Skill release method and device, equipment and storage medium

By setting up multiple energy mechanisms and energy indicator controls for virtual characters, the problem of the single skill mechanism of virtual characters is solved, and the richness and diversity of skill mechanisms are realized.

CN120960768APending Publication Date: 2025-11-18TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202410609042.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-05-15
Publication Date
2025-11-18

AI Technical Summary

Technical Problem

The existing technology has a simple skill mechanism for virtual characters, resulting in a lack of diversity and richness in the skill design of virtual characters.

Method used

Multiple energy mechanisms are set up for virtual characters, and the energy of the virtual characters is indicated by energy indicator controls. Different energy consumption and accumulation mechanisms are provided to enable the release of different skill mechanisms.

Benefits of technology

By setting up multiple energy mechanisms, the richness and diversity of the skill mechanics of virtual characters are enhanced, breaking through the limitations of a single energy mechanism.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention discloses a skill release method and device, equipment and a storage medium, and belongs to the field of application programs supporting a virtual environment. The method comprises the following steps: displaying a virtual environment and a virtual character in the virtual environment; an energy indication control of the virtual character is displayed, the energy indication control is used for indicating the energy of the virtual character under the corresponding energy mechanism in the multiple energy mechanisms, and the virtual characters of different energy mechanisms are different in at least one of the energy consumption mechanism and the energy accumulation mechanism. The energy consumption mechanism is a mechanism for consuming energy when the virtual character releases the general skills; and in response to a universal skill release operation on the virtual character, displaying that the virtual character releases the universal skill, and deducting the energy consumed by the virtual character to release the universal skill from the energy indication control. According to the method, the limitation of a single energy mechanism on virtual roles for realizing different skill mechanisms can be broken through, and the richness of the skill mechanisms of the virtual roles can be improved.
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Description

TECHNICAL FIELD

[0001] The present application relates to the field of application programs supporting virtual environments, and in particular to a skill releasing method, device, equipment and storage medium. BACKGROUND

[0002] In an application program supporting a virtual environment, a user can control a virtual character in the virtual environment to release a skill possessed by the virtual character.

[0003] The virtual character usually has two types of skills. For a first type of skill of the virtual character, a cooling time is entered after being released, and the virtual character can release the skill again after the cooling time ends. For a second type of skill of the virtual character, the virtual character needs to have energy to release the skill, and the energy consumed by releasing the skill is deducted from the energy possessed by the virtual character after being released.

[0004] In related technologies, a game developer designs a common skill for different virtual characters, and the common skill includes the same type of skills possessed by different virtual characters. The common skill can be a skill that consumes energy to release, for example, the virtual character releases the common skill to consume all the energy. The above design causes the problem that the skill mechanism of the virtual character is relatively single. SUMMARY

[0005] The present application provides a skill releasing method, device, equipment and storage medium, which can improve the richness of the skill mechanism of the virtual character. The technical solution is as follows:

[0006] According to an aspect of the present application, a skill releasing method is provided, and the method comprises:

[0007] displaying a virtual environment and a virtual character in the virtual environment;

[0008] displaying an energy indication control of the virtual character, the energy indication control being used to indicate the energy possessed by the virtual character under a corresponding energy mechanism in a plurality of energy mechanisms, the virtual character in different energy mechanisms being different in at least one mechanism of a consumed energy mechanism and an accumulated energy mechanism, the consumed energy mechanism being a mechanism in which the virtual character consumes energy when releasing a common skill, and the common skill including the same type of skills possessed by different virtual characters;

[0009] in response to a common skill releasing operation of the virtual character, displaying the virtual character releasing the common skill, and deducting the energy consumed by the virtual character releasing the common skill in the energy indication control.

[0010] According to another aspect of the present application, a skill releasing device is provided, and the device comprises:

[0011] displaying a virtual environment and a virtual character in the virtual environment;

[0012] The display module is further configured to display an energy indication control of the virtual character, the energy indication control being used to indicate energy of the virtual character in a corresponding energy mechanism of a plurality of energy mechanisms, the virtual character in different energy mechanisms being different in at least one of energy consumption mechanisms and energy accumulation mechanisms, the energy consumption mechanism being a mechanism in which the virtual character consumes energy when releasing a common skill, the common skill including a same type of skill possessed by different virtual characters.

[0013] The display module is further configured to, in response to a common skill release operation of the virtual character, display the virtual character releasing the common skill, and deduct energy consumed by the virtual character in releasing the common skill in the energy indication control.

[0014] In an optional design, the plurality of energy mechanisms includes at least one of a first energy mechanism, a second energy mechanism, and a third energy mechanism, the first energy mechanism being an energy mechanism in which the common skill is released by consuming first energy points, the second energy mechanism being an energy mechanism in which the common skill is released by consuming a first energy value, and the third energy mechanism being an energy mechanism in which the common skill is released by consuming second energy points and a second energy value is consumed to release a skill other than the common skill.

[0015] In an optional design, the virtual character corresponds to the first energy mechanism, and the display module is configured to display a first energy point control of the virtual character, the first energy point control being used to indicate energy points possessed by the virtual character in a first upper limit number of first energy points.

[0016] In an optional design, the common skill includes at least one of a first skill and a second skill, the first skill having a stronger skill effect than the second skill, and the display module is configured to, in a case where the first energy point control indicates that the virtual character has a first consumption number of first energy points, display the virtual character releasing the first skill in response to a first skill release operation of the virtual character, and deduct the first consumption number of first energy points in the first energy point control; in a case where the first energy point control indicates that the virtual character has a second consumption number of first energy points, display the virtual character releasing the second skill in response to a second skill release operation of the virtual character, and deduct the second consumption number of first energy points in the first energy point control, the first consumption number being greater than the second consumption number.

[0017] In an optional design, the virtual character corresponds to the second energy mechanism; and the display module is configured to display a first energy value control of the virtual character, the first energy value control being used to indicate a size of a first energy value possessed by the virtual character.

[0018] In an optional design, the common skill includes at least one of a first skill and a second skill, the first skill having a stronger skill effect than the second skill; and the display module is configured to, in a case where the first energy value control indicates that the virtual character possesses a first consumption proportion of the first energy value, display, in response to a first skill release operation of the virtual character, that the virtual character releases the first skill and deduct the first consumption proportion of the first energy value in the first energy value control; and in a case where the first energy value control indicates that the virtual character possesses a second consumption proportion of the first energy value, display, in response to a second skill release operation of the virtual character, that the virtual character releases the second skill and deduct the second consumption proportion of the first energy value in the first energy value control; wherein the first consumption proportion is greater than the second consumption proportion.

[0019] In an optional design, the display module is configured to, in a case where the first energy value control indicates that the virtual character possesses a first energy value lower than the second consumption proportion, display, in response to the second skill release operation, that the virtual character releases the second skill and display that the second skill enters a cooling time.

[0020] In an optional design, the virtual character corresponds to the third energy mechanism; and the display module is configured to display a second energy point control and a second energy value control of the virtual character, the second energy point control being used to indicate a number of energy points possessed by the virtual character in a second upper limit number of second energy points, and the second energy value control being used to indicate a size of a second energy value possessed by the virtual character.

[0021] In an optional design, the common skill includes at least one of a first skill and a second skill, and the skill effect of the first skill is stronger than that of the second skill; the display module is configured to, in response to a first skill release operation on the virtual character, display the virtual character releasing the first skill and deducting a third consumption amount of second energy points in the second energy point control, when the second energy point control indicates that the virtual character has the third consumption amount of second energy points; and in response to a second skill release operation on the virtual character, display the virtual character releasing the second skill and deducting a second consumption amount of second energy points in the second energy point control, when the second energy point control indicates that the virtual character has the second consumption amount of second energy points; and the third consumption amount is greater than the second consumption amount.

[0022] In an optional design, the display module is configured to, in response to a third skill release operation on the virtual character, display the virtual character releasing the third skill and deducting a third consumption proportion of second energy values in the second energy value control, and not displaying the third skill entering a cooling time, when the second energy value control indicates that the virtual character has the third consumption proportion of second energy values; and the third skill includes a skill other than the common skill possessed by the virtual character.

[0023] In an optional design, the multiple energy mechanisms include at least one of: a first energy mechanism; a second energy mechanism; and a third energy mechanism; the first energy mechanism is an energy mechanism for accumulating first energy points for the virtual character through skill hits, the second energy mechanism is an energy mechanism for accumulating first energy values for the virtual character over time, and the third energy mechanism is an energy mechanism for accumulating second energy points for the virtual character through skill hits and accumulating second energy values for the virtual character over time.

[0024] In an optional design, the virtual character corresponds to the first energy mechanism; and the display module is configured to display the first energy points possessed by the virtual character increasing, when a third skill of the virtual character hits an enemy character; and the third skill includes a skill other than the common skill possessed by the virtual character.

[0025] In an optional design, the virtual character corresponds to the second energy mechanism; and the display module is configured to display the first energy values possessed by the virtual character gradually increasing over time.

[0026] In an optional design, the virtual character corresponds to the second energy mechanism; the display module is configured to display that the first energy value possessed by the virtual character is increased in a case where a third skill of the virtual character hits an enemy character; and the third skill includes a skill possessed by the virtual character other than the common skill.

[0027] In an optional design, the virtual character corresponds to the third energy mechanism; the display module is configured to display that the second energy point possessed by the virtual character is increased in a case where a third skill of the virtual character hits an enemy character; and the third skill includes a skill possessed by the virtual character other than the common skill.

[0028] According to another aspect of the present application, a computer device is provided, which includes a processor and a memory, and the memory stores at least one program, which is loaded and executed by the processor to implement the skill release method according to the above aspect.

[0029] According to another aspect of the present application, a computer readable storage medium is provided, which stores at least one program, which is loaded and executed by a processor to implement the skill release method according to the above aspect.

[0030] According to another aspect of the present application, a computer program product or computer program is provided, which includes computer instructions stored in a computer readable storage medium. A processor of a computer device reads the computer instructions from the computer readable storage medium, and the processor executes the computer instructions to cause the computer device to perform the skill release method provided in various optional implementations of the above aspect.

[0031] The technical scheme provided by the present application has at least the following beneficial effects:

[0032] By setting multiple energy mechanisms for different virtual characters and indicating the energy possessed by the virtual characters through corresponding energy indication controls, different energy consumption mechanisms for releasing the common skill of the virtual characters through different energy mechanisms and / or different energy accumulation mechanisms for the virtual characters can be implemented, so that the virtual characters with different skill mechanisms can be supported, and the limitation of a single energy mechanism on the virtual characters with different skill mechanisms is broken, which helps to improve the richness of the skill mechanism of the virtual characters and the diversity of the virtual characters. BRIEF DESCRIPTION OF DRAWINGS

[0033] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the embodiments description will be briefly introduced. Obviously, the drawings in the following description only constitute some embodiments of the present application, and for those skilled in the art, other drawings can be obtained without creative labor based on these drawings.

[0034] Figure 1 is a structural block diagram of a computer system provided by an exemplary embodiment of the present application;

[0035] Figure 2 is a schematic diagram of an energy mechanism provided by an exemplary embodiment of the present application;

[0036] Figure 3 is a flowchart of a skill release method provided by an exemplary embodiment of the present application;

[0037] Figure 4 is a schematic diagram of a horizontal version of a battle interface provided by an exemplary embodiment of the present application;

[0038] Figure 5 is a flowchart of a skill release method provided by an exemplary embodiment of the present application;

[0039] Figure 6 is a schematic diagram of a first energy point control provided by an exemplary embodiment of the present application;

[0040] Figure 7 is a schematic diagram of a first energy value control provided by an exemplary embodiment of the present application;

[0041] Figure 8 is a schematic diagram of a second energy point control and a second energy value control provided by an exemplary embodiment of the present application;

[0042] Figure 9 is a schematic diagram of a process for implementing three energy mechanisms provided by an exemplary embodiment of the present application;

[0043] Figure 10 is a flowchart of a skill release method provided by an exemplary embodiment of the present application;

[0044] Figure 11 is a structural diagram of a skill release device provided by an exemplary embodiment of the present application;

[0045] Figure 12 is a structural diagram of a terminal provided by an exemplary embodiment of the present application.

[0046] The drawings herein are incorporated into the description and form part of the description, show embodiments consistent with the present application, and together with the description, serve to explain the principles of the present application. Detailed Implementation

[0047] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.

[0048] First, let me introduce the terms used in this application:

[0049] Virtual environment: This refers to the virtual environment displayed (or provided) by an application when it runs on a terminal. This virtual environment can be a simulation of the real world, a semi-simulated / semi-fictional environment, or a purely fictional environment. The virtual environment can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual environment; this application does not limit this to any particular type.

[0050] Virtual Character: A virtual character refers to an active object in a virtual environment. This active object can be a virtual person, virtual animal, anime character, etc., such as a person displayed in a 3D virtual environment. Optionally, a virtual character is a 3D model created based on animation skeletal technology. Each virtual character has its own shape and volume in the 3D virtual environment and occupies a portion of the space within the 3D virtual environment.

[0051] Enemy character: refers to at least one movable object in a virtual environment controlled by a user or application, such as a virtual character controlled by a user or artificial intelligence (AI). User-controlled virtual characters can engage in combat with enemy characters. When the enemy character is controlled by an application, it can also be called a non-player character (NPC). Enemy characters can be virtual figures, virtual animals, anime characters, virtual monsters, virtual robots, etc. Optionally, enemy characters are three-dimensional models created using animation skeletal technology. Each enemy character has its own shape and volume in the three-dimensional virtual environment and occupies a portion of the space within the virtual environment.

[0052] Side-scrolling games are games where the movement of a virtual character is controlled within a horizontal frame of the screen. In side-scrolling games, the virtual character moves horizontally for the entirety or most of the screen. Based on content, side-scrolling games can be categorized into side-scrolling platformers, side-scrolling adventurers, side-scrolling competitive games, side-scrolling multiplayer games, side-scrolling action games, and side-scrolling strategy games. Based on technology, side-scrolling games can be divided into two-dimensional (2D) side-scrolling games and three-dimensional (3D) side-scrolling games.

[0053] Skills: A virtual character's skills include various special abilities that the virtual character can use during battles against enemy characters. These skills have a significant impact on the virtual character's combat performance and the course of the battle.

[0054] Virtual character skills can generally be divided into two main categories: active skills and passive skills. Active skills are skills that the virtual character can actively use; they usually have a cooldown period after activation, or consume the virtual character's energy upon activation. Passive skills, on the other hand, are skills that automatically trigger when certain conditions are met. Each skill of a virtual character has a corresponding effect, such as damage-dealing skills, defensive skills, healing skills, buff skills, and debuff skills. The effects of these skills determine the virtual character's role and function in the game. During virtual character battles, users need to control their virtual character to release appropriate skills based on the enemy's situation.

[0055] Energy: The energy that a virtual character possesses is used to unleash general skills. For example, when a virtual character has a full energy level, it can unleash an ultimate skill, which will deduct all of the virtual character's energy after the skill is used.

[0056] Universal skills: Universal skills are skills that all virtual characters possess. These universal skills include skills of the same type that different virtual characters have. For example, universal skills include ultimate skills and escape skills.

[0057] Ultimate Skill: Also known as a finishing move, awakening skill, or reversal skill. Ultimate skills are skills possessed by all virtual characters. They are the most powerful skills among all the skills a virtual character has, such as the skill with the highest damage.

[0058] Escape Skills: Also known as teleportation skills, escape skills, or dodge skills. Escape skills are skills possessed by all virtual characters and are used by virtual characters to escape and avoid damage.

[0059] User interface (UI) controls are any visual controls or elements that can be seen on the user interface of an application. Examples include images, input fields, text boxes, buttons, and labels; some of these UI controls respond to user actions.

[0060] Figure 1 This is a structural block diagram of a computer system provided in an exemplary embodiment of this application. The computer system 100 includes: a first terminal 110, a second terminal 120, and a server cluster 130.

[0061] The first terminal 110 is installed and runs an application 111 supporting a virtual environment, which can be a client supporting a virtual environment. When the first terminal 110 runs the application 111, a user interface of the application 111 is displayed on a screen of the first terminal 110. The application 111 can be any one of a shooting game (STG), a first-person shooting game (FPS), a third-person shooting game (TPS), a fight technology game (FTG), an action game (ACT), a multiplayer online battle arena (MOBA) game, a real-time strategy game (RTS), a massive / massively multiplayer online game (MMOG), an arcade game, a simulation game (SLG), a party game, a casual game, etc. In this embodiment, the application 111 is taken as an example of a side-scrolling action game. The first terminal 110 is a terminal used by a first user 112, who uses the first terminal 110 to control a behavior of a first virtual character in a virtual environment. The first user 112 uses the application 111 by logging in.

[0062] The second terminal 120 is installed and runs an application 121 supporting a virtual environment, which can be a client supporting a virtual environment. When the second terminal 120 runs the application 121, a user interface of the application 121 is displayed on a screen of the second terminal 120. The application 121 can be any one of an STG, an FPS, a TPS, an FTG, an ACT, a MOBA game, an RTS, an MMOG, an arcade game, an SLG, a party game, a casual game, etc. In this embodiment, the application 121 is taken as an example of a side-scrolling action game. The second terminal 120 is a terminal used by a second user 122, who uses the second terminal 120 to control a behavior of a second virtual character in a virtual environment. The second user 122 uses the application 121 by logging in. Optionally, the second virtual character belongs to the same camp as the first virtual character or a different camp. When they belong to the same camp, there can be at least one enemy character in the virtual environment, which is controlled by a user using a third terminal through a corresponding application or by the application, and belongs to an enemy camp of the first virtual character.

[0063] Optionally, the clients installed on the first terminal 110 and the second terminal 120 are the same, or the clients installed on the two terminals are the same type of clients on different operating system platforms (e.g. Android or IOS). The first terminal 110 can be referred to as one of a plurality of terminals, and the second terminal 120 can be referred to as another of the plurality of terminals. The present embodiment is only exemplified by the first terminal 110 and the second terminal 120. The first terminal 110 and the second terminal 120 can be of the same or different device types, which include at least one of a smartphone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop computer, and a desktop computer. The following embodiments are exemplified by terminals including smartphones.

[0064] Figure 1 Only two terminals are shown in the figure, but there are a plurality of other terminals 140 in different embodiments. In some embodiments, there is at least one other terminal 140 that is a terminal corresponding to a developer, and a development and editing platform supporting the client of the virtual environment is installed on the other terminal 140. The developer can edit and update the client on the other terminal 140, and transmit the installation package of the updated client to the server cluster 130 through a wired or wireless network. The first terminal 110 and the second terminal 120 can download the client installation package from the server cluster 130 to update the client.

[0065] The first terminal 110, the second terminal 120, and the other terminal 140 are connected to the server cluster 130 through a wireless network or a wired network.

[0066] The server cluster 130 includes at least one of a server, a plurality of servers, a cloud computing platform, and a virtualization center. The server cluster 130 is used to provide background services for the client supporting the virtual environment. Optionally, the server cluster 130 undertakes the main computing work, and the terminal undertakes the secondary computing work; or the server cluster 130 undertakes the secondary computing work, and the terminal undertakes the main computing work; or the server cluster 130 and the terminal adopt a distributed computing architecture for collaborative computing.

[0067] In an illustrative example, server cluster 130 includes servers 131 and 136. Server 131 includes a processor 132, a user account database 133, a battle service module 134, and a user-facing input / output interface (I / O interface) 135. The processor 132 loads instructions stored in server 131 and processes data in the user account database 133 and the battle service module 134. The user account database 133 stores data about user accounts used by the first terminal 110, the second terminal 120, and other terminals 140, such as user account avatars, nicknames, identifiers, and other information. The battle service module 134 provides services for virtual character battles. The user-facing I / O interface 135 establishes communication and exchanges data with the first terminal 110 and / or the second terminal 120 via a wireless or wired network.

[0068] Based on the above description of the virtual character's skills and the implementation environment, the skill release method provided in the embodiments of this application will be described below.

[0069] Figure 2 This is a schematic diagram of an energy mechanism provided in an exemplary embodiment of this application. Figure 2 As shown, the energy indicator controls provided by the client for virtual characters with different energy mechanisms include: a first energy point control 201, a second energy point control 202, a first energy value control 203, and a second energy value control 204. The energy indicator controls are used to indicate the energy a virtual character possesses under its corresponding energy mechanism. Virtual characters with different energy mechanisms consume energy differently when releasing general skills. These general skills include skills of the same type possessed by different virtual characters. In some embodiments, the general skills include a first skill and a second skill. For example, the first skill is the virtual character's ultimate skill, which is the most powerful skill possessed by the virtual character, and the second skill is an escape skill used by the virtual character to escape.

[0070] The first energy point control 201 is used to indicate the energy points that the virtual character has in the first upper limit number of first energy points, which are used for the virtual character to release the first skill and the second skill. The second energy point control 202 is used to indicate the energy points that the virtual character has in the second upper limit number of second energy points, which are used for the virtual character to release the first skill and the second skill. The first energy value control 203 is used to indicate the size of the first energy value that the virtual character has, which is used for the virtual character to release the first skill and the second skill. The second energy value control 204 is used to indicate the size of the second energy value that the virtual character has, which is used for the virtual character to release the third skill. The third skill includes the skills that the virtual character has other than the first skill and the second skill, and the skill effect of the first skill is stronger than the second skill and the third skill.

[0071] For the virtual character corresponding to the first energy mechanism, the client displays the first energy point control 201 of the virtual character. When the virtual character releases the first skill, the client deducts the first consumption number of first energy points in the first energy point control 201. When the virtual character releases the second skill, the client deducts the second consumption number of first energy points in the first energy point control 201. Wherein, the first consumption number is greater than the second consumption number, for example, the first consumption number is 4, and the second consumption number is 1. In the case that the skill and / or the general attack of the virtual character hits the enemy character, the client increases the first energy points of the virtual character in the first energy point control 201, for example, one for each hit.

[0072] For the virtual character corresponding to the second energy mechanism, the client displays the first energy value control 203 of the virtual character. When the virtual character releases the first skill, the client deducts the first consumption proportion of the first energy value in the first energy value control 203. When the virtual character releases the second skill, the client deducts the second consumption proportion of the first energy value in the first energy value control 203, or displays the second skill entering the cooling time, for example, in the case that the virtual character only has the first energy value lower than the second consumption proportion. Wherein, the first consumption proportion is greater than the second consumption proportion, for example, the first consumption proportion is all, and the second consumption proportion is 1 / 4. In the case that the skill and / or the general attack of the virtual character hits the enemy, the client increases the first energy value of the virtual character in the first energy value control 203, and the client can also increase the first energy value of the virtual character following the time.

[0073] For the virtual character corresponding to the third energy mechanism, the client displays the second energy point control 202 and the second energy value control 204 of the virtual character. When the virtual character releases the first skill, the client deducts the third consumption number of second energy points in the second energy point control 202. When the virtual character releases the second skill, the client deducts the second consumption number of second energy points in the second energy point control 202. The third consumption number is greater than the second consumption number, for example, the third consumption number is 5 and the second consumption number is 1. When the virtual character releases the third skill, the client deducts the third consumption proportion of the second energy value in the second energy value control 204, and the third skill does not enter the cooling time. In the case that the skill and / or the general attack of the virtual character hits the enemy, the client increases the second energy points of the virtual character in the second energy point control 202, for example, one point is added each time. In the case that the skill and / or the general attack of the virtual character hits the enemy, the client increases the second energy value of the virtual character in the second energy value control 204, and the client can also increase the energy value of the virtual character following the time.

[0074] By setting multiple energy mechanisms for different virtual characters and indicating the energy possessed by the virtual characters through corresponding energy indication controls, different energy consumption mechanisms for releasing general skills of virtual characters and / or different energy accumulation mechanisms for virtual characters can be achieved through different energy mechanisms, so that virtual characters with different skill mechanisms can be supported, and the limitation of a single energy mechanism on virtual characters with different skill mechanisms is broken, which helps to improve the richness of the skill mechanism of the virtual character and the diversity of the virtual character.

[0075] Figure 3 is a flowchart of a skill release method provided by an example embodiment of the present application. The method can be used in a computer device or a client on a computer device. As shown in Figure 3 the method includes:

[0076] Step 302: Display a virtual environment and a virtual character in the virtual environment.

[0077] In some embodiments, the client displays the virtual environment and the virtual character in the virtual environment in a horizontal battle interface, which is a user interface for virtual character battles in a horizontal game, that is, a game in which the movement route of the virtual character is controlled on a horizontal screen. In some embodiments, the horizontal game includes a horizontal action game or a horizontal fighting game.

[0078] The virtual environment can be a simulated environment of the real world, a semi-simulated and semi-fictional environment, or a purely fictional environment. The virtual character is a movable object in the virtual environment controlled by the user, which can be a virtual person, a virtual animal, an animation character, etc. The virtual character can be a character simulated from an object in the real world, a semi-simulated and semi-fictional character, or a purely fictional character. In some embodiments, there is at least one enemy character in the virtual environment that fights with the virtual character. Optionally, the enemy character is controlled by another user or by the system, such as by AI.

[0079] In some embodiments, in the case that the side-scrolling game supports multiple characters, the virtual character of the user displayed in the side-scrolling battle interface includes at least one of a main virtual character, a secondary virtual character, and a follower virtual character.

[0080] The main virtual character is a virtual character controlled by the main joystick control. Optionally, the main joystick control is used to control the movement of the main virtual character, and the main joystick control is displayed in the lower left corner of the side-scrolling battle interface. The secondary virtual character is a virtual character controlled by the secondary joystick control, and the secondary virtual character will automatically perform a normal attack when it is close to the enemy character. Optionally, the secondary joystick control is used to control the movement of the secondary virtual character, and the secondary joystick control is displayed in the lower right corner of the side-scrolling battle interface. In some embodiments, the display range of the main joystick control is greater than that of the secondary joystick control, and the input intensity of the main joystick control is greater than that of the secondary joystick control, which is positively correlated with the operation frequency of the user to the control. The follower virtual character is a virtual character that does not need to be controlled by the user, but will follow the instructions of the user to control the main virtual character to use skills. It should be noted that in the case that the side-scrolling game supports multiple characters, the method provided in the embodiments of the present application is used for the above-mentioned main virtual character.

[0081] The virtual character of the user has at least one skill, and the skill of the virtual character includes various special abilities that the virtual character can use in the process of fighting with the enemy character. In some embodiments, the skill of the virtual character is divided into active skill and passive skill. Among them, the active skill is a skill controlled by the user to release the virtual character, which usually has a certain cooling time after release, or consumes the energy possessed by the virtual character when released. The passive skill is a skill triggered automatically by the virtual character when certain conditions are met. The skill of the virtual character includes at least one of damage skill, defense skill, healing skill, gain skill, and debuff skill. When the virtual character releases the skill, the client displays the effect animation corresponding to the skill released by the virtual character in the side-scrolling battle interface. It should be noted that the method provided in the embodiments of the present application is used for the active skill of the virtual character.

[0082] In some embodiments, the horizontal battle interface displays information about the virtual character, including at least one of the virtual character's avatar, name, and health points. The horizontal battle interface also displays control controls for controlling the virtual character, including at least one of movement controls and skill controls. Movement controls are used to control the virtual character's movement. Optionally, movement controls include at least one of directional controls and joystick controls. Skill controls are used to trigger the virtual character to release the skill corresponding to the skill control; different skill controls correspond to different skills. Optionally, skill controls are circular buttons, displaying an icon corresponding to the skill. In some embodiments, after triggering the virtual character to release a skill via the skill control, if the skill enters a cooldown period, the client will display a countdown timer in the skill control; the skill control can only be triggered again after the countdown ends.

[0083] For example, Figure 4 This is a schematic diagram of a horizontal battle interface provided in an exemplary embodiment of this application. For example... Figure 4 As shown, the client displays a horizontal battle interface 401, which shows a virtual environment and virtual characters 402 and enemy characters 403 fighting within that environment. Virtual character 402 is controlled by the user, while enemy character 403 is controlled by other users. The upper left corner of the horizontal battle interface 401 displays information 404 about virtual character 402, including its avatar, name, and health points, as well as its energy, which is used to unleash skills. The lower left corner of the horizontal battle interface 401 displays a joystick control 405 for controlling the movement of virtual character 402. The lower right corner of the horizontal battle interface 401 displays basic attack controls 406, skill controls 407, skill controls 408, skill controls 409, and skill controls 410. Basic attack control 406 is used to control the virtual character to perform basic attacks, while skill controls 407-410 are used to control the virtual character 402 to release skills. Each skill control corresponds to a different skill. For example, when skill control 409 is triggered, the client will display an animation of the virtual character 402 releasing the skill corresponding to skill control 409, and the skill corresponding to skill control 409 will enter a cooldown period. The client will display a countdown timer for the cooldown time in skill control 409. For example, a "3" displayed in skill control 409 means that skill control 409 can only be triggered again after 3 seconds of the countdown.

[0084] Step 304: Display the virtual character's energy indicator control.

[0085] The energy indication control is used to indicate the energy of the virtual character in a corresponding energy mechanism of multiple energy mechanisms. The display style of the energy indication control of the virtual character is related to the corresponding energy mechanism of the virtual character. Multiple energy mechanisms are preset in the client. When displaying the energy indication control of the virtual character, the client displays the corresponding energy indication control according to the corresponding energy mechanism of the virtual character. The types of energy corresponding to the energy indication controls in different energy mechanisms are different. Different virtual characters in the client can correspond to the same energy mechanism or different energy mechanisms. For example, a virtual character 1 corresponds to an energy mechanism 1, a virtual character 2 corresponds to an energy mechanism 2, and a virtual character 3 corresponds to the energy mechanism 1.

[0086] In some embodiments, the client displays the energy indication control of the virtual character at a position around the horizontal battle interface, and the position around includes at least one of the upper left corner, the lower left corner, the upper right corner, the lower right corner, the top end, the bottom end, the left end, and the right end. Alternatively, the client displays the energy indication control of the virtual character around the information of the virtual character displayed in the horizontal battle interface. For example, the client displays the information of the virtual character at the upper left corner of the horizontal battle interface, and displays the energy indication control of the virtual character below the information of the virtual character.

[0087] Alternatively, the energy indication control includes at least one of an energy point control and an energy value control. The energy point control is a control for indicating the energy of the virtual character by displaying energy points, and the energy value control is a control for indicating the energy of the virtual character by displaying an energy value.

[0088] In some embodiments, the energy points in the energy point control are displayed in any one of a circular shape, a triangular shape, a rectangular shape, a diamond shape, and other shapes, which are not limited in the embodiments of the present application. The number of energy points displayed in the energy point control represents the maximum number of energy points that the virtual character can have. The energy point control includes at least one of acquired energy points and to-be-acquired energy points. The acquired energy points are used to reflect the energy points that the virtual character has, and the to-be-acquired energy points are used to reflect the energy points that the virtual character does not have. The display styles of the acquired energy points and the to-be-acquired energy points are different. Alternatively, the colors of the acquired energy points and the to-be-acquired energy points are different, or the shapes of the acquired energy points and the to-be-acquired energy points are different, or the acquired energy points have a fill color and the to-be-acquired energy points have no fill color. In some embodiments, the energy point control further displays at least one of the number of acquired energy points and the number of to-be-acquired energy points.

[0089] For example, the energy point control displays four diamond-shaped energy points arranged horizontally, wherein the left two energy points are filled with color, and the right two energy points have no color filling. The energy point control indicates that the virtual character currently has the energy of two energy points.

[0090] In some embodiments, the energy value in the energy value control is displayed in any of a rectangle, a rounded rectangle, a parallelogram, and other shapes, which are not limited in the embodiments of the present application. In the shape corresponding to the energy value, the larger the area adopting the first display style is, the greater the energy value currently possessed by the virtual character is, and the larger the area adopting the second display style is, the smaller the energy value currently possessed by the virtual character is. The area adopting the first display style is used to reflect the energy value possessed by the virtual character, and the area adopting the second display style is used to reflect the energy value not possessed by the virtual character. Optionally, the first display style and the second display style are different in color, or the first display style has a fill color while the second display style has no fill color. In some embodiments, at least one of the size of the energy value currently possessed by the virtual character and the size of the proportion of the energy value possessed by the virtual character is further displayed in the energy value control.

[0091] For example, the energy value of the virtual character is represented by a parallelogram in the energy value control, the length of the parallelogram is greater than the width, and the greater the proportion of the part filled with color in the entire parallelogram is, the greater the energy value possessed by the virtual character is, and the greater the proportion of the part not filled with color in the entire parallelogram is, the smaller the energy value possessed by the virtual character is. For example, the left half of the parallelogram is filled with color and the right half is not filled with color, which indicates that the virtual character currently possesses 1 / 2 of the energy value.

[0092] The virtual characters with different energy mechanisms are different in at least one of a consumption energy mechanism and an accumulation energy mechanism. The consumption energy mechanism is a mechanism in which the virtual character consumes energy when releasing a common skill, and the accumulation energy mechanism is a mechanism in which the virtual character accumulates energy possessed thereby under a corresponding energy mechanism. Optionally, the consumption energy mechanism is different, including at least one of a type of energy consumed by the virtual character when releasing the common skill and a size of the energy consumed. The accumulation energy mechanism is different, including at least one of a condition for the virtual character to accumulate energy and a size of the energy accumulated when triggering the accumulation of energy. The common skill includes a skill of the same type possessed by different virtual characters. In some embodiments, the common skill includes at least one of an aegis skill of the virtual character and an escape skill of the virtual character. The aegis skill can be understood as a skill with the strongest skill effect among all skills of the virtual character, for example, a skill with the highest damage. The escape skill is a skill used by the virtual character to escape to avoid damage.

[0093] Step 306: in response to the common skill release operation of the virtual character, displaying the virtual character releasing the common skill, and deducting the energy consumed by the virtual character releasing the common skill in the energy indication control.

[0094] In some embodiments, the client displays a skill control in the horizontal battle interface, the skill control being used to trigger the virtual character to release a skill corresponding to the skill control. Alternatively, a general skill release operation of the virtual character is triggered by a skill control corresponding to the general skill.

[0095] Alternatively, the client displays the virtual character releasing the general skill includes displaying an effect animation of the virtual character releasing the general skill. There is a correlation between the energy consumed by the virtual character releasing different general skills and the general skills, which is preset in the client. In the case of the virtual character releasing the general skill, the client determines the energy consumed by releasing the general skill according to the correlation, so as to deduct the energy consumed by releasing the general skill in the energy indication control. For example, the virtual character releasing general skill 1 will consume 1 energy point, and when the virtual character releases general skill 1, the client will deduct 1 energy point in the energy point control, that is, the 1 energy point possessed by the virtual character is changed into the form of the virtual character not having energy points.

[0096] In some embodiments, in the case that the energy possessed by the virtual character meets the release condition of the general skill, the client displays the virtual character releasing the general skill in response to the general skill release operation of the virtual character. The release condition of the general skill includes that the energy possessed by the virtual character indicated by the energy indication control is not less than the energy consumed by the virtual character releasing the general skill. In some embodiments, in the case that the normal attack or skill of the virtual character hits the enemy character, the client increases the energy possessed by the virtual character in the energy indication control of the virtual character. In some embodiments, the client increases the energy possessed by the virtual character in the energy indication control of the virtual character following time.

[0097] It should be noted that the above embodiments take the horizontal battle interface as an example to introduce the display of the virtual environment, the virtual character in the virtual environment, and the energy indication control of the virtual character. The client can also display the above information in other user interfaces by using the method provided in the embodiments of the present application, which is not limited in the embodiments of the present application.

[0098] In summary, the method provided in the embodiments sets multiple energy mechanisms for different virtual characters, and indicates the energy possessed by the virtual character through the corresponding energy indication control, which can realize different energy consumption mechanisms for the virtual character releasing the general skill by different energy mechanisms, and / or provide different energy accumulation mechanisms for the virtual character, so as to support different skill mechanisms of the virtual character, break through the limitation of a single energy mechanism on the virtual character with different skill mechanisms, and help to improve the richness of the skill mechanism of the virtual character and the diversity of the virtual character.

[0099] Figure 5is a flowchart of a skill releasing method provided by an example embodiment of the present application. The method can be used in a computer device or a client on the computer device. As shown in Figure 5 the method includes the following steps.

[0100] Step 502: Display a virtual environment and a virtual character in the virtual environment.

[0101] In some embodiments, the client displays the virtual environment and the virtual character in the virtual environment in a side-scrolling battle interface, the side-scrolling battle interface is a user interface for a virtual character battle in a side-scrolling game, and the side-scrolling game refers to a game in which a movement route of a virtual character is controlled on a horizontal screen. The virtual environment can be a simulated environment of a real world, a semi-simulated and semi-fictional environment, or a purely fictional environment. The virtual character is a controllable active object in the virtual environment, which can be a virtual person, a virtual animal, an animation character, etc.

[0102] The virtual character of the user has at least one skill, and the skill of the virtual character includes various special abilities that the virtual character can use in the process of battling with an enemy character. In some embodiments, the skill of the virtual character is divided into an active skill and a passive skill. The active skill is a skill that the user controls the virtual character to release actively, and usually has a certain cooling time after being released, or consumes energy possessed by the virtual character when being released. The passive skill is a skill that is triggered automatically when a certain condition is met. The skill of the virtual character includes at least one of a damage skill, a defense skill, a healing skill, a gain skill, and a debuff skill.

[0103] In some embodiments, the virtual character information is displayed in the side-scrolling battle interface, and the virtual character information includes at least one of an avatar of the virtual character, a name of the virtual character, and a health value of the virtual character. The side-scrolling battle interface also displays a control control for controlling the virtual character, and the control control includes at least one of a movement control and a skill control. The movement control is used to control the movement of the virtual character. Optionally, the movement control includes at least one of a direction control and a joystick control. The skill control is used to trigger the virtual character to release a skill corresponding to the skill control, and different skill controls correspond to different skills. Optionally, the skill control is a circular button, and an icon corresponding to the skill is displayed in the skill control.

[0104] In some embodiments, the client also displays an energy indication control of the virtual character, the energy indication control being used to indicate the energy of the virtual character in a corresponding energy mechanism of the plurality of energy mechanisms, the display style of the energy indication control of the virtual character being related to the corresponding energy mechanism of the virtual character, and the type of energy corresponding to the energy indication control being different in different energy mechanisms. The virtual character in different energy mechanisms is different in at least one of a consumption energy mechanism and an accumulation energy mechanism. The consumption energy mechanism is a mechanism in which the virtual character consumes energy when releasing a common skill, and the accumulation energy mechanism is a mechanism in which the virtual character accumulates energy in the corresponding energy mechanism. Optionally, the consumption energy mechanism is different, including at least one of a type of energy consumed by the virtual character when releasing a common skill, and a size of the consumed energy. The accumulation energy mechanism is different, including at least one of a condition for the virtual character to accumulate energy, and a size of the energy accumulated when triggering the accumulation of energy.

[0105] The common skill includes a same type of skill possessed by different virtual characters. In some embodiments, the common skill includes at least one of a first skill and a second skill, the skill effect of the first skill being stronger than the second skill. For example, the first skill includes at least one of an aoe skill of the virtual character, and an escape skill of the virtual character. The aoe skill can be understood as a skill with the strongest skill effect among all skills of the virtual character, for example, a skill with the highest damage. The escape skill is a skill used by the virtual character to escape to avoid damage.

[0106] Optionally, the plurality of energy mechanisms includes at least one of:

[0107] · a first energy mechanism;

[0108] · a second energy mechanism;

[0109] · a third energy mechanism.

[0110] In some embodiments, for the consumption energy mechanism: the first energy mechanism is an energy mechanism for releasing a common skill by consuming a first energy point, the second energy mechanism is an energy mechanism for releasing a common skill by consuming a first energy value, and the third energy mechanism is an energy mechanism for releasing a common skill by consuming a second energy point, and an energy mechanism for releasing a skill other than a common skill by consuming a second energy value.

[0111] In some embodiments, for the accumulation energy mechanism: the first energy mechanism is an energy mechanism for accumulating a first energy point for the virtual character by skill hits, the second energy mechanism is an energy mechanism for accumulating a first energy value for the virtual character over time, and the third energy mechanism is an energy mechanism for accumulating a second energy point for the virtual character by skill hits, and an energy mechanism for accumulating a second energy value for the virtual character over time.

[0112] It should be noted that in the case that only one of the first energy mechanism, the second energy mechanism and the third energy mechanism exists in the client, other energy mechanisms in addition to the first energy mechanism, the second energy mechanism and the third energy mechanism can also exist in the client.

[0113] By setting multiple energy mechanisms and indicating the energy under different energy mechanisms through the corresponding energy indication controls, the virtual character of different energy mechanisms can be indicated to have energy, thereby providing support for the virtual character of different energy mechanisms. The virtual character of different energy mechanisms can provide support for the virtual character of different skill mechanisms, which helps to improve the richness of the skill mechanism of the virtual character and the diversity of the virtual character.

[0114] Step 504: In the case that the virtual character corresponds to the first energy mechanism, display the first energy point control of the virtual character.

[0115] The energy that the virtual character corresponding to the first energy mechanism has is indicated through the above-mentioned first energy point control. The first energy point control is used to indicate the energy points that the virtual character has in the first upper limit number of first energy points. The first upper limit number is the number of the first energy points that the virtual character has at most in the first energy point control, for example, the first upper limit number is 4.

[0116] In some embodiments, the first energy points in the first energy point control are displayed in any one of a circle, a triangle, a rectangle, a diamond and other shapes, which are not limited in the embodiments of the present application. The number of the first energy points displayed in the first energy point control represents the number of the energy points that the virtual character can have at most. The first energy point control includes at least one of the acquired energy points and the to-be-acquired energy points. The acquired energy points are used to reflect the first energy points that the virtual character has, and the to-be-acquired energy points are used to reflect the first energy points that the virtual character does not have. The display styles of the acquired energy points and the to-be-acquired energy points are different. Optionally, the colors of the acquired energy points and the to-be-acquired energy points are different, or the shapes of the acquired energy points and the to-be-acquired energy points are different, or the acquired energy points have a fill color and the to-be-acquired energy points have no fill color.

[0117] In some embodiments, the client displays the first energy point control of the virtual character at a position around the horizontal version battle interface, including at least one of the top left corner, the bottom left corner, the top right corner, the bottom right corner, the top end, the bottom end, the left end and the right end. Optionally, the client displays the first energy point control of the virtual character around the information of the virtual character displayed in the horizontal version battle interface.

[0118] In some embodiments, the first energy point of the first energy point control is used for the virtual character to release a common skill. For a third skill other than the common skill possessed by the virtual character, the third skill is released through a cooling time mechanism. The cooling time mechanism refers to: if the third skill is not currently in the cooling time, the virtual character can release the third skill, and after releasing the third skill, the third skill enters its corresponding cooling time; if the third skill is currently in the cooling time, the virtual character needs to wait until the cooling time ends before releasing the third skill. The skill effect of the first skill is stronger than that of the third skill.

[0119] By displaying the first energy point control, the energy possessed by the virtual character of the first energy mechanism can be indicated through the first energy point control, and the virtual character of the first energy mechanism can release the common skill through the energy points in the first energy point control. A virtual character that releases a common skill by consuming energy points is provided, which helps to improve the richness of the skill mechanism of the virtual character and the diversity of the virtual character.

[0120] For example, Figure 6 is a schematic diagram of the first energy point control provided by an exemplary embodiment of the present application. As Figure 6 shown, the client displays the information control 601 of the virtual character of the first energy mechanism in the horizontal version battle interface, and the control 601 displays the avatar of the virtual character, the name of the virtual character, the health value of the virtual character, and the first energy point control 602 of the virtual character. The first energy point control 602 includes four energy points in the form of four-star, wherein the energy points with filled color represent the energy points possessed by the virtual character, and the energy points without filled color represent the energy points not possessed by the virtual character, Figure 6 the virtual character in the control 601 has three energy points of the four energy points.

[0121] In some embodiments, in the case that the normal attack and / or the third skill of the virtual character hits the enemy character, the client displays that the first energy point possessed by the virtual character is increased. Alternatively, in the case that the first energy point control is displayed, the client displays in the first energy point control that the first energy point possessed by the virtual character is increased. For example, the third skill of the virtual character hits the enemy character once, and the client increases the first energy point possessed by the virtual character by a first preset number, for example, one, in the first energy point control. Alternatively, the third skill of the virtual character hits the enemy character a first preset number of times, and the client increases the first energy point possessed by the virtual character by a first preset number in the first energy point control. The third skill includes the skill other than the common skill possessed by the virtual character.

[0122] The virtual character is provided with the energy points in the first energy point control by hitting the enemy character with the skill of the virtual character, so as to provide a mechanism of recovering energy by attacking the enemy character, which helps to drive the user to actively attack and improve the game confrontation. The game play of the user in the process of using the virtual character to fight is enriched, and the user experience is improved.

[0123] In some embodiments, in the case that the first energy point control indicates that the virtual character does not have all the energy points, the client displays that the virtual character has all the energy points in the first energy point control and makes the third skill of the virtual character enter the target cooling time in response to the energy point acquisition operation.

[0124] Optionally, the length of the target cooling time is determined according to the product of the first ratio and the default cooling time of the third skill, the first ratio is determined according to the ratio of the number of the first energy points that the virtual character has in the first energy point control to the first upper limit number, and the energy point acquisition operation is triggered through the energy point acquisition control in the side-scrolling battle interface. Optionally, after the energy point acquisition operation is triggered through the energy point acquisition control, the client cancels the display of the energy point acquisition control in the side-scrolling battle interface and displays the energy point acquisition control again after a preset length of time.

[0125] Through the energy point acquisition operation, the user's virtual character can be provided with a mechanism of using the cooling time of a skill other than the general skill to exchange for the full energy of the first energy point control, which enriches the game play of the user in the process of using the virtual character to fight and helps to improve the user experience.

[0126] Step 506: In the case that the virtual character corresponds to the second energy mechanism, display the first energy value control of the virtual character.

[0127] The energy of the virtual character corresponding to the second energy mechanism is indicated by the first energy value control. The first energy value control is used to indicate the size of the first energy value of the virtual character. In some embodiments, the first energy value in the first energy value control is displayed in any one of a rectangle, a rounded rectangle, a parallelogram and other shapes, and the present application embodiments are not limited thereto. In the shape corresponding to the first energy value, the larger the area adopting the first display style is, the larger the first energy value currently possessed by the virtual character is, and the larger the area adopting the second display style is, the smaller the first energy value currently possessed by the virtual character is. The area adopting the first display style is used to reflect the first energy value possessed by the virtual character, and the area adopting the second display style is used to reflect the first energy value not possessed by the virtual character. Optionally, the first display style and the second display style are different in color, or the first display style has a fill color and the second display style has no fill color.

[0128] In some embodiments, the client displays the first energy value control of the virtual character at a peripheral position of the side-scrolling battle interface, the peripheral position comprising at least one of a top-left corner, a bottom-left corner, a top-right corner, a bottom-right corner, a top end, a bottom end, a left end, and a right end. Alternatively, the client displays the first energy value control of the virtual character around the information of the virtual character displayed in the side-scrolling battle interface.

[0129] In some embodiments, the first energy value corresponding to the first energy value control is used for the virtual character to release a common skill. For a third skill possessed by the virtual character other than the common skill, the third skill is released through a cooldown mechanism.

[0130] By displaying the first energy value control, the energy possessed by the virtual character of the second energy mechanism can be indicated through the first energy value control, the virtual character of the second energy mechanism can release the common skill through the energy value in the first energy value control, and a virtual character that releases the common skill by consuming energy value is provided, which helps to improve the richness of the skill mechanism of the virtual character and the diversity of the virtual character.

[0131] For example, Figure 7 is a schematic diagram of the first energy value control provided by an exemplary embodiment of the present application. As Figure 7 shown, the client displays the information control 701 of the virtual character of the second energy mechanism in the side-scrolling battle interface, and the control 701 displays the avatar of the virtual character, the name of the virtual character, the health value of the virtual character, and the first energy value control 702 of the virtual character. The first energy value control 702 includes a parallelogram-shaped energy bar, and the entire energy bar represents the maximum energy value possessed by the virtual character. The part with filled color represents the first energy value possessed by the virtual character, and the part without filled color represents the first energy value not possessed by the virtual character, Figure 7 the virtual character in the control 701 has a first energy value that is a proportion of the total energy value.

[0132] In some embodiments, in the case that the virtual character hits an enemy character with a normal attack and / or a third skill, the client displays that the first energy value possessed by the virtual character increases. Alternatively, in the case that the first energy value control is displayed, the client displays in the first energy value control that the first energy value possessed by the virtual character increases. For example, the third skill of the virtual character hits an enemy character once, and the client increases the first energy value possessed by the virtual character by a first preset proportion in the first energy value control. Alternatively, the third skill of the virtual character hits an enemy character a second preset number of times, and the client increases the first energy value possessed by the virtual character by a first preset proportion in the first energy value control. The third skill includes a skill possessed by the virtual character other than the common skill.

[0133] In some embodiments, the client displays the first energy value possessed by the virtual character increasing over time. Optionally, in the case that the first energy value control is displayed, the client displays the first energy value possessed by the virtual character increasing over time in the first energy value control. Optionally, the client displays the first energy value possessed by the virtual character increasing over time at a first preset increasing rate. For example, every first preset time length, the client increases the first energy value possessed by the virtual character in the first energy value control by a second preset proportion. The ratio of the second preset proportion of the first energy value to the first preset time length is the first preset increasing rate.

[0134] It should be noted that the above two schemes for replying to the first energy value can be used separately or jointly.

[0135] By increasing the energy value possessed by the virtual character in the first energy value control over time, the virtual character can continuously increase energy even during movement and being hit, i.e., the virtual character can release the general skill without initiating an attack. A mechanism is provided for accumulating energy without initiating an attack, enriching the game play of the user using the virtual character in the battle process, and helping to improve the user experience.

[0136] In some embodiments, in the case that the first energy value control indicates that the virtual character does not have all the energy values, in response to the energy value obtaining operation, the client displays that the virtual character has all the energy values in the first energy value control, and causes the third skill of the virtual character to enter the target cooling time.

[0137] Optionally, the length of the target cooling time is determined according to the product of the second ratio and the default cooling time of the third skill, the second ratio is determined according to the ratio of the first energy value possessed by the virtual character in the first energy value control to all the energy values, and the energy value obtaining operation is triggered through the energy value obtaining control in the side-scrolling battle interface. Optionally, after triggering the energy value obtaining operation through the energy value obtaining control, the client cancels the display of the energy value obtaining control in the side-scrolling battle interface, and displays the energy value obtaining control again after a preset time length.

[0138] Through the energy value obtaining operation, a mechanism is provided for the virtual character of the user to provide the cooling time of a skill other than the general skill in exchange for the full energy of the first energy value control, enriching the game play of the user using the virtual character in the battle process, and helping to improve the user experience.

[0139] Step 508: In the case that the virtual character corresponds to the third energy mechanism, display the second energy point control and the second energy value control of the virtual character.

[0140] The virtual character corresponding to the third energy mechanism has energy, which is indicated by the second energy point control and the second energy value control. The second energy point control is used to indicate the energy points that the virtual character has in the second upper limit number of second energy points. The second upper limit number is the maximum number of second energy points that the virtual character has in the second energy point control. Optionally, the first upper limit number is less than the second upper limit number, for example, the second upper limit number is 5. Optionally, the display styles of the first energy points in the first energy point control and the second energy points in the second energy point control are different, for example, the display colors of the first energy points in the first energy point control and the second energy points in the second energy point control are different. The second energy value control is used to indicate the size of the second energy value that the virtual character has. Optionally, the display styles of the first energy value and the second energy value are different, for example, the display colors of the first energy value and the second energy value are different.

[0141] In some embodiments, the second energy points in the second energy point control are displayed in any one of a circle, a triangle, a rectangle, a diamond, and other shapes, which are not limited in the embodiments of the present application. The number of the second energy points displayed in the second energy point control represents the maximum number of energy points that the virtual character can have. The second energy point control includes at least one of acquired energy points and to-be-acquired energy points, the acquired energy points are used to reflect the energy points that the virtual character has, and the to-be-acquired energy points are used to reflect the energy points that the virtual character does not have. The display styles of the acquired energy points and the to-be-acquired energy points are different. Optionally, the colors of the acquired energy points and the to-be-acquired energy points are different, or the shapes of the acquired energy points and the to-be-acquired energy points are different, or the acquired energy points have a fill color and the to-be-acquired energy points have no fill color.

[0142] In some embodiments, the second energy value in the second energy value control is displayed in any one of a rectangle, a rounded rectangle, a parallelogram, and other shapes, which are not limited in the embodiments of the present application. In the shape corresponding to the second energy value, the larger the area in the first display style is, the larger the second energy value that the virtual character currently has is, and the larger the area in the second display style is, the smaller the second energy value that the virtual character currently has is. The area in the first display style is used to reflect the second energy value that the virtual character has, and the area in the second display style is used to reflect the second energy value that the virtual character does not have. Optionally, the colors of the first display style and the second display style are different, or the first display style has a fill color and the second display style has no fill color.

[0143] In some embodiments, the client displays the second energy point control and the second energy value control of the virtual character at a position around the horizontal battle interface, the position comprising at least one of a top-left corner, a bottom-left corner, a top-right corner, a bottom-right corner, a top end, a bottom end, a left end, and a right end. Alternatively, the client displays the second energy point control and the second energy value control of the virtual character around the information of the virtual character displayed in the horizontal battle interface. In some embodiments, the second energy point control is displayed above the second energy value control, or the second energy value control is displayed above the second energy point control.

[0144] In some embodiments, the second energy point of the second energy point control is used for the virtual character to release a common skill, and the second energy value of the second energy value control is used for the virtual character to release a third skill other than the common skill. That is, for the virtual character with the third energy mechanism, the third skill is not released by using the cooling time mechanism, but is released by using the energy value corresponding to the second energy value control.

[0145] By displaying the second energy point control and the second energy value control, it is indicated that the virtual character with the third energy mechanism has energy, the virtual character with the third energy mechanism can release the common skill by using the energy value in the second energy point control, and release the skill other than the common skill by using the energy value in the second energy value control, thereby providing a virtual character which releases the common skill by consuming energy points and releases the skill other than the common skill by consuming energy values, and helping to improve the richness of the skill mechanism of the virtual character and the diversity of the virtual character.

[0146] For example, Figure 8 is a schematic diagram of the second energy point control and the second energy value control provided by an exemplary embodiment of the present application. As Figure 8 shown, the client displays the information control 801 of the virtual character with the third energy mechanism in the horizontal battle interface, the control 801 displays the avatar of the virtual character, the name of the virtual character, the health value of the virtual character, and the second energy value control 802 and the second energy point control 803 of the virtual character. The second energy value control 802 includes a parallelogram-shaped energy bar, the entire energy bar represents the maximum energy value of the virtual character. The part with the filling color represents the energy value of the virtual character, and the part without the filling color represents the energy value of the virtual character, Figure 8 the virtual character in the control 801 has a part of the energy value in the entire energy value. The second energy point control 803 includes five energy points in the shape of four-star, the energy point with the filling color represents the energy point of the virtual character, and the energy point without the filling color represents the energy point of the virtual character, Figure 8 the virtual character in the control 801 has three energy points in the five energy points.

[0147] In some embodiments, the client displays an increase in the second energy points possessed by the virtual character upon a hit of the virtual character's normal attack and / or third skill on an enemy character. Optionally, the client displays the increase in the second energy points possessed by the virtual character in the second energy points control. For example, the virtual character's skill increases the second energy points possessed by the virtual character in the second energy points control by a second preset amount, e.g., one, for each hit on an enemy character. Alternatively, the virtual character's third skill increases the second energy points possessed by the virtual character in the second energy points control by a second preset amount for each third preset number of hits on an enemy character. The first, second, and third preset numbers are the same, partially different, or completely different. The second preset amount is the same as or different from the first preset amount. The third skill includes a skill possessed by the virtual character other than the common skill.

[0148] In some embodiments, the client displays an increase in the second energy value possessed by the virtual character over time. Optionally, the client displays the increase in the second energy value possessed by the virtual character in the second energy value control over time. Optionally, the client displays the second energy value possessed by the virtual character increasing at a second preset increasing rate over time. For example, the client increases the second energy value possessed by the virtual character in the second energy value control by a third preset proportion for each second preset time length. The ratio of the second energy value of the third preset proportion to the second preset time length is the second preset increasing rate. The second preset increasing rate is the same as or different from the first preset increasing rate.

[0149] By increasing the energy points possessed by the virtual character in the second energy points control upon a hit of the virtual character's skill on an enemy character, a mechanism for recovering energy by attacking enemy characters is provided, which helps to drive the user to actively initiate attacks and improve the competitiveness of the game. The game play in the process of the user using the virtual character to fight is enriched, which helps to improve the user experience.

[0150] By increasing the energy value possessed by the virtual character in the second energy value control over time, since the virtual character does not need to wait for a cooling time when using the third skill, but uses the energy value in the second energy value control to release the third skill. A virtual character without a cooling time limit for continuously releasing the same skill is provided, which enriches the game play in the process of the user using the virtual character to fight, and helps to improve the user experience.

[0151] In some embodiments, in response to the energy point obtaining operation, the client displays, in the second energy point control, that the virtual character has all energy points in response to the energy point obtaining operation, and causes the third skill of the virtual character to enter the target cooldown time.

[0152] Optionally, the length of the target cooldown time is determined according to a product of a third ratio and a default cooldown time of the third skill, the third ratio is determined according to a ratio of a number of the second energy points that the virtual character has in the second energy point control to the second upper limit number, and the energy point obtaining operation is triggered through the energy point obtaining control in the side-scrolling battle interface. Optionally, after the energy point obtaining operation is triggered through the energy point obtaining control, the client cancels display of the energy point obtaining control in the side-scrolling battle interface, and displays the energy point obtaining control again after a preset length of time.

[0153] Through the energy point obtaining operation, the user's virtual character can be provided with a mechanism of using a skill other than a general skill to exchange for full energy of the second energy point control, which enriches the game play of the user in the process of using the virtual character to fight, and helps to improve the user experience.

[0154] Step 510: in response to the general skill release operation of the virtual character, display the virtual character releasing the general skill, and deduct the energy consumed by the virtual character releasing the general skill in the energy indication control.

[0155] In some embodiments, the client displays a skill control in the side-scrolling battle interface, and the skill control is used to trigger the virtual character to release a skill corresponding to the skill control. Optionally, the general skill release operation of the virtual character is triggered through the skill control corresponding to the general skill.

[0156] Optionally, the client displays the virtual character releasing the general skill includes displaying an effect animation of the virtual character releasing the general skill. There is an association relationship between the energy consumed by the virtual character releasing different general skills and the general skills, which is preset in the client. In the case that the virtual character releases the general skill, the client determines the energy consumed by releasing the general skill according to the association relationship, so as to deduct the energy consumed by releasing the general skill in the corresponding energy indication control.

[0157] For the virtual character of the first energy mechanism:

[0158] In a case where the first energy point control indicates that the virtual character has a first consumption quantity of first energy points, in response to a first skill release operation on the virtual character, the client displays the virtual character releasing the first skill, and deducts the first consumption quantity of first energy points in the first energy point control. The first consumption quantity is not greater than the first upper limit quantity. In some embodiments, the first consumption quantity is equal to the first upper limit quantity. The first skill release operation is triggered through a skill control corresponding to the first skill. Displaying the virtual character releasing the first skill includes displaying an effect animation of the virtual character releasing the first skill. Deducting the first consumption quantity of first energy points in the first energy point control includes converting the first consumption quantity of first energy points in the first energy point control into a form of energy points that the virtual character does not have.

[0159] In a case where the first energy point control indicates that the virtual character has a second consumption quantity of first energy points, in response to a second skill release operation on the virtual character, the client displays the virtual character releasing the second skill, and deducts the second consumption quantity of first energy points in the first energy point control. The first consumption quantity is greater than the second consumption quantity. In some embodiments, the second consumption quantity is equal to 1. The second skill release operation is triggered through a skill control corresponding to the second skill. Displaying the virtual character releasing the second skill includes displaying an effect animation of the virtual character releasing the second skill. Deducting the second consumption quantity of first energy points in the first energy point control includes converting the second consumption quantity of first energy points in the first energy point control into a form of energy points that the virtual character does not have.

[0160] For a virtual character of the first energy mechanism, the first skill and the second skill are released by consuming energy points in the first energy point control, providing a virtual character that releases general skills by consuming energy points, which helps to improve the richness of the skill mechanism of the virtual character and the diversity of the virtual character.

[0161] For a virtual character of the second energy mechanism:

[0162] In a case where the first energy value control indicates that the virtual character has a first consumption proportion of first energy values, in response to a first skill release operation on the virtual character, the client displays the virtual character releasing the first skill, and deducts the first consumption proportion of first energy values in the first energy value control. The first consumption proportion is not greater than 1. In some embodiments, the first consumption proportion is equal to 1. The first skill release operation is triggered through a skill control corresponding to the first skill. Displaying the virtual character releasing the first skill includes displaying an effect animation of the virtual character releasing the first skill. Deducting the first consumption proportion of first energy values in the first energy value control includes converting the first consumption proportion of first energy values in the first energy value control into a form of energy values that the virtual character does not have.

[0163] In a case where the first energy value control indicates that the virtual character has the first energy value of the second consumption ratio, in response to a second skill release operation on the virtual character, the client displays the virtual character releasing the second skill, and deducts the first energy value of the second consumption ratio in the first energy value control. The first consumption ratio is greater than the second consumption ratio. In some embodiments, the second consumption ratio is equal to 1 / 4. The second skill release operation is triggered through a skill control corresponding to the second skill. Displaying the virtual character releasing the second skill includes displaying an effect animation of the virtual character releasing the second skill. Deducting the first energy value of the second consumption ratio in the first energy value control includes converting the first energy value of the second consumption ratio in the first energy value control into a form of energy value that the virtual character does not have.

[0164] For the virtual character of the second energy mechanism, the first skill and the second skill are released by consuming the energy value in the first energy value control, which provides a virtual character that releases general skills by consuming energy values, and helps to improve the richness of the skill mechanism of the virtual character and the diversity of the virtual character.

[0165] In a case where the first energy value control indicates that the virtual character has the first energy value of the second consumption ratio, in response to a second skill release operation, the client displays the virtual character releasing the second skill, and displays the second skill entering the cooling time. In this case, even if the virtual character has a first energy value of a ratio lower than the second consumption ratio in the first energy value control, the virtual character can release the second skill. At this time, the release of the second skill does not use the energy consumption mechanism, but uses the cooling time mechanism.

[0166] For the virtual character of the second energy mechanism, in a case where the energy value it has does not meet the condition for releasing the second skill, the second skill is released through the cooling time mechanism, which provides a mechanism for releasing the second skill in multiple ways, enriches the game play of the user in the process of using the virtual character to fight, and helps to improve the user experience.

[0167] For the virtual character of the third energy mechanism:

[0168] In a case where the second energy point control indicates that the virtual character has a third consumption quantity of the second energy points, in response to a first skill release operation on the virtual character, the client displays the virtual character releasing the first skill, and deducts the third consumption quantity of the second energy points in the second energy point control. The third consumption quantity is not greater than the second upper limit quantity. In some embodiments, the third consumption quantity is equal to the second upper limit quantity. The first skill release operation is triggered through a skill control corresponding to the first skill. Displaying the virtual character releasing the first skill includes displaying an effect animation of the virtual character releasing the first skill. Deducting the third consumption quantity of the second energy points in the second energy point control includes converting the third consumption quantity of the second energy points in the second energy point control into a form of energy points that the virtual character does not have.

[0169] In a case where the second energy point control indicates that the virtual character has a second consumption quantity of the second energy points, in response to a second skill release operation on the virtual character, the client displays the virtual character releasing the second skill, and deducts the second consumption quantity of the second energy points in the second energy point control. The third consumption quantity is greater than the second consumption quantity. In some embodiments, the second consumption quantity is equal to 1. The second skill release operation is triggered through a skill control corresponding to the second skill. Displaying the virtual character releasing the second skill includes displaying an effect animation of the virtual character releasing the second skill. Deducting the second consumption quantity of the second energy points in the second energy point control includes converting the second consumption quantity of the second energy points in the second energy point control into a form of energy points that the virtual character does not have.

[0170] For the virtual character of the third energy mechanism, the first skill and the second skill are released by consuming energy points in the third energy point control, providing a virtual character that releases general skills by consuming energy points, which helps to improve the richness of the skill mechanism of the virtual character and the diversity of the virtual character.

[0171] In a case where the second energy value control indicates that the virtual character has a third consumption proportion of the second energy value, in response to a third skill release operation on the virtual character, the client displays the virtual character releasing the third skill, and deducts the third consumption proportion of the second energy value in the second energy value control, and does not display the third skill entering a cooling time. The third consumption proportion corresponding to different third skills is pre-set, the third skill includes a skill other than the general skill possessed by the virtual character, and the skill effect of the first skill is stronger than the third skill. The third consumption proportion is not greater than 1. The third skill release operation is triggered through a skill control corresponding to the third skill. Displaying the virtual character releasing the third skill includes displaying an effect animation of the virtual character releasing the third skill. Deducting the third consumption proportion of the second energy value in the second energy value control includes converting the third consumption proportion of the second energy value in the second energy value control into a form of energy value that the virtual character does not have.

[0172] For the third energy mechanism of the virtual character, the skills other than the common skill are released by the energy value in the second energy value control, which provides a virtual character that can continuously release the same skill without the cooling time limit, enriches the game play of the user in the process of using the virtual character for the battle, and helps to improve the user experience.

[0173] It should be noted that the above embodiments take the horizontal version battle interface as an example to introduce the display of the virtual environment, the virtual character in the virtual environment, and the energy indication control of the virtual character. The client can also display the above information in other user interfaces by using the method provided in the embodiments of the present application, which is not limited in the embodiments of the present application.

[0174] In summary, the method provided in the embodiments provides different energy mechanisms for different virtual characters, and indicates the energy possessed by the virtual character through the corresponding energy indication control. The method can provide different energy consumption mechanisms for the virtual character to release the common skill by different energy mechanisms, and / or provide different energy accumulation mechanisms for the virtual character, thereby supporting the virtual characters with different skill mechanisms, breaking the limitation of a single energy mechanism on the virtual characters with different skill mechanisms, and helping to improve the richness of the skill mechanism of the virtual character and the diversity of the virtual character.

[0175] The method provided in the embodiments of the present application provides a plurality of common energy mechanism designs for different virtual characters in the horizontal version game, and specifically provides three energy mechanisms. Before designing the virtual characters with different skill mechanisms, the method can realize great design expandability for the battle system of the game. For the developers, the method increases the basic space for designing the skill mechanism of the virtual character. In addition, the virtual characters with different energy mechanisms have different operation upper and lower limits, so the virtual character design can be targeted to serve players of different levels. In addition, in the player's perspective, once a virtual character with a certain energy mechanism is mastered, the existing operation experience can be transferred when encountering a new virtual character with the same type of energy mechanism, which helps the player to quickly master the new virtual character.

[0176] In some embodiments, the three energy mechanisms include: a courage style energy mechanism (the first energy mechanism), a hot-blooded style energy mechanism (the second energy mechanism), and a gorgeous style energy mechanism (the third energy mechanism).

[0177] For the courage style energy mechanism:

[0178] The virtual character corresponding to the courage style energy mechanism has four auras point slots (energy points). The virtual character gains an aura point when using a skill to hit an enemy character, and consumes an aura point when using an escape skill. The virtual character can release an aura skill when it has four aura points, and all aura points are cleared after releasing the aura skill.

[0179] The courage style energy mechanism has higher universality and belongs to a more basic energy mechanism. Skills and aura skills are linked through aura points and balanced with each other, making it an easy-to-understand and easy-to-use energy mechanism type.

[0180] For the hot-blooded style energy mechanism:

[0181] The virtual character corresponding to the hot-blooded style energy mechanism has no aura points, but a red anger slot. The anger value (energy value) in the anger slot slowly increases over time, and the virtual character also gains a small amount of anger value when using a skill to hit an enemy character. The virtual character deducts 1 / 4 of the anger value when using an escape skill, and can use the escape skill even without anger value. The virtual character can release an aura skill when the anger value is full, and the anger slot is cleared after releasing the aura skill.

[0182] The two main features of the hot-blooded style are: natural recovery of anger value + ability to use escape skills without anger value. The former allows the virtual character of the hot-blooded style to continuously increase its energy even when moving and being hit, and to obtain the energy to release an aura skill even without attacking. The latter allows the virtual character of the hot-blooded style to release an aura skill more boldly without worrying about not being able to use an escape skill. The combination of the two points makes the virtual character of the hot-blooded style a type of character that has an advantage in aura skills.

[0183] For the gorgeous style energy mechanism:

[0184] The virtual character corresponding to the gorgeous style energy mechanism has five aura point slots and a blue energy slot. The skills of the virtual character have no cooldown time, and consume energy value (energy value) in the energy slot when released. The virtual character cannot use skills when the energy value is insufficient. The virtual character gains an aura point when using a skill to hit an enemy character, and consumes an aura point when using an escape skill. The virtual character can release an aura skill when it has five aura points, and all aura points are cleared after releasing the aura skill.

[0185] The attack rhythm of the virtual character of the gorgeous style revolves around the energy slot. The lack of skill cooldown time allows most virtual characters of this type to release three skills in a row. Correspondingly, the virtual character of the gorgeous style has a higher condition for using an aura skill than the other two types of virtual characters, requiring five aura points. Therefore, the virtual character of the gorgeous style is more suitable for frequent skill release in battle.

[0186] For example, Figure 9 This is a schematic diagram illustrating the process of implementing three energy mechanisms provided in an exemplary embodiment of this application. For example... Figure 9 As shown, by setting the basic attributes and related configurations of the energy mechanisms for the Courage System (Courage Style), the Passion System (Passion Style), and the Glamorous System (Glamorous Style), the implementation logic of the three energy mechanisms can be obtained. Combining the UI presentation of the three energy mechanisms, the three energy mechanisms provided in this application embodiment can be implemented. MP (Magic Point) represents the ultimate skill points for the Courage Style, FP (Fever Point) represents the rage value for the Passion Style, EP (Energy Point) represents the ultimate skill points for the Glamorous Style, and PP (Power Point) represents the energy value for the Glamorous Style. MP is displayed as a gold dot; MP is restored when the virtual character's skill hits an enemy character, and MP is consumed when the virtual character releases an ultimate skill or escape skill (substitute skill). FP is displayed as a red rage bar; FP is automatically restored per second, and FP is also restored when a skill hits an enemy character, and FP is consumed when the virtual character releases an ultimate skill or escape skill (substitute skill). EP is displayed as a blue dot, and PP is displayed as a blue energy bar. When a virtual character's skill hits an enemy character, EP is restored. Virtual characters consume PP to release skills. Virtual characters consume EP when releasing ultimate skills and escape skills (substitute skills).

[0187] In implementing the three energy mechanisms, developers can customize all attributes of the three energy mechanisms, including default values, recovery speed, acquisition / consumption methods, etc. They can also adjust them according to the personalized needs of the virtual character, such as adding the effect of acquiring energy based on normal attacks.

[0188] For example, Table 1 shows the process of configuring an energy mechanism for a virtual character in a game.

[0189] Table 1

[0190]

[0191] As shown in Table 1, the game's virtual characters 1, 2, and 3 are configured with three energy mechanisms: a passionate style, a flashy style, and a courageous style, respectively.

[0192] For example, Table 2 shows the process of configuring the rage value consumed by releasing skills for a hot-blooded virtual character.

[0193] Table 2

[0194]

[0195] As shown in Table 2, the identity document (ID) is used to identify the virtual character, the binding action is used to indicate the effect animation of releasing the skill binding, the icon ID is used to indicate the icon corresponding to the skill, the skill release change attribute is used to indicate the attribute consumed by releasing the skill, and the skill release change value is used to indicate the value of the attribute consumed by releasing the skill. The release of skill 1 and skill 3 in Table 2 does not consume the rage value, and the release of skill 2 consumes all the rage value.

[0196] For example, Table 3 shows a process of configuring the logic of energy consumed by releasing the skill and energy recovered for a virtual character of a gorgeous style.

[0197] Table 3

[0198]

[0199] As shown in Table 3, the release of skill 3 does not consume the point of occult and the energy value. The release of skill 4 consumes 45 points of energy value, and when skill 4 hits the enemy character, 20 points of occult are recovered, corresponding to one point of occult.

[0200] In summary, the three different virtual characters of different fighting styles provided by the embodiments of the present application correspondingly use three different energy mechanisms, which can bring rich expandability to the virtual character design of the game, so that the characteristic mechanism with emphasis can be made according to the different fighting styles in the virtual character design stage. The method provided by the embodiments of the present application can provide a virtual character design system based on multiple energy mechanisms, which is easy to understand and has high expandability. The complete basic rules can be formulated in a horizontal action game with a large number of virtual characters, which is convenient for developers to regularly make specific deepening design, and is beneficial for players to make general classification of virtual characters and quickly transfer existing fighting experience. It is helpful to open up the operation idea of new characters, so that the energy mechanism of the characters of the game has both diversity and systematization, and greatly improves the richness of virtual character design.

[0201] In one possible example, the method provided by the embodiments of the present application is applied to a client of a horizontal fighting game. Figure 10 is a flowchart of a skill release method provided by an example embodiment of the present application. As shown in Figure 10 the method comprises the following steps.

[0202] Step 1002: Display a horizontal fighting interface of the horizontal fighting game.

[0203] The horizontal fighting interface is a user interface for the virtual character to fight against the enemy virtual character in the horizontal fighting game. The virtual environment and the virtual character in the virtual environment are displayed in the horizontal fighting interface. In some embodiments, at least one enemy character fighting against the virtual character also exists in the virtual environment.

[0204] In some embodiments, the head portrait of the virtual character, the name of the virtual character, and the health value of the virtual character are displayed in the side-scrolling battle interface. Control controls for controlling the virtual character are also displayed in the side-scrolling battle interface, the control controls including a movement control for controlling the movement of the virtual character, such as a joystick control, and a skill control for triggering the virtual character to release a skill, the skill control being a round button.

[0205] Step 1004: In the case that the virtual character corresponds to an energy mechanism of a courage style, a first auras point control of the virtual character is displayed in the side-scrolling battle interface.

[0206] The first auras point control is used to indicate the first type of auras point possessed by the virtual character, the auras point being used for the virtual character to release an auras skill and an escape skill. In some embodiments, the auras point possessed by the virtual character is displayed as a yellow four-star. In the case that the virtual character releases a skill other than the auras skill and the escape skill to hit an enemy character, the virtual character can be replenished with the first type of auras point possessed.

[0207] Step 1006: In the case that the virtual character corresponds to an energy mechanism of a hot-blooded style, an anger value control of the virtual character is displayed in the side-scrolling battle interface.

[0208] The anger value control is used to indicate the size of the anger value possessed by the virtual character, the anger value being used for the virtual character to release an auras skill and an escape skill. In some embodiments, the anger value possessed by the virtual character is displayed as a red bar. In the case that the virtual character releases a skill other than the auras skill and the escape skill to hit an enemy character, the virtual character can be replenished with the anger value possessed. Moreover, the anger value possessed by the virtual character will also be automatically replenished over time.

[0209] Step 1008: In the case that the virtual character corresponds to an energy mechanism of a gorgeous style, a second auras point control and a vitality value control of the virtual character are displayed in the side-scrolling battle interface.

[0210] The second auras point control is used to indicate the second type of auras point possessed by the virtual character, the auras point being used for the virtual character to release an auras skill and an escape skill. The vitality value control is used to indicate the size of the vitality value possessed by the virtual character, the vitality value being used for the virtual character to release a special skill, the special skill including a skill other than the auras skill and the escape skill. In some embodiments, the vitality value possessed by the virtual character is displayed as a blue bar, and the auras point possessed by the virtual character is displayed as a blue four-star. In the case that the virtual character releases a skill other than the auras skill and the escape skill to hit an enemy character, the virtual character can be replenished with the second type of auras point possessed. Moreover, the vitality value possessed by the virtual character will be automatically replenished over time.

[0211] Step 1010: in response to the skill release operation of the virtual role, display the virtual role releasing the skill, and deduct the energy consumed by the virtual role releasing the skill in the energy indication control.

[0212] For the courage style virtual role, when the virtual role releases the divine skill, the client deducts all divine points in the first divine point control. When the virtual role releases the escape skill, the client deducts one divine point in the first divine point control.

[0213] For the hot-blooded style virtual role, when the virtual role releases the divine skill, the client deducts all rage values in the rage value control. When the virtual role releases the escape skill, the client deducts 1 / 4 of the rage value in the rage value control, or displays the escape skill entering the cooling time.

[0214] For the gorgeous style virtual role, when the virtual role releases the divine skill, the client deducts all divine points in the second divine point control. When the virtual role releases the escape skill, the client deducts one divine point in the second divine point control. When the virtual role releases the exclusive skill, the client deducts the corresponding energy value in the energy value control according to the exclusive skill.

[0215] To sum up, the method provided by the embodiment can provide different energy consumption mechanisms for releasing general skills of virtual roles in a side-scrolling fighting game by setting multiple energy mechanisms for different virtual roles in the side-scrolling fighting game and indicating the energy possessed by the virtual role through corresponding energy indication controls, thereby providing support for virtual roles with different skill mechanisms and breaking the limitation of a single energy mechanism on virtual roles with different skill mechanisms, which helps to improve the richness of skill mechanisms of virtual roles in the side-scrolling fighting game and the diversity of virtual roles.

[0216] It should be noted that, before collecting the relevant data of the user and during the process of collecting the relevant data of the user, a prompt interface, a pop-up window or output voice prompt information can be displayed, the prompt interface, the pop-up window or the voice prompt information is used to prompt that the current relevant data of the user is being collected, so that the application only starts to perform the related steps of obtaining the relevant data of the user after obtaining the confirmation operation of the user to the prompt interface or the pop-up window, otherwise (i.e. without obtaining the confirmation operation of the user to the prompt interface or the pop-up window), ending the related steps of obtaining the relevant data of the user, that is, not obtaining the relevant data of the user. In other words, all the user data collected by the application is collected under the condition that the user agrees and authorizes, and the collection, use and processing of the relevant user data need to comply with the relevant laws, regulations and standards of the relevant countries and regions.

[0217] It should be noted that the sequence of the method steps provided in the embodiments of the present application can be adjusted appropriately, and the steps can be increased or decreased accordingly according to the circumstances. Any person skilled in the art can easily think of changes within the technical range disclosed in the present application, which should be covered within the protection scope of the present application, and therefore will not be described again.

[0218] Figure 11 is a structural schematic diagram of a skill releasing device provided by an example embodiment of the present application. As shown in Figure 11 , the device includes:

[0219] a display module 1101, configured to display a virtual environment and a virtual character in the virtual environment;

[0220] The display module 1101 is further configured to display an energy indication control of the virtual character, the energy indication control being used to indicate energy of the virtual character in a corresponding energy mechanism of a plurality of energy mechanisms, the virtual character in different energy mechanisms being different in at least one of a consumption energy mechanism and an accumulation energy mechanism, the consumption energy mechanism being a mechanism in which the virtual character consumes energy when releasing a general skill, the general skill including a same type of skill possessed by different virtual characters.

[0221] The display module 1101 is further configured to, in response to a general skill releasing operation of the virtual character, display that the virtual character releases the general skill, and deduct energy consumed by the virtual character for releasing the general skill in the energy indication control.

[0222] In an optional design, the plurality of energy mechanisms includes at least one of the following: a first energy mechanism; a second energy mechanism; and a third energy mechanism, wherein the first energy mechanism is an energy mechanism for releasing the general skill by consuming first energy points, the second energy mechanism is an energy mechanism for releasing the general skill by consuming a first energy value, and the third energy mechanism is an energy mechanism for releasing the general skill by consuming second energy points and for releasing a skill other than the general skill by consuming a second energy value.

[0223] In an optional design, the virtual character corresponds to the first energy mechanism, and the display module 1101 is configured to display a first energy point control of the virtual character, the first energy point control being used to indicate energy points of the virtual character in a first upper limit number of first energy points.

[0224] In an optional design, the common skill includes at least one of a first skill and a second skill, and the skill effect of the first skill is stronger than that of the second skill; the display module 1101 is configured to, in response to a first skill release operation on the virtual character, display the virtual character releasing the first skill and deduct the first consumption amount of first energy points in the first energy point control, when the first energy point control indicates that the virtual character has the first consumption amount of first energy points; and in response to a second skill release operation on the virtual character, display the virtual character releasing the second skill and deduct the second consumption amount of first energy points in the first energy point control, when the first energy point control indicates that the virtual character has the second consumption amount of first energy points; and the first consumption amount is greater than the second consumption amount.

[0225] In an optional design, the virtual character corresponds to the second energy mechanism; and the display module 1101 is configured to display a first energy value control of the virtual character, the first energy value control being used to indicate the size of the first energy value that the virtual character has.

[0226] In an optional design, the common skill includes at least one of a first skill and a second skill, and the skill effect of the first skill is stronger than that of the second skill; the display module 1101 is configured to, in response to a first skill release operation on the virtual character, display the virtual character releasing the first skill and deduct the first consumption proportion of first energy values in the first energy value control, when the first energy value control indicates that the virtual character has the first consumption proportion of first energy values; and in response to a second skill release operation on the virtual character, display the virtual character releasing the second skill and deduct the second consumption proportion of first energy values in the first energy value control, when the first energy value control indicates that the virtual character has the second consumption proportion of first energy values; and the first consumption proportion is greater than the second consumption proportion.

[0227] In an optional design, the display module 1101 is configured to, in response to the second skill release operation, display the virtual character releasing the second skill and display the second skill entering a cooling time, when the first energy value control indicates that the virtual character has the first energy value that is lower than the second consumption proportion.

[0228] In an optional design, the virtual character corresponds to the third energy mechanism; the display module 1101 is configured to display a second energy point control and a second energy value control of the virtual character, the second energy point control is configured to indicate the energy points of the virtual character in the second upper limit number of second energy points, and the second energy value control is configured to indicate the size of the second energy value of the virtual character.

[0229] In an optional design, the general skill includes at least one of a first skill and a second skill, and the skill effect of the first skill is stronger than that of the second skill; the display module 1101 is configured to, in a case where the second energy point control indicates that the virtual character has a third consumption number of second energy points, display that the virtual character releases the first skill in response to a first skill release operation of the virtual character, and deduct the third consumption number of second energy points in the second energy point control; in a case where the second energy point control indicates that the virtual character has a second consumption number of second energy points, display that the virtual character releases the second skill in response to a second skill release operation of the virtual character, and deduct the second consumption number of second energy points in the second energy point control; and the third consumption number is greater than the second consumption number.

[0230] In an optional design, the display module 1101 is configured to, in a case where the second energy value control indicates that the virtual character has a third consumption proportion of second energy value, display that the virtual character releases a third skill in response to a third skill release operation of the virtual character, and deduct the third consumption proportion of second energy value in the second energy value control, and not display that the third skill enters a cooling time; and the third skill includes a skill of the virtual character other than the general skill.

[0231] In an optional design, the plurality of energy mechanisms includes at least one of: a first energy mechanism; a second energy mechanism; and a third energy mechanism; the first energy mechanism is an energy mechanism for accumulating first energy points for the virtual character through skill hits, the second energy mechanism is an energy mechanism for accumulating first energy values for the virtual character over time, and the third energy mechanism is an energy mechanism for accumulating second energy points for the virtual character through skill hits and accumulating second energy values for the virtual character over time.

[0232] In an optional design, the virtual character corresponds to the first energy mechanism; the display module 1101 is configured to display an increase in the first energy points of the virtual character in a case where a third skill of the virtual character hits an enemy character; and the third skill includes a skill other than the common skill possessed by the virtual character.

[0233] In an optional design, the virtual character corresponds to the second energy mechanism; the display module 1101 is configured to display an increase in the first energy value of the virtual character over time.

[0234] In an optional design, the virtual character corresponds to the second energy mechanism; the display module 1101 is configured to display an increase in the first energy value of the virtual character in a case where a third skill of the virtual character hits an enemy character; and the third skill includes a skill other than the common skill possessed by the virtual character.

[0235] In an optional design, the virtual character corresponds to the third energy mechanism; the display module 1101 is configured to display an increase in the second energy points of the virtual character in a case where a third skill of the virtual character hits an enemy character; and the third skill includes a skill other than the common skill possessed by the virtual character.

[0236] It should be noted that the skill release device provided in the above embodiments is only exemplified by the division of the above functional modules, and in actual application, the above functions can be completed by different functional modules according to needs, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the skill release device and the skill release method provided in the above embodiments belong to the same concept, and the specific implementation process is described in the method embodiments, which will not be repeated here.

[0237] Embodiments of the present application also provide a computer device, which comprises a processor and a memory, and the memory stores at least one instruction, at least one program, a code set or an instruction set. The at least one instruction, at least one program, code set or instruction set is loaded and executed by the processor to implement the skill release method provided by the above method embodiments.

[0238] For example, Figure 12 FIG. 1 is a structural schematic diagram of a terminal provided by an exemplary embodiment of the present application.

[0239] Generally, the terminal 1200 comprises a processor 1201 and a memory 1202.

[0240] The processor 1201 can include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. The processor 1201 can be implemented in at least one of a hardware form of a DSP (Digital Signal Processing), an FPGA (Field-Programmable Gate Array), a PLA (Programmable Logic Array). The processor 1201 can also include a main processor and a coprocessor, the main processor being a processor for processing data in an awake state, also referred to as a CPU (Central Processing Unit), and the coprocessor being a low-power processor for processing data in a standby state. In some embodiments, the processor 1201 can be integrated with a GPU (Graphics Processing Unit) for rendering and drawing content required to be displayed by the display screen. In some embodiments, the processor 1201 can further include an AI (Artificial Intelligence) processor for processing computing operations related to machine learning.

[0241] The memory 1202 can include one or more computer-readable storage media that can be non-transitory. The memory 1202 can also include a high-speed random access memory, and a nonvolatile memory such as one or more disk storage devices, flash storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1202 is used to store at least one instruction for being executed by the processor 1201 to implement the skill release method provided by the method embodiment of the present application.

[0242] In some embodiments, the terminal 1200 can also optionally include a peripheral device interface 1203 and at least one peripheral device. The processor 1201, the memory 1202, and the peripheral device interface 1203 can be connected through a bus or a signal line. Each peripheral device can be connected to the peripheral device interface 1203 through a bus, a signal line, or a circuit board. Specifically, the peripheral device includes at least one of a radio frequency circuit 1204, a display screen 1205, a camera assembly 1206, an audio circuit 1207, and a power supply 1208.

[0243] The peripheral interface 1203 can be used to connect at least one I / O (Input / Output) related peripheral device to the processor 1201 and the memory 1202. In some embodiments, the processor 1201, the memory 1202 and the peripheral interface 1203 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1201, the memory 1202 and the peripheral interface 1203 can be implemented on a separate chip or circuit board, and the embodiments of the present application do not limit this.

[0244] The radio frequency circuit 1204 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1204 communicates with a communication network and other communication devices through electromagnetic signals. The radio frequency circuit 1204 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. Optionally, the radio frequency circuit 1204 includes an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, an identity module card, and the like. The radio frequency circuit 1204 can communicate with other terminals through at least one wireless communication protocol. The wireless communication protocol includes but is not limited to: the World Wide Web, a metropolitan area network, an intranet, various generations of mobile communication networks (2G, 3G, 4G and 5G), a wireless local area network and / or a WiFi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 1204 can also include NFC (Near Field Communication) related circuitry, and the present application does not limit this.

[0245] The display screen 1205 is configured to display a UI (User Interface). The UI can include graphics, text, icons, video, and any combination thereof. When the display screen 1205 is a touch display screen, the display screen 1205 is further configured to capture touch signals on or above the surface of the display screen 1205. The touch signals can be input to the processor 1201 as control signals for processing. In this case, the display screen 1205 can also be configured to provide virtual buttons and / or virtual keyboard, also known as soft buttons and / or soft keyboard. In some embodiments, the display screen 1205 can be one, arranged on the front panel of the terminal 1200; in other embodiments, the display screen 1205 can be at least two, arranged on different surfaces of the terminal 1200 or in a folding design; in still other embodiments, the display screen 1205 can be a flexible display screen, arranged on a curved surface or a folding surface of the terminal 1200. Even, the display screen 1205 can also be arranged in an irregular shape other than a rectangle, i.e., a special-shaped screen. The display screen 1205 can be made of LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode), etc.

[0246] The camera assembly 1206 is configured to capture images or videos. Optionally, the camera assembly 1206 includes a front-facing camera and a rear-facing camera. Typically, the front-facing camera is arranged on the front panel of the terminal 1200, and the rear-facing camera is arranged on the back of the terminal. In some embodiments, the rear-facing camera is at least two, which are any one of a main camera, a depth-of-field camera, a wide-angle camera, and a telephoto camera, to realize the background blur function by fusing the main camera and the depth-of-field camera, the panoramic shooting and VR (Virtual Reality) shooting function by fusing the main camera and the wide-angle camera, or other fusion shooting functions. In some embodiments, the camera assembly 1206 can further include a flash. The flash can be a single-color-temperature flash or a dual-color-temperature flash. The dual-color-temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation under different color temperatures.

[0247] The audio circuit 1207 can include a microphone and a speaker. The microphone is used to collect sound waves of an object and an environment, and convert the sound waves into an electrical signal input to the processor 1201 for processing, or input to the radio frequency circuit 1204 to realize voice communication. For the purpose of stereo sound collection or noise reduction, the microphone can be multiple, respectively arranged at different parts of the terminal 1200. The microphone can also be an array microphone or an omnidirectional collection type microphone. The speaker is used to convert the electrical signal from the processor 1201 or the radio frequency circuit 1204 into sound waves. The speaker can be a traditional diaphragm speaker, or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, not only can it convert electrical signals into sound waves that humans can hear, but it can also convert electrical signals into sound waves that humans cannot hear for ranging purposes. In some embodiments, the audio circuit 1207 can also include a headphone jack.

[0248] The power supply 1208 is used to supply power to each component in the terminal 1200. The power supply 1208 can be alternating current, direct current, disposable battery or rechargeable battery. When the power supply 1208 includes a rechargeable battery, the rechargeable battery can be a wired charging battery or a wireless charging battery. The wired charging battery is a battery charged through a wired line, and the wireless charging battery is a battery charged through a wireless coil. The rechargeable battery can also be used to support fast charging technology.

[0249] In some embodiments, the terminal 1200 further includes one or more sensors 1209. The one or more sensors 1209 include, but are not limited to, an acceleration sensor 1210, a gyroscope sensor 1211, a pressure sensor 1212, an optical sensor 1213, and a proximity sensor 1214.

[0250] The acceleration sensor 1210 can detect the acceleration magnitude in three coordinate axes of the coordinate system established by the terminal 1200. For example, the acceleration sensor 1210 can be used to detect the components of the gravitational acceleration in three coordinate axes. The processor 1201 can control the touch display 1205 to display the user interface in a landscape view or a portrait view according to the gravitational acceleration signal collected by the acceleration sensor 1210. The acceleration sensor 1210 can also be used for game or object motion data collection.

[0251] The gyroscope sensor 1211 can detect the body direction and rotation angle of the terminal 1200, and the gyroscope sensor 1211 can collect 3D actions of the object on the terminal 1200 in cooperation with the acceleration sensor 1210. The processor 1201 can realize the following functions according to the data collected by the gyroscope sensor 1211: motion sensing (such as changing the UI according to the tilt operation of the object), image stabilization when shooting, game control, and inertial navigation.

[0252] The pressure sensor 1212 can be disposed on the side bezel of the terminal 1200 and / or on the lower layer of the touch display screen 1205. When the pressure sensor 1212 is disposed on the side bezel of the terminal 1200, it can detect the grip signal of an object on the terminal 1200, and the processor 1201 can perform left / right hand recognition or quick operation based on the grip signal collected by the pressure sensor 1212. When the pressure sensor 1212 is disposed on the lower layer of the touch display screen 1205, the processor 1201 can control the operable controls on the UI interface based on the pressure operation of the object on the touch display screen 1205. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.

[0253] The optical sensor 1213 is used to collect ambient light intensity. In one embodiment, the processor 1201 can control the display brightness of the touch screen 1205 based on the ambient light intensity collected by the optical sensor 1213. Specifically, when the ambient light intensity is high, the display brightness of the touch screen 1205 is increased; when the ambient light intensity is low, the display brightness of the touch screen 1205 is decreased. In another embodiment, the processor 1201 can also dynamically adjust the shooting parameters of the camera assembly 1206 based on the ambient light intensity collected by the optical sensor 1213.

[0254] The proximity sensor 1214, also known as a distance sensor, is typically located on the front panel of the terminal 1200. The proximity sensor 1214 is used to detect the distance between an object and the front of the terminal 1200. In one embodiment, when the proximity sensor 1214 detects that the distance between the object and the front of the terminal 1200 is gradually decreasing, the processor 1201 controls the touch display screen 1205 to switch from a screen-on state to a screen-off state; when the proximity sensor 1214 detects that the distance between the object and the front of the terminal 1200 is gradually increasing, the processor 1201 controls the touch display screen 1205 to switch from a screen-off state to a screen-on state.

[0255] Those skilled in the art will understand that Figure 12 The structure shown does not constitute a limitation on terminal 1200 and may include more or fewer components than shown, or combine certain components, or use different component arrangements.

[0256] This application also provides a computer-readable storage medium storing at least one instruction, at least one program, code set, or instruction set. When the at least one instruction, at least one program, code set, or instruction set is loaded and executed by the processor of a computer device, the skill release method provided in the above-described method embodiments is implemented.

[0257] The application further provides a computer program product or computer program, which comprises computer instructions stored in a computer readable storage medium. A processor of a computer device reads the computer instructions from the computer readable storage medium, and the processor executes the computer instructions, so that the computer device executes the skill release method provided by each method embodiment.

[0258] Those skilled in the art can understand that all or part of the steps of the above-mentioned embodiments can be completed by hardware, or by programs instructing relevant hardware to complete, and the programs can be stored in a computer readable storage medium. The readable storage medium mentioned above can be a read-only memory, a magnetic disk or an optical disk.

[0259] The above is only optional embodiments of the application, and is not used to limit the application. Any modification, equivalent switching, improvement, etc. made within the spirit and principle of the application shall be included in the protection scope of the application.

Claims

1. A skill release method, characterized in that, The method includes: Displays a virtual environment and virtual characters within that virtual environment; The control displays the energy indicator of the virtual character. The energy indicator is used to indicate the energy that the virtual character has under the corresponding energy mechanism in a variety of energy mechanisms. Virtual characters with different energy mechanisms have different mechanisms in at least one of the energy consumption mechanism and energy accumulation mechanism. The energy consumption mechanism is the mechanism by which the virtual character consumes energy when releasing a general skill. The general skill includes the same type of skill that different virtual characters have. In response to the release of a general skill by the virtual character, the system displays the release of the general skill by the virtual character and deducts the energy consumed by the virtual character in releasing the general skill from the energy indicator control.

2. The method according to claim 1, characterized in that, The multiple energy mechanisms include at least one of the following: First energy mechanism; Second energy mechanism; The third energy mechanism; The first energy mechanism is an energy mechanism that releases the general skill by consuming a first energy point; the second energy mechanism is an energy mechanism that releases the general skill by consuming a first energy value; the third energy mechanism is an energy mechanism that releases the general skill by consuming a second energy point; and an energy mechanism that releases skills other than the general skill by consuming a second energy value.

3. The method according to claim 2, characterized in that, The virtual character corresponds to the first energy mechanism; the energy indicator control for displaying the virtual character includes: The first energy point control of the virtual character is used to indicate the energy points that the virtual character has in the first maximum number of first energy points.

4. The method according to claim 3, characterized in that, The general skill includes at least one of a first skill and a second skill, wherein the skill effect of the first skill is stronger than that of the second skill; The response to the release of a general skill by the virtual character, displaying the release of the general skill by the virtual character, and deducting the energy consumed by the virtual character in releasing the general skill from the energy indicator control, includes: When the first energy point control indicates that the virtual character has a first energy point of a first consumption amount, in response to the first skill release operation of the virtual character, the virtual character releases the first skill, and the first energy point of the first consumption amount is deducted from the first energy point control; When the first energy point control indicates that the virtual character has a second amount of first energy points consumed, in response to the second skill release operation of the virtual character, the virtual character releases the second skill, and the second amount of first energy points consumed is deducted from the first energy point control; Wherein, the first consumption quantity is greater than the second consumption quantity.

5. The method according to claim 2, characterized in that, The virtual character corresponds to the second energy mechanism; the energy indicator control for displaying the virtual character includes: A first energy value control is displayed for the virtual character, indicating the magnitude of the first energy value possessed by the virtual character.

6. The method according to claim 5, characterized in that, The general skill includes at least one of a first skill and a second skill, wherein the skill effect of the first skill is stronger than that of the second skill; The response to the release of a general skill by the virtual character, displaying the release of the general skill by the virtual character, and deducting the energy consumed by the virtual character in releasing the general skill from the energy indicator control, includes: When the first energy value control indicates that the virtual character has a first energy value with a first consumption ratio, in response to the first skill release operation of the virtual character, the virtual character releases the first skill, and the first energy value with the first consumption ratio is deducted from the first energy value control; When the first energy value control indicates that the virtual character has a first energy value with a second consumption ratio, in response to the second skill release operation of the virtual character, the virtual character releases the second skill, and the first energy value with the second consumption ratio is deducted from the first energy value control; Wherein, the first consumption ratio is greater than the second consumption ratio.

7. The method according to claim 6, characterized in that, The method further includes: When the first energy value control indicates that the virtual character has a first energy value that is lower than the second consumption ratio, in response to the second skill release operation, the virtual character releases the second skill, and the second skill enters the cooldown period is displayed.

8. The method according to claim 2, characterized in that, The virtual character corresponds to the third energy mechanism; the energy indicator control for displaying the virtual character includes: The virtual character displays a second energy point control and a second energy value control. The second energy point control indicates the energy points the virtual character has in a second maximum number of second energy points, and the second energy value control indicates the magnitude of the second energy value the virtual character possesses.

9. The method according to claim 8, characterized in that, The general skill includes at least one of a first skill and a second skill, wherein the skill effect of the first skill is stronger than that of the second skill; The response to the release of a general skill by the virtual character, displaying the release of the general skill by the virtual character, and deducting the energy consumed by the virtual character in releasing the general skill from the energy indicator control, includes: When the second energy point control indicates that the virtual character has a third amount of second energy points consumed, in response to the first skill release operation of the virtual character, the virtual character releases the first skill, and the third amount of second energy points consumed is deducted from the second energy point control; When the second energy point control indicates that the virtual character has a second energy point of a second consumption amount, in response to the second skill release operation of the virtual character, the virtual character releases the second skill, and the second energy point of the second consumption amount is deducted from the second energy point control; The third consumption quantity is greater than the second consumption quantity.

10. The method according to claim 8, characterized in that, The method further includes: When the second energy value control indicates that the virtual character has a second energy value with a third consumption ratio, in response to the release operation of the third skill of the virtual character, the release of the third skill of the virtual character is displayed, the second energy value with the third consumption ratio is deducted from the second energy value control, and the cooldown time of the third skill is not displayed. The third skill includes skills possessed by the virtual character other than the general skills.

11. The method according to any one of claims 1 to 10, characterized in that, The multiple energy mechanisms include at least one of the following: First energy mechanism; Second energy mechanism; The third energy mechanism; The first energy mechanism is an energy mechanism that accumulates a first energy point for the virtual character through skill hits; the second energy mechanism is an energy mechanism that accumulates a first energy value for the virtual character over time; and the third energy mechanism is an energy mechanism that accumulates a second energy point for the virtual character through skill hits and an energy mechanism that accumulates a second energy value for the virtual character over time.

12. The method according to claim 11, characterized in that, The virtual character corresponds to the first energy mechanism; the method further includes: When the virtual character's third skill hits an enemy character, the virtual character's first energy points increase. The third skill includes skills possessed by the virtual character other than the general skills.

13. The method according to claim 11, characterized in that, The virtual character corresponds to the second energy mechanism; the method further includes: The virtual character's first energy value gradually increases over time.

14. The method according to claim 11, characterized in that, The virtual character corresponds to the second energy mechanism; the method further includes: When the virtual character's third skill hits an enemy character, the first energy value of the virtual character is increased. The third skill includes skills possessed by the virtual character other than the general skills.

15. The method according to claim 11, characterized in that, The virtual character corresponds to the third energy mechanism; the method further includes: When the virtual character's third skill hits an enemy character, the second energy point of the virtual character increases; the second energy value of the virtual character gradually increases over time. The third skill includes skills possessed by the virtual character other than the general skills.

16. A skill release device, characterized in that, The device includes: The display module is used to display the virtual environment and the virtual characters in the virtual environment; The display module is also used to display the energy indicator control of the virtual character. The energy indicator control is used to indicate the energy that the virtual character has under the corresponding energy mechanism in multiple energy mechanisms. Virtual characters with different energy mechanisms have different mechanisms in at least one of the energy consumption mechanism and energy accumulation mechanism. The energy consumption mechanism is the mechanism by which the virtual character consumes energy when releasing a general skill. The general skill includes the same type of skill that different virtual characters have. The display module is also configured to, in response to the release operation of the virtual character's general skill, display the release of the general skill by the virtual character, and deduct the energy consumed by the virtual character in releasing the general skill from the energy indicator control.

17. A computer device, characterized in that, The computer device includes a processor and a memory, the memory storing at least one program, which is loaded and executed by the processor to implement the skill release method as described in any one of claims 1 to 15.

18. A computer-readable storage medium, characterized in that, The readable storage medium stores at least one program, which is loaded and executed by a processor to implement the skill release method as described in any one of claims 1 to 15.

19. A computer program product, characterized in that, The computer program product includes computer instructions, which are stored in a computer-readable storage medium, and the processor of the computer device reads them from the storage medium. The computer-readable storage medium reads the computer instructions, and the processor executes the computer instructions. This causes the computer device to perform the skill release method as described in any one of claims 1 to 15.