Information processing method and device in game, electronic equipment and readable storage medium
By defining the faction skill pool in the game and displaying skill combination prompts, the problem of players being unable to control multiple character skills simultaneously has been solved, enabling diverse release of character skills and improving game efficiency and experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2024-12-25
- Publication Date
- 2026-06-26
AI Technical Summary
In existing technologies, players cannot simultaneously control the skills of multiple characters in their own faction to coordinate their actions, resulting in low human-computer interaction efficiency and a poor gaming experience.
By defining the faction's skill pool and displaying skill combination prompts in the graphical user interface, our faction is allowed to unleash a variety of character skills for combat.
This has enriched the diversity of character skills that our faction can unleash, improving human-computer interaction efficiency and the overall gaming experience.
Smart Images

Figure CN122273113A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of human-computer interaction technology, and in particular to information processing methods, devices, electronic devices, and readable storage media in games. Background Technology
[0002] With the rapid development and innovation of network technology, terminal devices that occupy a place in people's daily lives are also constantly being updated, and terminal devices have more carrying capacity. Therefore, there are more and more online games that can be applied to terminal devices.
[0003] In a game, it may be necessary to control a target virtual character to release one or more character skills. In related technologies, players can control the target virtual character to release character skills in a game, but the skill release method is relatively fixed, and it is not possible to control multiple character skills in our own camp at the same time to cooperate, resulting in low efficiency between players and AI and a poor gaming experience for players. Summary of the Invention
[0004] In view of this, the purpose of this disclosure is to provide information processing methods, devices, electronic devices, and readable storage media in games. After our faction enters a game, based on the character skills of the target virtual characters participating in the battle, the faction skill pool is determined and allocated to our faction's character skills, and the character skills can be released to fight. At the same time, after determining that our faction has character skills with preset skill combinations, a prompt message is displayed to remind our faction to use the skill combination to fight. This can enrich the diversity of character skills that our faction can release and achieve different combat effects, further improving human-computer efficiency, player experience, and game experience.
[0005] In a first aspect, embodiments of this disclosure provide an information processing method for games, the information processing method comprising:
[0006] Control your faction to enter the corresponding game scene during the game;
[0007] Identify the target virtual character from among the virtual characters of our faction to participate in the battle, wherein the target virtual character is equipped with at least one character skill;
[0008] Determine a faction skill pool consisting of at least the aforementioned character skills;
[0009] During the battle, in response to our faction meeting the skill allocation conditions, at least a portion of the character skills in the faction's skill pool are allocated to our faction, so that our faction can use the at least a portion of the character skills to fight;
[0010] In response to the faction's characters possessing a preset skill combination, a prompt message for the skill combination is displayed in the graphical user interface, wherein the skill combination includes at least two character skills from the faction's skill pool.
[0011] Secondly, embodiments of this disclosure also provide an information processing device for a game, the information processing device comprising:
[0012] The match entry module is used to control our team to enter the game scene corresponding to the match.
[0013] The virtual character determination module is used to determine the target virtual character to participate in the battle from the virtual characters of our faction, wherein the target virtual character is configured with at least one character skill;
[0014] The skill pool determination module is used to determine the faction skill pool, which consists of at least the character's skills;
[0015] The skill allocation module is used to allocate at least a portion of the character skills in the skill pool of the faction to the faction during the battle, in response to the faction meeting the skill allocation conditions, so that the faction can use the at least a portion of the character skills to fight.
[0016] A skill combination display module is used to display a prompt message for a preset skill combination in the graphical user interface in response to the character skills held by our faction. The skill combination includes at least two character skills from the faction's skill pool.
[0017] Thirdly, embodiments of this disclosure also provide an electronic device, including: a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the information processing method in the game as described in the first aspect.
[0018] Fourthly, embodiments of this disclosure also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the information processing method in the game as described in the first aspect.
[0019] The information processing method, apparatus, electronic device, and readable storage medium provided in this disclosure control our faction to enter the game scene corresponding to the game match; determine the target virtual character to participate in the battle from the virtual characters of our faction, wherein the target virtual character is equipped with at least one character skill; determine a faction skill pool consisting of at least character skills; during the battle, in response to our faction meeting the skill allocation conditions, allocate at least a portion of the character skills in the faction skill pool to our faction, so that our faction can use at least a portion of the character skills to fight; in response to the character skills held by our faction forming a preset skill combination, display the skill combination prompt information in the graphical user interface, wherein the skill combination includes at least two character skills from the faction skill pool. In this way, after our faction enters the game, the faction skill pool is allocated to our faction's character skills based on the character skills of the target virtual characters participating in the battle. We can then release these character skills to engage in combat. At the same time, once it is confirmed that our faction possesses the preset skill combinations, a prompt message is displayed to remind our faction to use the skill combinations in combat. This enriches the diversity of the character skills that our faction can release and achieves different combat effects, further improving the efficiency between AI and players and enhancing the overall game experience.
[0020] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0021] To more clearly illustrate the technical solutions of the embodiments of this disclosure, the accompanying drawings used in the embodiments will be briefly described below. It should be understood that the following drawings only show some embodiments of this disclosure and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.
[0022] Figure 1 A flowchart of an information processing method in a game provided by an embodiment of this disclosure;
[0023] Figure 2 One of the schematic diagrams of the graphical user interface provided in the embodiments of this disclosure;
[0024] Figure 3 This is a second schematic diagram of a graphical user interface provided in an embodiment of the present disclosure;
[0025] Figure 4 This is a third schematic diagram of a graphical user interface provided in an embodiment of this disclosure;
[0026] Figure 5This is a fourth schematic diagram of a graphical user interface provided in an embodiment of the present disclosure;
[0027] Figure 6 Fifth of the schematic diagrams for the graphical user interface provided in the embodiments of this disclosure;
[0028] Figure 7 Sixth schematic diagram of a graphical user interface provided in an embodiment of this disclosure;
[0029] Figure 8 Seventh schematic diagram of a graphical user interface provided in an embodiment of this disclosure;
[0030] Figure 9 Eighth schematic diagram of a graphical user interface provided in an embodiment of this disclosure;
[0031] Figure 10 A schematic diagram of a graphical user interface provided in an embodiment of this disclosure;
[0032] Figure 11 This is a schematic diagram of the structure of an information processing device in a game provided in an embodiment of the present disclosure;
[0033] Figure 12 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation
[0034] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this disclosure, and not all of them. The components of the embodiments of this disclosure described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed disclosure, but merely represents selected embodiments of this disclosure. Based on the embodiments of this disclosure, every other embodiment obtained by those skilled in the art without inventive effort falls within the scope of protection of this disclosure.
[0035] First, let me introduce the terms used in this disclosure:
[0036] (1) Terminal equipment
[0037] The terminal device involved in this disclosure mainly refers to a terminal used to provide a graphical user interface and control virtual characters. The terminal device can be a local terminal device as mentioned below, or a client device in a cloud interaction system. This terminal device can include, but is not limited to, any of the following devices: smartphones, tablets, game consoles, MP4 (Moving Picture Experts Group Audio Layer IV) players, personal digital assistants (PDAs), e-book readers, etc. The terminal device has a game-supporting application installed and running, such as an application supporting 3D or 2D games. In this disclosure, the application is described as a game application; optionally, this application can be a standalone application, such as a standalone 3D game program, or a network-connected application.
[0038] (2) Graphical User Interface
[0039] A graphical user interface (GUI) is a human-computer interaction display format that allows users to manipulate icons, icons, or menu options on the screen using input devices such as a mouse or keyboard. It also allows users to manipulate icons or menu options on the touch screen of a touch terminal by performing touch operations to select commands, launch programs, or perform other tasks.
[0040] (3) Game Scene
[0041] A game scene is a game environment displayed (or provided) by an application while it is running on a terminal or server; that is, the scene used during normal gameplay. In other words, a game scene refers to the virtual game controls that carry virtual characters during gameplay. These virtual characters can move, release skills, and perform other actions within the game scene under the control of user (i.e., player) commands issued to the terminal device. Optionally, a game scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A game scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional game scene. The virtual environment can be sky, land, ocean, etc., where land includes environmental elements such as deserts and cities. The game scene is the scene where the user controls the complete game logic of the virtual character. Optionally, a game scene can also be used for game scene battles between at least two virtual characters, and the game scene has virtual resources available for use by at least two virtual characters. For example, a game scene can include any one or more of the following elements: game background elements, game object elements, game item elements, and game resource elements.
[0042] Secondly, the technical background of this disclosure will be introduced:
[0043] With the rapid development and innovation of network technology, terminal devices that occupy a place in people's daily lives are also constantly being updated, and terminal devices have more carrying capacity. Therefore, there are more and more online games that can be applied to terminal devices.
[0044] In a game, it may be necessary to control a target virtual character to release one or more character skills. In related technologies, players can control the target virtual character to release character skills in a game, but the skill release method is relatively fixed, and it is not possible to control multiple character skills in our own camp at the same time to cooperate, resulting in low efficiency between players and AI and a poor gaming experience for players.
[0045] Based on this, the present disclosure provides an information processing method in the game to enrich the diversity of character skills that our faction can release and achieve different combat effects, thereby further improving human-computer efficiency, player experience and game enjoyment.
[0046] In one embodiment of the application, the information processing method in the game can run on a local mobile terminal or a server. When the information processing method in the game runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0047] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of information processing methods in the game are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0048] In an alternative implementation, taking a game as an example, the local mobile terminal stores the game program and is used to display the game screen. The local mobile terminal is used to interact with the player through a graphical user interface, that is, conventionally downloading, installing, and running the game program via an electronic device. The local mobile terminal can provide the graphical user interface to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player through holographic projection. For example, the local mobile terminal can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
[0049] In one optional implementation, this invention provides an information processing method for games, which provides a graphical user interface via a mobile terminal. The mobile terminal can be a local mobile terminal (such as a local touch terminal) or a client device in the aforementioned cloud interaction system. The following description uses the example of the information processing method running on a local mobile terminal (hereinafter referred to as the mobile terminal) as an example.
[0050] Please see Figure 1 , Figure 1 This is a flowchart of an information processing method in a game provided by an embodiment of the present disclosure.
[0051] like Figure 1 As shown in the embodiments of this disclosure, the information processing method in the game includes:
[0052] S101: Control your faction to enter the game scene corresponding to the game match.
[0053] S102. Determine the target virtual character to participate in the battle from the virtual characters of our faction, wherein the target virtual character is equipped with at least one character skill.
[0054] S103. Determine the faction skill pool, which consists of at least the character skills.
[0055] S104. During the battle, in response to our faction meeting the skill allocation conditions, at least a portion of the character skills in the faction's skill pool are allocated to our faction so that our faction can use the at least a portion of the character skills to fight.
[0056] S105. In response to the fact that the character skills held by our faction constitute a preset skill combination, display the prompt information of the skill combination in the graphical user interface, wherein the skill combination includes at least two character skills from the faction's skill pool.
[0057] The information processing method in the game provided in this embodiment determines the allocation of character skills from the faction skill pool to our faction's characters based on the character skills of the target virtual characters participating in the battle after our faction enters the game. Character skills can then be released for battle. At the same time, after determining that our faction has character skills with preset skill combinations, a prompt message is displayed to remind our faction to use the skill combinations for battle. This can enrich the diversity of character skills that our faction can release and achieve different battle effects, further improving human-computer efficiency and the player's gaming experience.
[0058] The exemplary steps of the embodiments of this disclosure are described below:
[0059] S101: Control your faction to enter the game scene corresponding to the game match.
[0060] In one alternative implementation, if the current game mode is Player vs Environment (PVE), the target virtual character in our faction is controlled by the player, and the enemy virtual character in the enemy faction that our target virtual character can attack can be a virtual character controlled by the system.
[0061] Furthermore, after our faction enters the game scene, before officially engaging in battle with the enemy faction, we need to prepare for battle. During the preparation process, we can select a target virtual character from our faction to participate in the current battle.
[0062] S102. Determine the target virtual character to participate in the battle from the virtual characters of our faction, wherein the target virtual character is equipped with at least one character skill.
[0063] Specifically, a character selection interface can be displayed in the graphical user interface, and all virtual characters included in our faction can be displayed in the character interface. Based on at least one target virtual character selected by the player, the target virtual characters of our faction participating in the current game can be determined.
[0064] For example, if the system specifies that the number of target virtual characters for our faction participating in the game is 3, then the player can select three virtual characters from the character selection interface as the target virtual characters for our faction participating in the current game through the character selection operation.
[0065] Furthermore, once the target virtual character in our faction enters the game, both the target virtual character in our faction and the enemy virtual character in the enemy faction will automatically perform attack actions and release normal attack skills.
[0066] Specifically, the information processing method further includes:
[0067] a1: Configure the target virtual character to automatically attack enemy virtual characters appearing in the game.
[0068] In one alternative implementation, after the target virtual character in our faction enters the game, it can automatically perform attack behavior. That is, our faction will automatically attack the enemy virtual character in the enemy faction. At the same time, the target virtual character in our faction can also automatically move in the game scene during the automatic attack behavior to move to the location of the enemy virtual character and release skills.
[0069] In one alternative implementation, once the target virtual characters in our faction are determined, the faction skill pool of our faction can be determined based on at least one character skill configured for each target virtual character in our faction.
[0070] S103. Determine the faction skill pool, which consists of at least the character skills.
[0071] In one alternative implementation, the faction skill pool in our faction is determined based on the character skills configured for each target virtual character in our faction; the number of character skills contained in the faction skill pool is the sum of the number of character skills configured for each target virtual character in our faction, and the types of character skills contained in the faction skill pool are also determined based on the types of character skills configured for each target virtual character in our faction.
[0072] For example, if our faction includes three target virtual characters, and each target virtual character is configured with three character skills, then our faction's faction skill pool contains nine character skills.
[0073] Furthermore, after identifying the target virtual character for our faction, we need to assign at least some of the character skills to our faction so that the target virtual character in our faction can use the character skills to fight.
[0074] S104. During the battle, in response to our faction meeting the skill allocation conditions, at least a portion of the character skills in the faction's skill pool are allocated to our faction so that our faction can use the at least a portion of the character skills to fight.
[0075] In one alternative implementation, the allocation of our faction's character skills can be done by allocating a preset number of skills at once when our faction enters the game scene, or by allocating skills based on the consumption of our faction's character skills during the game.
[0076] Specifically, the step "During the battle, in response to our faction meeting the skill allocation conditions, at least a portion of the character skills in the faction's skill pool are allocated to our faction" includes:
[0077] b1: In response to the start of the game, allocate a preset number of character skills from the faction skill pool to our faction;
[0078] b2: During the game, in response to our faction releasing character skills, determine the number of character skills released by our faction, and allocate the number of character skills released from the faction skill pool to our faction.
[0079] The skills assigned to each character in our faction are determined from the faction's skill pool based on the probability of each character's skills being issued.
[0080] In one alternative implementation, after the game has started, the system determines the character skills that can be assigned to our faction based on the character skills that the target virtual characters in our faction can use. Then, based on the probability of each character skill being issued, the system determines multiple character skills from the faction skill pool to be issued to our faction at the start.
[0081] Here, each character skill has a different probability of being issued. The higher the issuance probability, the greater the probability of it being issued to our faction. At the same time, when the system issues character skills to our faction, there may be duplicate character skills.
[0082] For example, if the probability of a certain character skill being issued is 90%, then 90% of the preset number of character skills that may be issued to our faction will be that character's skill.
[0083] In one alternative implementation, the preset number can be automatically determined by the system, and the player cannot choose the size of the preset number. For example, if the system sets the preset number to 5, then when the game starts, 5 character skills will be assigned to our faction.
[0084] For example, our faction includes target virtual character A, target virtual character B, and target virtual character C. Target virtual character A can release character skills A1, A2, and A3; target virtual character B can release character skills B1, B2, and B3; and target virtual character C can release character skills C1, C2, and C3. According to the system settings, the probability of receiving character skill A1 is 30%, the probability of receiving character skill A2 is 80%, the probability of receiving character skill A3 is 50%, the probability of receiving character skill B1 is 70%, the probability of receiving character skill B2 is 50%, the probability of receiving character skill B3 is 10%, the probability of receiving character skill C1 is 5%, the probability of receiving character skill C2 is 80%, and the probability of receiving character skill C3 is 20%. Therefore, at the start of the game, the character skills that may be received by our faction include: character skill A2, character skill C2, character skill B1, character skill A3, and character skill B2.
[0085] Furthermore, in order for players to accurately understand the skills of their own faction's characters and directly unleash those skills, it is necessary to display at least some of the character skills of their own faction in the graphical user interface.
[0086] In one alternative implementation, character skills can be displayed below the graphical user interface. This allows players to more easily unleash character skills without obscuring the game scene, further improving human-computer interaction efficiency and player gaming experience.
[0087] In another alternative implementation, during a game, after determining that our faction has released a character skill, we need to issue the corresponding number of character skills to our faction again to ensure that our faction always maintains the number of character skills it had when entering the game.
[0088] In one alternative implementation, the timing of distributing character skills to our faction can be real-time. For example, after our faction releases a character skill, the system will immediately allocate another character skill to our faction based on the probability of distributing each character skill.
[0089] Specifically, when the system determines which character skills to add to our faction, it does so only based on the probability of each character skill being used, without taking into account the types of character skills that our faction has already used.
[0090] For example, if our faction uses character skill A during a game, and the system issues another character skill to our faction, if the probability of issuing character skill A is relatively high, our faction may still obtain character skill A again.
[0091] In one alternative implementation, after a target virtual character in our faction enters the game, character skills will be assigned to our faction. Different character skills require a certain amount of target resources to be released. Therefore, if the target resources do not meet the release conditions of the character skill when it is assigned to our faction, the skill cannot be released.
[0092] Specifically, the information processing method further includes:
[0093] c1: Display the at least one character skill in the graphical user interface.
[0094] c2: In response to our faction's dissatisfaction with the specified conditions, configure at least one character skill to not respond to the release selection operation.
[0095] c3: In response to our faction meeting the specified conditions, configure at least one character skill to a state that responds to the release selection operation.
[0096] In one alternative implementation, if the target resources of our faction cannot release the character skills allocated to our faction, the character skills allocated to our faction will be configured to not respond to the release selection operation, i.e., unable to be released; if the target resources of our faction can support the resource consumption for releasing the character skills, at least one character skill will be configured to respond to the release selection operation.
[0097] Specifically, each character has a corresponding resource consumption for each skill, and the information processing method further includes:
[0098] d1: In response to the fact that the target resources possessed by our faction are less than the resource consumed by at least one character skill, determine that our faction does not meet the specified conditions.
[0099] d2: In response to the fact that the target resources possessed by our faction are not less than the resource consumed by at least one of the character skills, determine that our faction meets the specified conditions.
[0100] Specifically, if a character skill of our faction is in a state where it does not respond to the release selection operation, the character skill can be displayed in gray in the graphical user interface; while if a character skill is configured to respond to the release selection operation, the character skill can be displayed in the graphical user interface in a highlighted manner.
[0101] For example, if character skill W requires 2 target resources to be released, and our faction only has 1 virtual resource, then character skill W cannot be released, and the area corresponding to character skill W in the graphical user interface is grayed out; if as the game progresses, our faction's target resources gradually increase to 7, then character skill W can be released, and the area corresponding to character skill W in the graphical user interface is highlighted.
[0102] In another possible implementation, the character skills are presented as virtual cards. Players can directly release character skills through a release operation. To facilitate player operation, the release operation for character skills is not very complicated, such as a swipe operation. However, this simple release operation may result in misoperation. To ensure the accuracy of character skill release, after the system assigns a preset number of character skills to our faction, the character skills can be locked through a locking operation. Before the locking operation is released, the locked character skills cannot be released, thereby reducing the probability of player misoperation and helping to improve the accuracy of character skill release and the efficiency of human-computer interaction.
[0103] Specifically, each of the character skills includes a locked state and an unlocked state, and the information processing method further includes:
[0104] e1: In response to the locking operation for the at least one character skill, switch the at least one character skill to a locked state, and determine that our faction does not meet the specified conditions.
[0105] e2: In response to the unlocking operation for the at least one character skill, switch the at least one character skill to the unlocked state and determine that our faction meets the specified conditions.
[0106] In one alternative implementation, the character skills can be displayed as virtual cards, and players can lock and unlock the corresponding character skills by swiping the virtual cards in different directions.
[0107] The direction of the locking operation is opposite to the direction of the unlocking operation.
[0108] For example, both the locking and unlocking operations for a character skill can be set as swipe operations, with the locking operation for a character skill being a swipe down operation and the unlocking operation for a character skill being a swipe up operation.
[0109] For example, if a swipe operation is received on a virtual card for character skill A, character skill A is locked and updated to an unreleased state; if a swipe operation is received on an up operation on a virtual card for character skill A, character skill A is unlocked and updated to a releaseable state. Players can release character skill A at any time according to the needs of the game.
[0110] In one alternative implementation, in order for players to intuitively determine whether each character skill is currently available for release, a lock icon can be displayed at a preset location for the character skill after the character skill is locked, so as to indicate to the player that the current character skill is not available for release.
[0111] In one alternative implementation, each character skill has a corresponding resource consumption. When our faction releases a character skill, it will consume the target resources of our faction to successfully release it.
[0112] Specifically, the information processing method further includes:
[0113] f1: In response to a release command for a character skill in a state that is responding to the release selection operation, based on the resource consumption corresponding to the character skill, control the consumption of at least a portion of the target resources of our faction, so that the target virtual character can cast the character skill in the game scene.
[0114] In one alternative implementation, the skill attributes, skill types, and resource consumption of each skill are different for different target virtual characters. After determining the skill to be released by the target virtual character of our faction, the resource consumption of the target virtual character for the released skill is determined based on the skill attributes of the target virtual character of our faction.
[0115] In one alternative implementation, in order to allow players to more intuitively determine the various character skills that each target virtual character in our faction can release and the resources required to release each character skill, the character skills and corresponding resources of each target virtual character in our faction who is about to enter the battle can be displayed at a preset position in the graphical user interface.
[0116] In the battle games of this disclosure embodiment, player characters are provided with character skills, which can be used to trigger the use of skills to attack enemy virtual characters.
[0117] In one alternative implementation, a preset skill combination can be formed based on the character skills held by our faction, and the preset combination skill prompts can be displayed in the graphical user interface to determine the accumulation status of the preset combination skills through the corresponding prompts.
[0118] S105. In response to the fact that the character skills held by our faction constitute a preset skill combination, display the prompt information of the skill combination in the graphical user interface, wherein the skill combination includes at least two character skills from the faction's skill pool.
[0119] In one alternative implementation, the determination of the preset combination skills for our faction can be based on the player's choice or on system recommendations.
[0120] Specifically, the preset skill combination is determined through the following steps:
[0121] g1: Determine at least two character skills from the faction skill pool as the preset skill combination; or,
[0122] g2: Select at least one character skill from the character skills configured for each target virtual character in our faction, and use it as the preset skill combination.
[0123] Before entering a game, preparation is required to select the target virtual character of your faction to enter the current game and to determine the character skills of each target virtual character. Here, each target virtual character is configured according to its character attributes. Players cannot select the character skills of each target virtual character during the preparation process; the preparation process is only to understand the character skills of each target virtual character.
[0124] In one alternative implementation, the selection of preset skill combinations needs to be determined after the target virtual character of our faction participating in the battle is identified.
[0125] In one alternative implementation, when selecting a target virtual character for one's own faction to participate in the battle, a selection area for selectable characters can be displayed in the graphical user interface. At the same time, in order for players to more accurately understand the character attributes of each selectable virtual character and thus more accurately select the target virtual character for their own faction, the character attribute information (e.g., virtual character level) of the selectable virtual character can be displayed along with the display of at least one selectable virtual character.
[0126] In one alternative implementation, each virtual character to be selected occupies a corresponding character area in the character selection area, and the target virtual character selected by the player can be determined according to the character area to which the player's selection operation position belongs.
[0127] Here, if the player's selection operation position overlaps with multiple character areas, the selection can be made based on the overlapping area between the operation position and different character areas. Specifically, the virtual character to be selected in the character area with the largest overlapping area with the operation position is determined as the corresponding target virtual character.
[0128] For example, if the position of the player's selection operation overlaps with both the character area of the virtual character to be selected (A) and the character area of the virtual character to be selected (B), then the overlapping area between the player's selection operation and the character area of the virtual character to be selected (A) accounts for 70% of the entire operation position, and the overlapping area between the player's selection operation and the character area of the virtual character to be selected (B) accounts for 30% of the entire operation position. In this case, the virtual character to be selected (A) is determined to be the target virtual character selected by the player.
[0129] Furthermore, if the player selects at least one virtual character to be chosen, and the target virtual character for our faction is determined, we can directly enter the game and perform virtual interaction. Since each target virtual character has its own unique skills, which can deal damage to the enemy virtual character when used individually, and whose skills can be combined to deal even better damage, such as increasing the damage of an attack, this embodiment provides a mechanism to determine the preset skill combinations for our faction in order to improve the competitiveness of the game and the probability of our faction winning. This mechanism configures the skill combinations of different target virtual characters for our faction to improve the competitiveness of the game and the probability of our faction winning, thereby enhancing the player's gaming experience.
[0130] In one alternative implementation, when determining the preset skill combination, it is necessary to determine that our faction has at least two target virtual characters. At the same time, our faction can fight against the enemy faction in the game. That is, if there is no game match with confrontation (e.g., special levels such as tutorial level scenes, single-character mission level scenes, etc.) or if our faction only has one target virtual character, then the skill combination cannot be used.
[0131] In one alternative implementation, when determining character skills, it is necessary to determine that each target virtual character's character skills belong to a skill set, and that one of the character skills of each target virtual character belongs to a skill set.
[0132] For example, after selecting the target virtual character, our faction includes target virtual character A, target virtual character B, and target virtual character C. When determining the skill combination, it is necessary to include any character skill 1 of target virtual character A, character skill 2 of target virtual character B, and character skill 3 of target virtual character C; and the skill combination cannot contain only the three character skills of target virtual character A.
[0133] In one alternative implementation, if the selected target virtual character does not have any character skills, then other target virtual characters that do have character skills can be combined into a skill set instead of including the target virtual character that does not have character skills.
[0134] In the example above, if the target virtual character C does not have any character skills, then when forming the skill combination of our faction, it is necessary to include any character skill 1 of the target virtual character A and any character skill 2 of the target virtual character B. That is, at this time, the skill combination of our faction contains two character skills.
[0135] In one alternative implementation, before the battle begins, the player can adjust the controls to select the combination of character skills from their own faction's skill set.
[0136] Specifically, you can select the character skills included in your faction's skill combination by making a selection in the character skill selection interface. There are two different ways to make the selection in the character skill selection interface, which will be explained below.
[0137] Specifically, the information processing method further includes:
[0138] h1: The graphical user interface displays a character skill selection interface, wherein the character skill selection interface displays at least one character skill configured for each target virtual character.
[0139] In one alternative implementation, the character skill selection interface can be displayed automatically. That is, after all the target virtual characters of our faction have been selected, the character skill selection interface can be displayed directly, and players can make selections directly in the displayed character skill selection interface. This can reduce the number of operation steps for players and improve the efficiency of skill selection. However, it may not be consistent with the player's expected operation. For example, if a player wants to directly enter the game without selecting a combination skill, it may lead to a decline in the player's experience.
[0140] In another alternative implementation, the character skill selection interface can be displayed based on the player's trigger operation. The skill selection control can be displayed in the graphical user interface. Once the player's trigger operation on the skill selection control is received, the character skill selection interface is displayed. Although this increases the player's operation steps and reduces the efficiency of skill selection, the interface can be displayed according to the player's expectations, thereby improving the player's gaming experience.
[0141] Here, the different display methods of the character skill selection interface can be determined by the player's own settings outside the game. For example, the settings interface can display a switch to automatically display the character skill selection interface. If the player chooses to enable the function of automatically displaying the character skill selection interface, the character skill selection interface will be automatically displayed after all target virtual characters of our faction have been selected. If the player chooses to disable the function of automatically displaying the character skill selection interface, the character skill selection interface will be displayed after the player's trigger operation on the skill selection control is received.
[0142] Furthermore, the character skill selection interface includes at least two target virtual characters and the corresponding character skills for each target virtual character. Players can determine the skill combination of their faction by selecting the character skills for each target virtual character.
[0143] Specifically, the step "determine at least one character skill from at least one character skill configured for each target virtual character in our faction" includes:
[0144] i1: In response to the selection operation of at least one character skill displayed in the character skill selection interface, determine at least one character skill corresponding to each target virtual character as the preset skill combination.
[0145] In one alternative implementation, the character skill selection interface can be displayed in a left-right structure. The left column displays the character identifiers of the target virtual characters included in our faction (which may be the target virtual character's thumbnail icon, card icon, nickname, etc.), and the right side displays the available character skills of each target virtual character. Thus, by selecting the character skills of each target virtual character, the character skills of each target virtual character can be determined to form the skill combination of our faction.
[0146] In one optional implementation, the skill area of the corresponding character skill for each target virtual character can be determined based on the skill area to which the player's selected operation belongs.
[0147] Here, if the player's selection operation position overlaps with multiple skill areas, the judgment can be made based on the overlapping area between the operation position and different skill areas. Specifically, the character skill of the skill area with the largest overlapping area with the operation position is determined as the character skill of the selected target virtual character.
[0148] In one alternative implementation, after determining that the player has selected the target virtual character's skills, the skills are highlighted so that the player can more accurately determine the current skill combination and make corresponding adjustments to obtain a better skill combination, thereby further improving the team's winning probability and the player's experience.
[0149] Specifically, highlighting a character's skills can be achieved by highlighting the skill area where the skill is located, enlarging the display area, or updating the display color of the skill area.
[0150] In one alternative implementation, a confirmation control can be displayed on the character skill selection interface, and the player can issue a confirmation command by triggering the confirmation control.
[0151] Furthermore, after confirming the player's confirmation command, the display of the character skill selection interface is canceled, and the skill combination of our faction is determined. The skill combination skills are then brought into the game. Once our faction has collected all the character skills in the skill combination, the skill combination is released.
[0152] In another alternative implementation, at least one candidate skill combination can be directly recommended to our faction based on system recommendations. Players can determine the skill combination of our faction by selecting from the candidate skill combinations.
[0153] Here, the system can determine at least one frequently used character skill based on the player's historical skill usage scenarios or the skill attributes of each character's skills, or at least one character skill with the same attributes. It then selects at least two character skills from the faction skill pool to combine, creating at least one candidate skill combination recommended to the player. The player's selection of multiple candidate skill combinations is then displayed in the graphical user interface. This reduces the steps the player takes to select skill combinations, further improving skill release efficiency and human-computer interaction efficiency. However, the skill combinations displayed through system recommendations may not fully cover the character skills the player wants to choose. Therefore, in this embodiment, the method of player self-selection is preferred to determine skill combinations.
[0154] In one alternative implementation, in order to reduce the obstruction of the game scene by the skill combination prompts and to facilitate the player's skill combination release operation, the skill combination prompts can be displayed at preset positions of multiple character skills.
[0155] For example, multiple character skills are displayed at the bottom of the graphical user interface, and a hint about the skill combination is displayed above the multiple character skills.
[0156] In one alternative implementation, when the character skills held by our faction do not constitute a preset skill combination, the corresponding character skills are grayed out; when our faction acquires a skill combination of character skills, the corresponding character skills are highlighted.
[0157] Highlighting character skills may include at least one of the following display methods:
[0158] Highlighting or zooming in on the corresponding character skills, etc.
[0159] In one alternative implementation, players can engage in combat by unleashing the corresponding character skills through actions targeting the highlighted character skills.
[0160] Specifically, the information processing method further includes:
[0161] j1: In response to the character skill assigned to our faction being a character skill from the preset skill set, highlight the character skill in the graphical user interface.
[0162] In one alternative implementation, the command to release a character skill can be a sliding operation for releasing the skill, and the sliding operation is opposite in direction to the sliding operation for locking the character skill.
[0163] For example, if the lock operation for a character skill is a downward swipe operation, then the release operation for a character skill can be an upward swipe operation.
[0164] Furthermore, upon receiving a release command for a character skill within any skill combination, the character skill can be released individually. However, the resource cost corresponding to that character skill must be deducted from our faction's resources before the skill can be released.
[0165] In another optional implementation, the prompt information for the skill combination includes: the individual character skills included in the preset skill combination and the combination skill release control.
[0166] In one alternative implementation, if it is determined that the character skills assigned by the system to our faction include the character skills in the combo skills, and our faction has not released the character skills in the combo skills individually, then it is determined that our faction possesses the character skills in the combo skills.
[0167] For example, the skill set includes character skill A, character skill B, and character skill C. After the system allocates the skills according to each character skill, it is determined that the skills of our faction include character skill A and character skill B. However, if our faction releases character skill A alone during the game, then our faction is currently accumulating character skill B from the skill set.
[0168] Furthermore, if it is determined that the skills of the characters in our faction constitute a preset skill combination, then we can combine skills to attack the enemy's virtual characters.
[0169] In one alternative implementation, once the skills of the characters in our faction form a preset skill combination, the skill combination can be used to automatically attack the enemy virtual character. This can improve the efficiency of skill combination release. However, automatic skill combination release may affect the player's operation process in the current game. For example, if the player is currently releasing other character skills and needs to use the character skills in the skill combination to attack the enemy virtual character, or if the enemy virtual character to be attacked does not need to use the skill combination to attack, this will affect the player experience.
[0170] Based on this, corresponding skill release controls can be displayed. Players can choose the timing of skill combinations by triggering the skill release controls, which can match the player's attack needs and further improve the accuracy of skill release and the player's gaming experience.
[0171] Specifically, the information processing method further includes:
[0172] k1: In response to the fact that the skills of the characters held by our faction do not constitute the preset skill combination, the control will configure the skill release control of the combination to a non-interactive state.
[0173] k2: In response to the preset skill combination formed by the character skills held by our faction, the control configures the release control of the combined skill to an interactive state.
[0174] k3: Responds to the trigger operation of the combined skill release control in the interactive state, and controls the friendly faction to use the preset skill combination to fight.
[0175] In one optional implementation, when the character skills held by our faction do not constitute a preset skill combination, the skill release control is in a non-interactive state. That is, the skill release control can be grayed out. After the character skills held by our faction constitute a preset skill combination, the skill release control is highlighted and configured to be interactive.
[0176] Furthermore, after confirming that a trigger operation has been received for the skill release control in an interactive state, our faction releases a skill combination towards the selected enemy virtual character.
[0177] In one possible implementation, since the character card skills included in the skill combination need to be in an unreleased state during the accumulation of skill combinations, this reduces the probability of players obtaining other character skills allocated by the system to a certain extent. Therefore, in order to ensure the balance of our faction's resources and the player's experience, when it is determined that our faction releases character skills through skill combinations, our faction's target resources will not be consumed.
[0178] Specifically, the information processing method further includes:
[0179] l1: In response to the release operation of the preset skill combination, release the preset skill combination without consuming the target resources of our faction.
[0180] For example, if the preset number of character skills that our faction can have is 5, and the number of character skills in the skill combination is 3, then when our faction acquires 1 character skill, theoretically no more character skills will be released. In this case, our faction will only have 4 character skills that have the possibility of being updated. Therefore, this is also a kind of occupation and consumption of our faction's resources.
[0181] Here, in order to ensure the balance of resources for our faction and the player experience, when it is determined that our faction will release a skill combination, our faction's target resources will not be consumed, and the skill combination will be released directly.
[0182] In another alternative implementation, when selecting character skills included in a skill combination, the resource consumption required for each character skill to be released will also be displayed. Players can choose character skills that do not consume target resources to form a skill combination, further reducing the resource consumption of our faction when releasing the skill combination.
[0183] Furthermore, if it is confirmed that our faction has released a skill combination, in order to let players understand the effect of the skill combination, after the skill combination is released, the skill release animation corresponding to each character's skill in the skill combination can be displayed.
[0184] Specifically, the information processing method further includes:
[0185] m1: Displays the first skill release animation for each character skill in the preset skill combination in the graphical user interface.
[0186] In this embodiment of the disclosure, after determining the skill combination released by our faction, the first skill release animation corresponding to each character's skill can be displayed in the graphical user interface. Here, the first skill release animation display area can be displayed in the graphical user interface. The first skill release animation display area can be divided into multiple display sub-areas according to the number of characters included in the skill combination. The skill release animation corresponding to each character's skill can be displayed in each display sub-area.
[0187] Here, the skill release animation for each character's skill can be a fixed animation composed of materials determined by the character attributes and skills of the target virtual character corresponding to each character's skill. After the skill combination is determined, the corresponding skill release animation is played.
[0188] In one alternative implementation, a skill release animation corresponding to the skill combination can be played after the skill combination is released. However, the same skill release animation cannot reflect the situation and effect of the character skills included in the current skill combination, which may affect the player's determination of the effect of different character skill releases. Therefore, in order for the player to more intuitively determine the skill effect of each character skill, when displaying the first skill release animation, it is preferable to display the first skill release animation corresponding to each character skill separately.
[0189] Furthermore, if our faction needs to remove the character skills it possesses after releasing a skill combination, our faction needs to accumulate character skills again. At the same time, the corresponding character skills are grayed out, and the skill release controls are grayed out and adjusted to an uninteractive state until our faction collects the corresponding character skills and / or possesses the character skills that constitute the skill combination again.
[0190] In one optional implementation, as shown above, this embodiment of the disclosure includes two game modes. If the current game mode is PVE mode, then the enemy virtual character is a non-player character controlled by the system. If the current game mode is PVP mode, then the enemy virtual character is a player character controlled by other players through a terminal device. The enemy faction composed of non-player characters controlled by the system is configured not to have skill combinations. However, if the enemy faction is composed of player characters controlled by players, then there may be situations where skill combinations are released. Therefore, after determining the enemy faction's skill combination, it is also necessary to display the effect of the skill combination released by the enemy faction.
[0191] Specifically, when the enemy virtual character in the enemy faction is a player character, the enemy faction is configured with a corresponding enemy skill combination; the information processing method further includes:
[0192] n1: In response to the enemy faction releasing the enemy skill combination, the second skill release animation corresponding to each enemy skill in the enemy skill combination is displayed in the graphical user interface.
[0193] In one alternative implementation, the animation showing the release effect of the enemy's skill combination is also consistent with the release method of the skill combination, and it is necessary to show the release animation of the second skill corresponding to each enemy skill in the enemy's skill combination separately.
[0194] In one alternative implementation, to facilitate the differentiation between the skill combinations of our faction and the skill combinations of the enemy faction, the display position of the first skill release animation of our faction's skill combination in the graphical user interface is different from the display position of the second skill release animation of the enemy's skill combination in the graphical user interface.
[0195] For example, the animation of the first skill release of our faction's skill combination can be displayed on the left side of the graphical user interface, and the animation of the second skill release of the enemy's skill combination can be displayed on the right side of the graphical user interface.
[0196] In one alternative implementation, if both our faction and the enemy faction release skill combinations simultaneously, the first skill release animation and the second skill release animation are displayed simultaneously in the graphical user interface. Since the first skill release animation and the second skill release animation are displayed in different positions, players can clearly distinguish the skill release effects of different factions, further improving the efficiency of human-computer interaction.
[0197] Furthermore, for a game match, starting a game involves interaction between the two factions, while ending the game can be determined based on the survival status of the virtual characters on both sides or the number of rounds.
[0198] Specifically, the game ends in response to the triggering of the game end condition.
[0199] The game end conditions include:
[0200] The number of rounds played by our faction and / or the enemy faction exceeds a preset round threshold, or all virtual characters in our faction or the enemy faction are defeated by the enemy faction.
[0201] In one alternative implementation, the preset round number threshold can be determined based on historical round game information or a comparison of the virtual characters of the enemy and friendly factions. Once the preset round number threshold is reached, the game can be ended.
[0202] In another alternative implementation, the game can end based on whether all virtual characters in both the player's and enemy's factions are defeated by the opponent. In this case, the number of rounds is no longer considered. As long as all virtual characters in either player's or enemy's faction are defeated by the opponent, the game ends even if the number of rounds has not reached the preset round threshold.
[0203] In competitive games, the focus is on defeating enemy virtual characters. Therefore, the game is decided to end when both sides' virtual characters are defeated by the opposing side.
[0204] Furthermore, this embodiment of the present disclosure also provides a gameplay mode in which a game match may include different game sub-matches. In each different game sub-match, based on the win or loss of both sides in the previous game sub-match, players can choose to add corresponding virtual characters to their faction. Thus, the character skills and target virtual characters that can be selected for skill combinations are different in different game sub-matches, further enhancing the player's autonomy in choosing skill combinations and further improving the player's gaming experience.
[0205] Specifically, the following steps are used to determine the preset skill combinations of the characters held by our faction:
[0206] o1: In response to the target virtual character selection operation, identify at least two target virtual characters from among the multiple friendly virtual characters participating in the current game sub-game.
[0207] o2: Respond to the selection operation of the character skills corresponding to each target virtual character, determine the character skills of each target virtual character, and determine the preset skill combination of the character skills held by our faction.
[0208] For example, before entering the first game sub-game, both our faction and the opposing faction have one virtual character. Our faction and the opposing faction control their respective target virtual characters to enter the game sub-game for virtual interaction. The winning faction receives a certain number of game points. Before entering the second game sub-game, our faction can now have two target virtual characters, allowing us to select the skills corresponding to these two target virtual characters to form a preset skill combination for the game. Before entering the third game sub-game, our faction can now have three target virtual characters, allowing us to select the skills corresponding to these three target virtual characters. Character skills are combined into skill combinations and brought into the game; before entering the fourth game sub-game, our faction can enter four target virtual characters in the fourth game sub-game, and the number of character skills that can be combined into skill combinations is three. We can choose any three of the four target virtual characters' character skills to combine into skill combinations and bring them into the game; before entering the fifth game sub-game, our faction can enter five target virtual characters in the fourth game sub-game, and the number of character skills that can be combined into skill combinations is three. We can choose any three of the five target virtual characters' character skills (which can be the same as or different from the target virtual characters in the fourth game sub-game) to combine into skill combinations and bring them into the game.
[0209] In this way, the character skills and target virtual characters that can be selected for skill combinations are different in different game sub-games, which further enhances the player's autonomy in choosing skill combinations and further improves the player's gaming experience.
[0210] The following specific examples will illustrate the information processing process in the game within this disclosure embodiment:
[0211] Please see Figure 2 , Figure 2 One of the schematic diagrams of the graphical user interface provided in the embodiments of this disclosure, such as... Figure 2 As shown, the graphical user interface 200 displays multiple virtual characters 210 to be selected. Players can select multiple target virtual characters 220 of their own faction by performing a selection operation on the multiple virtual characters 210 to be selected. At the same time, the graphical user interface 200 displays a skill selection control 230. Players can open the character skill selection interface and determine the skill combination by triggering the skill selection control 230.
[0212] Please see Figure 3 , Figure 3 This is a second schematic diagram of the graphical user interface provided in the embodiments of this disclosure, as shown below. Figure 3As shown, if a player triggers an operation on the skill selection control 230, a character skill selection interface 240 is displayed in the graphical user interface 200. The character skill selection interface 240 includes a target virtual character identifier 241 and the character skills 242 of each target virtual character. After confirming the multiple character skills 242 selected by the player, the character skills 242 are highlighted. By triggering an operation on the confirmation control 243, the selected character skills are confirmed, thereby obtaining the skill combination of our faction. The graphical user interface 200 also displays a start control 250. The player enters the game by triggering an operation on the start control 250.
[0213] For further details, please refer to Figure 4 , Figure 4 This is a third schematic diagram of the graphical user interface provided in the embodiments of this disclosure, as shown below. Figure 4 As shown, the graphical user interface 200 displays the target virtual character 220 of our faction and the enemy virtual character 260. At the same time, after entering the game, the system issues multiple character skills 270 to our faction. Our faction can start the game by using the character skills 270. The graphical user interface 200 also displays prompt information 280. Players can determine the accumulation status of our faction's skill combinations by looking at the display in the prompt information 280.
[0214] For further details, please refer to Figure 5 , Figure 5 This is a fourth schematic diagram of the graphical user interface provided in the embodiments of this disclosure, as shown below. Figure 5 As shown, if a sliding operation is accepted to move the character skill 270 upwards, the player controls the target virtual character of their faction to release the character skill 270 to attack the enemy virtual character; if a sliding operation is accepted to move the character skill 270 downwards, the corresponding character skill 270 is adjusted to an unreleased state, and a lock icon 271 is displayed at the preset position of the character skill 270 to prevent the player from accidentally operating the character skill.
[0215] For further details, please refer to Figure 6 , Figure 6 This is the fifth schematic diagram of the graphical user interface provided in the embodiments of this disclosure, as shown below. Figure 6 As shown, if it is determined that the skills of the characters assigned to our faction include the skills of the characters that make up the skill combination, the corresponding character skill 281 in the prompt message 280 will be highlighted. At the same time, since not all characters in the skill combination have been fully accumulated, the skill release control 282 in the prompt message 280 is in an uninteractive state.
[0216] For further details, please refer to Figure 7 , Figure 7This is a sixth schematic diagram of the graphical user interface provided in the embodiments of this disclosure, as shown below. Figure 7 As shown, if it is determined that our faction has acquired all the character skills in the skill combination, all the character skills 281 in the prompt message 280 will be highlighted. At the same time, the skill release control 282 will be adjusted to an interactive state and highlighted. Players can release the skill combination towards the enemy virtual character by triggering the skill release control 282.
[0217] For further details, please refer to Figure 8 , Figure 8 This is the seventh schematic diagram of the graphical user interface provided in the embodiments of this disclosure, as shown below. Figure 8 As shown, after determining the skill combination released by our faction, the skill release effect animation is displayed in the first skill release animation display area 291 in the graphical user interface 200. Specifically, the first skill release animation display area 291 includes multiple first display sub-areas 2911, and the skill release animation corresponding to each character skill is displayed in each first display sub-area 2911. At the same time, after our faction releases the skill combination, the highlighting of each character skill 281 and skill release control 282 in the prompt information 280 is canceled, and our faction needs to accumulate character skills again.
[0218] For further details, please refer to Figure 9 , Figure 9 This is the eighth schematic diagram of the graphical user interface provided in the embodiments of this disclosure, as shown below. Figure 9 As shown, if both our faction and the enemy faction release skill combinations simultaneously, the graphical user interface 200 will simultaneously display a first skill release animation display area 291 and a second skill release animation display area 292. The first skill release animation display area 291 includes multiple first display sub-areas 2911, and each first display sub-area 2911 displays the skill release animation corresponding to each character's skill. The second skill release animation display area 292 includes multiple second display sub-areas 2921, and each second display sub-area 2921 displays the skill release animation corresponding to each enemy character's skill.
[0219] For further details, please refer to Figure 10 , Figure 10 This is the ninth schematic diagram of the graphical user interface provided in the embodiments of this disclosure, as shown below. Figure 10 As shown, Figure 10 As shown, in another gameplay mode, there are multiple virtual characters 210 to be selected in the graphical user interface. Each game includes multiple game sub-games. At the start of each game sub-game, the player selects a target virtual character 220 to join their side. That is, the number of target virtual characters in the player's side may be different in each game sub-game.
[0220] The information processing method in the game provided in this embodiment controls our faction to enter the game scene corresponding to the game match; determines the target virtual character to participate in the battle from the virtual characters of our faction, wherein the target virtual character is configured with at least one character skill; determines a faction skill pool consisting of at least character skills; during the battle, in response to our faction meeting the skill allocation conditions, at least a portion of the character skills in the faction skill pool are allocated to our faction so that our faction can use at least a portion of the character skills to fight; in response to the character skills held by our faction forming a preset skill combination, a prompt message of the skill combination is displayed in the graphical user interface, wherein the skill combination includes at least two character skills from the faction skill pool. In this way, after our faction enters the game, the faction skill pool is allocated to our faction's character skills based on the character skills of the target virtual characters participating in the battle. We can then release these character skills to engage in combat. At the same time, once it is confirmed that our faction possesses the preset skill combinations, a prompt message is displayed to remind our faction to use the skill combinations in combat. This enriches the diversity of the character skills that our faction can release and achieves different combat effects, further improving the efficiency between AI and players and enhancing the overall game experience.
[0221] Based on the same inventive concept, this disclosure also provides an information processing device in the game corresponding to the information processing method in the game. Since the principle of the device in this disclosure for solving the problem is similar to the information processing method in the game described above in this disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.
[0222] Please see Figure 11 , Figure 11 This is a schematic diagram of the structure of an information processing device for a game provided in an embodiment of this disclosure. Figure 11 As shown, the information processing device 1100 includes:
[0223] The game entry module 1110 is used to control our faction to enter the game scene corresponding to the game game;
[0224] The virtual character determination module 1120 is used to determine the target virtual character participating in the battle from the virtual characters of our faction, wherein the target virtual character is configured with at least one character skill;
[0225] Skill pool determination module 1130 is used to determine a faction skill pool consisting of at least the character's skills;
[0226] The skill allocation module 1140 is used to allocate at least a portion of the character skills in the faction skill pool to our faction during the battle, in response to our faction meeting the skill allocation conditions, so that our faction can use the at least a portion of the character skills to fight.
[0227] The skill combination display module 1150 is used to display a prompt message of the skill combination in the graphical user interface in response to the preset skill combination formed by the character skills held by our faction, wherein the skill combination includes at least two character skills from the faction's skill pool.
[0228] In an optional embodiment, the information processing device 1100 further includes an attack control module (not shown in the figure), the attack control module being used for:
[0229] The target virtual character is configured to automatically attack enemy virtual characters appearing in the game.
[0230] In an optional implementation, when the skill allocation module 1140 allocates at least a portion of the character skills in the faction's skill pool to our faction during a battle, in response to our faction meeting the skill allocation conditions, the skill allocation module 1140 is used to:
[0231] In response to the start of the game, a preset number of character skills from the faction skill pool are allocated to our faction;
[0232] During the game, in response to our faction releasing character skills, the number of character skills released by our faction is determined, and the number of character skills released by our faction in the faction skill pool is allocated to our faction.
[0233] In an optional embodiment, the information processing device 1100 further includes a character skill configuration module (not shown in the figure), the character skill configuration module being used for:
[0234] The at least one character skill is displayed in the graphical user interface;
[0235] In response to the fact that our faction does not meet the specified conditions, configure at least one character skill to be in a state where it does not respond to the release selection operation;
[0236] In response to our faction meeting specified conditions, at least one character skill is configured to respond to the release selection operation.
[0237] In one optional implementation, each character skill corresponds to a specific resource consumption; the information processing device 1100 further includes a specified condition judgment module (not shown in the figure), the specified condition judgment module being used for:
[0238] If the target resources possessed by our faction are less than the resources consumed by at least one of the character skills, it is determined that our faction does not meet the specified conditions.
[0239] In response to the fact that the target resources possessed by our faction are not less than the resource consumed by at least one of the character skills, it is determined that our faction meets the specified conditions.
[0240] In one optional implementation, each character skill includes a locked state and an unlocked state; the information processing device 1100 further includes a skill lock / unlock module (not shown in the figure), the skill lock / unlock module being used for:
[0241] In response to the locking operation on the at least one character skill, the at least one character skill is switched to a locked state, and it is determined that our faction does not meet the specified conditions;
[0242] In response to the unlocking operation for the at least one character skill, the at least one character skill is switched to an unlocked state, and it is determined that our faction meets the specified conditions.
[0243] In an optional embodiment, the information processing device 1100 further includes a resource consumption module (not shown in the figure), the resource consumption module being used for:
[0244] In response to a release command for a character skill in a state of responding to the release selection operation, based on the resource consumption corresponding to the character skill, control the consumption of at least a portion of the target resources of our faction, so that the target virtual character can cast the character skill in the game scene;
[0245] The target resources for our faction increase as the game duration increases.
[0246] In an optional embodiment, the information processing device 1100 further includes a skill combination release module (not shown in the figure), the skill combination release module being used for:
[0247] In response to a release operation targeting the preset skill combination, the preset skill combination is released without consuming the target resources of our faction.
[0248] In an optional embodiment, the information processing device 1100 further includes a skill combination determination module (not shown in the figure), which is used to determine the preset skill combination through the following steps:
[0249] Determine at least two character skills from the aforementioned faction skill pool as the preset skill combination; or,
[0250] At least one character skill is selected from the character skills configured for each target virtual character in our faction, and used as the preset skill combination.
[0251] In an optional embodiment, the information processing device 1100 further includes a skill selection interface display module (not shown in the figure), the skill selection interface display module being used for:
[0252] The graphical user interface displays a character skill selection interface, which shows at least one character skill configured for each target virtual character.
[0253] In one optional implementation, when the skill combination determination module determines at least one character skill from at least one character skill configured for each target virtual character of our faction, the skill combination determination module is configured to:
[0254] In response to a selection operation of at least one character skill displayed in the character skill selection interface, at least one character skill is determined for each target virtual character as the preset skill combination.
[0255] In one optional implementation, the prompt information for the skill combination includes: the individual character skills included in the preset skill combination and the combination skill release control.
[0256] In an optional embodiment, the information processing device 1100 further includes a battle control module (not shown in the figure), the battle control module being used for:
[0257] In response to the fact that the skills of the characters held by our faction do not constitute the preset skill combination, the control will configure the skill release control of the combination to a non-interactive state;
[0258] In response to the preset skill combination formed by the character skills held by our faction, the control configures the skill release control of the combination skill to an interactive state;
[0259] In response to the triggering operation of the combined skill release control in the interactive state, the player controls the player's faction to use the preset skill combination in battle.
[0260] In an optional embodiment, the information processing device 1100 further includes a skill highlighting module (not shown in the figure), the skill highlighting module being used for:
[0261] In response to the character skill assigned to our faction being a character skill from the preset skill set, the character skill is highlighted in the graphical user interface.
[0262] In one optional implementation, the character skills are presented in the form of virtual cards;
[0263] The direction of the locking operation is opposite to the direction of the unlocking operation.
[0264] In one optional implementation, if the game includes different sub-games, the number of our virtual characters participating in the game in each sub-game is different; the skill combination determination module is used to determine the preset skill combination of the character skills held by our faction through the following steps:
[0265] In response to the selection of target virtual characters, at least two target virtual characters are determined from the multiple friendly virtual characters participating in the current game sub-game;
[0266] In response to the selection operation of the character skills corresponding to each target virtual character, determine the character skills of each target virtual character, and determine the preset skill combination of the character skills held by our faction.
[0267] The information processing device in the game provided in this embodiment controls our faction to enter the game scene corresponding to the game match; determines the target virtual character to participate in the battle from the virtual characters of our faction, wherein the target virtual character is configured with at least one character skill; determines a faction skill pool consisting of at least character skills; during the battle, in response to our faction meeting the skill allocation conditions, at least a portion of the character skills in the faction skill pool are allocated to our faction so that our faction can use at least a portion of the character skills to fight; in response to the character skills held by our faction forming a preset skill combination, a prompt message of the skill combination is displayed in the graphical user interface, wherein the skill combination includes at least two character skills from the faction skill pool. In this way, after our faction enters the game, the faction skill pool is allocated to our faction's character skills based on the character skills of the target virtual characters participating in the battle. We can then release these character skills to engage in combat. At the same time, once it is confirmed that our faction possesses the preset skill combinations, a prompt message is displayed to remind our faction to use the skill combinations in combat. This enriches the diversity of the character skills that our faction can release and achieves different combat effects, further improving the efficiency between AI and players and enhancing the overall game experience.
[0268] Please see Figure 12 , Figure 12This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Figure 12 As shown, the electronic device 1200 includes a processor 1210, a memory 1220, and a bus 1230.
[0269] The memory 1220 stores machine-readable instructions executable by the processor 1210. When the electronic device 1200 is running, the processor 1210 communicates with the memory 1220 via the bus 1230, causing the processor 1210 to execute the following instructions during operation:
[0270] Control your faction to enter the corresponding game scene during the game;
[0271] Identify the target virtual character from among the virtual characters of our faction to participate in the battle, wherein the target virtual character is equipped with at least one character skill;
[0272] Determine a faction skill pool consisting of at least the aforementioned character skills;
[0273] During the battle, in response to our faction meeting the skill allocation conditions, at least a portion of the character skills in the faction's skill pool are allocated to our faction, so that our faction can use the at least a portion of the character skills to fight;
[0274] In response to the faction's characters possessing a preset skill combination, a prompt message for the skill combination is displayed in the graphical user interface, wherein the skill combination includes at least two character skills from the faction's skill pool.
[0275] In one optional implementation, the instructions executed by the processor 1210 further include:
[0276] The target virtual character is configured to automatically attack enemy virtual characters appearing in the game.
[0277] In one optional implementation, the instructions executed by the processor 1210, wherein during the battle, in response to our faction meeting the skill allocation conditions, at least a portion of the character skills in the faction skill pool are allocated to our faction, include:
[0278] In response to the start of the game, a preset number of character skills from the faction skill pool are allocated to our faction;
[0279] During the game, in response to our faction releasing character skills, the number of character skills released by our faction is determined, and the number of character skills released by our faction in the faction skill pool is allocated to our faction.
[0280] In one optional implementation, the instructions executed by the processor 1210 further include:
[0281] The at least one character skill is displayed in the graphical user interface;
[0282] In response to the fact that our faction does not meet the specified conditions, configure at least one character skill to be in a state where it does not respond to the release selection operation;
[0283] In response to our faction meeting specified conditions, at least one character skill is configured to respond to the release selection operation.
[0284] In one optional implementation, each character skill corresponds to a specific resource consumption; the instructions executed by the processor 1210 further include:
[0285] If the target resources possessed by our faction are less than the resources consumed by at least one of the character skills, it is determined that our faction does not meet the specified conditions.
[0286] In response to the fact that the target resources possessed by our faction are not less than the resource consumed by at least one of the character skills, it is determined that our faction meets the specified conditions.
[0287] In one optional implementation, each character skill includes a locked state and an unlocked state, and the instructions executed by the processor 1210 further include:
[0288] In response to the locking operation on the at least one character skill, the at least one character skill is switched to a locked state, and it is determined that our faction does not meet the specified conditions;
[0289] In response to the unlocking operation for the at least one character skill, the at least one character skill is switched to an unlocked state, and it is determined that our faction meets the specified conditions.
[0290] In one optional implementation, the instructions executed by the processor 1210 further include:
[0291] In response to a release command for a character skill in a state of responding to the release selection operation, based on the resource consumption corresponding to the character skill, control the consumption of at least a portion of the target resources of our faction, so that the target virtual character can cast the character skill in the game scene;
[0292] The target resources for our faction increase as the game duration increases.
[0293] In one optional implementation, the instructions executed by the processor 1210 further include:
[0294] In response to a release operation targeting the preset skill combination, the preset skill combination is released without consuming the target resources of our faction.
[0295] In one optional implementation, the preset skill combination is determined in the instructions executed by the processor 1210 through the following steps:
[0296] Determine at least two character skills from the aforementioned faction skill pool as the preset skill combination; or,
[0297] At least one character skill is selected from the character skills configured for each target virtual character in our faction, and used as the preset skill combination.
[0298] In one optional implementation, the instructions executed by the processor 1210 further include:
[0299] The graphical user interface displays a character skill selection interface, which shows at least one character skill configured for each target virtual character.
[0300] In one optional implementation, the instructions executed by the processor 1210, wherein determining at least one character skill from at least one character skill configured for each target virtual character of our faction, includes:
[0301] In response to a selection operation of at least one character skill displayed in the character skill selection interface, at least one character skill is determined for each target virtual character as the preset skill combination.
[0302] In one optional implementation, the prompt information for the skill combination includes: the individual character skills included in the preset skill combination and the combination skill release control.
[0303] In one optional implementation, the instructions executed by the processor 1210 further include:
[0304] In response to the fact that the skills of the characters held by our faction do not constitute the preset skill combination, the control will configure the skill release control of the combination to a non-interactive state;
[0305] In response to the preset skill combination formed by the character skills held by our faction, the control configures the skill release control of the combination skill to an interactive state;
[0306] In response to the triggering operation of the combined skill release control in the interactive state, the player controls the player's faction to use the preset skill combination in battle.
[0307] In one optional implementation, the instructions executed by the processor 1210 further include:
[0308] In response to the character skill assigned to our faction being a character skill from the preset skill set, the character skill is highlighted in the graphical user interface.
[0309] In one optional implementation, the character skills are presented in the form of virtual cards;
[0310] The direction of the locking operation is opposite to the direction of the unlocking operation.
[0311] In one optional implementation, if the game includes different sub-games, the number of our target virtual characters participating in the game in each sub-game is different; the instructions executed by the processor 1210 determine the preset skill combination of the character skills held by our faction through the following steps:
[0312] In response to the selection of target virtual characters, at least two target virtual characters are determined from the multiple friendly virtual characters participating in the current game sub-game;
[0313] In response to the selection operation of the character skills corresponding to each target virtual character, determine the character skills of each target virtual character, and determine the preset skill combination of the character skills held by our faction.
[0314] Through the above method, after our faction enters the game, based on the character skills of the target virtual character participating in the battle, the faction's skill pool is allocated to our faction's character skills, and we can release these skills to engage in combat. Simultaneously, once it is confirmed that our faction possesses a preset skill combination, a prompt message is displayed to indicate that our faction can use this skill combination in combat. This enriches the diversity of character skills our faction can unleash, achieving different combat effects and further improving player-versus-AI efficiency and overall game experience. Furthermore, once a player selects a target virtual character's skill, that skill is highlighted, allowing the player to more accurately determine the current skill combination and make corresponding adjustments to achieve better combinations, further increasing our faction's winning probability and player experience. Moreover, the system can allocate a preset number of skills to our faction... After a character uses a skill, it is locked. The locked skill cannot be released until the lock is released, reducing the probability of player misoperation and improving the accuracy of skill release and human-computer interaction efficiency. Furthermore, by displaying skill combination prompts in the graphical user interface, the accumulation of skill combinations within the player's faction can be directly and intuitively determined, as well as the precise timing for skill combination release, further improving skill release efficiency, human-computer interaction efficiency, and the player's probability of victory. Furthermore, to ensure the balance of resources within the player's faction and the player experience, releasing character skills through skill combinations will not consume the player's faction's virtual resources. Finally, to help players understand the effects of skill combinations, skill release animations corresponding to each character skill within the combination can be displayed after the skill combination is released.
[0315] This disclosure also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the following instructions:
[0316] Control your faction to enter the corresponding game scene during the game;
[0317] Identify the target virtual character from among the virtual characters of our faction to participate in the battle, wherein the target virtual character is equipped with at least one character skill;
[0318] Determine a faction skill pool consisting of at least the aforementioned character skills;
[0319] During the battle, in response to our faction meeting the skill allocation conditions, at least a portion of the character skills in the faction's skill pool are allocated to our faction, so that our faction can use the at least a portion of the character skills to fight;
[0320] In response to the faction's characters possessing a preset skill combination, a prompt message for the skill combination is displayed in the graphical user interface, wherein the skill combination includes at least two character skills from the faction's skill pool.
[0321] In one optional implementation, the instructions executed by the computer-readable storage medium further include:
[0322] The target virtual character is configured to automatically attack enemy virtual characters appearing in the game.
[0323] In one optional implementation, the instructions executable by the computer-readable storage medium, wherein during a battle, in response to our faction meeting the skill allocation conditions, at least a portion of the character skills in the faction's skill pool are allocated to our faction, include:
[0324] In response to the start of the game, a preset number of character skills from the faction skill pool are allocated to our faction;
[0325] During the game, in response to our faction releasing character skills, the number of character skills released by our faction is determined, and the number of character skills released by our faction in the faction skill pool is allocated to our faction.
[0326] In one optional implementation, the instructions executed by the computer-readable storage medium further include:
[0327] The at least one character skill is displayed in the graphical user interface;
[0328] In response to the fact that our faction does not meet the specified conditions, configure at least one character skill to be in a state where it does not respond to the release selection operation;
[0329] In response to our faction meeting specified conditions, at least one character skill is configured to respond to the release selection operation.
[0330] In one optional implementation, each character skill corresponds to a specific resource consumption; the instructions executable by the computer-readable storage medium further include:
[0331] If the target resources possessed by our faction are less than the resources consumed by at least one of the character skills, it is determined that our faction does not meet the specified conditions.
[0332] In response to the fact that the target resources possessed by our faction are not less than the resource consumed by at least one of the character skills, it is determined that our faction meets the specified conditions.
[0333] In one optional implementation, each of the character skills includes a locked state and an unlocked state, and the instructions executable by the computer-readable storage medium further include:
[0334] In response to the locking operation on the at least one character skill, the at least one character skill is switched to a locked state, and it is determined that our faction does not meet the specified conditions;
[0335] In response to the unlocking operation for the at least one character skill, the at least one character skill is switched to an unlocked state, and it is determined that our faction meets the specified conditions.
[0336] In one optional implementation, the instructions executed by the computer-readable storage medium further include:
[0337] In response to a release command for a character skill in a state of responding to the release selection operation, based on the resource consumption corresponding to the character skill, control the consumption of at least a portion of the target resources of our faction, so that the target virtual character can cast the character skill in the game scene;
[0338] The target resources for our faction increase as the game duration increases.
[0339] In one optional implementation, the instructions executed by the computer-readable storage medium further include:
[0340] In response to a release operation targeting the preset skill combination, the preset skill combination is released without consuming the target resources of our faction.
[0341] In one alternative implementation, the preset skill combination is determined in the instructions executable by the computer-readable storage medium through the following steps:
[0342] Determine at least two character skills from the aforementioned faction skill pool as the preset skill combination; or,
[0343] At least one character skill is selected from the character skills configured for each target virtual character in our faction, and used as the preset skill combination.
[0344] In one optional implementation, the instructions executed by the computer-readable storage medium further include:
[0345] The graphical user interface displays a character skill selection interface, which shows at least one character skill configured for each target virtual character.
[0346] In one optional implementation, the instructions executable by the computer-readable storage medium, wherein determining at least one character skill from at least one character skill configured for each target virtual character of our faction, includes:
[0347] In response to a selection operation of at least one character skill displayed in the character skill selection interface, at least one character skill is determined for each target virtual character as the preset skill combination.
[0348] In one optional implementation, the prompt information for the skill combination includes: the individual character skills included in the preset skill combination and the combination skill release control.
[0349] In one optional implementation, the instructions executed by the computer-readable storage medium further include:
[0350] In response to the fact that the skills of the characters held by our faction do not constitute the preset skill combination, the control will configure the skill release control of the combination to a non-interactive state;
[0351] In response to the preset skill combination formed by the character skills held by our faction, the control configures the skill release control of the combination skill to an interactive state;
[0352] In response to the triggering operation of the combined skill release control in the interactive state, the player controls the player's faction to use the preset skill combination in battle.
[0353] In one optional implementation, the instructions executed by the computer-readable storage medium further include:
[0354] In response to the character skill assigned to our faction being a character skill from the preset skill set, the character skill is highlighted in the graphical user interface.
[0355] In one optional implementation, the character skills are presented in the form of virtual cards;
[0356] The direction of the locking operation is opposite to the direction of the unlocking operation.
[0357] In one optional implementation, if the game includes different sub-games, the number of our target virtual characters participating in the game in each sub-game is different; the instructions executed by the computer-readable storage medium determine, through the following steps, that the character skills held by our faction constitute a preset skill combination:
[0358] In response to the selection of target virtual characters, at least two target virtual characters are determined from the multiple friendly virtual characters participating in the current game sub-game;
[0359] In response to the selection operation of the character skills corresponding to each target virtual character, determine the character skills of each target virtual character, and determine the preset skill combination of the character skills held by our faction.
[0360] Through the above method, after our faction enters the game, based on the character skills of the target virtual character participating in the battle, the faction's skill pool is allocated to our faction's character skills, and we can release these skills to engage in combat. Simultaneously, once it is confirmed that our faction possesses a preset skill combination, a prompt message is displayed to indicate that our faction can use this skill combination in combat. This enriches the diversity of character skills our faction can unleash, achieving different combat effects and further improving player-versus-AI efficiency and overall game experience. Furthermore, once a player selects a target virtual character's skill, that skill is highlighted, allowing the player to more accurately determine the current skill combination and make corresponding adjustments to achieve better combinations, further increasing our faction's winning probability and player experience. Moreover, the system can allocate a preset number of skills to our faction... After a character uses a skill, it is locked. The locked skill cannot be released until the lock is released, reducing the probability of player misoperation and improving the accuracy of skill release and human-computer interaction efficiency. Furthermore, by displaying skill combination prompts in the graphical user interface, the accumulation of skill combinations within the player's faction can be directly and intuitively determined, as well as the precise timing for skill combination release, further improving skill release efficiency, human-computer interaction efficiency, and the player's probability of victory. Furthermore, to ensure the balance of resources within the player's faction and the player experience, releasing character skills through skill combinations will not consume the player's faction's virtual resources. Finally, to help players understand the effects of skill combinations, skill release animations corresponding to each character skill within the combination can be displayed after the skill combination is released.
[0361] Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.
[0362] In the several embodiments provided in this disclosure, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the shown or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.
[0363] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0364] In addition, the functional units in the various embodiments of this disclosure can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.
[0365] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0366] Finally, it should be noted that the above-described embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.
Claims
1. An information processing method in a game, characterized in that, The information processing method includes providing a graphical user interface via a terminal device: Control your faction to enter the corresponding game scene during the game; Identify the target virtual character from among the virtual characters of our faction to participate in the battle, wherein the target virtual character is equipped with at least one character skill; Determine a faction skill pool consisting of at least the aforementioned character skills; During the battle, in response to our faction meeting the skill allocation conditions, at least a portion of the character skills in the faction's skill pool are allocated to our faction, so that our faction can use the at least a portion of the character skills to fight; In response to the faction's characters possessing a preset skill combination, a prompt message for the skill combination is displayed in the graphical user interface, wherein the skill combination includes at least two character skills from the faction's skill pool.
2. The information processing method according to claim 1, characterized in that, The information processing method further includes: The target virtual character is configured to automatically attack enemy virtual characters appearing in the game.
3. The information processing method according to claim 1, characterized in that, During the battle, in response to our faction meeting the skill allocation conditions, at least a portion of the character skills in the faction's skill pool are allocated to our faction, including: In response to the start of the game, a preset number of character skills from the faction skill pool are allocated to our faction; During the game, in response to our faction releasing character skills, the number of character skills released by our faction is determined, and the number of character skills released by our faction in the faction skill pool is allocated to our faction.
4. The information processing method according to claim 2, characterized in that, The information processing method further includes: The at least one character skill is displayed in the graphical user interface; In response to the fact that our faction does not meet the specified conditions, configure at least one character skill to not respond to the release selection operation; In response to our faction meeting specified conditions, at least one character skill is configured to respond to the release selection operation.
5. The information processing method according to claim 4, characterized in that, Each of the aforementioned character skills corresponds to a specific resource consumption. The information processing method further includes: If the target resources possessed by our faction are less than the resource consumed by at least one of the character skills, it is determined that our faction does not meet the specified conditions. In response to the fact that the target resources possessed by our faction are not less than the resource consumed by at least one of the character skills, it is determined that our faction meets the specified conditions.
6. The information processing method according to claim 4, characterized in that, Each of the character skills includes a locked state and an unlocked state, and the information processing method further includes: In response to the locking operation on the at least one character skill, the at least one character skill is switched to a locked state, and it is determined that our faction does not meet the specified conditions; In response to the unlocking operation for the at least one character skill, the at least one character skill is switched to an unlocked state, and it is determined that our faction meets the specified conditions.
7. The information processing method according to claim 5 or 6, characterized in that, The information processing method further includes: In response to a release command for a character skill in a state of responding to the release selection operation, based on the resource consumption corresponding to the character skill, control the consumption of at least a portion of the target resources of our faction, so that the target virtual character can cast the character skill in the game scene; The target resources for our faction increase as the game duration increases.
8. The information processing method according to claim 1, characterized in that, The information processing method further includes: In response to a release operation targeting the preset skill combination, the preset skill combination is released without consuming the target resources of our faction.
9. The information processing method according to claim 1, characterized in that, The preset skill combination is determined through the following steps: Determine at least two character skills from the aforementioned faction skill pool as the preset skill combination; or, At least one character skill is selected from the character skills configured for each target virtual character in our faction, and used as the preset skill combination.
10. The information processing method according to claim 9, characterized in that, After identifying the target virtual character participating in the battle from the virtual characters of our faction, the information processing method further includes: The graphical user interface displays a character skill selection interface, which shows at least one character skill configured for each target virtual character.
11. The information processing method according to claim 10, characterized in that, The step of determining at least one character skill from at least one character skill configured for each target virtual character in our faction includes: In response to a selection operation of at least one character skill displayed in the character skill selection interface, at least one character skill is determined for each target virtual character as the preset skill combination.
12. The information processing method according to claim 1, characterized in that, The prompt information for the skill combination includes: the individual character skills included in the preset skill combination, as well as the control for releasing the combined skill.
13. The information processing method according to claim 12, characterized in that, The information processing method further includes: In response to the fact that the skills of the characters held by our faction do not constitute the preset skill combination, the control will configure the skill release control of the combination to a non-interactive state; In response to the preset skill combination formed by the character skills held by our faction, the control configures the skill release control of the combination skill to an interactive state; In response to the triggering operation of the combined skill release control in the interactive state, the player controls the player's faction to use the preset skill combination in battle.
14. The information processing method according to claim 1, characterized in that, The information processing method further includes: In response to the character skill assigned to our faction being a character skill from the preset skill set, the character skill is highlighted in the graphical user interface.
15. The information processing method according to claim 6, characterized in that, The character skills are presented in the form of virtual cards; The direction of the locking operation is opposite to the direction of the unlocking operation.
16. The information processing method according to claim 1, characterized in that, If the game includes different sub-games, the number of our target virtual characters participating in the game in each sub-game is different; The following steps are used to determine the preset skill combinations of the characters held by our faction: In response to the selection of target virtual characters, at least two target virtual characters are determined from the multiple friendly virtual characters participating in the current game sub-game; In response to the selection operation of the character skills corresponding to each target virtual character, determine the character skills of each target virtual character, and determine the preset skill combination of the character skills held by our faction.
17. An information processing device for games, characterized in that, The information processing device provides a graphical user interface via a terminal device, comprising: The match entry module is used to control our team to enter the game scene corresponding to the match. The virtual character determination module is used to determine the target virtual character to participate in the battle from the virtual characters of our faction, wherein the target virtual character is configured with at least one character skill; The skill pool determination module is used to determine the faction skill pool, which consists of at least the character's skills; The skill allocation module is used to allocate at least a portion of the character skills in the skill pool of the faction to the faction during the battle, in response to the faction meeting the skill allocation conditions, so that the faction can use the at least a portion of the character skills to fight. A skill combination display module is used to display a prompt message for a preset skill combination in the graphical user interface in response to the character skills held by our faction. The skill combination includes at least two character skills from the faction's skill pool.
18. An electronic device, characterized in that, include: The device includes a processor, a memory, and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the memory via the bus, and the processor executes the machine-readable instructions to perform the steps of the information processing method in a game as described in any one of claims 1 to 16.
19. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of the information processing method in the game according to any one of claims 1 to 16.