Game interaction method, game interaction device, program product, and electronic device
Dynamically adjust the game interaction method by dynamically adjusting the number of status markers, providing skill gain or special behavioral skills, solving the problem of low interactivity in the existing technology and improving the user's gaming experience.
Patent Information
- Application Number
- CN202510804470.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-06-16
- Publication Date
- 2025-07-25
AI Technical Summary
In the prior art, game interaction methods rely on energy values to unlock special skills, resulting in low interactivity, and users cannot intuitively judge whether special skills can be released, affecting the gaming experience.
Provide skill gain or special behavioral skills through the number of status markers, dynamically adjust the game interaction method according to the number of status markers, including skill gain and the provision of special behavioral skills.
It enriches the game interaction methods, improves the user's gaming experience, and allows users to more intuitively judge and operate the release of special skills.
Smart Images

Figure CN120361540A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technologies, and in particular, to a game interaction method, a game interaction device, a computer program product, and an electronic device. Background Art
[0002] In games, providing special skills for users can improve their gaming experience.
[0003] In the related art, an activation switch of a special skill button is unlocked by an energy value. However, in this way, the special skill can only be unlocked when the energy value meets the requirement, and the user can trigger and use the special skill. Therefore, the game's interactivity is relatively low, resulting in a poor gaming experience for users.
[0004] It should be noted that the information disclosed in the above background art section is only used to enhance the understanding of the background of the present disclosure, and thus may include information that does not constitute the prior art known to those of ordinary skill in the art. Summary of the Invention
[0005] The purpose of the present disclosure is to provide a game interaction method, a game interaction device, a computer program product, and an electronic device, thereby at least to a certain extent enriching the interaction methods of the game and improving the user's gaming experience.
[0006] Other features and advantages of the present disclosure will become apparent through the following detailed description, or will be partially learned through the practice of the present disclosure.
[0007] According to a first aspect of the present disclosure, a game interaction method is provided, including: in response to the number of status markers owned by a target controlled character being less than a first preset number, providing a skill boost for a skill used by the target controlled character based on the status markers; in response to the number of status markers owned by the target controlled character reaching the first preset number, providing a special behavior skill for the target controlled character based on the status markers.
[0008] According to a second aspect of the present disclosure, a game interaction device is provided, including: a first special skill providing module configured to, in response to the number of status markers owned by a target controlled character being less than a first preset number, provide a skill boost for a skill used by the target controlled character based on the status markers; a second special skill providing module configured to, in response to the number of status markers owned by the target controlled character reaching the first preset number, provide a special behavior skill for the target controlled character based on the status markers.
[0009] According to a third aspect of the present disclosure, there is provided a computer program product including instructions that, when run on a computer, cause the computer to perform the steps of the game interaction method as described in the first aspect.
[0010] According to a fourth aspect of the present disclosure, there is provided a computer-readable storage medium having stored thereon a computer program which, when executed by a processor, implements the game interaction method as described in the first aspect in the above-mentioned embodiments.
[0011] According to a fifth aspect of the embodiments of the present disclosure, there is provided an electronic device including: a processor; and a storage device for storing one or more programs which, when executed by the one or more processors, cause the one or more processors to implement the game interaction method as described in the first aspect in the above-mentioned embodiments.
[0012] As can be seen from the above technical solutions, the game interaction method, game interaction device, computer program product and electronic device for implementing the game interaction method in the exemplary embodiments of the present disclosure at least have the following advantages and positive effects:
[0013] In the technical solutions provided in some embodiments of the present disclosure, in response to the number of status markers owned by the target controlled character being less than a first preset number, based on the status markers, a skill boost is provided for the skill used by the target controlled character; in response to the number of status markers owned by the target controlled character reaching the first preset number, based on the status markers, a special behavior skill is provided for the target controlled character. Compared with the related art, the present disclosure can provide different types of special skills for the user according to the number of status markers, such as skill boosts or special behavior skills, enriching the interaction methods of the game and improving the user's gaming experience.
[0014] It should be understood that the above general description and the following detailed description are merely exemplary and explanatory and should not limit the present disclosure. BRIEF DESCRIPTION OF THE DRAWINGS
[0015] The accompanying drawings herein are incorporated into the specification and form a part of the specification, showing embodiments consistent with the present disclosure and, together with the specification, are used to explain the principles of the present disclosure. Obviously, the drawings in the following description are only some embodiments of the present disclosure, and those of ordinary skill in the art can obtain other drawings without creative efforts based on these drawings.
[0016] Figure 1 A schematic diagram showing an exemplary system architecture to which the embodiments of the present disclosure can be applied;
[0017] Figure 2Schematic flowchart of a game interaction method in an exemplary embodiment of the present disclosure;
[0018] Figure 3 Schematic flowchart of a method for adding a status marker to a target controlled character in an exemplary embodiment of the present disclosure;
[0019] Figure 4 Schematic diagram of a graphical user interface for prompting and displaying a status marker in an exemplary embodiment of the present disclosure;
[0020] Figure 5 Schematic diagram of a graphical user interface when a special skill control indicates a first special skill category in an exemplary embodiment of the present disclosure;
[0021] Figure 6 Schematic diagram of a graphical user interface when a special skill control indicates a second special skill category in an exemplary embodiment of the present disclosure;
[0022] Figure 7 Schematic diagram of the composition of a game interaction device in an exemplary embodiment of the present disclosure;
[0023] Figure 8 Schematic diagram of the structure of an electronic device in an exemplary embodiment of the present disclosure. Detailed implementation manners
[0024] Example embodiments will now be described more fully with reference to the accompanying drawings. However, the example embodiments can be implemented in various forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the concept of the example embodiments to those skilled in the art. The features, structures, or characteristics described may be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a thorough understanding of the embodiments of the present disclosure. However, those skilled in the art will realize that the technical solutions of the present disclosure may be practiced without one or more of the specific details, or may be implemented using other methods, components, devices, steps, etc. In other cases, well-known technical solutions are not shown or described in detail to avoid obscuring the various aspects of the present disclosure.
[0025] In this specification, the terms "a", "an", "the", and "said" are used to denote the presence of one or more elements / components / etc.; the terms "comprising" and "having" are used to mean an open inclusion and refer to the presence of additional elements / components / etc. in addition to the listed elements / components / etc.; the terms "first" and "second", etc. are used only as labels and do not limit the quantity of their objects.
[0026] In addition, the accompanying drawings are only schematic illustrations of the present disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and thus repeated descriptions thereof will be omitted. Some of the block diagrams shown in the drawings are functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software form, or in one or more hardware modules or integrated circuits, or in different networks and / or processor devices and / or microcontroller devices.
[0027] In the related art, a special skill is unlocked by an energy value. Only when the energy value meets the requirement, such as reaching a certain value, can the special skill be triggered for use. Obviously, this method has low interactivity, and in some games where the energy value is not displayed externally, users cannot intuitively judge whether the virtual character they control is currently in a state where the special skill can be released, resulting in a poor gaming experience for users.
[0028] To solve the above problems, the present disclosure provides a game interaction method and device, which can be applied to Figure 1 the system architecture of the exemplary application environment shown.
[0029] As Figure 1 shown, the system architecture 100 may include a terminal device 110 and a server 120. Among them, the terminal device 110 may be a terminal device such as a smart phone, a tablet computer, a desktop computer, a laptop computer, a smart wearable device, etc. The server 120 generally refers to a background system that provides related services for the game interaction method in this exemplary embodiment, and may be a single server or a cluster formed by multiple servers. A connection may be formed between the terminal device 110 and the server 120 through a wired or wireless communication link for data interaction.
[0030] In an exemplary embodiment, the above game interaction method may be executed by the terminal device 110. Correspondingly, the game interaction device may be disposed in the terminal device 110 to implement the corresponding module functions. For example, when a user uses the terminal device 110 to play a game, during the game process, the terminal device 110 may detect the number of status markers owned by the target controlled character controlled by the user, and determine the special skill category owned by the target controlled character according to the number of status markers owned by the target controlled character.
[0031] In an exemplary embodiment, the above game interaction method may be executed by the server 120. Correspondingly, the game interaction device may be disposed in the server 120 to implement the corresponding module functions. For example, a user logs in to the game using the terminal device 110. During the game process, the server 120 may detect the number of status markers owned by the target controlled character controlled by the user, and determine the special skill category owned by the target controlled character according to the number of status markers.
[0032] It should be understood that Figure 1 the number of terminal devices and servers in [] is merely illustrative. According to the implementation requirements, there may be any number of terminal devices and servers. For example, the server 120 may be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.
[0033] The game interaction method in one embodiment of the present disclosure may run on a local terminal device or a server. When the game interaction method runs on the server, the method may be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and a client device.
[0034] In an alternative embodiment, various cloud applications may run under the cloud interaction system, such as: cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operating mode of cloud games, the running entity of the game program and the presenting entity of the game screen are separated. The storage and running of the game interaction method are completed on the cloud game server, and the role of the client device is to receive, send, and present the game screen. For example, the client device may be a display device with data transmission function near the user side, such as a mobile terminal, a television, a computer, a handheld computer, etc.; however, the information processing is performed by the cloud game server in the cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses data such as the game screen, returns it to the client device through the network, and finally, decodes and outputs the game screen through the client device.
[0035] In an optional embodiment, taking a game as an example, the local terminal device stores a game program and is used to present game screens. The local terminal device is used to interact with players through a graphical user interface, that is, conventionally, the game program is downloaded and installed on an electronic device and run. The ways for the local terminal device to provide the graphical user interface to players can include various types. For example, it can be rendered and displayed on the display screen of the terminal, or provided to players through holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the graphical user interface, and the graphical user interface includes game screens. The processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0036] However, it is easy for those skilled in the art to understand that the above application scenarios are only for illustration, and the present exemplary embodiment is not limited thereto.
[0037] In a possible implementation manner, an embodiment of the present invention provides a game interaction method. A graphical user interface is provided through a terminal device, and at least part of a game scene is included in the graphical user interface. Among them, the terminal device can be the aforementioned local terminal device or the client device in the aforementioned cloud interaction system.
[0038] Figure 2 The flowchart showing a game interaction method in an exemplary embodiment of the present disclosure is referred to Figure 2 , and the method includes:
[0039] Step S210, in response to the number of status markers owned by the target controlled character being less than a first preset number, based on the status markers, provide a skill boost for the skill used by the target controlled character;
[0040] Step S220, in response to the number of status markers owned by the target controlled character reaching the first preset number, based on the status markers, provide a special behavior skill for the target controlled character.
[0041] In Figure 2 In the technical solution provided by the shown embodiment, in response to the number of status markers owned by the target controlled character being less than a first preset number, based on the status markers, provide a skill boost for the skill used by the target controlled character; in response to the number of status markers owned by the target controlled character reaching the first preset number, based on the status markers, provide a special behavior skill for the target controlled character. Compared with the related art, the present disclosure can provide different types of special skills for users according to the number of status markers, such as skill boosts or special behavior skills, enriching the game interaction method and improving the user's game experience.
[0042] Next, the specific implementation of "Step S210: In response to the number of status markers owned by the target controlled character being less than the first preset number, based on the status markers, provide a skill boost for the skills used by the target controlled character" will be described in detail.
[0043] In an exemplary implementation, the status markers are used to indicate the combat state of the target controlled character. Among them, the combat state can be understood as the state of combat confrontation, such as it can include one or more of an offensive state, a defensive state, and a free state.
[0044] In an exemplary implementation, the game interaction method in the present disclosure can be applied to any game that requires confrontation between two parties, such as ball games, boxing games, etc. This exemplary implementation does not make special limitations on this.
[0045] Taking a ball game as an example, in a basketball game, if the target controlled character is preparing to shoot after receiving a pass from a teammate, then it is in an offensive state; if the target controlled character blocks the opponent's shot, then it is in a defensive state; if the target controlled character is a point guard, it can organize passes and look for open opportunities for teammates during the team's offense, and can quickly return to defense and interfere with the passes and breakthroughs of the opponent's point guard during defense. In this process, it is in a free state.
[0046] In an exemplary implementation, the target controlled character can be understood as a character in the game that has the attributes of status markers and special skills. That is, if a certain controlled character in the game can be marked with status markers and at the same time has the attribute of triggering special skills, it is the target controlled character. For example, in the game, a certain type of character can only be marked with status markers and cannot release any special skills, then this type of character does not belong to the target controlled character. A special skill is a skill that requires special conditions to be possessed.
[0047] Exemplarily, an exemplary implementation of Step S210 may include: when the number of status markers owned by the target controlled character is less than the first preset number, determining that the target special skill category currently indicated by the special skill control is the first special skill category, and the first special skill category is used to add status markers to provide a skill boost for the skills used by the target controlled character.
[0048] In an exemplary implementation, the first preset number is an integer greater than 1. The first number can be greater than the number of types of status markers. The first preset number can be custom-set according to requirements, such as 3, 4, 5, etc. This exemplary implementation does not make special limitations on this.
[0049] In an exemplary embodiment, the special skills in the present disclosure may include multiple categories, such as a first special skill category and a second special skill category. Among them, the first special skill category can be used to add status markers to the target controlled character, and the added status markers can provide skill bonuses for the skills used by the target controlled character. The second special skill category can enable the target controlled character to perform special behavior skill operations by consuming status markers, so as to release special behavior skills during the game process.
[0050] In an exemplary embodiment, status markers can be added to the target controlled character through a special skill control, and the skill bonuses possessed by the target controlled character can be determined in real time according to the real-time combination of the status markers possessed by the target controlled character. For example, when the number of status markers possessed by the target controlled character is less than a first preset number, the special skill control is used to add status markers to the target controlled character. For example, when the number of status markers possessed by the target controlled character is less than a first preset number, in response to a trigger operation on the special skill control, status markers can be added to the target controlled character.
[0051] In another exemplary embodiment, status markers can also be added to the target controlled character through a preset trigger event. For example, when the number of status markers possessed by the target controlled character is less than a first preset number, in response to the occurrence of a preset trigger event during the game process, status markers are added to the target controlled character. Among them, the preset trigger event can be customized according to requirements, and this exemplary embodiment does not make special limitations on this. For example, the preset trigger event can be that the duration of maintaining the current combat state reaches a preset value, and the score is greater than a preset value during the duration of the current combat state, etc.
[0052] In still another exemplary embodiment, the function of adding status markers can also be extended to the existing ordinary skill control. For example, in a basketball game, an ordinary skill control for shooting has been configured in the graphical user interface of the basketball game. Usually, when the user clicks on this shooting control, the target controlled character can be controlled to perform a shooting operation. On this basis, it can be further set that when the user double-clicks on this shooting control, status markers are added to the target controlled character controlled by the user.
[0053] Of course, status markers can also be added to the target controlled character in other ways, and this exemplary embodiment does not make special limitations on this.
[0054] In an exemplary embodiment, status markers can be added to the target controlled character according to the combat state and / or preset behavior conditions of the target controlled character, and the added status markers are prompted and displayed.
[0055] Exemplarily,Figure 3 A schematic flowchart showing a method for adding status markers to a target controlled character in an exemplary embodiment of the present disclosure. Refer to Figure 3 , the method may include steps S310 to S350. Among them: In step S310, it is determined whether the target controlled character meets the first preset behavior condition. If it meets, go to step S320; otherwise, go to step S330. In step S320, according to the combat state of the target controlled character, a target status marker is determined from the first status marker and the second status marker, and a third preset number of target status markers are added to the target controlled character. In step S330, the current combat state of the target controlled character is determined. If it is an offensive state, go to step S340; if it is a defensive state, go to step S350. In step S340, a second preset number of first status markers are added to the target controlled character, and a first prompt display is performed on the first status marker. In step S350, a second preset number of second status markers are added to the target controlled character, and a second prompt display is performed on the second status marker.
[0056] In an exemplary implementation manner, the third preset number is greater than the second preset number and less than or equal to the first preset number, the second preset number is less than or equal to the first preset number, and the first prompt display and the second prompt display are different. For example, the first preset number is 3, the second preset number is 1, and the third preset number is 2. The specific values can be determined customarily according to requirements.
[0057] In another exemplary implementation manner, it may also be that the second preset number is greater than the third preset number and less than or equal to the first preset number, and the third preset number is less than or equal to the first preset number. For example, the first preset number is 4, the second preset number is 2, and the third preset number is 1. The specific values can be determined customarily according to requirements.
[0058] In still another exemplary implementation manner, status markers may be added to the target controlled character only according to the combat state, that is, without considering whether it meets the first preset behavior condition. For example, as long as the combat state is an offensive state, a second preset number of first status markers are added, and as long as the combat state is a defensive state, a second preset number of second status markers are added.
[0059] In yet another exemplary implementation manner, the number of status markers added in different combat states may also be different. For example, in the offensive state, a second preset number of first status markers are added, and in the defensive state, a sixth preset number of second status markers are added. The second preset number and the sixth preset number are different, but both are less than or equal to the first preset number.
[0060] In an exemplary embodiment, the target status marker can be understood as the status marker corresponding to the current combat status of the target controlled character. For example, if the current combat status is the offensive status, the target status marker is the first status marker; if the current combat status is the defensive status, the target status marker is the second status marker.
[0061] Taking the above example of adding a status marker to the target controlled character by triggering the special skill control and the current combat status being the offensive status, when the number of status markers is less than the first preset number, it is determined that the function of the special skill control is to add a status marker to the target controlled character, that is, the target special skill category indicated by the special skill control at that time is the first special skill category. At this time, in response to the triggering operation of the special skill control indicating the first special skill category, it can be first determined whether the existing behavior of the target controlled character meets the preset behavior condition. If it meets, directly add the third preset number of first status markers corresponding to the offensive status to the target controlled character; if it does not meet, add the second preset number of first status markers to the target controlled character.
[0062] Of course, when the combat status of the target controlled character includes the above-mentioned free status, the third status marker can also be added to the target controlled character according to the free status, or the third status marker can not be added to the target controlled character. This exemplary embodiment does not make special limitations on this.
[0063] In an exemplary embodiment, the first preset behavior condition can be custom-configured according to requirements. For example, the first preset behavior condition can be that the types of status markers owned when the special behavior skill indicated by the second special skill category was last used are not of a single type, that is, both the first status marker and the second status marker are owned at the same time, or the status markers owned when the special behavior skill indicated by the second special skill category was last used are of a single type, etc.
[0064] Taking a ball game as an example, and adding status markers only according to the offensive state and defensive state in the ball game. The first marker corresponding to the offensive state is the marker of state A, the second marker corresponding to the defensive state is the marker of state B, the first preset quantity is 3, the second preset quantity is 1, the third preset quantity is 2, and the target controlled character is player A. Taking adding status markers through a special skill control as an example, when the number of status markers owned by player A is less than 3, the function of the special skill control is to respond to the triggering operation of the special skill control and add status markers for player A according to the combat state of player A and the first preset behavior condition. For example, when the special skill control is triggered, if the combat state of player A is the offensive state and meets the first preset behavior condition, then add 1 marker of state A for player A; when the skill control is triggered, if the combat state of player A is the defensive state and does not meet the first preset behavior condition, then add 1 marker of state B for player A; when the skill control is triggered, if player A is in the offensive state and meets the first preset behavior condition, then add 2 markers of state A for player A; when the special skill control is triggered, if player A is in the defensive state and meets the first preset behavior condition, then add 2 markers of state B for player A.
[0065] Exemplarily, the added status markers can be prompted and displayed. For example, the first status marker is prompted and displayed for the first time, and the second status marker is prompted and displayed for the second time.
[0066] Among them, the ways of the first prompt display and the second prompt display and the positions of the prompt display can be determined customarily according to requirements, and this exemplary embodiment does not make special limitations on this. As Figure 4 shown, different status markers can be prompted and displayed through circular arcs of different colors under the feet of the target controlled character. As Figure 4 in, the circular ring 41 represents the position range of the target controlled character, Figure 4 in, the circular arc ring 42 represents the first status marker, and the circular arc ring 43 represents the second status marker. When adding 2 first status markers at one time, 2 circular arc rings 42 are displayed around the feet of the game character at one time.
[0067] By prompting and displaying the status markers, the user controlling the target controlled character can clearly know the types and quantities of the status markers he owns, so as to make better game decisions and improve the user's game experience.
[0068] Exemplarily, when adding status markers for the target controlled character according to the combat state and / or the first preset behavior condition of the target controlled character, the energy deduction value corresponding to the currently added status marker can be determined; the current energy value of the target controlled character is deducted according to the energy deduction value.
[0069] Among them, energy can be understood as a game resource or attribute, which can include a value that naturally recovers over time and is additionally increased or decreased by the behavior of virtual characters. In other words, in the present disclosure, status markers can be added by deducting energy. Of course, the energy value can also not be deducted, and this exemplary embodiment does not make special limitations on this.
[0070] For example, the preset energy deduction value corresponding to each type of status marker can be preset. When adding a status marker of this type, the energy value indicated by the corresponding preset energy value can be deducted. The preset energy deduction values corresponding to each type of status marker can be the same or different, and this exemplary embodiment does not make special limitations on this. The preset energy deduction value corresponding to adding a second preset number of status markers at one time is less than the preset energy deduction value corresponding to adding a third preset number of status markers at one time. For example, taking the second preset number as 1 and the third preset number as 2 as an example, deducting 5 energy values for adding 1 status marker of type A at one time, and deducting 8 or 10 energy values for adding 2 status markers of type A at one time, which can be custom-set according to requirements, and this exemplary embodiment does not make special limitations on this.
[0071] In an exemplary embodiment, the skill bonuses possessed by the target controlled character can be determined according to the types of status markers possessed by the target controlled character and the quantity of each type of status marker.
[0072] For example, the possible combinations of status markers possessed by the target controlled character can be determined in advance according to the first preset number and the types of status markers. The types of status markers included in different possible combinations and the quantity of each type of status marker are different. The corresponding preset skill bonuses are configured in advance for each possible combination or some of the possible combinations in each possible combination. During the game, the skill bonus corresponding to the combination of status markers currently possessed by the target controlled character is determined according to the preset skill bonus corresponding to each combination, so as to obtain the skill bonus possessed by the target controlled character.
[0073] For example, taking the case where the first preset quantity is 3 and the types of status markers include 2 types of status markers, namely the above-mentioned first status marker and the second status marker, the possible combinations of status markers owned by the target character include: 1 first status marker, 1 second status marker, 2 first status markers, 2 second status markers, 1 first status marker and 1 second status marker, 2 first status markers and 1 second status marker, 2 second status markers and 1 first status marker. Of course, the possible combinations of status markers owned by the target character can also be roughly divided into: 1 first status marker, 1 second status marker, the quantity of the first status marker is greater than or equal to 2, the quantity of the second status marker is greater than or equal to 2, 1 first status marker and 1 second status marker, 3 status markers (without distinguishing specific combination types).
[0074] In an exemplary implementation, the preset skill bonuses corresponding to each possible combination of status markers can be determined customarily according to requirements, and this exemplary implementation does not make special limitations on this. For example, it can be preset that each first marker can provide a skill bonus of 1 for the target controlled character, each second status marker can provide a skill bonus of 2 for the target controlled character. When the quantity of the first status marker is greater than or equal to 2, a bonus of 3 can be provided for the target controlled character. When the quantity of the second status marker is greater than or equal to 2, a bonus of 4 can be provided for the target controlled character. When the target controlled character has a total of 2 status markers and 1 each of the first status marker and the second status marker, it can have a skill bonus of 5. When the target controlled character has a total of 3 status markers, regardless of the combination, a skill bonus of 6 can be obtained. Among them, skill bonus 5 cannot coexist with skill bonuses 3, 4, and 6.
[0075] In addition, the stacking relationship of the skill bonuses corresponding to each combination of status markers can also be set. For example, skill bonus 1 and skill bonus 2 can be stacked, while skill bonus 3 and skill bonus 4 cannot be stacked. That is, the target controlled character may have multiple skill bonuses of 1 or multiple skill bonuses of 2 at the same time, but can only have one skill bonus of 3 or one skill bonus of 4. For example, when the target controlled character has 2 first status markers and 1 second status marker, the skill bonuses it has can include: 2 skill bonuses of 1, 1 skill bonus of 2, 1 skill bonus of 3, and 1 skill bonus of 6. When the target controlled character has 1 first status marker and 1 second status marker, the skill bonuses it has can include: 1 skill bonus of 1, 1 skill bonus of 2, and 1 skill bonus of 5.
[0076] Among them, the specific content of the preset skill bonuses corresponding to each possible combination of status markers can be customized according to requirements. For example, the specific content corresponding to the above-mentioned Skill Bonus 1, Skill Bonus 2, Skill Bonus 3, Skill Bonus 4, Skill Bonus 5, and Skill Bonus 6 can be customized according to requirements, and each skill bonus can refer to a set composed of different numerical bonuses and / or additional game mechanisms. For example, in addition to numerical bonuses, the above-mentioned Skill Bonus 6 can, for example, in addition to increasing the numerical bonus for a certain skill, also refresh the cooldown time of the acceleration skill of the target controlled character. For example, when the target controlled character has Skill Bonus 6, triggering the acceleration skill control at any moment during the cooldown period of the acceleration skill can directly end the cooldown of the acceleration skill and immediately reuse the acceleration skill, or when it has Skill Bonus 6, the cooldown time of its acceleration skill will not be set automatically, etc. The above-mentioned Skill Bonus 6 can also be a numerical bonus, which can provide a numerical bonus for the shooting skill, or when the user has Bonus 6, it can provide a bonus for the first action skill used after the user has Bonus 6, etc.
[0077] In an exemplary embodiment, in response to a change in the type or number of status markers possessed by the target controlled character, the skill bonuses possessed by the target controlled character are adjusted.
[0078] For example, as mentioned above, the skill bonuses possessed by the target controlled character are related to the type or number of status markers it possesses. When the type or number of status markers it possesses changes, the skill bonuses it possesses will also change accordingly. For example, when the target controlled character only has 2 first status markers, it currently only has Skill Bonus 1. When it has 2 first status markers, it has 2 Skill Bonus 1s and 1 Skill Bonus 3. When it has 3 first status markers, it has 3 Skill Bonus 1s, 1 Skill Bonus 3, and 1 Skill Bonus 6. When the number of status markers possessed by the target controlled character changes from 3 to only 1 first status marker, then the skill bonuses it possesses are only 1 Skill Bonus 1.
[0079] In an exemplary embodiment, the skill bonuses can strengthen the existing skills of the target controlled character, which can be understood as passive special skills, that is, through specific trigger events, the skill bonuses can be released. And the special action skills can add new skills to the target controlled character, which can be understood as active special skills. After the target controlled character has the special action skills, the user controlling the target controlled character can actively release the special action skills, without being restricted by other game events.
[0080] Based on this, in an exemplary implementation, in response to satisfying a preset release condition corresponding to a skill boost, the skill boost is released.
[0081] For example, as mentioned above, a skill boost can be determined by a set consisting of a numerical boost and additional mechanisms. The additional mechanisms can be understood as the preset release conditions. When the preset release conditions corresponding to the skill boost are met during the game process, the corresponding skill boost can be released.
[0082] In an exemplary implementation, the preset release condition can be a preset event or a triggering operation on a preset control. For example, if the skill boost 1 is to increase the passing skill by 500, then after having the skill boost 1 during the game process, if the target controlled character uses the shooting skill, the skill boost 1 can be automatically released.
[0083] In an exemplary implementation, the release of a skill boost may not consume status markers. However, once a skill boost is released, only when a new status marker is added will a new skill boost be added according to the newly added status marker. If the skill boost corresponding to the existing status marker has been used, the skill boost cannot be regenerated repeatedly. For example, when the target controlled character uses the skill boost 1, there is only the skill boost 1. Although the first status marker remains after the skill boost 1 is used, the target controlled character no longer has the skill boost 1. Only when a new first status marker is added again will 1 new skill boost 1 be generated. That is to say, after adding 1 new first status marker, even if the target controlled character has 2 first status markers, it still only has 1 skill boost 1.
[0084] In an exemplary implementation, when the user has a skill boost, a first prompt message can also be displayed in the graphical user interface. The first prompt message is used to prompt the skill boosts owned by the target controlled character. Taking the skill boost 1 as an example of increasing the shooting skill by 500, when the target controlled character has the skill boost 1, the prompt message "You currently have the special skill of increasing the shooting skill by 500" can be displayed in the graphical user interface. When the user uses a certain skill boost, a second prompt message can also be displayed in the graphical user interface to prompt the relevant information of the skill boost currently being used. When the skill boosts owned by the target controlled character change with the type and / or quantity of status markers, relevant prompt messages can also be displayed in the graphical user interface. Among them, the relevant prompt messages can be cancelled after being displayed for a preset duration or being triggered by the user.
[0085] Next, a detailed description will be given of the specific implementation manner of "Step S220: In response to the number of status markers owned by the target controlled character reaching a first preset number, based on the status markers, provide a special behavior skill for the target controlled character".
[0086] Exemplarily, an implementation manner of Step S220 may include: when the number of status markers owned by the target controlled character reaches the first preset number, determining that the target special skill category currently indicated by the special skill control is a second special skill category, and the second special skill category is used to consume status markers to provide a special behavior skill for the target controlled character.
[0087] Taking adding status markers to the target controlled character through the special skill control as an example, the target special skill category currently indicated by the special skill control can be determined from multiple categories of special skills indicated by the special skill control according to the number of status markers owned by the target controlled character. The target special skill category includes a first special skill category and a second special skill category, that is, the above-mentioned skill enhancement category and special behavior skill category.
[0088] Exemplarily, in response to a trigger operation on the special skill control of the target special skill category, the special skill operation corresponding to the target special skill category can be executed.
[0089] Exemplarily, executing the special skill operation corresponding to the target special skill category includes: when the target special skill category is the first special skill category, adding status markers to the target controlled character according to the combat state of the target controlled character and / or a first preset behavior condition, and performing a prompt display on the added status markers; when the target special skill category is the second special skill category, releasing the special behavior skill indicated by the second special skill category.
[0090] For example, when the number of status markers owned by the target controlled character is less than the first preset number, it is determined that the target special skill category indicated by the special skill control is the first special skill category. At this time, if the special skill control is triggered, status markers can be added to the target controlled character according to the current combat state of the target controlled character and / or the first preset behavior condition. The added status markers can provide the above-mentioned skill enhancement for the target controlled character; when the number of status markers owned by the target controlled character reaches the first preset number, the target special skill category currently indicated by the special skill control is the second special skill category. At this time, if the special skill control is triggered, the special behavior skill owned by the target controlled character can be directly released.
[0091] In an exemplary embodiment, when the target special skill category currently indicated by the special skill control is the first special skill category, a third prompt is displayed for the special skill control; when the target special skill category currently indicated by the special skill control is the second special skill category, a fourth prompt is displayed for the special skill control; wherein the third prompt display and the fourth prompt display are different.
[0092] For example, refer to Figure 5 and Figure 6 When the target special skill category currently indicated by the special skill control is the first special skill category, the display status of the special skill control is as follows: Figure 5 As shown in the special skill control 51 in FIG. 1 , when the target special skill category currently indicated by the special skill control is the second special skill category, the display state of the special skill control is as follows: Figure 6 The special skill control 61 in FIG. Figure 5 and Figure 6 It can be seen that the target special skill category currently indicated by the special skill control can be distinguished through different virtual character postures and text information.
[0093] like Figure 5 and Figure 6 As shown, the virtual character posture and text prompt information "Strong Attack Talent" in special skill control 51 are different from the virtual character posture and text prompt information "Precision Projection" in special skill control 61. Of course, other prompting methods can also be used to prompt the special skill category indicated by the special skill control at that time. For example, when the special skill control indicates the first special skill category, it is displayed in the first color, and when it indicates the second special skill category, it is displayed in the second color, the first color is red, and the second color is blue, etc. This exemplary embodiment does not make any special limitations on this. Figure 5 and Figure 6 In addition to the special skill controls, other controls such as "various back-to-the-basket, long stride dunk, pass, shoot" are all ordinary skill controls. The display method of the special skill controls themselves and the ordinary skill controls is also different.
[0094] When the special skill control switches functions, the function switching display of the special skill control can allow users to easily and quickly determine the current function of the special skill control through different display methods, which is convenient for users to make game decisions.
[0095] In an exemplary embodiment, in response to the number of status markers possessed by the target controlled character reaching a first preset number, special behavior skills may be provided only to the target controlled character based on the status markers.
[0096] For example, only when the number of status markers of the target controlled character is less than the first preset number, the skill bonuses possessed by the target controlled character can be determined according to the combination of the status markers less than the first preset number. For example, taking the first preset number as 3, the skill bonuses only include the above-mentioned skill bonuses 1 to 5, and do not include the above-mentioned skill bonus 6.
[0097] In another exemplary embodiment, in response to the number of status markers possessed by the target controlled character reaching the first preset number, based on the status markers, a special behavior skill and a skill bonus are provided for the target controlled character.
[0098] For example, when the number of status markers of the target controlled character reaches the first preset number, the special behavior skill possessed by the target controlled character can be determined according to the combination of the status markers of the first preset number, and the skill bonus corresponding to the current combination of the status markers of the first preset number can also be determined. That is, the skill bonuses include the above-mentioned skill bonuses 1 to 6. In other words, taking the first preset number as 3, when the number of status markers possessed by the target controlled character is less than 3, different combinations of 1 or 2 status markers can only provide different skill bonuses for the target controlled character. When the number of status markers possessed by the target controlled character reaches 3, the combination of 3 status markers can provide a special behavior skill and a skill bonus for the target controlled character at the same time.
[0099] For example, the combination of 3 status markers possessed by the target controlled character is 1 first status marker and 2 second status markers. The special behavior skill corresponding to the combined state of 1 first status marker and 2 second status markers is pre-configured as a three-point shooting skill with 500 bonuses. Then, in the case of providing a special behavior skill and a skill bonus for the target controlled character based on the status markers in response to the number of status markers possessed by the target controlled character reaching the first preset number: The special skills possessed by the target controlled character include: 1 skill bonus 1, 2 skill bonuses 2, 1 skill bonus 4, 1 skill bonus 6, and a three-point shooting skill with 500 bonuses; in the case of only providing a special behavior skill for the target controlled character based on the status markers in response to the number of status markers possessed by the target controlled character reaching the first preset number, the special skills possessed by the target controlled character can also include: 1 skill bonus 1, 2 skill bonuses 2, 1 skill bonus 4, and a three-point shooting skill with 500 bonuses.
[0100] In an exemplary embodiment, in response to the number of status markers owned by the target controlled character reaching a first preset number, according to the combination of the first preset number of status markers owned by the target controlled character, the special behavioral skills owned by the target controlled character are determined.
[0101] Exemplarily, according to the combination of the first preset number of status markers owned by the target controlled character, determining the special behavioral skills owned by the target controlled character includes: determining the special behavioral skills owned by the target controlled character according to the combat state of the target controlled character and the combination of the types of the first preset number of status markers owned by the target controlled character.
[0102] For example, different possible combinations of the first number of status markers can be determined in advance, and then corresponding special behavioral skills are configured for each different possible combination or part of the possible combinations in different combat states, so as to generate a mapping relationship table between the combination of the first preset number of status markers and the special behavioral skills in different states. When the number of status markers of the target controlled character meets the first preset number, the combat state of the target controlled character can be determined first, and the special behavioral skills corresponding to the combination state of the first preset number of status markers currently owned by the target controlled character are found from the mapping relationship table corresponding to this combat state, so as to determine the special behavioral skills owned by the target controlled character.
[0103] Among them, the specific content of the special behavioral skills corresponding to different combinations of the first preset number of status markers can be custom-configured according to requirements, and this exemplary embodiment does not make special limitations on this.
[0104] Continuing with the example of a basketball game in ball games, where the first preset quantity is 3, the combat states include an offensive state and a defensive state, and corresponding special action skills are pre-configured for some possible combination cases of 3 status markers in different combat states. When the combat state of the target controlled character is the defensive state and it has 3 status markers, if all 3 status markers are the first status marker, the special action skill is a three-point shooting skill with a first additional bonus. If the number of the first status marker among the 3 status markers is 2, the special action skill can be a three-point shooting skill with a second additional bonus, and the second additional bonus is less than the first additional bonus. If the number of the first status marker among the 3 status markers is 1, the special skill is a rebounding skill with an additional bonus. If the number of the first status marker among the 3 status markers is 0, there is no special action skill. When the combat state of the target controlled character is the defensive state and it has 3 status markers, if all 3 status markers are the second status marker corresponding to the defensive state, the special action skill can include a rebounding skill with a third additional bonus. If the number of the second status marker among the 3 status markers is 2, the special action skill can include a rebounding skill with a fourth additional bonus, where the value of the fourth additional bonus is less than the third additional bonus. If the number of the second status marker among the 3 status markers is 1, the special action skill is a placeholder skill with no actual effect.
[0105] In other words, when the quantity of status markers reaches the first preset quantity, when determining the special action skill owned by the target controlled character according to the combat state and status markers, the special action skill owned by the target controlled character can be determined according to the current combat state and the quantity of the target status markers indicated by the current combat state among the first preset quantity of status markers.
[0106] In an exemplary implementation, the special action skills corresponding to different combination cases of the first preset quantity of status markers can be one or multiple. When there are multiple special action skills, for each special action skill, different triggering methods based on special action skill controls can be configured, and according to the user's triggering method, the special action skill currently intended to be used can be determined.
[0107] For example, when the combat state is the offensive state and the status markers are 3 first status markers, the corresponding special action skills include special action skill A and special action skill B. It can be set that a single click on the special skill control releases special action skill A, and a double click releases special action skill B. It can also be set that simultaneously triggering the special skill control and moving the joystick to the left releases special action skill A, and simultaneously triggering the special skill control and moving the joystick to the right releases special action skill B, etc.
[0108] As described above, the special behavior skills and skill bonuses possessed by the target controlled character can be determined simultaneously according to the combination of the first preset number of status markers. Based on this, in another exemplary embodiment, in response to the number of status markers possessed by the target controlled character reaching the first preset number, according to the combination of the first preset number of status markers possessed by the target controlled character, the special behavior skills and skill bonuses possessed by the target controlled character are determined.
[0109] Taking the first preset number as 3 as an example, the specific content of the special behavior skills and skill bonuses corresponding to the combination of 3 status markers can be customized according to requirements, and this exemplary embodiment does not make special limitations on this.
[0110] In an exemplary embodiment, after the target controlled character uses the special behavior skill, based on the first preset removal rule, the fourth preset number of status markers is removed from the status markers possessed by the target controlled character, and the fourth preset number is less than or equal to the first preset number.
[0111] In an exemplary embodiment, the first preset removal rule can be customized according to requirements, and this exemplary embodiment does not make special limitations on this. For example, if each status marker carries addition time information, the first or last fourth preset number of status markers added can be removed according to the addition time information. For another example, the first preset removal rule can be to remove the status marker combination corresponding to the used special behavior skill. For example, the status marker combination corresponding to the 3-point rebound skill with the second additional bonus mentioned above is 2 first status markers. If the target controlled character uses this skill, 2 first status markers are removed from the status markers currently possessed by the target controlled character. At this time, the target controlled character only has 1 status marker. At this time, the display mode of the special skill control also changes from Figure 6 61 in Figure 5 to 51 in . And the skill bonuses that the target controlled character has not used will disappear following the removal of the status markers, and it is necessary to re-determine the skill bonuses possessed by the target controlled character according to the remaining status markers after removal.
[0112] Exemplarily, the removing the fourth preset number of status markers from the status markers possessed by the target controlled character based on the first preset removal rule includes: determining the skill type of the special behavior skill used by the target controlled character, determining the removal timing according to the skill type; based on the removal timing and the first preset removal rule, removing the fourth preset number of status markers from the status markers possessed by the target controlled character.
[0113] In an exemplary embodiment, different removal timings may be pre-configured for different types of special behavior skills. For example, when the special behavior skill is of the scoring skill type, the timing for removing the status marker when using the special behavior skill may be when the skill hits, when the skill misses, or when the skill is blocked by other controlled characters. When the special behavior skill is of the defensive skill type, the marker removal timing may be after a first preset duration, such as 0.5 seconds, after using the special behavior skill. The specific removal timing can be custom-determined according to requirements, and this exemplary embodiment does not make special limitations thereon. Of course, the removal timings for different types of special behavior skills may also be the same.
[0114] In an exemplary embodiment, a cooling time may be set for the special skill control. For example, within 2 seconds after using the special behavior skill, the special behavior skill control is set to a non-interactive state. In this way, the situation of wasting energy values caused by user's misoperation can be prevented.
[0115] Exemplarily, when the number of the status markers meets the first preset number and the target controlled character does not use the special behavior skill during the current combat state duration, when switching the combat state, a fifth preset number of status markers are removed from the status markers owned by the target controlled character according to a second preset removal rule.
[0116] Among them, the second preset removal rule can be custom-set according to requirements, such as removing the last-added status marker or the first-added status marker, etc.
[0117] Taking the first preset number as 3 as an example, when the number of status markers owned by the target controlled character is 3, it has a special skill. However, if the special skill is not used before switching the combat state, then when switching the combat state, the last-added status marker is removed from the status markers owned by the target controlled character. In this way, the number of status markers owned by the target controlled character becomes 2. In this way, the user's interest in using the special behavior skill can be stimulated.
[0118] In an exemplary embodiment, when switching the combat state under the condition that the number of status markers meets the first preset number and the target controlled character does not use the special action skill during the duration of the current combat state, after removing a fifth preset number of status markers from the status markers owned by the target controlled character according to the second removal rule, a new skill boost can be provided to the target controlled character or the corresponding energy value of the target controlled character can be increased to compensate the game account that controls the target controlled character. The new skill boost here can include other preset skill boosts different from the skill boosts determined based on the number and types of the status markers owned by the target controlled character before. For example, a skill boost 7 different from the above skill boosts 1 to 6. In other words, the new skill boost can be understood as a skill boost that cannot be determined based on the number and types of the status markers owned by the target controlled character.
[0119] Exemplarily, the increased energy value can be custom-set according to requirements. For example, the increased energy value can be the energy value deducted when the removed status marker was added. Taking the second removal rule being to remove the status marker added last before the state switch as an example, for instance, if the status marker added last before the state switch is the second status marker and the energy value deducted for adding the second status marker is 10, then when removing the last-added second status marker, 10 energy values can be added back to the target controlled character.
[0120] Of course, in the case where adding a status marker does not require deducting energy value, when removing the status marker according to the second removal rule, no corresponding compensation may also be made, and this exemplary embodiment does not make special limitations on this.
[0121] In the present disclosure, the function of the special skill control is determined according to the number of status markers, so as to achieve different game operation purposes through the special skill control. Without adding any controls, the interaction methods of the game are enriched, the interaction gameplay of the game is extended, and the game experience of players is improved.
[0122] In addition, it should be noted that the above-mentioned drawings are only schematic illustrations of the processes included in the method according to the exemplary embodiments of the present invention, rather than for limiting purposes. It is easy to understand that the processes shown in the above-mentioned drawings do not indicate or limit the time sequence of these processes. Additionally, it is also easy to understand that these processes can be executed synchronously or asynchronously in, for example, multiple modules.
[0123] Furthermore, the exemplary embodiment of the present disclosure also provides a game interaction device. Refer to Figure 7As shown, the game interaction device 700 may include the following program modules: a first special skill providing module 710, configured to, in response to the number of status markers owned by a target controlled character being less than a first preset number, provide a skill boost for the skill used by the target controlled character based on the status markers; and a second special skill providing module 720, configured to, in response to the number of status markers owned by the target controlled character reaching the first preset number, provide a special behavior skill for the target controlled character based on the status markers.
[0124] In an exemplary embodiment, the status markers are used to indicate the combat state of the target controlled character.
[0125] In an exemplary embodiment, the first special skill providing module 710 may be specifically configured to: when the number of status markers owned by the target controlled character is less than the first preset number, determine that the target special skill category currently indicated by the special skill control is a first special skill category, and the first special skill category is used to add status markers to provide a skill boost for the skill used by the target controlled character.
[0126] In an exemplary embodiment, the second special skill providing module 720 may be specifically configured to: when the number of status markers owned by the target controlled character reaches the first preset number, determine that the target special skill category currently indicated by the special skill control is a second special skill category, and the second special skill category is used to consume status markers to provide a special behavior skill for the target controlled character.
[0127] In an exemplary embodiment, the game interaction device in the present disclosure may further include a special skill operation execution module, which may be specifically configured to: in response to a trigger operation on the special skill control of a target special skill category, execute the special skill operation corresponding to the target special skill category, and the target special skill category includes a first special skill category and a second special skill category.
[0128] In an exemplary embodiment, the execution of the special skill operation corresponding to the target special skill category includes: when the target special skill category is the first special skill category, adding status markers to the target controlled character according to the combat state of the target controlled character and / or a first preset behavior condition, and performing a prompt display on the added status markers; when the target special skill category is the second special skill category, releasing the special behavior skill indicated by the second special skill category.
[0129] In an exemplary embodiment, adding status markers to the target controlled character according to the combat state of the target controlled character and / or a first preset behavior condition includes: when the combat state of the target controlled character is an offensive state, adding a second preset number of first status markers to the target controlled character, and performing a first prompt display on the first status markers; when the combat state of the target controlled character is a defensive state, adding a second preset number of second status markers to the target controlled character, and performing a second prompt display on the second status markers; when the target controlled character meets the first preset behavior condition, determining target status markers from the first status markers and the second status markers according to the combat state of the target controlled character, adding a third preset number of target status markers to the target controlled character, and performing a prompt display on the added target status markers; wherein, the third preset number is greater than the second preset number and less than or equal to the first preset number, the second preset number is less than or equal to the first preset number, and the first prompt display is different from the second prompt display.
[0130] In an exemplary embodiment, adding status markers to the target controlled character according to the combat state of the target controlled character and / or a first preset behavior condition includes: when adding status markers to the target controlled character according to the combat state of the target controlled character and / or the first preset behavior condition, determining an energy deduction value corresponding to the currently added status marker; and deducting the current energy value of the target controlled character according to the energy deduction value.
[0131] In an exemplary embodiment, the device 700 further includes a skill gain determination module, which can be specifically configured to: determine the skill gain of the target controlled character according to the types of status markers owned by the target controlled character and the quantity of each type of status marker.
[0132] In an exemplary embodiment, the device 700 may further include a skill gain adjustment module, which can be specifically configured to: in response to a change in the type or quantity of status markers owned by the target controlled character, adjust the skill gain of the target controlled character.
[0133] In an exemplary embodiment, the device 700 may further include a special behavior skill determination module, which can be configured to: in response to the quantity of status markers owned by the target controlled character reaching a first preset quantity, determine the special behavior skill of the target controlled character according to the combination of the first preset number of status markers owned by the target controlled character.
[0134] In an exemplary embodiment, determining the special behavior skills possessed by the target controlled character according to the combination of the first preset number of status markers possessed by the target controlled character includes: determining the special behavior skills possessed by the target controlled character according to the combat state of the target controlled character and the type combination of the first preset number of status markers possessed by the target controlled character.
[0135] In an exemplary embodiment, the device further includes a first removal module, which can be configured to: after the target controlled character uses the special behavior skill, remove a fourth preset number of status markers from the status markers possessed by the target controlled character based on a first preset removal rule, where the fourth preset number is less than or equal to the first preset number.
[0136] In an exemplary embodiment, removing a fourth preset number of status markers from the status markers possessed by the target controlled character based on the first preset removal rule includes: determining the skill type of the special behavior skill used by the target controlled character, and determining the removal timing according to the skill type; based on the removal timing and the first preset removal rule, remove a fourth preset number of status markers from the status markers possessed by the target controlled character.
[0137] In an exemplary embodiment, the device 700 further includes a skill gain release module, which can be configured to: release the skill gain in response to meeting the preset release conditions corresponding to the skill gain.
[0138] In an exemplary embodiment, the device 700 may further include a second removal module, which can be configured to: when switching the combat state when the number of status markers meets the first preset number and the target controlled character does not use the special behavior skill during the current combat state duration, remove a fifth preset number of status markers from the status markers possessed by the target controlled character according to a second preset removal rule.
[0139] In an exemplary embodiment, the device 700 may further include a special prompt display module, which is configured to: perform a third prompt display on the special skill control when the target special skill category currently indicated by the special skill control is the first special skill category; perform a fourth prompt display on the special skill control when the target special skill category currently indicated by the special skill control is the second special skill category; where the third prompt display and the fourth prompt display are different.
[0140] In an exemplary embodiment, the above-mentioned second special behavior skill providing module 720 may be specifically configured to: in response to the number of status markers owned by the target controlled character reaching a first preset number, provide a special behavior skill and a skill boost for the target controlled character based on the status markers.
[0141] The specific details of each part of the above device have been described in detail in the method embodiment. For the undisclosed details, reference may be made to the content of the method embodiment, and thus will not be elaborated herein.
[0142] It should be noted that although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the exemplary embodiments of the present disclosure, the features and functions of the two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.
[0143] In addition, although the steps of the method in the present disclosure are described in a specific order in the drawings, this does not require or imply that these steps must be executed in that specific order, or that all the steps shown must be executed to achieve the desired result. Additionally or alternatively, some steps may be omitted, multiple steps may be combined into one step for execution, and / or one step may be decomposed into multiple steps for execution, etc.
[0144] The exemplary embodiments of the present disclosure further provide a computer program product. The computer program product includes a computer program, and when the computer program is executed by a processor, it implements the above-mentioned game interaction method.
[0145] In one embodiment, the computer program product may be a tangible product containing a computer program, such as a computer-readable storage medium storing the computer program. The readable storage medium may be a storage medium based on signals such as electricity, magnetism, light, electromagnetic, infrared, etc., including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory (Flash), hard disk drive (HDD), solid state drive (SSD), etc. Exemplarily, the computer program product may be implemented as a non-volatile storage medium storing the computer program, such as read-only memory, NAND flash memory, etc.
[0146] In one embodiment, the computer program product may be an intangible product containing a computer program. Exemplarily, the computer program product may be implemented as a virtual digital product, such as an executable file storing the computer program, an installation package, and other digital files.
[0147] The code of a computer program can be written in one or more programming languages. Examples of programming languages include C, Java, C++, Python, etc. The program code can be executed entirely on the user's computing device, partially on the user's computing device, as an independent software package, partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving a remote computing device, the remote computing device can be connected to the user's computing device through any type of network, such as a local area network (LAN), wide area network (WAN), etc., or it can be connected to an external computing device (e.g., through an Internet connection provided by an operator).
[0148] A computer program can be carried or transmitted by signals such as electricity, magnetism, light, electromagnetic, infrared, etc. An electronic device can convert the signal carrying the computer program into a digital signal and then run the computer program. When the computer program runs on an electronic device, its code is used to cause the electronic device to execute (more specifically, to cause the processor of the electronic device to execute) the method steps of various exemplary embodiments of the present disclosure. For example, the above-mentioned game interaction method can be executed, which includes the following steps: in response to the number of status markers owned by the target controlled character being less than a first preset number, based on the status markers, provide a skill boost for the skill used by the target controlled character; in response to the number of status markers owned by the target controlled character reaching the first preset number, based on the status markers, provide a special behavior skill for the target controlled character.
[0149] By executing the above method steps through a computer program, different types of special skills, such as skill boosts or special behavior skills, can be provided to the user according to the number of status markers, enriching the interaction methods of the game and improving the user's gaming experience.
[0150] Exemplary embodiments of the present disclosure also provide an electronic device, which can be, for example, the above-mentioned terminal device 110 or server 120. The electronic device can include a processor and a memory. The memory stores executable instructions of the processor, which can be, for example, a computer program. The processor executes the executable instructions to execute the method steps of various exemplary embodiments of the present disclosure. In addition, the electronic device can also include a display for displaying a graphical user interface.
[0151] The following refers to Figure 8 , and an electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that Figure 8 the electronic device 800 shown is merely an example and should not impose limitations on the functions and scope of use of the embodiments of the present disclosure.
[0152] As Figure 8As shown, the electronic device 800 may include: a processor 810, a memory 820, a bus 830, an I / O (Input / Output) interface 840, a network adapter 850, and a display 860.
[0153] The memory 820 may include volatile memory, such as a RAM 821 and a cache unit 822, and may also include non-volatile memory, such as a ROM 823. The memory 820 may further include one or more program modules 824. Such program modules 824 include, but are not limited to: an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include the implementation of a network environment. For example, the program module 824 may include each module in the above device.
[0154] The processor 810 may include one or more processing units. For example, the processor 810 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and / or an NPU (Neural-Network Processing Unit), etc.
[0155] The processor 810 can be used to execute executable instructions stored in the memory 820. For example, it can execute the above game interaction method, which includes the following steps: in response to the number of status markers owned by the target controlled character being less than a first preset number, providing a skill boost for the skill used by the target controlled character based on the status markers; in response to the number of status markers owned by the target controlled character reaching the first preset number, providing a special behavior skill for the target controlled character based on the status markers.
[0156] Implementing the above method through a computer program can provide users with different types of special skills, such as skill boosts or special behavior skills, according to the number of status markers, enriching the game interaction method and improving the user's game experience.
[0157] The bus 830 is used to connect different components of the electronic device 800 and may include a data bus, an address bus, and a control bus.
[0158] The electronic device 800 can communicate with one or more external devices 900 (such as a keyboard, a mouse, an external controller, etc.) through the I / O interface 840.
[0159] The electronic device 800 can communicate with one or more networks through the network adapter 850. For example, the network adapter 850 can provide mobile communication solutions such as 3G / 4G / 5G, or provide wireless communication solutions such as wireless local area network, Bluetooth, near field communication, etc. The network adapter 850 can communicate with other modules of the electronic device 800 through the bus 830.
[0160] The electronic device 800 can display a graphical user interface through the display 860, such as displaying Figure 5 and Figure 6 the interface corresponding to the game screen shown, etc.
[0161] Although Figure 8 not shown in the figure, other hardware and / or software modules can also be set in the electronic device 800, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, etc.
[0162] In addition, the above-mentioned drawings are only schematic illustrations of the processes included in the method according to the exemplary embodiments of the present disclosure, rather than for limiting purposes. It is easy to understand that the processes shown in the above-mentioned drawings do not indicate or limit the time sequence of these processes. Additionally, it is also easy to understand that these processes can be executed synchronously or asynchronously in multiple modules, for example.
[0163] As can be seen from the above, the technical solution of the present disclosure can be implemented as a method, device, system, computer program product, storage medium, electronic device, etc. Those skilled in the art can understand that various aspects of the present disclosure can be specifically implemented in the following forms, namely: a complete hardware implementation manner, a complete software implementation manner (including firmware, microcode, etc.), or an implementation manner combining hardware and software aspects, such as can be respectively referred to as "circuit", "module", or "system".
[0164] It should be understood that the present disclosure is not limited to the specific method steps or structures already described and shown in the drawings, and various modifications and changes can be made without departing from its scope. Based on the specific implementation manners provided by the present disclosure, those skilled in the art will easily think of other implementation manners. Therefore, the specific implementation manners provided by the present disclosure are only exemplary, and the scope and spirit of the present disclosure are pointed out by the claims, and should cover any variations, uses, or adaptive changes of the present disclosure, and these variations, uses, or adaptive changes follow the general principles of the present disclosure and include well-known common knowledge or conventional technical means in the technical field not disclosed by the present disclosure.
Claims
1. A game interaction method, characterized in that, Including: In response to the number of status markers owned by the target controlled character being less than a first preset number, based on the status markers, provide a skill boost for the skills used by the target controlled character; In response to the number of status markers owned by the target controlled character reaching the first preset number, based on the status markers, provide a special behavior skill for the target controlled character.
2. The method according to claim 1, characterized in that, The status markers are used to indicate the combat state of the target controlled character.
3. The method according to claim 1, wherein The step of, in response to the number of status markers owned by the target controlled character being less than a first preset number, based on the status markers, providing a skill boost for the skills used by the target controlled character includes: When the number of status markers owned by the target controlled character is less than the first preset number, determine that the target special skill category currently indicated by the special skill control is the first special skill category, and the first special skill category is used to add status markers to provide a skill boost for the skills used by the target controlled character; The step of, in response to the number of status markers owned by the target controlled character reaching the first preset number, based on the status markers, providing a special behavior skill for the target controlled character includes: When the number of status markers owned by the target controlled character reaches the first preset number, determine that the target special skill category currently indicated by the special skill control is the second special skill category, and the second special skill category is used to consume status markers to provide a special behavior skill for the target controlled character.
4. The method according to claim 3, wherein The method further includes: In response to a trigger operation on the special skill control for the target special skill category, perform the special skill operation corresponding to the target special skill category, where the target special skill category includes the first special skill category and the second special skill category.
5. The method according to claim 4, wherein The step of performing the special skill operation corresponding to the target special skill category includes: When the target special skill category is the first special skill category, add status markers to the target controlled character according to the combat state of the target controlled character and / or a first preset behavior condition, and perform a prompt display for the added status markers; When the target special skill category is the second special skill category, release the special behavior skill indicated by the second special skill category.
6. The method according to claim 5, characterized in that, The step of adding status markers to the target controlled character according to the combat state of the target controlled character and / or a first preset behavior condition includes: When the combat state of the target controlled character is an offensive state, add a second preset number of first status markers to the target controlled character, and perform a first prompt display for the first status markers; When the combat state of the target controlled character is a defensive state, add a second preset number of second status markers to the target controlled character, and perform a second prompt display for the second status markers; When the target controlled character meets the first preset behavior condition, determine a target status marker from the first status marker and the second status marker according to the combat state of the target controlled character, add a third preset number of target status markers to the target controlled character, and perform a prompt display on the added target status markers.
7. The method according to claim 6, wherein The third preset number is greater than the second preset number and less than or equal to the first preset number, the second preset number is less than or equal to the first preset number, and the first prompt display is different from the second prompt display.
8. The method according to claim 5, wherein Adding status markers to the target controlled character according to the combat state and / or the first preset behavior condition of the target controlled character includes: When adding status markers to the target controlled character according to the combat state and / or the first preset behavior condition of the target controlled character, determine the energy deduction value corresponding to the currently added status marker; Deduct the current energy value of the target controlled character according to the energy deduction value.
9. The method according to any one of claims 1 to 8, characterized in that, The method further includes: Determine the skill bonuses of the target controlled character according to the types of status markers owned by the target controlled character and the number of each type of status marker.
10. The method according to claim 9, wherein The method further includes: In response to a change in the type or number of status markers owned by the target controlled character, adjust the skill bonuses of the target controlled character.
11. The method according to claim 1, characterized in that, The method further includes: In response to the number of status markers owned by the target controlled character reaching the first preset number, determine the special behavior skills of the target controlled character according to the combination of the first preset number of status markers owned by the target controlled character.
12. The method according to claim 11, wherein Determining the special behavior skills of the target controlled character according to the combination of the first preset number of status markers owned by the target controlled character includes: Determine the special behavior skills of the target controlled character according to the combat state of the target controlled character and the type combination of the first preset number of status markers owned by the target controlled character.
13. The method according to claim 1, wherein The method further includes: After the target controlled character uses the special behavior skill, remove a fourth preset number of status markers from the status markers owned by the target controlled character based on the first preset removal rule, and the fourth preset number is less than or equal to the first preset number.
14. The method according to claim 13, wherein Removing a fourth preset number of status markers from the status markers owned by the target controlled character based on the first preset removal rule includes: Determine the skill type of the special behavior skill used by the target controlled character, and determine the removal timing according to the skill type; Based on the removal timing and the first preset removal rule, remove a fourth preset number of status markers from the status markers owned by the target controlled character.
15. The method according to claim 1, wherein The method further includes: In response to meeting the preset release condition corresponding to the skill bonus, release the skill bonus.
16. The method according to claim 1, wherein The method further includes: When switching the combat state under the condition that the number of the state markers meets the first preset number and the target controlled character does not use the special behavior skill during the current combat state duration, remove a fifth preset number of state markers from the state markers owned by the target controlled character according to the second preset removal rule.
17. The method according to claim 3, wherein The method further includes: When the target special skill category currently indicated by the special skill control is the first special skill category, perform a third prompt display on the special skill control; When the target special skill category currently indicated by the special skill control is the second special skill category, perform a fourth prompt display on the special skill control; Wherein, the third prompt display and the fourth prompt display are different.
18. The method according to claim 1, characterized in that, The providing the special behavior skill for the target controlled character based on the state marker in response to the number of the state markers owned by the target controlled character reaching the first preset number includes: In response to the number of the state markers owned by the target controlled character reaching the first preset number, provide the special behavior skill and the skill boost for the target controlled character based on the state marker.
19. A game interaction device, characterized in that, Includes: A first special skill providing module, configured to, in response to the number of the state markers owned by the target controlled character being less than the first preset number, provide a skill boost for the skill used by the target controlled character based on the state marker; A second special skill providing module, configured to, in response to the number of the state markers owned by the target controlled character reaching the first preset number, provide the special behavior skill for the target controlled character based on the state marker.
20. A computer program product comprising a computer program, characterized in that, When the computer program is executed by a processor, the method according to any one of claims 1 to 18 is implemented.
21. An electronic device, characterized in that, Includes: One or more processors; A storage device for storing one or more programs, which when executed by the one or more processors, cause the one or more processors to implement the method according to any one of claims 1 to 18.