Game skill interaction method and device, terminal equipment and storage medium

By designing stagnation skills that can affect teammates, oneself, or scene components in the game, and implementing a delayed settlement during the skill's effect, the problem of the existing stagnation skills being too simplistic is solved, thus enhancing the game's tactical diversity and playability.

CN120960784APending Publication Date: 2025-11-18NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202511081712.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-08-01
Publication Date
2025-11-18

AI Technical Summary

Technical Problem

Stasis skills in existing games typically restrict player actions, have limited usage, and lack strategic depth and replayability.

Method used

Design a novel stagnation skill interaction method that allows skills to affect teammates, oneself, or scene components, and delay the settlement of target game effects during the skill's influence, including the accumulation of progress values ​​and the delayed triggering of control effects.

Benefits of technology

It enriches the tactical application scenarios of the game, enhances the game's flexibility and playability, and strengthens the player's strategy and immersion.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a game skill interaction method which comprises the following steps: in response to a first skill instruction triggered by a first terminal, controlling a first virtual object corresponding to the first terminal to release a corresponding game skill in a game scene; a target object acted by the game skill is determined, a first skill influence is controlled to be applied to the target object, and the target object is at least one of the first virtual object, a second virtual object controlled through a second terminal and a scene component in the game scene; and during the duration of the first skill influence, controlling to carry out delayed settlement on a target game effect applied to the target object, the target game effect being at least one of the following: an effect triggered through progress value accumulation and / or a control type effect.
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Description

TECHNICAL FIELD

[0001] The present disclosure relates to the technical field of games, and particularly relates to a game skill interaction method and device, a terminal device and a storage medium. BACKGROUND

[0002] Stagnation skills often appear in games, but most of the stagnation skills are to confine the actions of players so that they cannot move in the game scene. Such simple skill usage is not interesting, not flexible, and not high in playability. SUMMARY

[0003] Therefore, the present disclosure provides a game skill interaction method, device, terminal device and computer storage medium, a new stagnation skill interaction method is designed, players can exert skill influence on multiple target objects, and target game effects are settled during the skill influence period, so that the use mechanism and function effect of the stagnation skill in the game are enriched, and the flexibility and playability of the game are improved.

[0004] To achieve the above object, the technical scheme adopted by the present disclosure is as follows: In a first aspect, the present disclosure provides a game skill interaction method, comprising: In response to a first skill instruction triggered by a first terminal, controlling a first virtual object corresponding to the first terminal to cast a corresponding game skill in a game scene; Determining a target object of the game skill, and controlling the first skill influence on the target object, wherein the target object is at least one of the following: the first virtual object, a second virtual object controlled by a second terminal, and a scene component in the game scene; During the duration of the first skill influence, the target game effect exerted on the target object is controlled to be settled with delay, wherein the target game effect is at least one of the following: an effect triggered by progress value accumulation and / or a control type effect.

[0005] In a second aspect, the present disclosure provides a game skill interaction device, comprising: A triggering module is configured to, in response to a first skill instruction triggered by a first terminal, control a first virtual object corresponding to the first terminal to cast a corresponding game skill in a game scene; A determining module is configured to determine a target object of the game skill, and control the first skill influence on the target object, wherein the target object is at least one of the following: the first virtual object, a second virtual object controlled by a second terminal, and a scene component in the game scene; A settlement module is configured to control delayed settlement of a target game effect applied to the target object during the duration of the first skill effect, wherein the target game effect is at least one of a progress value accumulation triggered effect and / or a control type effect.

[0006] In a third aspect, the present application provides a terminal device, comprising a processor, a storage medium and a bus, the storage medium stores computer readable instructions executable by the processor, when the terminal device is running, the processor and the storage medium communicate through the bus, the processor executes the machine readable instructions to perform the steps of the method according to any one of the preceding embodiments.

[0007] In a fourth aspect, the present application provides a computer readable storage medium, the computer readable storage medium stores a computer program, when the computer program is run by a processor, the steps of the method according to any one of the preceding embodiments are executed.

[0008] The beneficial effects of the present disclosure are: The game skill interaction method, device, electronic device and storage medium provided by the present disclosure solve the problems of single and uninteresting, insufficient flexibility and low playability of the existing stagnant skills in the background art by designing a brand new stagnant skill interaction mechanism. By responding to the skill instruction triggered by the terminal, the virtual object is controlled to cast the game skill; a plurality of target objects (including the self, the teammates or the scene components) can be flexibly determined to be acted on by the skill; and the target game effect (including the progress value accumulation triggered effect and the control type effect) applied to the target object is settled in a delayed manner during the duration of the skill effect, thereby enriching the use mechanism and functional effect of the stagnant skill in the game, making the stagnant skill no longer limited to restricting the movement of the character, but being able to achieve more complex and diverse game experience, and greatly improving the flexibility and playability of the game. BRIEF DESCRIPTION OF DRAWINGS

[0009] In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the following will briefly introduce the drawings needed to be used in the embodiments. It should be understood that the following drawings only show some of the embodiments of the present disclosure, and therefore should not be considered as limiting the scope. For those skilled in the art, other related drawings can also be obtained without creative labor on the basis of these drawings.

[0010] Figure 1 The architecture schematic diagram of the cloud interaction system provided in an optional implementation of the present disclosure is shown in the figure. Figure 2 The flowchart of the game skill interaction method provided in an optional implementation of the present disclosure is shown in the figure. Figure 3A schematic diagram of a teammate avatar selection interface provided in an optional implementation of the present disclosure; Figure 4 A schematic diagram of an observation state interface provided in an optional implementation of the present disclosure; Figure 5 A schematic diagram of a scene component selection interface provided in an optional implementation of the present disclosure; Figure 6 A structural schematic diagram of an interaction device of a game skill provided in an optional implementation of the present disclosure; Figure 7 A hardware architecture schematic diagram of a terminal device provided in an optional implementation of the present disclosure. DETAILED DESCRIPTION

[0011] In order to make the objects, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be described clearly and completely below with reference to the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only part of the embodiments of the present disclosure, rather than all the embodiments of the present disclosure. The components of the embodiments of the present disclosure described and shown in the drawings herein can be arranged and designed in various different configurations.

[0012] Therefore, the following detailed description of the embodiments of the present disclosure provided in the drawings is not intended to limit the scope of the claimed present disclosure, but only represents selected embodiments of the present disclosure. Based on the embodiments in the present disclosure, all other embodiments obtained by those of ordinary skill in the art without making creative efforts fall within the scope of protection of the present disclosure.

[0013] It should be noted that: similar reference numerals and letters represent similar items in the following drawings, so once an item is defined in one drawing, it does not need to be further defined and explained in subsequent drawings.

[0014] For the convenience of understanding, the prior art related to the present disclosure is described in detail first.

[0015] In games, the stasis skill is a common skill type, the main function of which is to limit the actions of players, usually manifested as a binding effect, so that the player to which the skill is applied cannot move in the game scene. For example, character A can release a "stasis" skill to make enemy character B unable to move for a short time, thereby creating an opportunity for character A to attack or escape. However, this simple movement binding mechanism makes the player have almost no operation that can be performed during being controlled, and the use mode and effect are too simple and direct, lacking strategic depth and tactical changes, reducing the playability and lasting appeal of the game.

[0016] To solve the problems in the prior art, the present disclosure proposes the following technical concept: by designing a new game skill interaction method, the stasis skill can not only act on the teammates or the self, but also act on the scene components; meanwhile, the stasis effect is no longer limited to simple action confinement, but delays the settlement of the specific game effect of the target object, so that the stasis skill has more rich tactical application scenarios and deeper game experience, thereby improving the strategy and interest of the game and enhancing the immersion and satisfaction of the players.

[0017] Based on the above, the specific content of each technical solution provided by the present disclosure will be introduced in detail one by one below.

[0018] Firstly, the present disclosure provides a game skill interaction method.

[0019] In an optional implementation, the game skill interaction method provided by the present disclosure can run on a terminal device and / or a server.

[0020] When the game skill interaction method runs on the server, the method can be implemented and executed based on a cloud interaction system. Please refer to Figure 1 for a cloud interaction system architecture diagram provided by the present disclosure. As shown in the figure, the cloud interaction system can include a client device 10 and a server 20, wherein the client device 10 can be connected with the server 20 through a network 30.

[0021] In an optional implementation, various cloud applications can run under the cloud interaction system, for example: cloud game. Taking cloud game as an example, cloud game refers to a game mode based on cloud computing. In the running mode of cloud game, the running body of the game program and the presentation body of the game picture are separated, the storage and running of the game skill interaction method are completed on the cloud game server, and the client device 10 is used for receiving and sending data and presenting game pictures. For example, the client device 10 can be a display device close to the user side with data transmission function, such as mobile terminal, television, computer, palm computer, etc.; but the terminal device for information processing is the cloud game server in the cloud. When playing the game, the player operates the client device 10 to send operation instructions to the cloud game server, the cloud game server runs the game according to the operation instructions, encodes and compresses the game picture data, returns the data to the client device 10 through the network, and finally decodes and outputs the game picture through the client device 10.

[0022] When the interaction method of the game skill is run on a terminal device, in an optional embodiment, the terminal device can be a local terminal device. Taking a game as an example, the terminal device stores a game program and is used to present a game picture. The local terminal device is used to interact with a player through a graphical user interface, that is, a conventional game program is downloaded and installed through an electronic device and is run. The local terminal device can provide the graphical user interface to the player in various ways, for example, the graphical user interface can be rendered to be displayed on a display screen of the terminal, or the graphical user interface is provided to the player through holographic projection. For example, the local terminal device can include a display screen used to present a graphical user interface including a game picture, and a processor used to run the game, generate the graphical user interface, and control display of the graphical user interface on the display screen.

[0023] The hardware environment required by the present disclosure is introduced above, and in the following, various embodiments of the interaction method of the game skill provided by the present disclosure will be introduced in detail based on the hardware environment, taking a terminal device as an execution subject as an example. The terminal device can be the client device described above, or the local terminal device described above.

[0024] Please refer to Figure 2 The flowchart of an optional implementation of the interaction method of the game skill provided by the present disclosure is shown in FIG. 1. As shown in the figure, the interaction method of the game skill includes the following steps: Step S1, in response to a first skill instruction triggered by a first terminal, controlling a first virtual object corresponding to the first terminal to cast a corresponding game skill in a game scene; The first terminal is an electronic device used by a player to perform a game operation, which can be a mobile phone, a tablet computer, a personal computer, or other terminal devices supporting game running.

[0025] In an optional embodiment, the first terminal is a game operation interface carrier associated with a specific player account, which is used to receive input operations of the player and convert the input operations into behavior instructions in the game. For example, the player can perform operations on the first terminal by touching the screen of the mobile phone, clicking the mouse, or pressing the keyboard, so as to trigger corresponding skill release behaviors in the game.

[0026] In an optional embodiment, the first skill instruction is an operation signal for activating a specific game skill sent by the player through the first terminal. For example, the player can trigger the first skill instruction by clicking a skill button, sliding a specific area of the screen, or combining keys, so that the game system recognizes and responds to the intention of the player to release a specific skill.

[0027] In an optional implementation, the first virtual object refers to a role entity controlled by the player through the first terminal in the game scene. For example, in a game, each player can control a virtual role, which is the virtual object corresponding to the player, and the virtual role can move, interact, use skills, etc. in the game world.

[0028] In a specific application, the player is using a smartphone to control a game role named "magician", which has a "time stagnation" skill. When a dangerous situation occurs in the game, the player clicks the skill button of the "time stagnation" skill to trigger the first skill instruction, and the game system immediately responds to this operation to control the magician to cast the "time stagnation" skill.

[0029] In step S2, a target object of the game skill is determined, and a first skill influence is applied to the target object, wherein the target object is at least one of the following: the first virtual object, a second virtual object controlled by a second terminal, and a scene component in the game scene. The target object refers to a specific entity to which the game skill is applied, which can be the role that casts the skill, other player-controlled roles, or various scene components in the game environment.

[0030] In an optional implementation, the second virtual object refers to a game role controlled by another player through a second terminal. For example, in a multiplayer cooperative game mode, the teammate roles are second virtual objects relative to the player's own role, and the skill can act on these teammate roles to provide assistance or protection. The scene component refers to a preset interactive object in the game scene, such as a password machine, a door, a chair, or a wooden board, etc. environmental elements. For example, in some game modes, the player can use a specific skill to affect the state or function of these scene components, thereby changing the game progress or creating a tactical advantage.

[0031] In a specific application, after the magician role casts the "time stagnation" skill, a prompt for selecting a target appears on the game interface. The player can select different types of targets: if he clicks on his own role avatar, the skill will act on the magician himself; if he clicks on another player's avatar in the teammate list, the skill will act on the teammate; if he activates the skill and turns to face an unfinished password machine, the skill will act on this scene component.

[0032] In step S3, during the duration of the first skill influence, the target game effect applied to the target object is delayed and settled, wherein the target game effect is at least one of the following: an effect triggered by progress value accumulation and / or a control type effect.

[0033] The first skill influence refers to a specific state or effect generated after the game skill acts on the target object, and the influence lasts for a period of time.

[0034] In an optional embodiment, the first skill influence can be a state effect, during which certain attributes or behaviors of the target object are subject to specific changes. Delayed settlement refers to a processing mechanism in which game effects suffered by the target object during the duration of the first skill influence are not immediately executed, but are recorded and applied at once when the first skill influence ends. For example, when a character is in a "time stop" state, control effects on the character will not take effect immediately, but will be triggered after the "time stop" state ends. Target game effects can include two categories: one is effects triggered by progress value accumulation, such as skill charging, state stacking, and other effects that need to reach a certain threshold to trigger; the other is control effects, such as dizziness, silence, and deceleration, which limit the actions or abilities of the target.

[0035] In a specific application, a player controls a character, the illusionist, to play the game, and the character has a unique "time stop" skill. When a teammate is chased by an enemy, the illusionist player clicks the skill button of the "time stop" skill, and then selects the avatar of the character of the teammate in the pop-up teammate list. The game system immediately responds to this operation and applies the "time stop" effect to the teammate, so that the control skills released by the enemy on the teammate do not take effect immediately, but are recorded by the system. After the 8-second protection period of "time stop" ends, the system settles the previously recorded control skills, so that the teammate is subject to the corresponding control effects.

[0036] Through the above steps, the game skill interaction method provided by the present disclosure enables players to flexibly affect the game progress through the innovative stop skill mechanism, and realizes multi-level interaction with game characters and scene components. The innovative design of delayed settlement of specific game effects provides players with more rich tactical options and team cooperation possibilities, effectively solves the problem of single and lack of strategy of traditional stop skills, significantly improves the playability and interest of the game, and optimizes the interaction experience of players in the controlled state.

[0037] Further, in the game skill interaction method provided by an embodiment of the present disclosure, the step of controlling the delayed settlement of the target game effect applied to the target object includes: Step S10, when the target game effect is the effect triggered by progress value accumulation, controlling to settle the progress value accumulation result during the first skill influence at the end of the first skill influence; In an optional implementation, progress value accumulation is a mechanism that triggers an effect when a certain value accumulates to a threshold in the game. For example, a character may need to accumulate energy to a certain value to release an ultimate skill, or accumulate damage to a certain value to trigger a certain special state. Progress accumulation result refers to the total sum of progress values recorded during the first skill influence. For example, when a character is in a time stop state, the system records the amount of damage, energy or other specific game attributes accumulated during the state. Settlement of progress value accumulation result refers to the process of calculating and applying the accumulated progress value. For example, the recorded progress value is actually added to the progress bar of the target object, or it is determined whether the accumulated value reaches the trigger condition and the corresponding effect is executed.

[0038] In an optional implementation, settlement at the end of the first skill influence means that the system will temporarily save the progress value generated during the first skill influence without immediate application, and will be counted or judged for triggering at once after the first skill influence ends. For example, when a character is in a "time stop" state, the damage received will be normally calculated but will not be immediately reflected on the health value, but will be settled uniformly at the end of the state.

[0039] In a specific application, the scene component "code machine" needs the player to continuously operate to accumulate the unlocking progress from 0% to 100% to complete the unlocking. Among them, when the illusionist player uses the "time stop" skill on a code machine whose progress has reached 60%, the code machine will be applied with a stop effect of 8 seconds. During these 8 seconds, the teammates can still continue to operate the code machine, and the system will record the unlocking progress accumulated during this period (for example, 30% is added), but the display progress of the code machine remains at 60%. When the 8-second stop effect ends, the system will add the recorded 30% progress to the code machine at once, making the total progress of the code machine jump from 60% to 90% immediately.

[0040] Step S11, when the target game effect is a control type effect, controlling the control type effect to take effect at the end of the first skill influence.

[0041] Among them, the control type effect refers to a game effect that restricts or changes the behavior ability of the target object, such as dizziness, silence, deceleration, etc. In an optional implementation, the control type effect usually imposes restrictions on the actions of the game character, such as making it unable to move, unable to use skills, or reducing its moving speed, etc. In an optional implementation, the control type effect takes effect at the end of the first skill influence means that these restrictive states are recorded by the system but not immediately applied, and will start timing and taking effect after the first skill influence ends. For example, when a character is in a "time stop" state, the dizziness effect received will not immediately restrict its action, but will start to restrict after the "time stop" state ends.

[0042] Through the game skill interaction method provided in the above method, the game system can adopt a corresponding delayed settlement strategy according to different types of target game effects, and a clear processing mechanism is provided for progress value accumulation effects and control effects, thereby enhancing the logical rigor of the game system. The refined delayed settlement method ensures the uniformity of skill effects and provides clearer game feedback for players, thereby improving the smoothness of the game experience and the accuracy of tactical operations.

[0043] Further, in the game skill interaction method provided in an embodiment of the present disclosure, the step of controlling the settlement of the progress value accumulation result during the first skill influence at the end of the first skill influence includes: In step S12, at the end of the first skill influence, the progress accumulation result of the target object is set to reach a preset effect trigger condition, and a corresponding trigger effect is controlled to take effect on the target object.

[0044] It can be understood that the first skill influence triggered by the player using the game skill can bring a delayed settlement game effect to the teammates, the player, and the scene components. The game effect can be regarded as a means of avoiding control effects / progress value accumulation effects, and can bring an advantage to the player's camp in the game. Therefore, in order to maintain the balance of the game and avoid the player from abusing the game skill, in an optional embodiment, the progress accumulation result of the target object to which the first skill influence is applied can be immediately set to reach a preset effect trigger condition at the end of the first skill influence, and then the corresponding trigger effect is directly taken effect on the target object, so that the player pays the price of the immediate effect of the progress value accumulation effect after obtaining the temporary advantage of avoiding the control effect / progress value accumulation effect. In this way, the player can be restricted from abusing the game skill in the game, thereby maintaining the game between the two parties.

[0045] In a specific application, the game effect B of 30% progress value is applied to the teammate A, at this time, the illusionist player applies a 8-second time stop effect to the teammate A, during the 8-second time stop effect, the teammate A successfully avoids the silence and daze effects applied by the enemy, however, at the end of the 8-second time stop effect, regardless of whether the game effect B applied to the teammate A has accumulated to 100% or not, the game system directly sets the progress value of the game effect B to 100%, and then takes effect on the corresponding game effect B of the teammate A.

[0046] Through the above steps, the game skill interaction method provided by the present disclosure enables the game system to directly set the accumulated progress to reach the trigger condition at the end of the first skill influence and execute the corresponding effect, on the one hand, ensuring the possibility of players creating tactical advantages by using the time stasis effect, and on the other hand, avoiding the abuse of the time stasis effect by players, thereby enhancing the strategic depth, interest and game color of the game.

[0047] Further, in the game skill interaction method provided by an embodiment of the present disclosure, the step of controlling the settlement of the progress value accumulation result during the first skill influence at the end of the first skill influence comprises: Step S13, real-time recording the progress value generated by the target object during the duration of the first skill influence before the end of the first skill influence; Step S14, settling the progress accumulation result of the target object at the end of the first skill influence according to the real-time recorded progress value.

[0048] It can be understood that real-time recording refers to that the system continuously monitors and saves the progress value changes generated by the target object during the duration of the first skill influence, instead of ignoring the changes or directly applying them. For example, when a scene component is in a time stasis state, the interaction of the player with it will still generate progress values, and the system will record the progress values but not immediately apply the progress. In a specific application, when a time stasis skill is used by a magician on a code machine, a teammate can still continue to operate the code machine. Assuming that the decryption progress of the code machine before stasis is 40%, the system will record the progress increase value brought by the operation of the teammate in real time during the 8-second stasis period.

[0049] In an optional implementation, the settlement process can trigger a series of chain reactions or state changes. For example, when the accumulated progress makes the total progress of the code machine reach 100%, an event of the completion of the unlocking of the code machine can be triggered; when the accumulated damage value makes the life value of the character drop to 0, a state of the character falling down or death can be triggered.

[0050] Through the above steps, the game skill interaction method provided by the present disclosure enables the game system to transparently record and display the actual progress changes while maintaining the time stasis effect, and perform a one-time settlement at the end of the stasis, thereby providing a clear feedback mechanism for players. Such a design not only maintains the intuitiveness of the skill effect, but also guarantees the continuity of the game process.

[0051] Further, in the game skill interaction method provided by an embodiment of the present disclosure, the step of settling the progress accumulation result of the target object at the end of the first skill influence according to the real-time recorded progress value comprises: Step S15, obtaining a first progress value accumulated by the target object before the first skill influence is applied; Step S16, determining whether the sum of the first progress value and a second progress value recorded in real time during the duration of the first skill influence reaches a preset effect trigger condition; Step S17, if yes, determining to trigger a corresponding trigger effect, ending the recording of the progress value, and taking effect of the trigger effect on the target object when the first skill influence ends; Step S18, if no, determining not to trigger the trigger effect, continuing to record the second progress value, and accumulating the second progress value as a total progress value accumulated by the target object on the basis of the first progress value when the first skill influence ends.

[0052] The first progress value refers to the progress value accumulated by the target object before the first skill influence is applied. In an optional embodiment, the first progress value reflects the initial state or completion degree of the target object before the first skill influence is applied. For example, in a decryption game, a password machine may have completed 40% of the unlocking progress before the time stagnation effect is applied.

[0053] The second progress value refers to the progress value newly accumulated during the duration of the first skill influence. In an optional embodiment, the second progress value is the progress increment recorded in real time by the system during the duration of the first skill influence. For example, the progress change caused by the operation or influence on the character or scene component while it is in the time stagnation state.

[0054] The preset effect trigger condition refers to the threshold set in the game that requires a certain progress value to be reached to activate a certain effect. For example, a password machine needs to reach 100% progress to complete unlocking, a character needs to accumulate 100 points of energy to release an ultimate skill, etc. Determining whether the sum of the progress values reaches the preset effect trigger condition is a continuous judgment process, in which the system calculates the sum of the first progress value and the second progress value being accumulated in real time, and compares it with the above-mentioned preset effect trigger condition.

[0055] In a specific application, a password machine with an initial progress of 60% is applied with a time stagnation effect. During the stagnation period, the teammates continuously operate the password machine, and the system records the newly added decryption progress in real time. When 30% of the new progress is accumulated, the system calculates the total progress as 60% (initial) + 30% (new) = 90%, and determines that this value has not yet reached the effect trigger condition of 100%, so it continues to record and does not trigger the unlocking effect. As the teammates continue to operate, when the new progress reaches 40%, the system calculates the total progress as 60% + 40% = 100%, and determines that the effect trigger condition has been reached, but since it is still in the stagnation period, the system records this state but does not execute the unlocking effect.

[0056] wherein the trigger effect refers to a game effect or state change that should be activated when the progress value reaches a preset condition. In an optional embodiment, determining to trigger the corresponding trigger effect refers to the system judging and preparing to execute a specific game effect according to the game rules. For example, when the system detects that the progress of the code machine reaches 100%, it will mark the code machine as a "to be unlocked" state, and prepare to execute the unlocking effect at the end of the stagnation. In an optional embodiment, ending the recording of the progress value means that once it is determined that the trigger condition has been reached, the system will no longer continue to accumulate new progress values, because the maximum or target value has been reached. For example, when the progress of the code machine has reached 100%, continuing to operate it will no longer increase the progress.

[0057] wherein the total progress value refers to the sum of the first progress value and the second progress value, representing the final progress state of the target object. In determining not to trigger the trigger effect refers to the system judging that the current total progress has not yet reached the preset condition, and therefore the corresponding game effect will not be activated. For example, when the total progress of the code machine only reaches 90%, the unlocking effect at 100% completion will not be triggered. Continuing to record the second progress value refers to the system will continue to monitor and save the progress changes of the target object during the remaining first skill influence, and at the end of the first skill influence, all the progress increments recorded during the stagnation period will be added to the initial progress at once, forming a new progress state. For example, when the total progress of the code machine has not reached 100%, the system will continue to record the progress increase brought by the operation of the teammates, and at the end of the first skill influence, the 30% progress accumulated during the stagnation period will be added to the initial 60%, so that the progress of the code machine is immediately updated to 90%.

[0058] Through the above steps, the game skill interaction method provided by the present disclosure enables the game system to accurately track and manage the progress changes during the time stagnation period, and intelligently decides whether to trigger the effect or update the progress value according to the accumulated results, providing a highly flexible and logically rigorous game mechanism. This design not only enhances the strategic depth of the game, but also creates more possibilities for players to use time differences for team collaboration, significantly improving the interactive experience and playability of the game.

[0059] Further, in the game skill interaction method provided by an embodiment of the present disclosure, when the target object is the first virtual object and / or the second virtual object, the method further comprises: Step S19, displaying a progress bar identifier in the first terminal and / or the second terminal; Step S20, displaying the first progress value accumulated before the second virtual object is subjected to the first skill influence in the progress bar identifier in a first display manner; Step S21, displaying the second progress value recorded after the first virtual object and / or the second virtual object is affected by the first skill in the second display mode in the progress bar identifier.

[0060] The progress bar identifier refers to a visual element that intuitively displays the accumulation of the progress value on the game interface. In an optional embodiment, the progress bar identifier is usually a graphical interface element for displaying the accumulation state or completion degree of a specific game value. The progress bar identifier can take various visual forms, such as a linear bar, a circular graph, a digital counter, etc., and is designed according to the artistic style and functional requirements of the game.

[0061] The first display mode refers to a specific visual form for displaying the initial progress value. In an optional embodiment, the first display mode usually uses explicit visual elements to distinguish the initial progress (i.e., the first progress value) and the subsequently accumulated progress (i.e., the second progress value). For example, a solid fill or a specific color display effect can be used to represent the initial progress value. The purpose of the first display mode is to enable the player to clearly identify the progress state of the target object before being affected by the first skill, serving as a reference point or baseline.

[0062] The second display mode refers to a specific visual form for displaying the newly accumulated progress value during the pause. In an optional embodiment, the second display mode usually uses visual elements that are significantly different from the first display mode, so that the player can understand the progress accumulation during the pause in real time, although these progress values are temporarily ineffective.

[0063] In a specific application, a time pause skill is used by a showman player on a code machine with a progress of 30%. On the player's terminal interface, the system displays two different styles of progress bar identifiers: one is the main progress bar identifier fixed at 30% (gray style), and the other is the newly added progress bar identifier that continuously grows with the decryption operation of the teammates (blue style). When the 8-second pause effect ends, the system immediately adds the newly added progress value indicated in the newly added progress bar identifier (blue style) to the original main progress bar (gray style).

[0064] Through the above steps, the game skill interaction method provided by the present disclosure enables the game interface to simultaneously display the initial progress and the newly accumulated progress during the pause in an intuitive visual differentiation manner, providing clear information feedback to the player. This design not only improves the transparency of game interaction, enabling the player to accurately understand the skill effect and game state, but also enhances the information transmission efficiency of the interface, reduces the cognitive burden of the player, and significantly improves the usability and user experience of the game.

[0065] Further, in the game skill interaction method provided by an embodiment of the present disclosure, the method further includes: In step S22, during the first skill influence duration, in response to the sum of the first progress value and the second progress value reaching a preset effect trigger condition, the progress bar identifier is displayed in a third display mode.

[0066] The third display mode refers to a special visual form for showing that the progress accumulation has reached the trigger condition but the effect has not yet been executed. In an optional implementation, the third display mode usually adopts a visual element that is particularly eye-catching or obviously different from the first two display modes, to prompt the player that the progress value progress accumulation effect is about to be triggered. For example, a flashing effect, a special color, a dynamic light effect, or an additional icon mark can be used to emphasize that the progress has reached the trigger condition.

[0067] In a specific application, when the player is in the time stagnation state, if the total value of the effect triggered by the progress value accumulation (the initial 50% plus the additional 50% during the stagnation period) reaches the 100% trigger condition, the progress bar will change significantly. The progress bar part displayed in the original gray style and the progress bar part displayed in the blue style will be merged into a complete progress bar, and start to flash with purple light, clearly prompting the player that the effect triggered by the progress value accumulation has met the trigger condition and will take effect soon. This design allows the player to be prepared in advance, and may seek help from teammates or adjust the position to reduce the impact of the upcoming negative effect.

[0068] Through the above steps, the game skill interaction method provided by the present disclosure enables the game interface to timely prompt the player about the important state that the progress accumulation has reached the trigger condition through explicit visual changes, and provides the player with sufficient information and preparation time. This design not only improves the timeliness and clarity of game interaction, but also enhances the player's perception and prediction abilities of the game state, providing an important basis for team cooperation and tactical decision-making, and significantly improving the strategic depth of the game and the quality of user experience.

[0069] Further, in the game skill interaction method provided by an embodiment of the present disclosure, in response to the target game effect being a control type effect, the step of controlling the control type effect to take effect at the end of the first skill influence includes: In step S23, in response to the target game effect being a control type effect, and the control type effect applied to the target object including multiple types, the multiple control type effects are sequentially applied to the target object in the order of time according to the multiple control type effects.

[0070] In an optional embodiment, the control effects can include multiple different types, such as stun, silence, slow, knockback, etc. Sequentially taking effect means that the system records the exact time points when the multiple control effects are applied, and triggers the effects in the same order after the first skill effect ends. For example, if a character is subjected to slow, stun, and knockback effects in sequence during the stasis, the slow effect will be triggered first, followed by the stun effect, and finally the knockback effect after the stasis ends.

[0071] In an optional embodiment, sequentially taking effect of multiple control effects can cause the actual duration of some effects to be compressed or partially overlapped. For example, if the first control effect has a long duration, the subsequent control effects can take effect before the first effect ends, and the system needs to determine whether to allow multiple control effects to act simultaneously according to the game rules.

[0072] Through the above steps, the game skill interaction method provided by the present disclosure enables the game system to process multiple control effects accumulated during stasis in an orderly manner, providing a clear state transition process for the player. This design not only maintains the coherence and logic of the game mechanism, but also reduces the confusion and helplessness of the player when facing complex control states by arranging the control effects in sequence rather than simultaneously, significantly improving the playability and user experience quality of the game.

[0073] Further, in the game skill interaction method provided by an embodiment of the present disclosure, the control effects of the same type take effect only once; specifically including: Step S24, determining the application time of multiple control effects of the same type applied to the target object during the duration of the first skill effect; Step S25, at the end of the first skill effect, controlling the control effect of the same type with the latest application time or the earliest application time among the multiple control effects of the same type to take effect on the target object.

[0074] Among them, the control effects of the same type refer to multiple skill effects belonging to the same control type. Control effects of the same type usually have similar restrictions, but may have different sources or strengths. For example, multiple characters or skills may apply "stun" type control effects, which will all cause the target to be unable to act, but the duration or additional effects may be different.

[0075] The determining the applying time refers to the system recording the exact time point when each same-type control effect is applied to the target object. For example, the system records that the first dizziness effect is applied at the 2nd second after the stoppage, and the second dizziness effect is applied at the 5th second. The only one control effect taking effect refers to that only one of the multiple same-type control effects is actually applied to the target object. In an optional embodiment, the game system can determine the control effect finally taking effect on the player character according to the time when the multiple same-type control effects are applied to the player character. For example, the game system can select the control effect with the latest applying time as the control effect finally taking effect, or select the control effect with the earliest applying time as the control effect finally taking effect.

[0076] Through the above steps, the game skill interaction method provided by the present disclosure enables the game system to intelligently handle the conflict problem of the same-type control effects, and avoid the negative influence of repeated or excessive control on the player experience. This design not only maintains the game balance, but also provides more reasonable control effect application logic, so that the player can better understand and predict the game state change, and significantly improves the fairness and playability of the game.

[0077] Further, in the game skill interaction method provided by an embodiment of the present disclosure, the game skill includes a first skill, and the step of determining the target object on which the game skill acts includes: Step S26, in response to a first trigger operation for the first skill triggered through the first terminal, controlling to display an object identifier list including multiple object identifiers in the first terminal, wherein each object identifier is used to indicate a second virtual object; Step S27, in response to a selection operation for a target object identifier, controlling to determine the second virtual object indicated by the target object identifier as the target object on which the game skill acts.

[0078] The first trigger operation refers to a specific operation behavior of the player through the first terminal for activating the first skill selection target process. The first trigger operation can be an interaction mode such as clicking, tapping, long pressing or a specific gesture, which is used to start the target selection mode of the skill.

[0079] The second virtual object can be a game teammate of the same team of the player, a partner of the same camp, etc., and the object identifier list is a user interface element for displaying the selectable second virtual object, which usually includes the avatar, name or other identification information of the second virtual object. For example, when the player triggers an auxiliary skill, a list including all the avatars of the teammates can be popped up on the interface, and each avatar in the list represents a game character controlled by another player, for the player to select the target of the skill action.

[0080] The selection operation refers to a specific interactive behavior performed by the player through the first terminal to determine the skill target. In an optional embodiment, the selection operation can be clicking on a specific object identifier, sliding to a specific object identifier and releasing the hand, or confirming the currently highlighted object identifier through other input methods. For example, the player can directly click on a certain avatar in the teammate list, or move the selection box to the target avatar by sliding the skill button and releasing the hand to confirm, and set the teammate character represented by the target avatar as the action target of the skill.

[0081] In a specific application, please refer to Figure 3 , which shows a schematic diagram of a teammate avatar selection interface provided in an optional implementation of the present disclosure. As shown in the figure, the player's corresponding first terminal interface 300 displays the player character 303 and the first skill control 305 corresponding to the first skill for triggering the influence of the first skill. When the player clicks on the first skill control 305, the game system will display a teammate selection list 301 in the first terminal interface 300. The teammate selection list 301 contains the character avatars of the other four game players in the game team where the player is located, and each character avatar in the list is correspondingly provided with a selection box, and the character avatar on the rightmost side of the list is currently selected by default. At this time, the player can trigger the switching of different character avatars by performing left and right sliding operations on the first skill control 305 to realize the selection of different teammate characters as the target object of the first skill.

[0082] Through the above steps, the game skill interaction method provided by the present disclosure enables the game system to provide an intuitive and efficient target selection mechanism, allowing the player to quickly and accurately point the skill to a specific teammate. This design not only simplifies the teammate interaction process in multiplayer games, but also enhances decision-making efficiency through visually clear teammate information display, providing a smoother skill coordination experience for team cooperation, and significantly improving the operation convenience and interaction experience of the game.

[0083] Further, in the game skill interaction method provided by an embodiment of the present disclosure, before the step of determining the target object of the game skill, the method further comprises: Step S28, displaying in the first terminal a first game scene picture taken by a first virtual camera bound to the first virtual object; Step S29, when the target object is the second virtual object, controlling the first virtual camera to be hung to a target observation position associated with the second virtual object, and controlling the first virtual camera to take pictures at the target observation position, so as to display in the first terminal a second game scene picture formed by the first virtual camera.

[0084] The first virtual camera refers to a virtual shooting device in the game three-dimensional space for determining the player's perspective. The first virtual camera is usually bound to the player-controlled character, following the character's movement and shooting the game scene from a specific angle. The first game scene picture refers to the visual presentation of the game captured by the first virtual camera, such as the game environment, other characters, objects, and effects that the player sees on the screen, and so on.

[0085] The target observation position refers to a specific spatial point around the second virtual object for placing the first virtual camera. The first virtual camera is attached to the target observation position, which means changing the binding object of the first virtual camera from the original first virtual object to the position related to the second virtual object. For example, when the magician player triggers the first skill, the first virtual camera originally following the magician will temporarily detach and move to a specific position around the teammate A. The second game scene picture refers to the game scene picture formed by the new perspective of the repositioned first virtual camera. For example, when the first virtual camera switches to the observation position near the teammate A, the player will see the game environment centered on the teammate A, including the password machine operated by the teammate A, possible threats around, and nearby terrain features, and so on.

[0086] Through the above steps, the game skill interaction method provided by the present disclosure enables the game system to realize dynamic binding switching of the virtual camera, allowing the player to remotely observe the situation around the teammates and obtain critical tactical information. This design significantly enhances the depth and efficiency of team collaboration, providing players with more abundant tactical options and decision-making basis, while also creating a unique game experience and interaction method, improving the strategy and interest of the game.

[0087] Further, in the game skill interaction method provided by an embodiment of the present disclosure, the method further comprises: Step S30, during the shooting of the first virtual camera, in response to the perspective adjustment instruction triggered by the first terminal, the shooting angle of the first virtual camera at the target observation position is adjusted to display the third game scene picture formed by the adjusted shooting angle in the first terminal.

[0088] In an optional embodiment, the perspective adjustment instruction can be triggered by various input methods, such as sliding the screen, dragging the perspective controller, moving the mouse, or using the direction keys, etc.

[0089] In an optional embodiment, adjusting the shooting angle of the first virtual camera means changing the orientation of the camera without changing its position, so that it can observe the surrounding environment from different directions. For example, the virtual camera can be rotated horizontally by 360 degrees, or tilted up and down within a certain range, to observe the scene in different directions. The third game scene picture refers to the game scene picture captured by the first virtual camera after adjusting the shooting angle. For example, when the player rotates the camera from the front view to the back view, the scene displayed on the screen will change accordingly, and objects or characters that were previously invisible may be discovered.

[0090] Through the above steps, the game skill interaction method provided by the present disclosure enables the game system to allow players to freely adjust the observation angle while keeping the virtual camera position fixed, achieving a more flexible and comprehensive environmental reconnaissance function. This design significantly improves the practicality and tactical value of the observation skill, allowing players to obtain more complete environmental information, while also enhancing the immersion and interaction depth of the game, providing more tactical possibilities for team cooperation.

[0091] Further, in the game skill interaction method provided by an embodiment of the present disclosure, after the step of controlling the first virtual camera to be attached to the target observation position associated with the second virtual object, the method further comprises: Step S31, displaying an observation identifier at the object identifier of the second virtual object displayed in at least the second terminal, and / or controlling a specific sound effect to be played in the second terminal, to prompt that the second virtual object is being observed by the first virtual object.

[0092] The observation identifier is a visual graphical element used to prompt that a character is being observed on the game interface. In an optional embodiment, the observation identifier usually adopts an explicit and easily recognizable graphical symbol, such as an eye icon, a halo effect, or a special border, to intuitively inform the player that he is in an observed state. For example, a flashing blue eye icon may be displayed on the avatar of teammate A, indicating that the character is being observed by the projector player. Displaying the observation identifier in the second terminal means that the observed teammate A (controller of the second virtual object) will receive an explicit visual prompt that they are currently being observed by the projector player, so as to allow teammate A to know the intention of the projector player, for example, the projector player may cast the first skill effect on teammate A for game coordination.

[0093] In an optional embodiment, the specific sound effect is an auditory feedback mechanism used to remind the player of the current state change through sound. For example, when teammate A starts being observed, the second terminal may play a special rhythm sound effect to remind the teammate A player that he is being observed, without the need to check the visual interface to realize the state change.

[0094] In a specific application, please refer to Figure 4 , which shows a schematic diagram of an observation state interface provided in an optional implementation of the present disclosure. When the player determines to take the teammate A as the target object of the skill effect through the first skill triggering operation, the game system binds the first virtual camera corresponding to the player to the teammate A, and displays the observation picture 400 under the perspective of the teammate A in the first terminal corresponding to the player. As shown in the figure, the player can observe the game character 404 of the teammate A and the game environment near the game character 404 through the observation picture 400 to determine whether the teammate A needs help, whether the first skill needs to be applied to the game character of the teammate A, and so on.

[0095] Among them, the role avatar side of the game character 404 also displays an observation identifier 403, which is used to prompt that the game character 404 is being observed. At the same time, the first terminal also provides a cancel observation control 401 and an observation time control 405. Among them, the cancel observation control 401 is used to trigger the end of the observation of the game character 404 of the teammate A, and the game perspective is returned to the player character. The observation time control 405 is used to prompt the player that the remaining time of continuing to observe the game character 404 in the observation mode, and when the remaining time is zero, the player will automatically exit the observation mode.

[0096] Through the above steps, the game skill interaction method provided by the present disclosure enables the game system to clearly inform the observed player of the current state change through multi-sensory feedback, enhancing the transparency and immediacy of information transmission in the game. This design not only improves the state perception and cooperation efficiency between teammates, but also enhances the immersion and feedback mechanism of the game through rich audio-visual effects, creating a more coherent and intuitive gaming experience for players and promoting more efficient team cooperation.

[0097] Further, in the game skill interaction method provided by an embodiment of the present disclosure, the step of controlling the first skill to affect the target object comprises: Step S32, in response to a second triggering operation for the first skill, controlling the first skill to affect the second virtual object; Step S33, controlling the first virtual camera hanging to the target observation position to be re-bound back to the first virtual object, and canceling the display of the observation identifier, and / or canceling the playing of the specific sound effect in the second terminal.

[0098] The second trigger operation is a specific operation behavior initiated by the player in the observation mode through the first terminal for activating the first skill influence. In an optional embodiment, the second trigger operation is generally a secondary operation on the first skill control corresponding to the first skill after entering the observation state. For example, when the player has been in the observation state of the teammate A, the player clicks the corresponding skill button again to trigger the actual skill effect. Controlling the first skill influence on the second virtual object means that the system applies the actual effect of the skill to the observed character according to the second trigger operation of the player.

[0099] In a specific application, as shown in FIG. 4A, when the player determines to use the first skill on the teammate A as the target object of the skill effect through the first skill trigger operation, the first skill control 402 can be provided in the first terminal, and an operation instruction prompt of “click to apply the first skill influence” can be displayed around the first skill control 402 to guide the player to apply the first skill influence corresponding to the first skill to the target object currently observed. Figure 4 For example, when the player determines that the observed teammate A needs help through the observation screen 400, the player can trigger the first skill control 402 again, that is, perform the second trigger operation, to complete the application of the first skill influence on the game character of the teammate A. It should be noted that the player generally needs to complete the second trigger operation before the remaining time prompted by the observation time control 405 is zero, otherwise the first skill influence cannot be applied.

[0100] It can be understood that after the application of the first skill influence is completed, the player will no longer need to continue to observe the target object, at which time the first virtual camera can be restored to the original state, that is, the first virtual camera is re-bound back to the first virtual object, the view angle of the player is switched from the environment of the observed target object to the environment of the game character of the player, and then the game screen in the view angle of the first virtual object is displayed in the first terminal. At the same time, canceling the display of the observation identifier / canceling the playing of the specific sound effect means removing the prompt icon displayed on the observed character interface or the specific sound effect played, indicating that the observation state has ended. For example, the eye icon and the blue ring on the avatar of the teammate A will disappear, indicating that he is no longer observed by the player. At the same time, a state icon corresponding to the first skill influence can also be displayed on the second terminal of the teammate A, for indicating that the teammate A is in the protection of the first skill influence; and a corresponding prompt message “you have been applied with the first skill influence (8 seconds)” and the like can be displayed on the second terminal interface.

[0101] Through the above steps, the game skill interaction method provided by the present disclosure enables the game system to automatically complete the view switching and state updating after the skill effect is applied, providing a smooth and consistent game experience for the players. This design not only simplifies the operation process and avoids the tediousness of manual view switching by the players, but also enhances the readability and intuitiveness of the game through clear state transition feedback, enabling team members to timely perceive and understand the state changes, promoting more efficient team collaboration and strategy execution.

[0102] Further, in the game skill interaction method provided by an embodiment of the present disclosure, the first virtual object and the second virtual object belong to a first camp, and the game scene further includes a third virtual object belonging to a second camp, the first camp and the second camp being mutually hostile, after the step of controlling the first skill influence on the second virtual object, the method further includes: Step S34, during the duration of the first skill influence, controlling to adjust the model display parameters of the second virtual object, so that the second virtual object has a target visual effect when displayed in the third terminal corresponding to the third virtual object, wherein the target visual effect is used to prompt that the second virtual object has been subjected to the first skill influence.

[0103] Among them, the model display parameter refers to various numerical values and attribute settings for controlling the appearance display of the game character. In an optional implementation, the model display parameter can include transparency, color, light effect, outline, size, posture and other visual attributes. For example, the system can adjust the material color of the character, add special halo effect, or change the outline line style to create a specific visual effect.

[0104] In an optional implementation, the target visual effect refers to a special display effect designed for players of the opposing camp, which is used to convey information about the current state of the game character affected by the first skill influence, helping players of the opposing camp to identify and understand the state changes of the opponent. For example, the enemy player's screen will see a clear time energy field effect around the teammate A character, prompting that teammate A is currently protected by time stasis, and attacking him may not have an immediate effect. These rich visual cues help the enemy player to understand the current game state and adjust his attack strategy accordingly, such as choosing to wait for the effect to disappear or attacking other unprotected targets.

[0105] Through the above steps, the game skill interaction method provided by the present disclosure enables the game system to clearly convey the special state of the game role to all relevant players, ensuring the transparency and fairness of game information. This design not only enhances the readability of the in-game state, allowing all players to make decisions based on complete information, but also improves the immersion and visual expressiveness of the game, making the game experience more complete and balanced.

[0106] Further, in the game skill interaction method provided by an embodiment of the present disclosure, the method further comprises: Step S35, in response to a third trigger operation for the first skill triggered through the first terminal, the first virtual object is determined as the target object of the game skill action, wherein the third trigger operation is different from the first trigger operation.

[0107] The third trigger operation refers to a specific operation behavior initiated by the player through the first terminal to apply the skill to himself. In an optional implementation, the third trigger operation is usually significantly different from the first trigger operation to avoid misoperation and confusion. For example, if the first trigger operation is to click the skill button, the third trigger operation can be to slide the skill button downward or to long press the skill button, etc. That is, through the first skill, the player can achieve the operation of applying the first skill to himself and the teammates respectively through different trigger operation modes.

[0108] In a specific application, as shown in Figure 3 When the player long presses the first skill control 305 provided in the first terminal interface 300, the sub-control 304 used in cooperation with the first skill control 305 is displayed in the first terminal interface 300, and when the player's finger slides from the first skill control 305 to the sub-control 304 (control display: stop yourself), the game role of the player himself is determined as the target object of the first skill action, and the first skill is applied to the game role of the player himself.

[0109] Through the above steps, the game skill interaction method provided by the present disclosure enables the game system to provide multiple trigger modes for the same skill for different targets, enhancing the flexibility and diversity of skill use. This design not only simplifies the operation process of the player applying the skill to himself, avoiding the cumbersome self-selection step, but also reduces the possibility of misoperation through differentiated trigger gestures, while providing more rich strategic application scenarios for the skill, significantly improving the operation experience and tactical depth of the game.

[0110] Further, in the game skill interaction method provided by an embodiment of the present disclosure, the step of controlling the first skill to exert influence on the target object comprises: controlling the first skill effect to end on the first virtual object or the second virtual object, and controlling the target game effect applied to the first virtual object or the second virtual object to be settled.

[0111] In one embodiment, the specified attack refers to a specific type of damage or effect that can interrupt the first skill effect. It can be understood that after the first skill effect is applied, the specified attack is usually an attack type set in the game that can break the special state, such as a specific skill attack, a damage value high enough, or a damage of a specific element type, etc., which can cause the time stop effect to end prematurely.

[0112] In an optional embodiment, controlling the first skill effect to end means that the system will immediately terminate the state effect that should have lasted for a period of time, and remove the related visual effects and state icons. Controlling the target game effect to be settled means that when the skill effect is terminated prematurely, all effects accumulated during the time stop period are immediately processed and applied, instead of waiting for the end of the original duration.

[0113] In a specific application, when the player character is in a time stop state, if the enemy uses a specified attack on the player character that can break the time stop, the game system determines that the time stop effect is immediately terminated, and all control effects and progress values accumulated during the time stop period are immediately effective and settled, for example, which can cause the player character to be immediately affected by multiple negative effects. The design of such a mechanism increases the risk consideration of skill use, making the game more strategic and confrontational.

[0114] Through the above steps, the game skill interaction method provided by the present disclosure enables the game system to provide a reasonable balance mechanism and countermeasures for skill effects, increasing the confrontation and tactical depth of the game. This design not only avoids the problem of overly powerful skill effects lacking balance, but also creates more tactical variables and tense game moments through the immediate settlement mechanism when the effect is broken, making the use of skills require more strategic considerations, significantly improving the competitiveness and playability of the game.

[0115] Further, in the game skill interaction method provided by an embodiment of the present disclosure, the game skill includes a second skill, and the step of determining the target object of the game skill includes: ​in response to a fourth trigger operation for the second skill triggered by the first terminal, control display of a plurality of scene components pre-set in the game scene; based on the orientation of the first virtual object and a perspective adjustment operation for the first virtual object, control selection of a scene component from the plurality of scene components, and determine the selected target scene component as a target object of the game skill.

[0116] The fourth trigger operation refers to a specific operation behavior initiated by the player through the first terminal to activate the second skill. In an optional implementation, the fourth trigger operation is generally a specific interaction mode designed for different skills, such as clicking different skill buttons, specific gesture operations, or combination keys, etc. It can be understood that the second skill is generally a different game skill from the first skill, that is, the first skill and the second skill have similar effects, but due to different target objects, they can be designed as different game skills.

[0117] In an optional implementation, after the second skill is triggered, the control to display a plurality of scene components means that the system will mark a plurality of scene components that can be skill targets on the game interface in a special way (such as outline highlighting, semi-transparent view, etc.). For example, when the player activates the second skill, the component outlines of all interactive components are displayed in a perspective manner in the game scene, even if they are outside the line of sight. The pre-set plurality of scene components can include password machines distributed throughout the map, unopened doors, chairs with people sitting on them, and undamaged wooden boards, etc. These component outlines can be displayed in a perspective manner through walls and obstacles, allowing the player to globally perceive the positions and states of the scene components, even if they are not within the direct line of sight.

[0118] In a specific application, please refer to Figure 5 , which shows an interface schematic diagram for selecting scene components provided in an optional implementation of the present disclosure. As shown in the figure, in the first terminal interface 500 corresponding to the player, a second skill control 501 corresponding to the second skill is provided. When the player triggers the second skill control 501 through the fourth trigger operation, the first skill is activated, and component outlines corresponding to a plurality of scene components are displayed at different positions in the first terminal interface 500 (only components 503, 504, and 505 are shown in the figure).

[0119] In this system, the orientation of the first virtual object refers to the direction the player-controlled character is currently facing, and the viewpoint adjustment operation refers to the player changing the character's orientation by moving the viewpoint. In an optional implementation, orientation-based selection means the system prioritizes scene components facing the character as potential targets. For example, when the projector is facing a cipher machine, the system automatically selects that cipher machine as the default target scene component. The player can then change the character's orientation by swiping the screen or moving the mouse, thus switching the focus from one scene component to another, enabling the selection and switching of target scene components among multiple components. The selected target scene component typically provides clear visual feedback, such as highlighting, a special border, or a magnification effect, to indicate the player's current selection status. For example, the currently selected cipher machine might change from a normal yellow outline to a bright gold outline.

[0120] In a specific application, such as Figure 5 As shown, when a player activates the second skill, the system first automatically selects a cipher machine 504 directly in front of the player character as the default target, based on the player character's current facing direction. Cipher machine 504 will be displayed with a highlighted outline. If the player is not satisfied with this selection, they can adjust the viewpoint by swiping the screen to change the character's orientation. When the character's orientation is rotated to face an closed door 505, the system will automatically switch the focus from cipher machine 504 to door 505. The outline of door 505 will become highlighted, while the cipher machine will return to normal display. In this way, players can quickly browse and select different scene components as the target of the skill.

[0121] Through the steps described above, the game skill interaction method disclosed herein enables the game system to provide an efficient scene component selection mechanism based on perspective and orientation, allowing players to remotely and accurately lock onto skill targets. This design not only simplifies the operation of selecting specific targets in complex environments but also enhances the efficiency of information acquisition and the accuracy of decision-making through global component perspective and intuitive visual feedback, providing players with a smoother and more intuitive skill target selection experience, significantly improving the game's operational convenience and tactical depth.

[0122] Furthermore, in the game skill interaction method provided in one embodiment of this disclosure, the step of controlling the application of a first skill influence to the target object includes: Control the application of a first skill effect to the target scene components; During the duration of the first skill's influence, control and enhance the interaction progress when the first virtual object and / or the second virtual object interact with the target scene component.

[0123] It can be understood that, as the same as the foregoing, the first skill effect applied to the target scene component causes the corresponding progress value of the target scene component to accumulate the effect of delayed settlement of the triggered effect, for example, the password machine that is time-stopped may appear to be fixed in appearance, but actually still accumulates the operation progress of the player, only to be displayed at once when the effect ends. At the same time, the first skill effect applied to the target scene component may also change the interaction mode logic of the component, for example, improve the interaction progress of the first virtual object and / or the second virtual object when interacting with the target scene component. Among them, the interaction progress refers to the completion or efficiency index of the player character interacting with the scene component.

[0124] In an optional implementation, improving the interaction progress refers to increasing the efficiency or speed of a specific player character interacting with the target scene component to which the first skill effect is applied. For example, when the password machine is applied with the time-stopping effect, the speed of the specific character decrypting the password machine may be improved by 20%, so that the progress accumulates faster. In addition, the improvement of the interaction progress may have different gain ratios for different characters, which embodies the strategy of skill design. For example, the player who casts the skill may obtain a 20% speed improvement when interacting with the stopped password machine, while other teammates obtain a 10% improvement, encouraging the skill user to actively participate in subsequent interactions.

[0125] In summary, the present disclosure provides an interaction method of a game skill, which significantly expands the strategic depth and application scenarios of skill use in the game through the innovative design of the stopping skill. The core technical solutions include: diversification of skill casting targets (self, teammates, or scene components), skill effect design based on delayed settlement, and differentiated function design for different target types. At the same time, the present solution also designs a reasonable balance mechanism, including that the skill effect can be interrupted by attacks, and the priority processing of similar control effects. Through these innovative designs, the present solution not only enriches the use mechanism and function effect of the traditional stopping skill, but also provides multi-level game strategy selection and team cooperation possibilities, significantly improving the playability, tactical depth, and user experience of the game. Players can flexibly choose skill casting targets and use methods according to different game situations, creating a more rich and dynamic game process, and changing the stopping skill from a simple action restriction to a core game element with multi-dimensional strategic value.

[0126] Secondly, the present disclosure also provides an interaction device of a game skill.

[0127] As shown in Figure 6 FIG. 1 is a structural schematic diagram of the interaction device of the game skill according to the present disclosure. In an optional implementation, the interaction device 100 of the game skill can include a triggering module 101, a determining module 102, and a settlement module 103; wherein: The triggering module 101 is configured to, in response to a first skill instruction triggered by a first terminal, control a first virtual object corresponding to the first terminal to cast a corresponding game skill in a game scene. The determining module 102 is configured to determine a target object affected by the game skill, and control the first skill to exert an influence on the target object, wherein the target object is at least one of the following: the first virtual object, a second virtual object controlled by a second terminal, and a scene component in the game scene. The settlement module 103 is configured to, during the duration of the first skill influence, control a target game effect exerted on the target object to be settled in a delayed manner, wherein the target game effect is at least one of the following: an effect triggered by progress value accumulation and / or a control type effect.

[0128] Optionally, the settlement module 103 is further configured to, when the target game effect is the effect triggered by progress value accumulation, control the progress value accumulation result during the first skill influence to be settled again at the end of the first skill influence; and when the target game effect is the control type effect, control the control type effect to take effect at the end of the first skill influence.

[0129] Optionally, the settlement module 103 is further configured to, at the end of the first skill influence, set a progress accumulation result of the target object to reach a preset effect triggering condition, and control the corresponding triggering effect to take effect on the target object.

[0130] Optionally, the settlement module 103 is further configured to, before the end of the first skill influence, record a progress value of the target object generated during the duration of the first skill influence in real time; and according to the real-time recorded progress value, settle the progress accumulation result of the target object at the end of the first skill influence.

[0131] Optionally, the settlement module 103 is further configured to acquire a first progress value accumulated by the target object before the first skill influence is exerted on the target object; during the duration of the first skill influence, determine whether a sum of the first progress value and a second progress value recorded in real time reaches a preset effect triggering condition; if yes, determine to trigger a corresponding triggering effect, end the recording of the progress value, and cause the triggering effect to take effect on the target object at the end of the first skill influence; and if no, determine not to trigger the triggering effect, continue to record the second progress value, and accumulate the second progress value on the basis of the first progress value as a total progress value accumulated by the target object at the end of the first skill influence.

[0132] Optionally, when the target object is the first virtual object and / or the second virtual object, the settlement module 103 is further configured to display a progress bar identifier in the first terminal and / or the second terminal; display the first progress value accumulated before the second virtual object is affected by the first skill in a first display manner in the progress bar identifier; and display the second progress value recorded after the first virtual object and / or the second virtual object is affected by the first skill in a second display manner in the progress bar identifier.

[0133] Optionally, the settlement module 103 is further configured to, during the duration of the first skill effect, in response to the sum of the first progress value and the second progress value reaching a preset effect triggering condition, control the progress bar identifier to be displayed in a third display manner.

[0134] Optionally, the settlement module 103 is further configured to, in response to the target game effect being a control type effect and the control type effect applied to the target object including multiple types, control the multiple types of control type effects to be sequentially applied to the target object after the first skill effect ends according to the time sequence of the multiple types of control type effects being applied to the target object.

[0135] Optionally, the same type of control effect is only applied once, and the settlement module 103 is further configured to determine the application time of multiple same type control effects applied to the target object during the duration of the first skill effect; and control the same type of control effect with the latest application time or the earliest application time among the multiple same type control effects to be applied to the target object at the end of the first skill effect.

[0136] Optionally, the game skill includes a first skill, and the determination module 102 is further configured to: in response to a first triggering operation for the first skill triggered through the first terminal, control an object identifier list including multiple object identifiers to be displayed in the first terminal, wherein each object identifier is used to indicate a second virtual object; and in response to a selection operation for a target object identifier, control the second virtual object indicated by the target object identifier to be determined as the target object of the game skill.

[0137] Optionally, the determining module 102 is further configured to display a first game scene image captured by a first virtual camera bound to the first virtual object in the first terminal before the step of determining the target object affected by the first skill; when the target object is the second virtual object, after the step of determining the target object affected by the game skill, the determining module 102 is further configured to control the first virtual camera to be hung to a target observation position associated with the second virtual object, and control the first virtual camera to capture at the target observation position, so as to display a second game scene image captured by the first virtual camera in the first terminal.

[0138] Optionally, the determining module 102 is further configured to, during the capturing process of the first virtual camera, in response to a view angle adjustment instruction triggered by the first terminal, control to adjust a capturing angle of the first virtual camera at the target observation position, so as to display a third game scene image captured by the adjusted capturing angle in the first terminal.

[0139] Optionally, the determining module 102 is further configured to, after the step of controlling the first virtual camera to be hung to the target observation position associated with the second virtual object, display an observation identifier at an object identifier of the second virtual object displayed in at least the second terminal, and / or control to play a specific sound effect in the second terminal, so as to prompt that the second virtual object is being observed by the first virtual object.

[0140] Optionally, the determining module 102 is further configured to, for a second trigger operation of the first skill, control to exert the first skill influence on the second virtual object, control the first virtual camera hung to the target observation position to be bound back to the first virtual object, and cancel the display of the observation identifier, and / or cancel the playing of the specific sound effect in the second terminal.

[0141] Optionally, the determining module 102 is further configured to, the first virtual object and the second virtual object belong to a first camp, the game scene further includes a third virtual object belonging to a second camp, the first camp and the second camp are mutually hostile, after the step of controlling to exert the first skill influence on the second virtual object, during the duration of the first skill influence, control to adjust a model display parameter of the second virtual object, so that the second virtual object has a target visual effect when displayed in a third terminal corresponding to the third virtual object, wherein the target visual effect is used to prompt that the second virtual object has been exerted with the first skill influence.

[0142] Optionally, the determining module 102 is further configured to determine the first virtual object as the target object of the game skill effect in response to a third trigger operation for the first skill triggered by the first terminal, wherein the third trigger operation is different from the first trigger operation.

[0143] Optionally, the determining module 102 is further configured to apply a first skill effect to the first virtual object or the second virtual object, and end the first skill effect applied to the first virtual object or the second virtual object and settle the target game effect applied to the first virtual object or the second virtual object in response to the first virtual object or the second virtual object being subjected to a specified attack during the duration of the first skill effect.

[0144] Optionally, the game skill includes a second skill, and the determining module 102 is further configured to display a plurality of scene components pre-set in the game scene in response to a fourth trigger operation for the second skill triggered by the first terminal, select a scene component from the plurality of scene components based on the orientation of the first virtual object and a view angle adjustment operation for the first virtual object, and determine the selected target scene component as the target object of the game skill effect.

[0145] Optionally, the settling module 103 is further configured to apply a first skill effect to the target scene component, and increase the interaction progress of the first virtual object and / or the second virtual object when interacting with the target scene component during the duration of the first skill effect.

[0146] It should be noted that the above is only a brief description of the game skill interaction device 100 provided by the present disclosure, and the flow steps performed and / or functions implemented by the game skill interaction device 100 provided by the present disclosure during operation are generally consistent with the step processes and / or functions implemented in the above embodiments of the game skill interaction method provided by the present disclosure. Therefore, the details are not described here.

[0147] Through the above introduction, the game skill interaction device provided by the present disclosure makes the stagnation skill in the game no longer a simple action restraint, but provides players with more strategic choices and tactical possibilities through the innovative delayed settlement mechanism, greatly enriches the game content and interactive experience, solves the technical problems of single and boring stagnation skills in the traditional game, and improves the playability and interestingness of the game.

[0148] Then, the present disclosure further provides a terminal device.

[0149] As Figure 7As shown, a hardware architecture schematic diagram of the terminal device provided by the present disclosure is shown. In an optional implementation, the terminal device 200 includes a memory 201 and a processor 202; wherein the memory 201 can be independent or integrated with the processor 202. When the memory 201 is independently arranged, the terminal device 200 further includes a bus 203 for connecting the memory 201 and the processor 202. When the processor 202 executes the computer execution instructions stored in the memory 201, at least the following steps are implemented: in response to a first skill instruction triggered by a first terminal, controlling the first terminal to cast a corresponding game skill on a first virtual object corresponding to the first terminal in a game scene; determining a target object on which the game skill acts, and controlling the first skill influence on the target object, wherein the target object is at least one of the following: the first virtual object, a second virtual object controlled by a second terminal, and a scene component in the game scene; during the duration of the first skill influence, controlling the delayed settlement of a target game effect applied to the target object, wherein the target game effect is at least one of the following: an effect triggered by progress value accumulation and / or a control type effect.

[0150] Optionally, when the processor 202 executes the computer execution instructions stored in the memory 201, the following steps are further implemented: when the target game effect is the effect triggered by the progress value accumulation, the progress value accumulation result during the first skill influence is settled at the end of the first skill influence; and when the target game effect is the control type effect, the control type effect is effective at the end of the first skill influence.

[0151] Optionally, when the processor 202 executes the computer execution instructions stored in the memory 201, the following steps are further implemented: at the end of the first skill influence, the progress accumulation result of the target object is set to reach a preset effect triggering condition, and the corresponding triggering effect is controlled to be effective on the target object.

[0152] Optionally, when the processor 202 executes the computer execution instructions stored in the memory 201, the following steps are further implemented: before the end of the first skill influence, the progress value generated by the target object during the duration of the first skill influence is recorded in real time; and according to the real-time recorded progress value, the progress accumulation result of the target object is settled at the end of the first skill influence.

[0153] Optionally, the processor 202, when executing the computer-executable instructions stored in the memory 201, further implements the following steps: obtaining a first progress value accumulated by the target object before the first skill influence is applied to the target object; determining whether a sum of the first progress value and a second progress value recorded in real time reaches a preset effect triggering condition during the duration of the first skill influence; if yes, determining to trigger a corresponding trigger effect, ending the recording of the progress value, and taking effect on the target object with the trigger effect at the end of the first skill influence; if no, determining not to trigger the trigger effect, continuing to record the second progress value, and accumulating the second progress value as a total progress value accumulated by the target object on the basis of the first progress value at the end of the first skill influence.

[0154] Optionally, the processor 202, when executing the computer-executable instructions stored in the memory 201, further implements the following steps: when the target object is the first virtual object and / or the second virtual object, displaying a progress bar identifier in the first terminal and / or the second terminal; displaying the first progress value accumulated by the second virtual object before the first skill influence is applied to the second virtual object in the progress bar identifier in a first display manner; and displaying the second progress value recorded by the first virtual object and / or the second virtual object after the first skill influence is applied to the first virtual object and / or the second virtual object in the progress bar identifier in a second display manner.

[0155] Optionally, the processor 202, when executing the computer-executable instructions stored in the memory 201, further implements the following steps: during the duration of the first skill influence, in response to the sum of the first progress value and the second progress value reaching the preset effect triggering condition, controlling the progress bar identifier to be displayed in a third display manner.

[0156] Optionally, the processor 202, when executing the computer-executable instructions stored in the memory 201, further implements the following steps: in response to the target game effect being a control type effect and the control type effect applied to the target object including a plurality of control type effects, controlling the plurality of control type effects to be taken effect on the target object in a time sequence in which the plurality of control type effects are applied to the target object after the first skill influence ends.

[0157] Optionally, the processor 202, when executing the computer-executable instructions stored in the memory 201, further implements the following steps: determining application times of a plurality of control effects of a same type applied to the target object during the duration of the first skill influence; and controlling only the control effect of the same type with the latest application time or the earliest application time among the plurality of control effects of the same type to be taken effect on the target object at the end of the first skill influence.

[0158] Optionally, the game skill comprises a first skill, and the processor 202, when executing the computer-executable instructions stored in the memory 201, further implements the following steps: in response to a first trigger operation for the first skill triggered through the first terminal, controlling display of an object identifier list comprising a plurality of object identifiers in the first terminal, wherein each object identifier is used to indicate a second virtual object; and in response to a selection operation for a target object identifier, controlling determination of the second virtual object indicated by the target object identifier as a target object acted on by the game skill.

[0159] Optionally, the processor 202, when executing the computer-executable instructions stored in the memory 201, further implements the following steps: before the step of determining the target object acted on by the first skill, displaying a first game scene picture taken by a first virtual camera bound to the first virtual object in the first terminal; and after the step of determining the target object acted on by the game skill, when the target object is the second virtual object, controlling hanging of the first virtual camera to a target observation position associated with the second virtual object, and controlling the first virtual camera to take a picture at the target observation position, so as to display a second game scene picture taken by the first virtual camera in the first terminal.

[0160] Optionally, the processor 202, when executing the computer-executable instructions stored in the memory 201, further implements the following steps: in the process of taking the picture by the first virtual camera, in response to a view angle adjustment instruction triggered through the first terminal, controlling adjustment of a taking angle of the first virtual camera at the target observation position, so as to display a third game scene picture taken by the adjusted taking angle in the first terminal.

[0161] Optionally, the processor 202, when executing the computer-executable instructions stored in the memory 201, further implements the following steps: after the step of controlling hanging of the first virtual camera to the target observation position associated with the second virtual object, displaying an observation identifier at least at the object identifier of the second virtual object displayed in the second terminal, and / or controlling playing of a specific sound effect in the second terminal, so as to prompt that the second virtual object is being observed by the first virtual object.

[0162] Optionally, the processor 202, when executing the computer-executable instructions stored in the memory 201, further implements the following steps: in response to a second trigger operation for the first skill, controlling exertion of the first skill influence on the second virtual object; controlling rebinding of the first virtual camera hung to the target observation position back to the first virtual object, and canceling display of the observation identifier, and / or canceling playing of the specific sound effect in the second terminal.

[0163] Optionally, the processor 202, when executing the computer-executable instructions stored in the memory 201, further implements the following steps: the first virtual object and the second virtual object belong to a first camp, the game scene further includes a third virtual object belonging to a second camp, the first camp and the second camp are mutually hostile, after the step of controlling the first skill to affect the second virtual object, during the duration of the first skill effect, the model display parameter of the second virtual object is adjusted to make the second virtual object have a target visual effect when displayed in the third terminal corresponding to the third virtual object, wherein the target visual effect is used to prompt that the second virtual object is affected by the first skill.

[0164] Optionally, the processor 202, when executing the computer-executable instructions stored in the memory 201, further implements the following steps: in response to a third trigger operation for the first skill triggered through the first terminal, the first virtual object is determined as the target object of the game skill effect, wherein the third trigger operation is different from the first trigger operation.

[0165] Optionally, the processor 202, when executing the computer-executable instructions stored in the memory 201, further implements the following steps: controlling the first skill to affect the first virtual object or the second virtual object; during the duration of the first skill effect, in response to the first virtual object or the second virtual object being subjected to a specified attack, the first skill effect applied to the first virtual object or the second virtual object is ended, and the target game effect applied to the first virtual object or the second virtual object is settled.

[0166] Optionally, the game skill includes a second skill, and the processor 202, when executing the computer-executable instructions stored in the memory 201, further implements the following steps: in response to a fourth trigger operation for the second skill triggered through the first terminal, a plurality of scene components pre-set in the game scene are displayed; based on the orientation of the first virtual object and the perspective adjustment operation for the first virtual object, a scene component in the plurality of scene components is selected, and the target scene component selected from the plurality of scene components is determined as the target object of the game skill effect.

[0167] Optionally, the processor 202, when executing the computer-executable instructions stored in the memory 201, further implements the following steps: controlling the first skill to affect the target scene component; during the duration of the first skill effect, the interaction progress of the first virtual object and / or the second virtual object when interacting with the target scene component is promoted.

[0168] It should be noted that the above is only a brief description of the terminal device 200 provided by the present disclosure, and the process steps performed by the terminal device 200 provided by the present disclosure during operation and / or the functions implemented are generally consistent with the step processes and / or functions implemented in the above-mentioned embodiments of the game skill interaction method provided by the present disclosure. Therefore, the details are not described here.

[0169] Through the above introduction, the terminal device provided by the present disclosure makes the stagnation skill in the game no longer a simple action restriction, but provides players with more strategic choices and tactical possibilities through the innovative delayed settlement mechanism, greatly enriching the game content and interactive experience, solving the technical problems of single and boring stagnation skills in the traditional game, and improving the playability and interest of the game.

[0170] Finally, the present disclosure also provides a computer readable storage medium.

[0171] In an optional implementation, the computer readable storage medium stores computer execution instructions, and when the processor executes the computer execution instructions, at least the following steps are implemented: In response to a first skill instruction triggered by a first terminal, controlling the first terminal to cast a corresponding game skill in a game scene corresponding to a first virtual object of the first terminal; Determining a target object of the game skill, and controlling the first skill influence on the target object, wherein the target object is at least one of the following: the first virtual object, a second virtual object controlled by a second terminal, and a scene component in the game scene; During the duration of the first skill influence, controlling the delayed settlement of a target game effect applied to the target object, wherein the target game effect is at least one of the following: an effect triggered by progress value accumulation and / or a control type effect.

[0172] Optionally, when the processor executes the computer execution instructions, the following steps are also implemented: when the target game effect is the effect triggered by the progress value accumulation, the progress value accumulation result during the first skill influence is settled at the end of the first skill influence; and when the target game effect is the control type effect, the control type effect is effective at the end of the first skill influence.

[0173] Optionally, when the processor executes the computer execution instructions, the following steps are also implemented: at the end of the first skill influence, setting the progress accumulation result of the target object to reach a preset effect trigger condition, and controlling the target object to be effective for the corresponding trigger effect.

[0174] Optionally, when the processor executes the computer-executable instructions, the following steps are further implemented: recording in real time a progress value generated by the target object during a duration of the first skill influence before the first skill influence ends; and settling a progress accumulation result of the target object at the end of the first skill influence according to the progress value recorded in real time.

[0175] Optionally, when the processor executes the computer-executable instructions, the following steps are further implemented: obtaining a first progress value accumulated by the target object before the first skill influence is applied to the target object; determining whether a sum of the first progress value and a second progress value recorded in real time reaches a preset effect triggering condition during the duration of the first skill influence; if yes, determining to trigger a corresponding triggering effect, ending the recording of the progress value, and applying the triggering effect to the target object at the end of the first skill influence; if no, determining not to trigger the triggering effect, continuing to record the second progress value, and accumulating the second progress value on the basis of the first progress value as a total progress value accumulated by the target object at the end of the first skill influence.

[0176] Optionally, when the processor executes the computer-executable instructions, the following steps are further implemented: when the target object is the first virtual object and / or the second virtual object, displaying a progress bar identifier in the first terminal and / or the second terminal; displaying the first progress value accumulated by the second virtual object before the first skill influence is applied to the second virtual object in the progress bar identifier in a first display manner; and displaying the second progress value recorded by the first virtual object and / or the second virtual object after the first skill influence is applied to the first virtual object and / or the second virtual object in the progress bar identifier in a second display manner.

[0177] Optionally, when the processor executes the computer-executable instructions, the following steps are further implemented: during the duration of the first skill influence, in response to a sum of the first progress value and the second progress value reaching a preset effect triggering condition, controlling the progress bar identifier to be displayed in a third display manner.

[0178] Optionally, when the processor executes the computer-executable instructions, the following steps are further implemented: in response to the target game effect being a control type effect and the control type effect applied to the target object including a plurality of control type effects, controlling the plurality of control type effects to be applied to the target object in a time sequence after the first skill influence ends.

[0179] Optionally, when the processor executes the computer-executable instructions, the following steps are also implemented: determining, during the first skill influence duration, application time of a plurality of same kind of control effects applied to the target object; and controlling, at the end of the first skill influence, only the control effect of the same kind with the latest application time or the earliest application time among the plurality of same kind of control effects to take effect on the target object.

[0180] Optionally, the game skill includes a first skill, and when the processor executes the computer-executable instructions, the following steps are also implemented: in response to a first trigger operation for the first skill triggered through the first terminal, controlling to display an object identifier list including a plurality of object identifiers in the first terminal, wherein each object identifier is used to indicate a second virtual object; and in response to a selection operation for a target object identifier, controlling to determine the second virtual object indicated by the target object identifier as the target object of the game skill.

[0181] Optionally, when the processor executes the computer-executable instructions, the following steps are also implemented: before the step of determining the target object of the first skill, displaying a first game scene picture taken by a first virtual camera bound to the first virtual object in the first terminal; and when the target object is the second virtual object, after the step of determining the target object of the game skill, controlling to attach the first virtual camera to a target observation position associated with the second virtual object, and controlling the first virtual camera to take a picture at the target observation position to display a second game scene picture taken by the first virtual camera in the first terminal.

[0182] Optionally, when the processor executes the computer-executable instructions, the following steps are also implemented: when the target object is the second virtual object, after the step of determining the target object of the game skill, controlling to attach the first virtual camera to a target observation position associated with the second virtual object; and controlling the first virtual camera to take a picture at the target observation position to display a second game scene picture taken by the first virtual camera in the first terminal.

[0183] Optionally, when the processor executes the computer-executable instructions, the following steps are also implemented: during the process of taking the picture by the first virtual camera, in response to a view angle adjustment instruction triggered through the first terminal, controlling to adjust the taking angle of the first virtual camera at the target observation position to display a third game scene picture taken by the adjusted taking angle in the first terminal.

[0184] Optionally, when the processor executes the computer-executable instructions, the following steps are further implemented: after the step of controlling the first virtual camera to be attached to the target observation position associated with the second virtual object, displaying an observation identifier at an object identifier of the second virtual object displayed in the second terminal, and / or controlling a specific sound effect to be played in the second terminal to prompt that the second virtual object is being observed by the first virtual object.

[0185] Optionally, when the processor executes the computer-executable instructions, the following steps are further implemented: in response to a second trigger operation for the first skill, controlling the first skill to be applied to the second virtual object; controlling the first virtual camera attached to the target observation position to be re-bound to the first virtual object, and the observation identifier is removed, and / or the specific sound effect played in the second terminal is stopped.

[0186] Optionally, when the processor executes the computer-executable instructions, the following steps are further implemented: the first virtual object and the second virtual object belong to a first camp, and a third virtual object belonging to a second camp is further included in the game scene, the first camp and the second camp are mutually hostile, and after the step of controlling the first skill to be applied to the second virtual object, during the duration of the first skill application, the model display parameter of the second virtual object is adjusted to have a target visual effect when the second virtual object is displayed in a third terminal corresponding to the third virtual object, wherein the target visual effect is used to prompt that the second virtual object is applied with the first skill.

[0187] Optionally, when the processor executes the computer-executable instructions, the following steps are further implemented: in response to a third trigger operation for the first skill triggered through the first terminal, the first virtual object is determined as a target object of the game skill, wherein the third trigger operation is different from the first trigger operation.

[0188] Optionally, when the processor executes the computer-executable instructions, the following steps are further implemented: the first skill is applied to the first virtual object or the second virtual object; during the duration of the first skill application, in response to the first virtual object or the second virtual object being subjected to a specified attack, the first skill application to the first virtual object or the second virtual object is ended, and the target game effect applied to the first virtual object or the second virtual object is settled.

[0189] Optionally, the game skill comprises a second skill, and when the processor executes the computer-executed instructions, the method further comprises: in response to a fourth trigger operation for the second skill triggered through the first terminal, controlling display of a plurality of scene components pre-set in the game scene; based on the orientation of the first virtual object and a view angle adjustment operation for the first virtual object, controlling selection of a scene component from the plurality of scene components, and determining a target scene component selected from the plurality of scene components as a target object on which the game skill acts.

[0190] Optionally, when the processor executes the computer-executed instructions, the method further comprises: controlling application of a first skill effect on the target scene component; and during the duration of the first skill effect, controlling promotion of an interaction progress of the first virtual object and / or the second virtual object when interacting with the target scene component.

[0191] It should be noted that the above is only a brief description of the computer-readable storage medium provided by the present disclosure, and the flow steps performed and / or the functions implemented by the computer-readable storage medium provided by the present disclosure are generally consistent with the step processes and / or functions implemented in the above-mentioned embodiments of the game skill interaction method provided by the present disclosure. Therefore, the details are not described here.

[0192] Through the above description, the computer-readable storage medium provided by the present disclosure makes the stasis skill in the game no longer a simple action restraint, but provides more strategic choices and tactical possibilities for the player through the innovative delayed settlement mechanism, greatly enriches the game content and interaction experience, solves the technical problems of single and boring stasis skill in the traditional game, and improves the playability and interestingness of the game.

[0193] In several embodiments provided by the present disclosure, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are only schematic. The division of the modules is only a logical function division. In actual implementation, another division mode can be used, for example, a plurality of modules can be combined or integrated into another system, or some features can be ignored or not executed. In addition, the coupling or direct coupling or communication connection between the displayed or discussed elements can be indirect coupling or communication connection through some interfaces, devices or modules, and can be electrical, mechanical or other forms.

[0194] The integrated module realized in the form of the software function module can be stored in a computer readable storage medium. The software function module is stored in a storage medium and includes a plurality of instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor to execute part of the steps of the method according to the various embodiments of the present disclosure.

[0195] It should be understood that the processor can be a central processing unit (CPU), and can also be other general-purpose processors, digital signal processors (DSP), application specific integrated circuits (ASIC), etc. The general-purpose processor can be a microprocessor or can also be any conventional processor. The steps of the method disclosed in combination with the application can be directly embodied as hardware processor execution or combined execution by hardware and software modules in the processor.

[0196] The memory can include a high-speed RAM memory, and can also include a non-volatile storage NVM, for example, at least one disk memory, and can also be a U disk, a mobile hard disk, a read-only memory, a magnetic disk or an optical disk, etc.

[0197] The bus can be an industry standard architecture (ISA) bus, a peripheral component (PCI) bus, or an extended industry standard architecture (EISA) bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For the convenience of representation, the bus in the drawings of the present disclosure does not limit to only one bus or one type of bus.

[0198] The storage medium can be realized by any type of volatile or non-volatile storage device or their combination, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic storage, flash memory, magnetic disk or optical disk. The storage medium can be any available medium that can be accessed by a general-purpose or special-purpose computer.

[0199] Those skilled in the art can understand that all or part of the steps of the foregoing method embodiments can be completed by program instruction related hardware. The foregoing program can be stored in a computer readable storage medium. The program executes to perform the steps of the foregoing method embodiments; and the foregoing storage medium includes various storage media that can store program codes, such as ROM, RAM, magnetic disk, or optical disk.

[0200] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of the present disclosure, rather than limit them; although the present disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that they can still modify the technical solutions recorded in the foregoing embodiments, or make equivalent replacements for part or all of the technical features; and these modifications or replacements do not make the essence of the corresponding technical solutions deviate from the scope of the technical solutions of the embodiments of the present disclosure.

Claims

1. An interactive method of game skill, characterized by, The method comprises: in response to a first skill instruction triggered by a first terminal, controlling a first virtual object corresponding to the first terminal to cast a corresponding game skill in a game scene; determining a target object affected by the game skill, and controlling a first skill influence on the target object, wherein the target object is at least one of the following: the first virtual object, a second virtual object controlled by a second terminal, and a scene component in the game scene; during the duration of the first skill influence, controlling a delayed settlement of a target game effect applied to the target object, wherein the target game effect is at least one of the following: an effect triggered by progress value accumulation and / or a control type effect.

2. The method of claim 1, wherein, The step of controlling the delayed settlement of the target game effect applied to the target object comprises: when the target game effect is the effect triggered by progress value accumulation, controlling the settlement of the progress value accumulation result during the first skill influence at the end of the first skill influence; when the target game effect is the control type effect, controlling the control type effect to take effect at the end of the first skill influence.

3. The method of claim 2, wherein, The step of controlling the settlement of the progress value accumulation result during the first skill influence at the end of the first skill influence comprises: at the end of the first skill influence, setting the progress accumulation result of the target object to reach a preset effect trigger condition, and controlling the target object to take effect on the corresponding trigger effect.

4. The method of claim 2, wherein, The step of controlling the settlement of the progress value accumulation result during the first skill influence at the end of the first skill influence comprises: before the end of the first skill influence, recording the progress value of the target object generated during the duration of the first skill influence in real time; according to the real-time recorded progress value, settling the progress accumulation result of the target object at the end of the first skill influence.

5. The method of claim 4, wherein, The step of settling the progress accumulation result of the target object at the end of the first skill influence according to the real-time recorded progress value comprises: obtaining a first progress value accumulated by the target object before being affected by the first skill influence; during the duration of the first skill influence, determining whether the sum of the first progress value and a second progress value recorded in real time reaches a preset effect trigger condition; if yes, determining to trigger a corresponding trigger effect, ending the recording of the progress value, and taking effect on the trigger effect on the target object at the end of the first skill influence; if no, determining not to trigger the trigger effect, continuing to record the second progress value, and accumulating the second progress value as the total progress value accumulated by the target object on the basis of the first progress value at the end of the first skill influence.

6. The method of claim 5, wherein, When the target object is the first virtual object and / or the second virtual object, the method further comprises: displaying a progress bar identifier in the first terminal and / or the second terminal; displaying the first progress value accumulated by the second virtual object before being affected by the first skill influence in the progress bar identifier in a first display mode; The first virtual object and / or the second virtual object are displayed in the second display mode in the progress bar identifier, and the second progress value recorded after the first virtual object and / or the second virtual object are affected by the first skill.

7. The method of claim 6, wherein, The method further comprises: During the duration of the first skill effect, in response to the sum of the first progress value and the second progress value reaching a preset effect trigger condition, the progress bar identifier is displayed in a third display mode.

8. The method of claim 2, wherein, The step of controlling the control-type effect to take effect at the end of the first skill effect in response to the target game effect being a control-type effect comprises: In response to the target game effect being a control-type effect, and the control-type effect applied to the target object including multiple types, the multiple control-type effects are sequentially applied to the target object in the order of the time of application of the multiple control-type effects.

9. The method of claim 8, wherein, The same type of control effect is only applied once, specifically comprising: Determining the application time of multiple control effects of the same type applied to the target object during the duration of the first skill effect; At the end of the first skill effect, only the control effect of the same type with the latest application time or the earliest application time among the multiple control effects of the same type is applied to the target object.

10. The method of claim 1, wherein, The game skill comprises a first skill, and the step of determining the target object to which the game skill is applied comprises: In response to a first trigger operation for the first skill triggered through the first terminal, an object identifier list comprising multiple object identifiers is displayed in the first terminal, wherein each object identifier is used to indicate a second virtual object; In response to a selection operation for a target object identifier, the second virtual object indicated by the target object identifier is determined as the target object to which the game skill is applied.

11. The method of claim 10, wherein, Before the step of determining the target object to which the game skill is applied, the method further comprises: Displaying a first game scene image captured by a first virtual camera bound to the first virtual object in the first terminal; When the target object is the second virtual object, after the step of determining the target object to which the game skill is applied, the method further comprises: Controlling the first virtual camera to be attached to a target observation position associated with the second virtual object, and controlling the first virtual camera to capture at the target observation position to display a second game scene image formed by the first virtual camera in the first terminal.

12. The method of claim 11, wherein, The method further comprises: During the capturing process of the first virtual camera, in response to a view angle adjustment instruction triggered through the first terminal, the capturing angle of the first virtual camera at the target observation position is adjusted to display a third game scene image formed by the adjusted capturing angle in the first terminal.

13. The method of claim 12, wherein, After the step of controlling the first virtual camera to be attached to the target observation position associated with the second virtual object, the method further comprises: displaying an observation identifier at an object identifier of the second virtual object displayed in at least the second terminal, and / or controlling a specific sound effect to be played in the second terminal to prompt that the second virtual object is being observed by the first virtual object.

14. The method of claim 13, wherein, The step of controlling the first skill effect on the target object comprises: controlling the first skill effect on the second virtual object in response to a second trigger operation for the first skill; controlling the first virtual camera hanging to the target observation position to be re-bound back to the first virtual object, and canceling displaying the observation identifier, and / or canceling playing the specific sound effect in the second terminal.

15. The method of claim 14, wherein, The first virtual object and the second virtual object belong to a first camp, and the game scene further comprises a third virtual object belonging to a second camp, the first camp and the second camp being mutually hostile, and after the step of controlling the first skill effect on the second virtual object, the method further comprises: controlling the model display parameters of the second virtual object to be adjusted to make the second virtual object have a target visual effect when displayed in a third terminal corresponding to the third virtual object during the duration of the first skill effect, wherein the target visual effect is used to prompt that the second virtual object has been subjected to the first skill effect.

16. The method of claim 10, wherein, The method further comprises: controlling the first virtual object to be determined as the target object of the game skill in response to a third trigger operation for the first skill triggered through the first terminal, wherein the third trigger operation is different from the first trigger operation.

17. The method of claim 10 or 16, wherein, The step of controlling the first skill effect on the target object comprises: controlling the first skill effect on the first virtual object or the second virtual object; during the duration of the first skill effect, in response to the first virtual object or the second virtual object being subjected to a specified attack, controlling the first skill effect applied to the first virtual object or the second virtual object to be ended, and controlling the target game effect applied to the first virtual object or the second virtual object to be settled.

18. The method of claim 1, wherein, The game skill comprises a second skill, and the step of determining the target object of the game skill comprises: controlling a plurality of scene components pre-set in the game scene to be displayed in response to a fourth trigger operation for the second skill triggered through the first terminal; based on the orientation of the first virtual object and the perspective adjustment operation for the first virtual object, controlling a scene component in the plurality of scene components to be selected, and determining a target scene component selected from the plurality of scene components as the target object of the game skill.

19. The method of claim 18, wherein, The step of controlling the first skill effect on the target object comprises: controlling the first skill effect on the target scene component; during the duration of the first skill effect, controlling the interaction progress of the first virtual object and / or the second virtual object to be improved when interacting with the target scene component.

20. An interactive device for game skill, characterized by comprises: A triggering module is configured to, in response to a first skill instruction triggered by a first terminal, control a first virtual object corresponding to the first terminal to cast a corresponding game skill in a game scene. A determining module is configured to determine a target object affected by the game skill, and control a first skill influence to be exerted on the target object, wherein the target object is at least one of the following: the first virtual object, a second virtual object controlled by a second terminal, and a scene component in the game scene. A settlement module is configured to, during a duration of the first skill influence, control a delayed settlement of a target game effect exerted on the target object, wherein the target game effect is at least one of the following: an effect triggered by a progress value accumulation and / or a control type effect. 21.A terminal device, comprising a memory and a processor, wherein the memory stores a computer program, and the computer program comprises the following steps of: The computer program is executed by the processor to implement the steps of the method in any one of claims 1-19.

22. A computer readable storage medium having stored thereon a computer program, characterized in that, The computer program is executed by the processor to implement the steps of the method in any one of claims 1-19.