Game skill control method based on state isolation and system logic
Through the game skill control method of state isolation and cardio logic, skill selection and cooling management are simplified, and the problems of high operation complexity and limited skill capacity in the existing technology are solved, and low-cost and efficient skill operation and resource management are achieved.
Patent Information
- Application Number
- CN202510842272.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-06-23
- Publication Date
- 2025-08-19
AI Technical Summary
The existing game skill control mechanism has high operation complexity, shortcut keys require a large amount of key memory, and the strokes require accurate key order, resulting in high learning costs for players, limited skill capacity, inefficient cooling management, and affecting the gaming experience.
The game skill control method based on state isolation and balance logic is adopted, and the skill selection logic is simplified, skill capacity is expanded, and cooling resource allocation is optimized through skill state isolation, balance skill bit mapping and unified management of public cooling bits.
Reduce operation complexity, reduce learning costs, improve skill release efficiency, expand the number of skills, optimize the use of cooling resources, and improve the gaming experience.
Smart Images

Figure CN120502093A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of game design and development, and in particular to a game skill control method based on state isolation and base logic. Background Art
[0002] In existing game skill control mechanisms, skill release mainly relies on shortcut key binding or key combination, while cooldown mechanisms generally adopt independent cooldown or independent + shared cooldown modes. However, existing technologies have the following problems: high operational complexity: shortcut keys require a large number of key positions to be memorized, and combination requires precise key sequence, resulting in high learning costs for players; Limited skill capacity: The number of key positions is limited, making it difficult to support a large number of skill equipment; Inefficient cooldown management: Independent cooldowns result in skill usage costs decreasing as the number of skills increases, while shared cooldowns require players to frequently monitor multiple cooldown timers, impacting the gaming experience. To address this issue, this paper proposes an integrated solution based on skill state isolation, binary skill bit mapping, and unified shared cooldown bit management. This solution aims to reduce operational complexity, expand skill capacity, and optimize cooldown resource allocation efficiency. Summary of the Invention
[0003] In view of the above situation, in order to overcome the defects of the prior art, the present invention provides a game skill control method based on state isolation and base logic, which effectively solves the problems in the prior art.
[0004] To achieve the above objectives, the present invention adopts the following technical solution: a game skill control method based on state isolation and base logic, comprising the following steps: (1) Controlling the game character to switch from the normal operation state to the skill state through preset trigger conditions. The skill state is the only state allowed for skill selection and release; (2) In the skill state, receiving a player's base input signal, generating a skill position ID based on computer base logic, and mapping a target skill from a predefined skill library according to the skill position ID; (3) When the skill state is detected to have ended, the target skill is released, and at least one common cooling position is occupied; (4) The cooling time of all skills is calculated uniformly through the common cooling position management module, and the release of skills is prohibited when the cooling position resources are insufficient.
[0005] Preferably, the preset trigger condition in step (1) is at least one of the following: pressing a specific key or key combination; switching to a first-person perspective or a specific interface; executing a preset gesture or action command.
[0006] Preferably, the binary input signal in step (2) is implemented in the following manner: Binary input: Generate skill bit ID by using the input logic of "0" and "1" corresponding to the left and right mouse buttons respectively; Multi-base input: Use multiple keystrokes or operation bit combinations to map skill bit IDs in ternary, hexadecimal, or other bases.
[0007] Preferably, the expansion logic of the skill position ID is: when the number of skill positions n increases, the number of equippable skills is a cumulative value of 2ⁿ, where n is a natural number and n≥1.
[0008] Preferably, the management rules of the common cooling position include: Each public cooling position calculates the cooling time independently; When releasing skills, they will take priority over the uncooled public cooling slots; The number of cooldown slots is dynamically adjusted based on game difficulty or character attributes.
[0009] Preferably, including: State switching module: used to control the switching of game characters between normal state and skill state; Skill bit mapping module: generates skill bit ID based on binary input signal and associates it with target skills in the skill library; Cooldown management module: All skill cooldowns are uniformly scheduled and allocated through a public cooldown resource pool; Release judgment module: triggers the skill release at the end of the skill state and verifies the availability of cooling resources.
[0010] Preferably, the skill bit mapping module supports at least one of the following implementations: bitwise operation logic; String concatenation logic; Array indexing logic.
[0011] Preferably, the cooling position management module further includes: Cooldown reuse strategy: allows multiple skills to share the same cooldown slot and allocates cooldown resources based on skill priority or type; Cooling position visualization interface: real-time display of cooling position occupancy status and remaining time.
[0012] Compared with the prior art, the present invention has the following beneficial effects: 1. This invention reduces operational complexity: skill state isolation prevents misoperation, binary input simplifies skill selection logic, and by restricting skill selection and release to independent skill states (such as seal state and first-person perspective), it prevents players from accidentally releasing skills during regular operations (movement, attacking). 2. Using computer logic such as binary and ternary numbers, complex skill selections are converted into simple keystroke sequences (e.g., "left button - left button - right button" corresponds to the binary ID "001"). Compared to traditional skill combinations (which require memorizing 6-8 key combinations), the learning curve is reduced by 60%, allowing novice players to master core skill operations in just 10 minutes.
[0013] 3. All skills share a limited number of cooldown slots (e.g., the default is 3). Unleashing a skill requires at least one cooldown slot. This mechanism forces players to make strategic choices about the order and timing of skill releases, avoiding mindless "face-rolling keyboard" operations. Tests have shown that players who use this solution in PVP battles experience a 25% increase in skill release efficiency and a 70% decrease in skill abuse. BRIEF DESCRIPTION OF THE DRAWINGS
[0014] Figure 1 This is a flow chart of skill state switching and release determination of the present invention; Figure 2 This is a schematic diagram of binary skill bit input and skill mapping of the present invention; Figure 3 This is an example of the public cooling resource pool management interface of the present invention; Figure 4 Schematic diagram of a ternary input logic embodiment of the present invention. DETAILED DESCRIPTION
[0015] like Figure 1-4 As shown, a game skill control method based on state isolation and base logic enters the skill state: When the player presses the space bar, the character enters the seal state (skill state), the interface switches to the first-person perspective, and normal movement and attack functions are temporarily disabled.
[0016] Input binary sequence: The left mouse button represents "0" and the right mouse button represents "1". Players generate skill position IDs by clicking in order: Left button-left button-left button → ID "000" → mapped to skill "Rock Shield"; Left-Right-Left → ID "010" → Mapped to the skill "Fire Blast".
[0017] Trigger skill release: After releasing the space bar, the system detects the skill corresponding to the current skill slot ID and checks the public cooldown slot resources (3 by default).
[0018] If the cooldown slot is available, release the skill and occupy 1 cooldown slot; if it is insufficient, the "Cooling Down" prompt will be displayed.
[0019] Cooling position management: The cooldown position is timed independently (e.g. 10 seconds per position), and players can view the remaining cooldown time in real time through the interface icon.
[0020] Effect verification: The average skill release accuracy of novice players increased from 45% of traditional tricks to 92%; The skill capacity is expanded from 30 in the traditional model to 512 (when n=8).
[0021] Example 2: Ternary Skill Bit Mapping (MMORPG) Application scenario: Class skill system in massively multiplayer online role-playing games (MMORPGs).
[0022] Implementation steps: Skill state trigger: The player enters the skill state by pressing the key combination "Ctrl+Q", the character enters the meditation state, and the skill selection interface pops up.
[0023] Ternary input logic: The Q, W, and E buttons correspond to "0," "1," and "2" respectively, generating a ternary skill bit ID: QWE → ID "012" → mapped to "Group Healing"; EEQ → ID "220" → Mapped to "Meteorite Summoning".
[0024] Cooling bit reuse strategy: Set up 5 common cooldown slots and group them by skill type: Healing skills share 2 cooldown slots; Attack skills share 3 cooldown slots; The ultimate skill "Meteorite Summoning" can occupy any cooldown position.
[0025] Effect verification: Skill capacity increased to 3 8 =6561 (when n=8), meeting the massive skill requirements of MMORPG; In team dungeons, the cooldown resource conflict of healing professions is reduced by 50%.
[0026] Example 3: Dynamic Cooldown Adjustment (Competitive Games) Application scenario: Skill balance system in the MOBA game "Phantom Battlegrounds".
[0027] Implementation steps: Skill state and base mapping: Players enter the skill state by pressing "L1+R1" on the controller and select skills by entering the binary sequence (↑=1, ↓=0) using the direction keys.
[0028] Dynamic Cooldown Rules: Dynamically adjust the number of cooldown slots based on real-time combat data: Disadvantage: Cooldown increased from 3 to 5, increasing counterattack chance; Advantaged side: Cooldown is reduced to 2, limiting skill suppression.
[0029] Priority preemption mechanism: The ultimate skill "Time and Space Rift" can be forced to occupy all available cooldown slots, but the cooldown time is extended to 30 seconds.
[0030] Effect verification: The disadvantaged team's comeback rate increased from 15% to 35%; The average game duration is shortened by 20% and the pace is more compact.
[0031] Example 4: Mobile Gesture Input (Mobile Game) Application scenario: gesture skill system in mobile terminal.
[0032] Implementation steps: Skill state trigger: The player presses and holds the screen with two fingers to enter the skill state, the character enters the charging state, and the gesture input area is activated.
[0033] Hexadecimal gesture mapping: Draw hexadecimal symbols (e.g., "△" = 1, "○" = F) in the swipe area of the screen to generate the skill position ID: “△-○-□” → ID “1F3” → mapped to “Thunderstorm”
[0034] Cooling position visualization: A cooling ring progress bar is displayed on the edge of the screen, allowing players to intuitively view resource status.
[0035] Effect verification: The smoothness of mobile terminal operation has increased by 40%, and the false touch rate has been reduced to less than 5%; The skill release response time is shortened from 300ms of traditional virtual buttons to 150ms.
[0036] Working principle: 1. Skill State Isolation Mechanism 1. Trigger and state switching Trigger condition: The player enters the skill state through specific operations (such as pressing the space bar, switching to the first-person perspective, and executing gesture commands).
[0037] State Isolation: In the skill state, some or all other operations (such as attacking, jumping, dodging, etc.) will be temporarily disabled, and the interface will switch to skill selection mode to ensure that players focus on the skill release process.
[0038] Exit condition: When the skill state ends (such as releasing the trigger button or completing skill selection), the system automatically exits this state and returns to the normal state.
[0039] 2. Function Implementation Anti-accidental touch design: The skill state is an independent state, which prevents players from accidentally touching skill shortcut keys or combo commands during normal operations (such as accidentally pressing the skill key while running).
[0040] Release judgment: Skill release is triggered only when the skill state ends, ensuring the integrity and accuracy of skill selection.
[0041] 2. Binary Skill Bit Mapping Mechanism 1. Input logic and skill bit generation Base type: supports binary, ternary, hexadecimal and other computer base logic.
[0042] Binary: Generates a skill bit ID (e.g. "001" corresponds to skill A) by operating two bits (e.g. left mouse button = 0, right mouse button = 1).
[0043] Multi-base expansion: Use multiple key combinations (such as Q=0, W=1, E=2) to implement ternary skill bit IDs (for example, "012" corresponds to skill B).
[0044] Skill slot expansion rules: When the number of skill bits is n, the number of equippable skills is 2¹ + 2² + … + 2ⁿ (binary) or mⁿ (m is a base 1 number).
[0045] For example, when n=8 and binary is used, 512 skills can be equipped, far exceeding the capacity limit of traditional key binding or skill combination.
[0046] 2. Skills Mapping and Execution Skill library association: Each skill position ID corresponds one-to-one with a skill in the predefined skill library, and supports dynamic updates (such as expanding the number of digits when adding new skills).
[0047] Input feedback: The system displays the binary sequence entered by the player in real time (such as the screen prompt "Current skill position ID: 010") to enhance operation transparency.
[0048] 3. Public Cooling Space Management Mechanism 1. Cooldown resource allocation Unified resource pool: All skills share a fixed number of common cooldown slots (3 by default), and at least one cooldown slot must be occupied when releasing a skill.
[0049] Cooling rules: Each cooldown position has an independent timer (e.g. 10 seconds per position), and the resource is automatically released after the cooldown ends. If the cooldown is insufficient, the system will prohibit the release of skills and prompt "Cooling down".
[0050] 2. Dynamic Adjustment and Reuse Strategy Difficulty Adaptation: Dynamically adjust the number of cooldown slots based on the game mode (e.g., in Hard Mode, the number of cooldown slots is reduced to 1, improving strategy).
[0051] Priority reuse: High-priority skills (such as ultimate skills) can take over the cooldown of low-priority skills to ensure that key skills are released in time.
[0052] Group management: Group by skill type (healing, attack, defense) to share cooldown slots and optimize resource allocation efficiency.
[0053] 4. Collaborative Workflow Trigger skill state: The player presses the space bar to enter the seal state, and normal operations are disabled.
[0054] Enter a binary sequence: Use the left mouse button (0) or right mouse button (1) to enter a binary sequence (such as "000") to generate a skill bit ID.
[0055] Mapping skills: The system matches the target skill (such as "Rock Shield") from the skill library based on the ID.
[0056] Release judgment: After releasing the space bar, check the public cooling resources: If available, release the skill and occupy 1 cooldown slot; If it is not available, it will prompt “Cooling Down” and cancel the release.
[0057] Cooling management: The cooling position starts to count down independently, and the player can monitor the remaining time in real time through the interface icon.
[0058] The above description is only a preferred specific embodiment of the present invention, but the scope of protection of the present invention is not limited thereto. Any technician familiar with the technical field, within the technical scope disclosed by the present invention, who makes equivalent replacements or changes based on the technical solution and inventive concept of the present invention, should be covered by the scope of protection of the present invention.
[0059] In the description of this specification, the reference terms "one embodiment", "some embodiments", "example", "specific example", or "some examples" mean that the specific features, structures, materials or characteristics described in conjunction with the embodiment or example are included in at least one embodiment or example of the present invention. In this specification, the schematic representations of the above terms do not necessarily refer to the same embodiment or example. Moreover, the specific features, structures, materials or characteristics described can be combined in any one or more embodiments or examples in a suitable manner. In addition, those skilled in the art can combine and combine different embodiments or examples described in this specification and features of different embodiments or examples without contradiction.
[0060] Although the embodiments of the present invention have been shown and described above, it will be understood that the above embodiments are illustrative and are not to be construed as limitations on the present invention. A person skilled in the art may change, modify, replace and modify the above embodiments within the scope of the present invention.
Claims
1. A game skill control method based on state isolation and base logic, characterized in that: The following steps are involved: (1) Controlling the game character to switch from the normal operation state to the skill state through preset trigger conditions. The skill state is the only state allowed for skill selection and release; (2) In the skill state, receiving a player's base input signal, generating a skill position ID based on computer base logic, and mapping a target skill from a predefined skill library according to the skill position ID; (3) When the skill state is detected to have ended, the target skill is released, and at least one common cooling position is occupied; (4) The cooling time of all skills is calculated uniformly through the common cooling position management module, and the release of skills is prohibited when the cooling position resources are insufficient.
2. A game skill control method based on state isolation and base logic according to claim 1, characterized in that: The preset trigger condition in step (1) is at least one of the following: pressing a specific key or key combination; switching to a first-person perspective or a specific interface; executing a preset gesture or action command.
3. The game skill control method based on state isolation and base logic according to claim 1, characterized in that: The binary input signal in step (2) is implemented in the following manner: Binary input: Generate skill bit ID by inputting logic corresponding to "0" and "1" by pressing left and right mouse buttons respectively; Multi-base input: Use multiple keystrokes or operation bit combinations to map skill bit IDs in ternary, hexadecimal, or other bases.
4. The game skill control method based on state isolation and base logic according to claim 1, characterized in that: The expansion logic of the skill position ID is: When the number of skill slots n increases, the cumulative number of equippable skills is 2ⁿ, where n is a natural number and n≥1.
5. The game skill control method based on state isolation and base logic according to claim 1, characterized in that: The management rules of the public cooling position include: Each public cooling position calculates the cooling time independently; When releasing skills, they will take priority over the uncooled public cooling slots; The number of cooldown slots is dynamically adjusted based on game difficulty or character attributes.
6. A game skill control system based on state isolation and base logic, characterized in that: include: State switching module: used to control the switching of game characters between normal state and skill state; Skill bit mapping module: generates skill bit ID based on binary input signal and associates it with target skills in the skill library; Cooldown management module: All skill cooldowns are uniformly scheduled and allocated through a public cooldown resource pool; Release judgment module: triggers the skill release at the end of the skill state and verifies the availability of cooling resources.
7. A game skill control system based on state isolation and base logic according to claim 6, characterized in that: The skill bit mapping module supports at least one of the following implementations: bitwise operation logic; String concatenation logic; Array indexing logic.
8. The game skill control system based on state isolation and base logic according to claim 6, characterized in that: The cooling position management module further includes: Cooldown reuse strategy: allows multiple skills to share the same cooldown slot and allocates cooldown resources based on skill priority or type; Cooling position visualization interface: real-time display of cooling position occupancy status and remaining time.
9. A computer-readable storage medium, characterized in that A computer program is stored, and when the program is executed by a processor, the method according to any one of claims 1 to 5 is implemented.