background role has obtained the cooperative control permission, the terminal will recover the control permission of the foreground role and switch the control permission to the control permission of the background role. The terminal switches the state of the foreground role from controllable to uncontrollable, so that the game player can no longer directly control the foreground role to perform operations. Specifically, the state identifier of the foreground role can be updated, and the input instruction of the player is removed from the role, such as changing the control identifier of the foreground role from "controllable" to "uncontrollable", and removing the association between the role and the input device.
[0080] Meanwhile, the terminal switches the state of the background role from uncontrolled to controllable, and maps the input instructions of the player to the background role, such as updating the state identifier of the background role to "controllable", and rebinding the input event listener, so that the input of the player can directly affect the operation of the background role switched to the current scene. When the player presses the operation button, the background role will perform the corresponding operation according to the operation instruction corresponding to the operation button; and the terminal also processes the visual and audio feedback when the role is switched to enhance the experience of the player. The player can configure the corresponding off-scene animation when the foreground role leaves the scene, and the background role enters the scene with an entry animation. At the same time, the game can also play corresponding sound effects to prompt the player that the controllable role is changing.
[0081] In this embodiment, the terminal needs to ensure the continuity of the state update of the foreground role and the background role and the smoothness of the game. For example, the terminal will ensure that all attributes and states of the background role such as position, orientation, health, role attribute value and skill cooling time are correctly loaded and synchronized, so that the player can immediately start to control the background role to perform operations, and ensure that the player can quickly and seamlessly switch roles in the battle, and use the skills and attributes of different roles to cope with the changing battle environment.
[0082] Step S3330, activating the second cooperative skill corresponding to the background role according to the first cooperative skill triggered by the foreground role, and executing the second cooperative skill by the background role.
[0083] When the player issues a role switching instruction and the background role has obtained the cooperative control permission, the terminal will activate the second cooperative skill corresponding to the background role according to the first cooperative skill triggered by the foreground role. When the first cooperative skill is triggered, the terminal will generate a skill activation signal associated with the second cooperative skill of the background role. The terminal determines and activates the second cooperative skill corresponding to the first cooperative skill by accessing the skill data of the background role. The type of the second cooperative skill can be diversified. For example, it can be a range damage skill for causing a large amount of damage to the enemy, or a gain skill for improving the attributes of the background role or teammates; or a control skill for limiting the movement of the enemy. The terminal activates the corresponding second cooperative skill according to the preset skill configuration, and releases it through the background role.
[0084] When the background character switches to the foreground and obtains the control right, the terminal will immediately execute the second cooperative skill, including playing the corresponding skill animation, calculating the corresponding skill effect, and updating the game state, etc. The second cooperative skill can be a range damage skill, and the terminal will calculate the attack range and damage value corresponding to the second cooperative skill, and then apply the damage to all enemy characters in the range that meet the conditions. If the second cooperative skill is a gain skill, the terminal will increase the corresponding character attribute of the background character or other characters within a certain time. Moreover, the terminal can also handle the cooling time and resource consumption of the second cooperative skill according to the definition in the skill configuration file, to ensure that the use of the second cooperative skill will not be too frequent. Thus, the player can exert greater combat effectiveness when the character switches, enhancing the strategy and interest of the game. The seamless skill connection and cooperative combat effect provided by the above implementation mode also further provides the player with more rich combat strategy choices.
[0085] The cooperative effect of the above embodiment first ensures that the background character can quickly join the battle by loading character models, textures, animations, and skill configurations, etc. resources, and instantiating to the battle scene to generate a background character entity, so that the player can immediately control the character to perform operations. At the same time, it provides processing of the initial position and orientation of the character to avoid model penetration or unreasonable position, and also ensures the continuity and visual consistency of the battle. Secondly, it provides recycling of the control right of the foreground character and switching to the background character, realizing seamless connection of character switching; and by updating the character state identifier and remapping the player's input instructions, it ensures that the player can immediately control the new character, improving the interactivity and response speed of the game. At the same time, visual and audio feedback is provided to enhance the player's immersion and perception of character switching. And according to the first cooperative skill of the foreground character triggering the second cooperative skill of the background character, the skill cooperative combat between multiple characters is realized. By generating a skill activation signal and accessing the skill data of the background character, the seamless connection of the skill and the improvement of the combat efficiency are ensured.
[0086] On the basis of any embodiment of the method of the present application, when the current foreground action of the foreground character is not executed, the foreground operation process corresponding to the foreground action is continued to be executed, including:
[0087] Step S3340, judging whether the foreground character has a foreground action that is not settled, wherein the foreground action includes character entity animation and battle trigger data triggered by the foreground character after receiving the corresponding control instruction of the game player;
[0088] When a player triggers a character switching command, the terminal checks whether the foreground character has any unresolved foreground actions. Foreground actions include character animations and combat trigger data triggered after the foreground character receives the player's control command. Character animations refer to the various action expressions displayed by the character in the game scene, such as sword swing animations when attacking or spell casting animations when casting spells. Combat trigger data involves the actual effect data generated in combat, such as the damage value caused by attacks or the amount of damage reduced when defending. The terminal uses the game engine's animation and combat systems to determine whether foreground actions are complete. For character entity animations, the terminal checks the current animation's playback progress. If the animation has not finished playing, the terminal considers the foreground action incomplete. For example, if the foreground character is currently releasing a skill with a 3-second animation duration, and the animation has only played for 1 second when the character switching command is triggered, the terminal will recognize that the animation is incomplete. For combat trigger data, the terminal checks whether the combat data has been settled. Normally, a character's combat trigger data is settled within the duration of the skill release animation. However, in some cases, a ranged attack skill may be released only after the foreground character's skill release animation has finished, and damage settlement may not occur until the ranged attack comes into contact with a certain range of the enemy target.
[0089] The terminal tracks the foreground character's action status and the progress of combat data settlement in real time. Game engines typically provide corresponding interfaces and event listening mechanisms so that the terminal can obtain this information promptly. For example, the animation interface triggers corresponding animation events to inform the terminal of the animation's start and end, and the combat interface sends notifications at key points in combat data settlement. When the terminal determines that a foreground character has incomplete foreground actions, it will continue to execute the corresponding foreground operation process, including continuing to play character entity animations until they end, and completing the settlement of combat trigger data. For example, if a character is casting a channeled skill, the terminal will ensure that the skill channeling is complete, calculate the damage value, and apply it to the target. This ensures the continuity and smoothness of the game's combat and avoids operation interruptions caused by character switching.
[0090] Step S3350: If the playback process of the corresponding character entity animation of the foreground character has not been completed, then maintain the playback process of the character entity animation.
[0091] When determining whether a foreground character has any unresolved foreground actions, the terminal checks whether the character's physical animation has finished playing. Physical animation refers to the character's actions displayed in the game scene, such as a sword swing animation during an attack or a spellcasting animation. If the corresponding physical animation of the foreground character has not finished playing, the terminal will maintain its playback progress. The terminal monitors the playback status of the physical animation through the game engine's animation system. The game engine provides an interface for animation playback progress, and the terminal obtains the current playback time and total duration of the animation through this interface. If the current playback time has not reached the total duration, the terminal considers the animation incomplete and continues playing it, ensuring that the animation playback process is not interrupted by character switching. Therefore, even during character switching, the foreground character's animation will continue to execute until it ends naturally. For example, if a skill release animation lasts for 3 seconds and has already played for 2 seconds during a switch, the terminal will continue playing the animation until the 3 seconds are up, ensuring that the visual presentation of the foreground character's skill release is complete in the game scene seen by the player.
[0092] Step S3360: If the settlement process of the corresponding battle trigger data of the foreground character has not been completed, then the settlement process of the battle trigger data shall be maintained.
[0093] When determining whether a foreground character has any unresolved foreground actions, the terminal also checks whether the foreground character's combat trigger data has been resolved. Combat trigger data refers to the data processing steps triggered after a character receives player control commands, including attack damage calculation, defense effect calculation, and skill effect application. If the foreground character's combat trigger data resolution process is incomplete, the terminal will maintain this process. The terminal monitors the resolution status of combat trigger data through the game engine's combat system. The game engine provides an interface for combat data resolution progress, which the terminal uses to obtain the current resolution status. If combat trigger data is not yet resolved, the terminal will continue the resolution process until it is complete. If an attack action has been triggered, but the damage value has not yet been calculated and applied to the target, the terminal will continue to calculate and apply the damage value to ensure the accuracy and consistency of the combat results and to ensure that the combat trigger data resolution process is not interrupted by character switching.
[0094] Therefore, during character switching, the combat data calculation for the foreground character will continue. If the current foreground character is casting a damage-over-time skill, even if the player triggers the character switching command, the terminal will continue to calculate the damage of the damage-over-time skill released by the foreground character until the damage calculation is complete. Furthermore, the terminal can handle the animation and sound effects feedback related to combat trigger data calculation. Even if a character switch occurs, the terminal will ensure that the relevant animations and sound effects are played completely. However, since the player's current controlled character has been switched to the background character, the animations and sound effects related to the combat trigger data calculation corresponding to the foreground character can be displayed by reducing special effects particles and lowering sound effects to provide the player with a richer combat experience.
[0095] Through the above embodiments of this application, the foreground character can maintain the execution of unfinished actions during character switching, thereby significantly improving the continuity and smoothness of the game's combat. When the player triggers character switching, the terminal determines whether the foreground character has any unfinished foreground actions, including character entity animations and combat trigger data. Through the animation system and combat system of the corresponding game engine, the terminal can monitor the animation playback progress and combat data settlement status, ensuring that unfinished animations continue to play until the end and unsettled combat data is settled, avoiding visual interruptions and loss of combat data caused by character switching, and ensuring the integrity and accuracy of the combat results. Furthermore, by continuing to execute the foreground operation process, the terminal provides a richer display of game screens, which not only improves the interactivity of the game but also enhances the player's immersion and satisfaction.
[0096] Based on any embodiment of the method in this application, the background role is updated to the current foreground role, the role attributes of the current foreground role are updated based on the first collaborative skill and the second collaborative skill, and the corresponding accumulation status of the collaborative energy value of the current foreground role is monitored, including:
[0097] Step S3410: Update the background character's status to the current foreground character, so that the current foreground character is the game character that the player can currently control.
[0098] The terminal updates the background character's status to match the current foreground character, ensuring the background character can smoothly take over the battle and be controlled by the player. The terminal can update the background character's status indicator, switching it from "background" or "uncontrollable" to "foreground" or "controllable," ensuring the game engine and related systems can recognize this character as the primary control target. Simultaneously, the terminal maps player input commands to the new foreground character. Player movement, attacks, and skill activation directly affect the newly switched-in foreground character. The terminal accurately transmits every player command to the current foreground character by binding input event listeners. The terminal also handles character visual and position updates. The new foreground character's position and orientation must remain consistent with the previous foreground character, or be adjusted to a suitable initial position based on the battle scenario to avoid character overlap or unreasonable positioning. This can be achieved through smooth displacement adjustments or direct position resets to ensure the character appears in a reasonable combat position.
[0099] Regarding attribute and status synchronization, the terminal ensures that all relevant character attributes of the background character are correctly loaded and displayed. If the foreground character executes a first cooperative skill during the switch, the terminal also handles any buffs or effects applied to the background character by that first cooperative skill, ensuring that the corresponding buffs or effects remain effective in the game scene after the character switch. Finally, the terminal updates the relevant displays on the game interface, such as replacing the character portrait, health value, and skill icons of the previous foreground character in the current game scene with those of the switched-in background character, reflecting the state of the background character as the currently controllable foreground character and providing players with clear visual feedback.
[0100] Step S3420: Update the second skill effect of the second collaborative skill according to the first skill effect corresponding to the first collaborative skill, and update the character attributes of the current foreground character based on the first skill effect and the second skill effect;
[0101] The terminal updates the second skill effect of the second collaborative skill based on the first skill effect corresponding to the first collaborative skill, and updates the character attributes of the currently active character based on these two skill effects. The first and second collaborative skills each have unique skill effects, and these effects can be stacked to enhance the combat capabilities of the currently active character. The terminal reads the first skill effect of the first collaborative skill, which may include effects such as increased attack power, enhanced defense, and increased speed. When the first collaborative skill is triggered, the terminal reads the second skill effect of the second collaborative skill and then combines the effects of both skills, applying them to the character attributes of the currently active character. The character attributes of the currently active character are thus adjusted according to the first skill effect, while the second skill effect also plays a role in combat.
[0102] When the first and second cooperative skills are triggered, the terminal processes the duration and cooldown of the skill effects of the first and second cooperative skills according to the definition in the skill configuration file. This ensures that the corresponding skill effects take effect within the set time and that the skills can be triggered again after the cooldown time ends. This prevents the gameplay from becoming too reliant on a single type of operation due to its frequent triggering, which could lead to players becoming too dependent on the corresponding operation or losing interest in it.
[0103] Step S3430: Obtain the accumulated collaborative energy value of the current foreground character in the combat interaction behavior in the current combat scene. When the accumulated collaborative energy value of the current foreground character reaches the collaborative threshold, detect whether the first collaborative skill corresponding to the current foreground character is in an activatable state, so as to activate the collaborative control permission of one or more background characters corresponding to the current foreground character.
[0104] The terminal continuously monitors the combat interactions of the current foreground character in the battle scene to accumulate cooperative energy. These interactions include attack, defense, and skill activation between the player character and enemy targets. Each interaction increases cooperative energy according to preset rules. When a player attacks an enemy target, the corresponding attack triggers the accumulation of cooperative energy. Similarly, when a player successfully defends against an enemy target at a specific moment, the corresponding defense triggers the accumulation of cooperative energy. Furthermore, releasing specific skills also accumulates cooperative energy based on the skill's settings. When the accumulated cooperative energy reaches a preset threshold, the terminal checks if the current foreground character's first cooperative skill is active. Active means the skill is not on cooldown and meets all activation conditions. If the first cooperative skill is active, the terminal activates cooperative control permissions for one or more background characters corresponding to the current foreground character. Once activated, these background characters can enter the battlefield and participate in cooperative combat via the player-triggered character switching command and their corresponding second cooperative skill, thus providing players with more combat options and operational flexibility.
[0105] The embodiments described above in this application achieve seamless character switching and attribute updates by updating the background character to the current foreground character and synchronizing its state. This significantly improves the smoothness of the game and the player's immersion. The terminal updates the state of the background character to the currently controllable foreground character, ensuring that the player can instantly control the new character to perform operations. At the same time, updating character attributes based on the effects of the first and second collaborative skills enhances the character's combat capabilities, provides a richer selection of combat strategies, and optimizes the game's combat rhythm by continuously monitoring the collaborative energy value of the foreground character and activating the collaborative control permission of the background character when it reaches a threshold. This method improves the game's combat rhythm, enhances the game's strategy and playability, allows players to more flexibly cope with changing combat environments, and optimizes the player's combat experience.
[0106] Based on any embodiment of the method in this application, it includes:
[0107] Step S4100: Respond to the game rendering event. When the second collaborative skill is triggered, adjust the visual effect level of the foreground character and the first collaborative skill to the background rendering mode.
[0108] In this embodiment, game rendering events refer to a series of events triggered by the game engine when rendering game visuals. Game rendering events are closely related to the drawing and display of game visuals. When a game rendering event occurs, the terminal can capture these events through corresponding event listeners and perform rendering-related operations. In response to game rendering events, when the second collaborative skill is triggered, the terminal adjusts the visual effects layer of the foreground character and the first collaborative skill to background rendering mode. Visual effects refer to various effects displayed in the game visuals, such as light effects, particle effects, and animations during skill release. Background rendering mode is a rendering mode that places specific visual elements at a lower rendering layer, making them appear behind other elements on the screen. This ensures that the currently activated second collaborative skill and its related visual effects are displayed in the foreground of the game visuals, making the player's currently controlled character a more prominent focus of the player's attention.
[0109] The terminal adjusts the rendering level of the visual effects of the foreground character and the first cooperative skill through the game engine's rendering system. This can be achieved by modifying the order or level settings of the visual effects in the rendering queue. For example, the terminal can set the rendering level of the visual effects of the foreground character and the first cooperative skill to a lower value, so that they are drawn on the background layer during rendering. In this way, when the second cooperative skill is triggered and its visual effects are displayed, the corresponding effects will be drawn on top of the visual effects of the foreground character and the first cooperative skill, thus highlighting the new skill effect. In this way, the terminal can more effectively manage the visual elements on the screen, ensuring that important skill effects are highlighted, while maintaining the clarity and order of the game screen, providing players with a better visual experience and a more easily understood combat state.
[0110] Step S4200: Respond to the data processing event, determine the skill duration corresponding to the first collaborative skill, and update the role attributes of the background role and the skill value of the second collaborative skill triggered by the background role based on the first collaborative skill and the skill duration.
[0111] In summary, data processing events refer to events triggered by the game engine when processing game data. Data processing events are related to various data updates and calculation needs in the game, such as character attribute updates, skill effect calculations, and combat status settlements. When a data processing event occurs, the terminal can capture the data processing event through the corresponding event listener and perform data processing-related operations.
[0112] When determining the duration of the first collaborative skill, the terminal retrieves the skill's duration from the definition in the skill configuration file. Skill duration refers to the time a skill lasts from start to finish; for example, a skill might last 5 seconds. The terminal updates the background character's attributes and the second collaborative skill's values based on this duration and the effect of the first collaborative skill. The terminal reads the parameters of the first collaborative skill, such as the attack power bonus percentage and duration, and calculates the background character's new attribute values based on these parameters. If the first collaborative skill provides a 20% attack power bonus and lasts for 10 seconds, the terminal increases the background character's attack power by 20% from its current value and restores it to its original value after 10 seconds. Simultaneously, the terminal adjusts the second collaborative skill's values based on the effect of the first collaborative skill, such as increasing the second collaborative skill's damage output or healing. This allows for dynamic adjustments to character attributes and skill values, enabling players to plan their combat strategies based on skill duration and effects, thereby enhancing the game's playability and depth.
[0113] Step S4300: Respond to the resource recycling event. After the corresponding character entity animation of the foreground character has finished playing and the corresponding battle trigger data of the foreground character has been settled, release the character model resources of the foreground character.
[0114] During gameplay, the terminal responds to resource recycling events to ensure the effective management and utilization of game resources. Resource recycling events are events triggered in the game engine when specific resources are no longer needed or displayed. These events are typically related to resource loading and unloading. When a resource recycling event occurs, the terminal performs corresponding operations to release resources that are no longer required. When the foreground character's physical animation finishes playing and the combat data for that character is settled, the terminal performs a resource recycling operation. It monitors the playback status of the character's physical animation and the settlement status of the combat data through the game engine's animation and combat systems. When it detects that the character's physical animation has finished playing and the combat data has been settled, the terminal confirms that the foreground character no longer needs to be active, thus triggering a resource recycling event.
[0115] When responding to resource reclamation events, the terminal releases the character model resources of the foreground character, including unloading the character's 3D model files, texture maps, animation sequences, and skill configuration files. This reduces the game's memory footprint and improves performance and smoothness. The terminal unloads these resources from memory by calling the game engine's resource management interface and may return them to the resource pool for later reuse. Furthermore, the terminal updates the game's internal state management, ensuring that the character's state indicator switches from "controllable" or "foreground" to "uncontrollable" or "background," and stops mapping player input commands to that character. This ensures the game engine no longer uses that character as the primary operation target, avoiding resource waste and unnecessary calculations. The terminal effectively manages game resources, ensuring timely release when not needed, thus optimizing performance and smoothness. For games that require long runs, this effectively prevents memory leaks and performance degradation, enhancing the overall player experience.
[0116] Through the synergistic effect of the above embodiments, this application significantly improves the game's resource management efficiency, visual presentation, and the dynamism of combat strategies. At the rendering level, by adjusting the visual effects level in response to game rendering events, it ensures the clear presentation of the player's focus, enhancing the layering of the visual experience and the three-dimensionality of the combat. In terms of data processing, by updating character attributes and skill values in response to data processing events, it achieves dynamic adjustment of character abilities, allowing players to flexibly formulate combat strategies based on skill effects and durations, greatly enriching the game's strategic dimensions. Furthermore, by responding to resource recycling events and releasing unused character model resources, it effectively reduces the game's memory footprint, further improving the game's operating efficiency and smoothness, and ensuring stable performance during extended gameplay. The combined effect of the technical advantages of the above embodiments provides players with a more immersive and smooth gaming experience, while further enhancing the game's playability and depth.
[0117] Please see Figure 3According to one aspect of this application, a role-coordination control device includes an energy monitoring module 5100, a first coordination module 5200, a second coordination module 5300, and a coordination update module 5400. The energy monitoring module 5100 is configured to monitor the accumulated state of the coordination energy value of a foreground role, and activate the coordination control permission of a background role when the accumulated coordination energy value reaches a preset coordination threshold. The first coordination module 5200 is configured to respond to a role switching command for the background role and trigger a first coordination skill corresponding to the foreground role based on the coordination control permission. The second coordination module 5300 is configured to load the role resources of the background role, switch the control permission of the game character from the foreground role to the background role, and trigger a second coordination skill corresponding to the background role based on the first coordination skill. When the current foreground action of the foreground role has not been completed, the foreground operation process corresponding to the foreground action continues to be executed. The coordination update module 5400 is configured to update the background role to the current foreground role, update the role attributes of the current foreground role based on the first and second coordination skills, and monitor the accumulated state of the coordination energy value of the current foreground role.
[0118] Based on any embodiment of the device in this application, the energy monitoring module 5100 includes: a combat monitoring module, configured to monitor the combat interaction behavior of the foreground character in the current combat scene in real time and obtain the corresponding accumulated collaborative energy value of the foreground character; a signal generation module, configured to generate a permission activation signal indicating whether the collaborative control permission of the background character has been activated when the accumulated amount of the collaborative energy value reaches the collaborative threshold and the first collaborative skill is in an activatable state; and a permission triggering module, configured to associate the permission activation signal with at least one corresponding second collaborative skill of the background character and trigger the activation permission of the second collaborative skill.
[0119] Based on any embodiment of the device in this application, the first collaboration module 5200 includes: an activation verification module, configured to verify the activation status of the permission activation signal of the background character according to the character switching command issued by the player for the background character; and a collaboration trigger module, configured to clear the collaboration energy value of the foreground character and trigger the first collaboration skill corresponding to the foreground character when the permission activation signal corresponding to the background character pointed to by the character switching command indicates that the collaboration control permission has been activated, and the foreground character executes the first collaboration skill.
[0120] Based on any embodiment of the device in this application, the second collaboration module 5300 includes: a resource entity module, configured to instantiate the character model resource of the background character based on the character switching instruction, and obtain the corresponding control permissions of the background character; a control switching module, configured to revoke the control permissions of the foreground character, and switch the control permissions that the game player can currently control the game character to the control permissions of the background character; and a collaboration activation module, configured to activate the second collaboration skill corresponding to the background character according to the first collaboration skill triggered by the foreground character, and have the background character execute the second collaboration skill.
[0121] Based on any embodiment of the device in this application, the second collaboration module 5300 further includes: a settlement judgment module, configured to determine whether the foreground character has any unsettled foreground actions, wherein the foreground actions include character entity animations and combat trigger data triggered by the foreground character after receiving corresponding control commands from the game player; an animation playback module, configured to maintain the playback process of the character entity animation if the playback process of the corresponding character entity animation of the foreground character has not been completed; and a combat settlement module, configured to maintain the settlement process of the combat trigger data if the settlement process of the corresponding combat trigger data of the foreground character has not been completed.
[0122] Based on any embodiment of the device in this application, the collaborative update module 5400 includes: a status update module, configured to update the character status of the background character to the current foreground character, so that the current foreground character is a game character currently controllable by the player; a skill update module, configured to update the second skill effect of the second collaborative skill according to the first skill effect corresponding to the first collaborative skill, and update the character attributes of the current foreground character based on the first skill effect and the second skill effect; and a monitoring update module, configured to obtain the collaborative energy value accumulated by the current foreground character in the combat interaction behavior in the current combat scene, and when the accumulated amount of the collaborative energy value of the current foreground character reaches the collaborative threshold, detect whether the first collaborative skill corresponding to the current foreground character is in an activatable state, so as to activate the collaborative control permissions of one or more background characters corresponding to the current foreground character.
[0123] Based on any embodiment of the device in this application, it includes: a game rendering module, configured to respond to a game rendering event, and when the second collaborative skill is triggered, adjust the visual effect level of the foreground character and the first collaborative skill to background rendering mode; a data processing module, configured to respond to a data processing event, determine the skill duration corresponding to the first collaborative skill, and update the character attributes of the background character and the skill value of the second collaborative skill triggered by the background character according to the first collaborative skill and the skill duration; and a resource recycling module, configured to respond to a resource recycling event, and release the character model resources of the foreground character after the corresponding character entity animation of the foreground character has finished playing and the corresponding combat trigger data of the foreground character has been settled.
[0124] Another embodiment of this application also provides a role-cooperative control device. For example... Figure 4 The diagram shows the internal structure of a role-cooperative control device. This device includes a processor, a computer-readable storage medium, a memory, and a network interface connected via a system bus. The computer-readable, non-volatile storage medium stores an operating system, a database, and computer-readable instructions. The database stores information sequences, and when executed by the processor, these computer-readable instructions enable the processor to implement a role-cooperative control method.
[0125] The processor of the role-coordinated control device provides computing and control capabilities to support the operation of the entire device. The memory of the device can store computer-readable instructions, which, when executed by the processor, cause the processor to perform the role-coordinated control method of this application. The network interface of the device is used for communication with a terminal.
[0126] Those skilled in the art will understand that Figure 4 The structure shown is merely a block diagram of a portion of the structure related to the present application and does not constitute a limitation on the role coordination control device to which the present application is applied. The specific role coordination control device may include more or fewer components than those shown in the figure, or combine certain components, or have different component arrangements.
[0127] In this embodiment, the processor is used to execute... Figure 3 The specific functions of each module are described, and the memory stores the program code and various data required to execute the aforementioned modules or sub-modules. A network interface is used to enable data transmission between user terminals or servers. In this embodiment, the non-volatile readable storage medium stores the program code and data required to execute all modules in the role-cooperative control device of this application. The server can call the server's program code and data to execute the functions of all modules.
[0128] This application also provides a non-volatile readable storage medium storing computer-readable instructions, which, when executed by one or more processors, cause the one or more processors to perform the steps of the role cooperative control method of any embodiment of this application.
[0129] This application also provides a computer program product, including a computer program / instructions that, when executed by one or more processors, implement the steps of the method described in any embodiment of this application.
[0130] Those skilled in the art will understand that all or part of the processes in the methods of the above embodiments of this application can be implemented by a computer program instructing related hardware. This computer program can be stored in a non-volatile readable storage medium, and when executed, it can include the processes of the embodiments of the above methods. The aforementioned storage medium can be a computer-readable storage medium such as a magnetic disk, optical disk, read-only memory (ROM), or random access memory (RAM).
Claims
1. A method for cooperative control of a character, the method comprising: The method comprises the steps of: monitoring the corresponding accumulation state of the synergy energy value of the foreground role, and activating the synergy control authority of the background role when the synergy energy value accumulates to a preset synergy threshold; in response to a role switching instruction for the background role, triggering a first synergy skill corresponding to the foreground role based on the synergy control authority; loading the role resource of the background role based on the game engine, switching the control authority of the game role from the foreground role to the background role, triggering a second synergy skill corresponding to the background role according to the first synergy skill, which comprises: instantiating the role model resource of the background role based on the role switching instruction, obtaining the corresponding control authority of the background role; recycling the control authority of the foreground role, switching the control authority of the game player that can currently be controlled to the control authority of the background role; activating the second synergy skill corresponding to the background role according to the first synergy skill triggered by the foreground role, and executing the second synergy skill by the background role; wherein when the current foreground action of the foreground role is not completed, the foreground operation process corresponding to the foreground action is continued. updating the background role to the current foreground role, updating the role attribute of the current foreground role based on the first synergy skill and the second synergy skill, updating the second skill effect of the second synergy skill according to the first skill effect corresponding to the first synergy skill, updating the role attribute of the current foreground role based on the first skill effect and the second skill effect; and monitoring the corresponding accumulation state of the synergy energy value of the current foreground role.
2. The character cooperative control method of claim 1, wherein, monitoring the corresponding accumulation state of the synergy energy value of the foreground role, and activating the synergy control authority of the background role when the synergy energy value accumulates to a preset synergy threshold, comprising: real-time monitoring the battle interaction behavior of the foreground role in the current battle scene, and obtaining the synergy energy value accumulated by the foreground role; when the accumulation amount of the synergy energy value reaches the synergy threshold, and the first synergy skill is in an activatable state, generating a permission activation signal representing whether the synergy control authority of the background role has been activated; associating the permission activation signal with at least one corresponding second synergy skill of the background role, and triggering the activation permission of the second synergy skill.
3. The character cooperative control method of claim 2, wherein, in response to a role switching instruction for the background role, triggering a first synergy skill corresponding to the foreground role based on the synergy control authority, comprising: verifying the activation state of the permission activation signal of the background role according to the role switching instruction issued by the player for the background role; when the permission activation signal corresponding to the background role pointed by the role switching instruction represents that the synergy control authority has been activated, clearing the synergy energy value of the foreground role, triggering a first synergy skill corresponding to the foreground role, and executing the first synergy skill by the foreground role.
4. The method of claim 1, wherein, when the current foreground action of the foreground role is not completed, the foreground operation process corresponding to the foreground action is continued, comprising: determining whether the foreground role has an uncompleted foreground action, wherein the foreground action includes role entity animation and battle trigger data triggered by the foreground role after receiving a corresponding control instruction of a game player; if the playing process of the corresponding role entity animation of the foreground role is not completed, maintaining the playing process of the role entity animation; if the settlement process of the corresponding battle trigger data of the foreground role is not completed, maintaining the settlement process of the battle trigger data.
5. The character cooperative control method according to any one of claims 1 to 4, characterized in that, updating the background role to a current foreground role, updating the role attribute of the current foreground role based on the first cooperative skill and the second cooperative skill, and monitoring the corresponding accumulation state of the cooperative energy value of the current foreground role, including: updating the role state of the background role to the current foreground role, so that the current foreground role is a game role currently controllable by the game player; obtaining the cooperative energy value accumulated in the battle interaction behavior of the current foreground role in the current battle scene, and when the accumulation amount of the cooperative energy value of the current foreground role reaches the cooperative threshold, detecting whether the first cooperative skill corresponding to the current foreground role is in an activatable state to activate the cooperative control authority of the current one or more background roles corresponding to the current foreground role.
6. The method of claim 5, wherein, Further comprising: in response to a game rendering event, adjusting the visual effect level of the foreground role and the first cooperative skill to a background rendering mode when the second cooperative skill is triggered; in response to a data processing event, determining the skill duration corresponding to the first cooperative skill, and updating the role attribute of the background role and the skill value of the second cooperative skill triggered by the background role according to the first cooperative skill and the skill duration; in response to a resource recycling event, releasing the role model resource of the foreground role when the corresponding role entity animation of the foreground role is completed and the corresponding battle trigger data of the foreground role is completed.
7. A character cooperative control device characterized by comprising: including: an energy monitoring module configured to monitor the corresponding accumulation state of the cooperative energy value of the foreground role, and activate the cooperative control authority of the background role when the cooperative energy value accumulates to a preset cooperative threshold; a first cooperative module configured to trigger the first cooperative skill corresponding to the foreground role based on the cooperative control authority in response to a role switching instruction of the background role; The second cooperative module is configured to load a role resource of the background role based on a game engine, switch a control right of the game role from the foreground role to the background role, and trigger a second cooperative skill corresponding to the background role according to the first cooperative skill, and includes: instantiating a role model resource of the background role based on the role switching instruction, and obtaining a corresponding control right of the background role; recycling the control right of the foreground role, and switching a control right currently available for the game player to control the game role to the control right of the background role; activating the second cooperative skill corresponding to the background role according to the first cooperative skill triggered by the foreground role, and executing the second cooperative skill by the background role; and when a foreground action currently performed by the foreground role is not completed, continuing to execute a foreground operation process corresponding to the foreground action. The cooperative updating module is configured to update the background role to a current foreground role, update a role attribute of the current foreground role based on the first cooperative skill and the second cooperative skill, update a second skill effect of the second cooperative skill according to a first skill effect corresponding to the first cooperative skill, update the role attribute of the current foreground role based on the first skill effect and the second skill effect, and monitor a corresponding accumulation state of a cooperative energy value of the current foreground role.
8. The character cooperative control apparatus according to claim 7, characterized by, The energy monitoring module further includes: The battle monitoring module is configured to monitor a battle interaction behavior of the foreground role in a current battle scene in real time, and obtain the cooperative energy value accumulated by the foreground role. The signal generating module is configured to generate a right activation signal representing whether the cooperative control right of the background role is activated when the accumulated amount of the cooperative energy value reaches the cooperative threshold value and the first cooperative skill is in an activatable state. The right triggering module is configured to associate the right activation signal and at least one corresponding second cooperative skill of the background role, and trigger an activation right of the second cooperative skill.
9. A character cooperative control device comprising a central processing unit and a memory, characterized by, The central processing unit is configured to call and run a computer program stored in the memory to perform the steps of the method in any one of claims 1 to 6.
10. A non-volatile readable storage medium, characterized by The computer program is stored in the form of computer readable instructions, and is implemented according to the method in any one of claims 1 to 6. When the computer program is called and run by a computer, the steps included in the corresponding method are performed.