Game skill interaction method, game skill release method, device and storage medium

CN122894725APending Publication Date: 2026-10-13GUANGZHOU CULUO TECH CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202611199739.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-08-07
Publication Date
2026-10-13

AI Technical Summary

Technical Problem

[0002]在现有的多角色游戏中,各游戏角色的技能体系通常相互独立,每个角色拥有固定的技能组,玩家仅能操控当前出战角色释放其自身配置的技能,无法跨角色借用其他角色的技能效果

Benefits of technology

[0012]在本公开实施例中,通过技能栏状态显示、目标第二虚拟角色选择与技能信息展示、同步率达标解锁装配权限、以及技能配置与槽位状态更新的协同配合,实现了跨角色技能的可视化配置与权限管理。该方案使第一虚拟角色在不切换出战角色的前提下,通过技能槽位配置即可获得释放或继承第二虚拟角色技能的能力——无论是替换原有技能、获得被动属性加成,还是联动触发额外效果,均能通过统一的配置流程实现,有效覆盖了主动技能与被动技能的不同生效场景。同时,将技能借用权限与第二虚拟角色的养成进度直接关联,提升了多角色养成的投入产出效率,增强了玩家培养多个角色的内在激励。

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN122894725A_ABST
    Figure CN122894725A_ABST
Patent Text Reader

Abstract

The present disclosure provides a game skill interaction method, a game skill release method, a device and a storage medium, and relates to the technical field of computers, in particular to the technical field of image processing, graphics rendering, visual interaction and the like. The specific implementation scheme is as follows: a skill bar of a first virtual character is displayed; in response to a selection operation on any second virtual character, the selected second virtual character is determined as a target second virtual character, and skill information of the target second virtual character is displayed in an unlocked state; in response to the synchronization rate of the target second virtual character meeting a preset threshold, the display state of the skill information is switched to a locked state; in response to an assembly operation on at least one game skill, the at least one game skill is configured in a target skill slot of the skill bar, and the target skill slot is updated from an unoccupied state to an occupied state, so that the first virtual character obtains a skill effect corresponding to the at least one game skill of the target second virtual character.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This disclosure relates to the field of computer technology, and in particular to the fields of image processing, graphics rendering, and visual interaction, specifically to game skill interaction methods, game skill release methods, devices, and storage media. Background Technology

[0002] In existing multi-character games, each character's skill system is usually independent, with each character having a fixed skill set. Players can only control the currently deployed character to unleash their own configured skills and cannot borrow skill effects from other characters. Even if players develop multiple characters, they are still limited by the skill combinations of a single character in battle, resulting in a single dimension of combat strategy. The value of character combinations is limited to team switching, making it difficult to form effective skill synergy.

[0003] Meanwhile, in the existing character development system, the investment in character development can only improve the character's own combat ability and cannot transfer the development results to other characters. This leads to a lack of motivation for players to continue developing other characters after their main character's development is saturated. The input-output efficiency of the multi-character development system is low, and the game resources are not fully utilized. Summary of the Invention

[0004] This disclosure provides a game skill interaction method, a game skill release method, a device, and a storage medium.

[0005] According to one aspect of this disclosure, a game skill interaction method is provided, comprising: displaying a skill bar of a first virtual character, the skill bar including skill slots in an unoccupied state; in response to a selection operation of any second virtual character, identifying the selected second virtual character as a target second virtual character, and displaying the skill information of the target second virtual character in an unlocked state; in response to a synchronization rate of the target second virtual character satisfying a preset threshold, switching the display state of the skill information to an unlocked state to prompt the user to obtain the permission to equip at least one game skill corresponding to the target second virtual character, the synchronization rate being used to characterize the development progress of the target second virtual character; in response to an equipping operation for at least one game skill, configuring at least one game skill in a target skill slot of the skill bar, and updating the target skill slot from an unoccupied state to an occupied state, so that the first virtual character obtains the skill effect corresponding to at least one game skill of the target second virtual character; the skill effect includes at least one of the following: direct use of the game skill, enhancement of existing skills of the first virtual character, or superposition with existing skills of the first virtual character.

[0006] According to another aspect of this disclosure, a method for releasing a game skill is provided, comprising: displaying a skill release preparation effect in response to a release operation targeting a game skill; switching the character model of a first virtual character to the character model of a second virtual character and playing a model switching animation; acquiring attribute data of the first virtual character and determining the effect value of the target game skill based on the attribute data; playing the skill effect corresponding to the target game skill, wherein the skill effect is the skill effect of the second virtual character, and the display effect of the skill effect is determined based on the effect value; and playing a restoration animation in response to the completion of the release of the target game skill or the fulfillment of a preset end condition, so as to restore the character model of the second virtual character to the character model of the first virtual character.

[0007] According to another aspect of this disclosure, a game skill interaction device is provided, comprising: a display module for displaying a skill bar of a first virtual character, the skill bar including skill slots in an unoccupied state; a selection module for, in response to a selection operation on any second virtual character, identifying the selected second virtual character as a target second virtual character and displaying the skill information of the target second virtual character in an unlocked state; a permission unlocking module for, in response to a synchronization rate of the target second virtual character satisfying a preset threshold, switching the display state of the skill information to an unlocked state to prompt the user to obtain permission to equip at least one game skill corresponding to the target second virtual character, the synchronization rate being used to characterize the development progress of the target second virtual character; and an assembly module for, in response to an assembly operation on at least one game skill, configuring at least one game skill in a target skill slot of the skill bar and updating the target skill slot from an unoccupied state to an occupied state, so that the first virtual character obtains the skill effect corresponding to at least one game skill of the target second virtual character; the skill effect includes at least one of the following: direct use of the game skill, enhancement of existing skills of the first virtual character, or superposition with existing skills of the first virtual character.

[0008] According to another aspect of this disclosure, a game skill release device is provided, comprising: a skill bar display module for displaying the skill bar of a first virtual character, wherein a target game skill of a second virtual character is configured in the target skill slot of the skill bar, wherein the target game skill is configured in the target skill slot after the synchronization rate of the second virtual character meets a preset threshold; a release response module for displaying a skill release preparation effect in response to a release operation of the target game skill when the skill effect of the target game skill is a skill replacement method; a model switching module for switching the character model of the first virtual character to the character model of the second virtual character and playing a model switching animation; wherein the playback parameters of the model switching animation are related to the synchronization rate; an effect calculation module for acquiring attribute data of the first virtual character and determining the effect value of the target game skill based on the attribute data; an effect playback module for playing the skill effect corresponding to the target game skill, wherein the skill effect is the skill effect of the second virtual character, and the display effect of the skill effect is determined based on the effect value; and a state restoration module for playing a restoration animation in response to the completion of the release of the target game skill or the fulfillment of a preset end condition, so as to restore the character model of the second virtual character to the character model of the first virtual character.

[0009] According to another aspect of this disclosure, an electronic device is provided, comprising: at least one processor; and a memory communicatively connected to the at least one processor; wherein the memory stores instructions executable by the at least one processor, the instructions being executed by the at least one processor to enable the at least one processor to perform any of the methods described in the embodiments of this disclosure.

[0010] According to another aspect of this disclosure, a non-transitory computer-readable storage medium is provided storing computer instructions, wherein the computer instructions are used to cause a computer to perform any of the methods according to embodiments of this disclosure.

[0011] According to another aspect of this disclosure, a computer program product is provided, including a computer program that, when executed by a processor, implements any of the methods according to embodiments of this disclosure.

[0012] In this embodiment, cross-character skill visualization and permission management are achieved through the coordinated operation of skill bar status display, selection of the target second virtual character and skill information display, unlocking equipment permissions upon achieving a synchronization rate target, and skill configuration and slot status updates. This solution allows the first virtual character to gain the ability to release or inherit the skills of the second virtual character through skill slot configuration without switching the active character—whether it's replacing existing skills, gaining passive attribute bonuses, or triggering additional effects, all can be achieved through a unified configuration process, effectively covering different effective scenarios for active and passive skills. Simultaneously, directly linking skill borrowing permissions to the development progress of the second virtual character improves the return on investment for multi-character development and enhances the intrinsic motivation for players to cultivate multiple characters.

[0013] At the interaction level, through the status switching prompts of "unlocked → unlocked" and the slot status updates of "unoccupied → occupied", users can clearly perceive the progress of skill permission acquisition and configuration results, reducing the cognitive burden of cross-role skill management and optimizing human-computer interaction efficiency.

[0014] In terms of combat strategy, players can flexibly choose skills from different sources according to different battle situations, forming diverse skill combination strategies. This upgrades character matching from simply "changing characters to fight" to "dynamic combination of skill resource pools," effectively solving the technical problems of incompatibility between characters' skills and insufficient incentives for developing multiple characters.

[0015] It should be understood that the description in this section is not intended to identify key or essential features of the embodiments of this disclosure, nor is it intended to limit the scope of this disclosure. Other features of this disclosure will become readily apparent from the following description. Attached Figure Description

[0016] The accompanying drawings are provided to better understand this solution and do not constitute a limitation of this disclosure. Wherein: Figure 1 This is a schematic diagram of the network architecture of a virtual object display scene according to an embodiment of the present disclosure; Figure 2 This is a flowchart illustrating a game skill interaction method according to an embodiment of the present disclosure; Figure 3 This is a schematic diagram of the entry interface for modifying skills for a single character according to an embodiment of this disclosure; Figure 4 This is a flowchart illustrating a game skill release method according to an embodiment of the present disclosure; Figure 5 This is a schematic diagram of the composition structure of a game skill interaction device according to an embodiment of the present disclosure; Figure 6 This is a schematic diagram of the composition structure of a game skill release device according to an embodiment of the present disclosure; Figure 7 This is a block diagram of an electronic device used to implement the game skill interaction method and / or game skill release method of the embodiments of this disclosure. Detailed Implementation

[0017] The exemplary embodiments of this disclosure are described below with reference to the accompanying drawings, including various details of the embodiments to aid understanding, and should be considered merely exemplary. Therefore, those skilled in the art will recognize that various changes and modifications can be made to the embodiments described herein without departing from the scope of this disclosure. Similarly, for clarity and brevity, descriptions of well-known functions and structures are omitted in the following description.

[0018] The terms “first,” “second,” etc., used in this disclosure are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. Furthermore, the terms “comprising” and “having,” and any variations thereof, are intended to cover non-exclusive inclusion, such as including a series of steps or units. A method, system, product, or apparatus is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to these processes, methods, products, or apparatuses.

[0019] It should be noted that, unless it is explicitly stated that there is a sequential order of execution between different operations, or that there is a sequential order of execution between different operations in terms of technical implementation, the execution order between multiple operations may not be significant, and multiple operations may be executed simultaneously.

[0020] In related technologies, some games have introduced character transformation or skill-adding mechanisms. However, existing transformation mechanisms are mostly limited to story cutscenes or fixed form switching, and do not support players transforming into other developed characters and unleashing their unique skills. Skill-adding mechanisms usually only provide numerical bonuses and cannot achieve cross-character transfer of skill effects. In addition, the combat ability improvement gained by players from developing new characters is limited and difficult to effectively transfer to other characters, resulting in insufficient motivation to develop multiple characters.

[0021] In view of this, this disclosure provides a method for game skill interaction and a method for game skill release. This method can be applied to a server or a terminal device, and some steps can be performed by the server and some steps by the terminal device.

[0022] Figure 1This is a schematic diagram of a network architecture for a virtual object display scene according to an embodiment of the present disclosure. It exemplarily describes how a game skill interaction method and / or game skill release method can be implemented using this network architecture. The present disclosure is not limited to game skill interaction methods and game skill release methods on a single machine (e.g., offline single-player mode) or multiple machines (e.g., online multiplayer mode). Figure 1 As shown, this network architecture includes a backend server 101, an internet connection 102, and an interactive terminal 103. The interactive terminal 103 connects to the backend server 101 via the internet connection 102. In the exemplary game scenario, the backend server 101 may include a database for storing data. The backend server 101 can also function as a server or server cluster for game processing logic, used for virtual object / virtual object model management, game scene management, game task management, game combat calculation, game leaderboard maintenance, teammate / friend relationship management, etc. The internet connection 102 acts as a connection hub, responsible for routing and forwarding data packets. The interactive terminal 103 includes various types of terminal devices (such as mobile terminal 1031, tablet terminal 1032, PC terminal 1033, smart TV / console 1034, game client 1035, etc.). Each terminal device runs a computer program product. When executed by a processor, this computer program can implement the game skill interaction method provided in any embodiment of this disclosure, enabling the first virtual character to release the skills of a second virtual character without switching battle characters. This directly links skill borrowing permissions to the development progress of the second virtual character, improving the return on investment for multi-character development and expanding the dimensions of combat strategy. When executed by a processor, this computer program can also implement the game skill release method provided in any embodiment of this disclosure. While enriching the dimensions of combat skill combinations, it maintains the rationality of development value through a visual-numerical decoupling mechanism, making the combat experience more strategically deep and immersive. Each terminal device can receive data from the backend server 101 in real time via the Internet 102 and upload local operation commands.

[0023] Optionally, each terminal device employs differentiated hardware inputs. Mobile terminal 1031 and tablet terminal 1032 can rely on touchscreen gesture recognition; PC terminal 1033 can combine high-precision keyboard and mouse input; smart TV / console 1034 can adapt to joystick input and physical button input; game client 1035 can have built-in joystick input and physical button input. The system's underlying driver can uniformly convert these heterogeneous inputs into a standardized game command format and upload it to the backend server 101.

[0024] Optionally, to ensure consistent display effects across different terminal devices with varying hardware performance in the same scene, the system can forcibly lock the frame rate and eliminate screen tearing through synchronization technology. Each terminal device can periodically send heartbeat packets to the backend server to verify the current action frame rate. If a delay or stutter is detected, the backend server will automatically reduce the frequency or interpolate to compensate for the limitations of each terminal device, ensuring that the virtual object actions displayed on all terminal devices are completely synchronized.

[0025] Optionally, the core processing involved in the above game processing logic can be independently deployed on the interactive terminal 103 to complete all functions of virtual object action display, or it can be independently deployed on the backend server 101 and only complete the display function on the interactive terminal 103. Alternatively, one or more processing logics can be distributed and deployed on multiple nodes of the network architecture (interactive terminal 103, backend server 101 as server / server cluster) to cooperate in completing all functions of virtual object action display.

[0026] Figure 2 This is a flowchart illustrating a game skill interaction method according to an embodiment of the present disclosure. This method can be applied to a game skill interaction device, for example, deployed on a terminal, server, or other processing device in a single-machine, multi-machine, or cluster system, to perform game skill interaction tasks. In some possible implementations, the method can also be implemented by a processor calling computer-readable instructions stored in memory. Figure 2 As shown, this method is applied in a graphical user interface (GUI) and includes: S201. Display the skill bar of the first virtual character, which includes skill slots that are not currently occupied.

[0027] In some examples, the graphical user interface can be the main game interface, a character details interface, a battle preparation interface, or other interfaces used to display virtual characters and their skill configurations. Furthermore, it can also be a character development interface, a skill assembly interface, a team configuration interface, etc.

[0028] In some examples, the skill bar contains at least one skill slot, each slot holding one game skill. Skill slots have different display states to indicate whether they are currently occupied by a skill. For example, unoccupied skill slots are presented in a first display style, such as a gray hollow slot or an empty slot with a "+" sign, to indicate to the player that the slot is available to equip a skill.

[0029] S202. In response to the selection operation of any second virtual character, the selected second virtual character is identified as the target second virtual character, and the skill information of the target second virtual character is displayed in an unlocked state.

[0030] According to embodiments of this disclosure, the selection operation for any second virtual character includes at least one of the following: clicking on the character identifier of any second virtual character; dragging the skill control, wherein the release position of the drag operation corresponds to the display area of ​​the character identifier of any second virtual character; or long-pressing the character identifier of any second virtual character.

[0031] In some examples, a click action refers to a single-click or double-click interaction performed by the user on the character identifier of the second virtual character in the graphical user interface. The character identifier of the second virtual character can be represented as a character avatar, character name label, character icon, or character card, and is displayed in a preset area of ​​the graphical user interface, such as the teammate list area, the nearby player list area, or the character selection panel.

[0032] In some examples, when a user clicks on the character icon of any second virtual character, the system responds to the click by identifying that second virtual character as the target second virtual character. In response to this identification, the graphical user interface can display appropriate visual feedback, such as highlighting, enlarging, adding a checkbox, or changing the background color of the selected character icon, to indicate to the user that the character has been selected. Subsequently, the system retrieves the skill information of the target second virtual character and displays it in the graphical user interface for the user to view.

[0033] In some examples, drag-and-drop refers to a series of interactive actions performed by the user on a skill control within a graphical user interface, involving pressing and moving the control. Skill controls can be graphical elements such as skill icons in a skill bar, shortcut skill buttons, or draggable skill cards.

[0034] In some examples, the user first presses and holds a skill control (e.g., presses the left mouse button or touches and holds the finger in contact), and then drags the skill control around in the graphical user interface. When the user drags the skill control to the display area of ​​the character icon of any second virtual character, the system detects that the release position of the drag overlaps with the display area of ​​the character icon or enters its preset response range, thus determining it as a valid drag operation.

[0035] In some examples, the release location corresponding to the display area of ​​the character identifier may include the following criteria: the skill control and the display area of ​​the character identifier at least partially overlap; the center point of the skill control is located within the display area of ​​the character identifier; or the preset anchor point of the skill control (such as the control vertex or drag point) falls within the boundary of the display area of ​​the character identifier. When any of the above conditions are met, the system determines the second virtual character as the target second virtual character.

[0036] In some examples, during the drag-and-drop process, the display area of ​​the character icon can provide dynamic visual feedback, such as highlighting the area border, changing the area fill color, enlarging the character icon, or displaying a snap-to-click effect, to guide the user to accurately drag the skill control to the target location. When the release position is valid, the system plays a confirmation animation (such as a flashing light effect or a control return animation) and displays the skill information of the target second virtual character.

[0037] In some examples, a long press refers to a user's interaction action in the graphical user interface where they continuously press and hold the character icon of a second virtual character for a duration exceeding a preset threshold. The preset duration threshold can be set according to the game's interaction design requirements.

[0038] In some examples, when a user long-presses on the character icon of any second virtual character, the system starts timing and monitors the duration of the press. During the press, the character icon may display dynamic feedback, such as a color gradient, a slight size change, or a progress ring, to indicate the progress of the long press. When the press duration reaches a preset duration threshold, the system responds to the long press operation, identifies that second virtual character as the target second virtual character, and displays the target second virtual character's skill information.

[0039] By providing three different selection methods—click, drag, and long press—this disclosure allows users to flexibly choose the appropriate interaction method to select the target second virtual character based on their own operating habits and the current game scenario. These three interaction methods complement each other, jointly improving the user's interaction convenience and operational accuracy in different operating situations.

[0040] In some examples, in response to the selection operation described above, the currently selected second virtual character is identified, and its identity information (such as character identifier (ID), character type, skill configuration, etc.) is obtained, thus designating it as the target second virtual character. Simultaneously, the target second virtual character's skill information is displayed in the graphical user interface. This skill information includes at least one of the following: skill name, skill type, and skill effect description. The skill information is displayed in an unlocked state, such as grayed out or marked with a lock icon, to indicate to the player that the skill is currently unavailable for equipping.

[0041] S203. In response to the synchronization rate of the target second virtual character meeting a preset threshold, the display status of the skill information is switched to the unlocked state to prompt that the user has obtained the permission to equip at least one game skill corresponding to the target second virtual character. The synchronization rate is used to characterize the development progress of the target second virtual character.

[0042] In some examples, synchronization rate is a numerical indicator representing the progress of developing a second virtual character, which can be improved by completing development tasks.

[0043] According to an embodiment of this disclosure, the method for determining the synchronization rate of the target second virtual character includes: in response to a completion event of a training task for the target second virtual character, displaying a synchronization rate increase animation and increasing the synchronization rate of the target second virtual character.

[0044] In some examples, character progression tasks may include tasks to increase character level, tasks to complete game matches, tasks to clear specific dungeons, and tasks to perform specific character progression actions. The increase in synchronization rate upon completion of different progression tasks may vary, with higher-difficulty tasks resulting in larger increases.

[0045] The character level-up task refers to raising the target second virtual character's character level to a specified level. For example, when the target second virtual character advances from its current level to the next level, the system determines that the development task is completed and triggers a synchronization rate increase event. The greater the level increase, the higher the corresponding increase in synchronization rate; for example, each level increase adds 5 points to the synchronization rate, and every five levels increase adds an additional 10 points.

[0046] Completing game matches refers to playing a specified number of games using the target second virtual character. For example, the system determines that the training task is completed when the target second virtual character has played a total of 3, 5, or 10 battle matches. The types of game matches can include Player Versus Environment (PVE) matches, Player Versus Player (PVP) matches, or competitive mode matches, etc. Different match types can be assigned different synchronization rate reward values.

[0047] A designated dungeon completion task refers to clearing a specific dungeon associated with the target secondary virtual character. For example, when the target secondary virtual character clears a particular dungeon level, the system determines that the development task is complete. Dungeons associated with the target secondary virtual character can include character-specific dungeons, story dungeons, or challenge dungeons. Clearing dungeons of different difficulty levels will correspond to different synchronization rate increases.

[0048] A designated character development task refers to completing a specific character development action for the target second virtual character. These actions may include at least one of the following: upgrading the target second virtual character's skills, equipping the target second virtual character with designated gear, increasing the target second virtual character's talent level, breaking the target second virtual character's level cap, or unlocking new skills for the target second virtual character. For example, when the target second virtual character's skills reach the maximum level, the system determines that the character development task is complete and triggers a synchronization rate increase event.

[0049] In some examples, synchronization rate increase animations are used to visually reflect changes in synchronization rate within the graphical user interface. These animations can take many forms: for example, a synchronization rate progress bar animation that shows the synchronization rate gradually increasing as it fills the bar; or a synchronization rate value that jumps and updates, visually reflecting the change in the synchronization rate value through dynamic numerical changes; or a cue animation with light effects or flashing icons to enhance the player's sense of achievement.

[0050] In some examples, increasing the synchronization rate of the target second virtual character refers to adding a corresponding numerical increment to the cumulative synchronization rate value of the target second virtual character based on the specific type and completion status of the development task. The synchronization rate value can be stored in the character data on the server side for continuous tracking and maintenance during game matches. Different development tasks can be configured with different synchronization rate increment values. For example, completing a character level-up task can increase the synchronization rate by 10 points, completing a game match completion task can increase the synchronization rate by 5 points, completing a specified dungeon completion task can increase the synchronization rate by 8 points, and completing a specified development operation task can increase the synchronization rate by 6 points.

[0051] By linking the increase in synchronization rate to the completion of specific character development tasks, players can increase their synchronization rate through in-game actions such as leveling up, completing matches, clearing dungeons, and performing character development actions. This unlocks cross-character skill borrowing permissions. The real-time display of synchronization rate increase animations allows players to instantly see the specific incremental changes in synchronization rate and the current progress resulting from development actions, enhancing the perceptibility of development feedback. Simultaneously, different development tasks are configured with different synchronization rate increment values, allowing players to identify the differences in contribution of different development actions based on the increment differences. This facilitates planning subsequent development paths and improves the guidance of development actions. This mechanism deeply binds skill borrowing permissions to the development progress of a second virtual character, enabling cross-character reuse of development effects across multiple characters, reducing the problem of insufficient motivation to develop new characters, and improving the overall interactive efficiency of the multi-character development mechanism.

[0052] According to embodiments of this disclosure, whether the synchronization rate of the target second virtual character meets a preset threshold can be determined by the following methods: obtaining the current synchronization rate value of the target second virtual character; displaying a synchronization rate progress indicator, which is used to visually present the progress relationship between the current synchronization rate value and the preset threshold; when the current synchronization rate value is less than the preset threshold, the synchronization rate progress indicator is displayed in a "not met" state; when the current synchronization rate value is greater than or equal to the preset threshold, the synchronization rate progress indicator is displayed in a "met" state to indicate that the synchronization rate meets the preset threshold.

[0053] In some examples, the current synchronization rate value refers to the cumulative synchronization rate of the target second virtual character, which is stored in the server-side character data and continuously updated and maintained during the game.

[0054] In some examples, the synchronization rate progress indicator can be presented as a progress bar or a circular progress bar, reflecting the proportion of the current synchronization rate value to a preset threshold through the length or angle of the filled area. In the unmet state, the filled area is partially filled according to the ratio of the current synchronization rate value to the preset threshold (e.g., if the current value is 30 and the threshold is 100, then 30% is filled), which can be accompanied by gray or dark colors and the prompt text "X points needed." In the met state, the filled area reaches full progress, and the met information can be emphasized through at least one of the following methods: the progress indicator's color changes from a first color to a second color, it is displayed with a flashing or glowing effect, a met mark is displayed at a preset position, or a met prompt animation is played.

[0055] In some examples, when the synchronization rate of the target second virtual character reaches or exceeds a preset threshold, the display status of the skill information switches from an unlocked state to an unlocked state. The unlocked state includes features such as highlighting, removing the lock icon, or displaying unlock effects to indicate to the player that the skill has been granted equipping permission and can be used by the first virtual character. This mechanism links the development progress of the second virtual character to the skill equipping permission of the first virtual character, enabling cross-character transfer of development value.

[0056] By employing the embodiments of this disclosure, the current synchronization rate value of the target second virtual character is obtained, and the progress relationship between the current synchronization rate value and a preset threshold is visualized using a synchronization rate progress indicator. This allows players to intuitively understand the cumulative progress of the synchronization rate without focusing on specific values, reducing cognitive burden. When the synchronization rate is below the target, it is displayed in a below-target state (e.g., partially filled, grayed out, prompt text), clearly informing players how much further development effort is required to unlock equipment permissions, providing clear development guidance. When the synchronization rate reaches the target, it is displayed in a target-reaching state (e.g., color switching, full progress, glowing / blinking, target-reaching indicator), instantly informing players that permissions have been unlocked, eliminating the need for repeated checks or waiting for system notifications, thus improving feedback efficiency. This mechanism, through the differentiated display of the below-target and target-reaching states, allows players to continuously perceive progress during the development process and receive clear state switching feedback upon reaching the target, thereby optimizing the interaction efficiency and visual guidance effect of the permission determination stage in the cross-character skill borrowing mechanism.

[0057] S204. In response to the assembly operation for at least one game skill, configure at least one game skill in the target skill slot of the skill bar, and update the target skill slot from an unoccupied state to an occupied state, so that the first virtual character obtains the skill effect corresponding to at least one game skill of the target second virtual character; the skill effect includes at least one of the following: direct use of the game skill, bonus to the existing skills of the first virtual character, or superposition with the existing skills of the first virtual character.

[0058] In some examples, the assembly operation can be the user dragging and dropping the unlocked skill information into the target skill slot in the skill bar, the user selecting the unlocked skill and clicking the target skill slot, or the user selecting a skill in the skill list and clicking the assembly control.

[0059] In some examples, the target skill slot refers to a specific skill slot in the skill bar that the equipping operation points to. Once the equipping operation is complete, the target skill slot's display status is updated from unoccupied to occupied, for example, displaying the skill icon to indicate that the skill has been successfully equipped into the first virtual character's skill bar. At this point, the first virtual character has gained permission to use the second virtual character's game skills, achieving cross-character skill interaction and ability sharing.

[0060] In some examples, the skill effect includes at least one of the following: direct use of game skills (e.g., gold skills, where character A transforms into character B and releases character B's ultimate move); enhancement of existing skills of the first virtual character (e.g., blue passive skills, where character A passively gains a buff when releasing their own skill, such as increased defense, increased damage, or increased healing); and stacking with existing skills of the first virtual character (e.g., purple linkage skills, where character A triggers additional effects when releasing their own skill, such as gaining super armor or a shield).

[0061] In one example, at least one game skill is the same game skill of the target second virtual character, and the same game skill can be equipped into the skill slots of multiple first virtual characters respectively.

[0062] In some examples, the same game skill of the target second virtual character can be equipped into the skill slots of multiple different first virtual characters. For example, first virtual characters A1 and A2 can each equip the same game skill of the target second virtual character B into their own skill slots by executing the aforementioned method. The two equipping operations are independent of each other, and each needs to meet the synchronization rate requirement of the target second virtual character B to complete the equipping. After the equipping is completed, first virtual characters A1 and A2 each obtain the corresponding skill effect in their skill slots, without affecting each other.

[0063] According to embodiments of this disclosure, configuring at least one game skill in a target skill slot of a skill bar includes: obtaining the skill type of at least one game skill; configuring at least one game skill in a target skill slot in the skill bar corresponding to the skill type, based on the skill type; wherein the skill bar includes a first type slot, a second type slot, and a third type slot; the first type slot is displayed in a first color and is used to hold passive skills; the second type slot is displayed in a second color and is used to hold linked skills that require binding and association with other skills currently equipped by a first virtual character to take effect; the third type slot is displayed in a third color and is used to hold active skills; the first, second, and third colors are all different. In some examples, the skill type is used to identify the functional attributes and usage methods of the game skill. The skill type may include passive skills, linked skills, and active skills. Passive skills are skills that do not require active player intervention and take effect automatically when specific conditions are met, such as attribute bonuses, status immunity, and health recovery. Linked skills are skills that need to be linked with other skills currently equipped by the first virtual character before they can take effect. Their activation depends on the current skill configuration of the first virtual character, rather than taking effect independently. Active skills are skills that require active player intervention, such as attack skills, defense skills, and healing skills.

[0064] In some examples, each game skill is associated with a corresponding skill type identifier in the configuration data. The system can obtain the skill type information by reading the skill configuration data of the target second virtual character. When the assembly operation involves multiple game skills, the system obtains the skill type corresponding to each game skill one by one.

[0065] In some examples, the skill bar includes multiple types of skill slots, each type of slot being used to hold game skills with different effects.

[0066] The skill bar includes at least one of the following slots: The first type of slot (such as the blue skill slot) is used to hold passive skills. The skills equipped in this slot do not need to be actively triggered by the player and will take effect automatically when preset conditions are met. The second type of slot (such as the purple skill slot) is used to hold linked skills that need to be bound and associated with other currently equipped skills before they can take effect; The third type of slot (such as the gold skill slot) is used to hold active skills. The skill equipped in this slot can be actively triggered and released by the player. After being triggered, the first virtual character switches to the character model of the target second virtual character, and after being released, it reverts to the character model of the first virtual character.

[0067] The colors of the three slots mentioned above are just examples. In actual implementation, different colors or symbols can be used to distinguish them so that users can visually identify the function type of different slots.

[0068] By employing the embodiments of this disclosure, game skills are acquired and configured into three dedicated slots of corresponding colors based on skill type. The first, second, and third type slots are distinguished by different colors, allowing players to quickly visually differentiate the categories of equipped skills without needing to view skill details—blue slots correspond to passive skills (continuously active), purple slots to linked skills (requires binding for triggering), and gold slots to active skills (released during transformation). This correspondence between the three colors and the three skill types forms a clear visual code, allowing users to directly determine the skill's activation method and expected operation based on the slot color, reducing cognitive burden. Simultaneously, the slot-based configuration mechanism for passive, linked, and active skills establishes a clear correspondence between the skill attribute distribution in the skill bar and the corresponding skill type, providing a clear architectural foundation for differentiated handling of subsequent skill release, linked triggering, and transformation release, thus optimizing human-computer interaction efficiency and operational accuracy.

[0069] According to embodiments of this disclosure, based on skill type, configuring at least one game skill in a target skill slot in the skill bar corresponding to the skill type includes: when the skill type is a passive skill, configuring the corresponding game skill in a first type slot and displaying a passive skill identifier in the first type slot; when the skill type is a linked skill, configuring the corresponding game skill in a second type slot and displaying a linked skill identifier in the second type slot, wherein the linked skill takes effect when other skills currently equipped by the first virtual character meet preset association conditions; when the skill type is an active skill, configuring the corresponding game skill in a third type slot and displaying an active skill identifier in the third type slot.

[0070] In some examples, passive skills refer to skills that take effect automatically when specific conditions are met without requiring the player to actively trigger them. For example, attribute-boosting passive skills can automatically increase a character's attack power or health after being equipped; status immunity passive skills can automatically trigger immunity effects when a character is attacked by a specific type of attack; and health recovery passive skills can automatically trigger recovery effects when a character's health is below a threshold.

[0071] In some examples, when the acquired skill type is a passive skill, the system assigns that passive skill to the first type slot. The first type slot is displayed in a first color (e.g., blue) to clearly indicate that the slot holds a passive skill.

[0072] In some examples, a passive skill identifier refers to a visual marker used to indicate that the skill is of a passive type. The identifier may be presented in at least one of the following forms: displaying a passive skill icon in the slot with a passive marker overlaid on it (such as a shield shape, a circular arrow, or a "passive" superscript); displaying a passive skill-specific border style (such as a blue glowing border) at the edge of the slot; or displaying a text label (such as "passive") in a preset position in the slot.

[0073] In some examples, once a passive skill is configured in the first type slot, it takes effect immediately, providing the corresponding passive effect to the first virtual character. The user does not need to perform any active triggering action for the skill; the passive effect is automatically applied to the first virtual character upon configuration.

[0074] In some examples, a linked skill refers to a skill that needs to be bound and associated with other skills currently equipped by the first virtual character before it can take effect. The activation of a linked skill depends on the current skill configuration combination of the first virtual character, rather than being activated independently.

[0075] In some examples, the preset association conditions may include at least one of the following: the other skills currently equipped contain a specified skill type (e.g., at least one active skill); the other skills currently equipped contain a specified skill identifier (e.g., a specific skill A); the other skills currently equipped meet a specified quantity condition (e.g., the number of equipped skills reaches N or more); the other skills currently equipped originate from a specified virtual character; or the combination relationship of the other skills currently equipped meets the preset connection order requirements.

[0076] In some examples, when other skills currently equipped by the first virtual character meet the preset association conditions, the linked skill takes effect, providing the first virtual character with the corresponding skill effects (such as attribute bonuses, skill benefits, combo skill triggers, etc.); when other equipped skills change (such as being replaced or removed) and no longer meet the preset association conditions, the linked skill automatically becomes invalid.

[0077] In some examples, the effects of linked skills can synergize with other skills that meet the association conditions after taking effect. For instance, when the first virtual character has both linked skill E and active skill F equipped in their skill bar, linked skill E provides active skill F with additional damage bonuses or cooldown reduction effects, thus encouraging players to strategically combine skills.

[0078] In some examples, linked skill icons are used to distinguish them from passive and active skill icons, so that users can quickly identify which of their currently equipped skills are linked skills and prompt them to pay attention to whether the current skill combination meets the activation conditions.

[0079] In some examples, active skills refer to skills that require players to actively trigger and release. For example, offensive active skills can deal damage to the opponent; defensive active skills can provide shields to oneself or teammates; healing active skills can restore the health of oneself or teammates; and control active skills can apply control effects such as stun or slow to the opponent.

[0080] In some examples, when the acquired skill type is an active skill, the system allocates that active skill to the second type slot. The third type slot is displayed in a third color (e.g., gold) to clearly indicate that the slot holds an active skill.

[0081] In some examples, an active skill identifier refers to a visual marker used to indicate that the skill is of the active type. The identifier may be presented in at least one of the following forms: displaying an active skill icon in the slot with an active mark (such as a flame shape, lightning bolt shape, or the word "active") overlaid on it; displaying an active skill-specific border style (such as a gold glowing border) at the edge of the slot; or displaying a text label (such as "active") in a preset position in the slot.

[0082] In some examples, after an active skill is configured in a third-type slot, the skill is displayed in the skill bar in a triggerable state, such as displaying a corresponding skill release control in the slot. Users can actively release the skill by triggering the skill release control to produce the corresponding skill effect in the game scene.

[0083] By displaying corresponding passive skill icons, linked skill icons, and active skill icons in the first, second, and third type slots respectively, users can quickly visually distinguish the skill types of equipped skills. Blue slots with passive icons indicate that the skill takes effect automatically after being equipped, requiring no active player input; purple slots with linked icons indicate that the skill requires the current skill combination to meet preset association conditions to take effect, prompting users to pay attention to skill combinations; gold slots with active icons indicate that the skill requires active player activation, corresponding to adaptive release mechanisms. The three types of slots, presented through dual differentiation of color and icons, allow users to intuitively understand the usage and activation conditions of each skill without additional operation, reducing cognitive burden, improving the efficiency of equipment operation and information recognition, and optimizing human-computer interaction efficiency.

[0084] In summary, this disclosed embodiment achieves visualized configuration and permission management of cross-character skills through the coordinated operation of skill bar status display, selection and skill information display of the target second virtual character, unlocking equipment permissions upon achieving a synchronization rate target, and skill configuration and slot status updates. This solution allows the first virtual character to gain the ability to release or inherit the skills of the second virtual character through skill slot configuration without switching the active character—whether it's replacing existing skills, gaining passive attribute bonuses, or triggering additional effects, all can be achieved through a unified configuration process, effectively covering different effective scenarios for active and passive skills. Simultaneously, directly linking skill borrowing permissions to the development progress of the second virtual character improves the input-output efficiency of multi-character development and enhances the intrinsic motivation for players to cultivate multiple characters.

[0085] At the interaction level, through the status switching prompts of "unlocked → unlocked" and the slot status updates of "unoccupied → occupied", users can clearly perceive the progress of skill permission acquisition and configuration results, reducing the cognitive burden of cross-role skill management and optimizing human-computer interaction efficiency.

[0086] In terms of combat strategy, players can flexibly choose skills from different sources according to different battle situations, forming diverse skill combination strategies. This upgrades character matching from simply "changing characters to fight" to "dynamic combination of skill resource pools," effectively solving the technical problems of incompatibility between characters' skills and insufficient incentives for developing multiple characters.

[0087] According to embodiments of this disclosure, when the skill effect includes the direct use of a game skill, after updating the target skill slot from an unoccupied state to an occupied state, the method further includes: displaying a skill release control corresponding to at least one game skill; in response to a triggering operation on any skill release control, determining the game skill corresponding to the triggered skill release control as the target game skill, and displaying a skill release effect to indicate that the first virtual character is releasing the target game skill.

[0088] In some examples, a skill release control refers to an interactive element in a graphical user interface used by a player to trigger a skill release action. This control can appear as a skill icon button, displayed in a predefined area of ​​the target skill slot (e.g., in the center of the slot, above the slot, or to the side of the slot). The icon of the skill release control corresponds to the equipped game skill, for example, using the skill's identifier icon or effect thumbnail, so that the player can identify the skill by the icon.

[0089] In some examples, when multiple game skills are equipped into multiple skill slots, the system displays a corresponding skill release control for each skill slot. The display position of each skill release control corresponds one-to-one with the position of each skill slot, forming a clear "control-slot-skill" mapping relationship, which makes it easy for players to quickly locate the skill they need to release.

[0090] In some examples, skill activation controls can be displayed in a style corresponding to the skill type. For example, controls for passive skills can be smaller or in a different color to indicate that the skill is automatically triggered; controls for active skills are highlighted (e.g., with a highlight or activation indicator) to indicate that the skill is a manually triggered active skill.

[0091] In some examples, the trigger action refers to the interactive action performed by the player on the skill release control. This interactive action can include click actions (such as single or double clicks on the skill control), long press actions (such as continuously pressing the skill control to charge up), swipe gestures (such as swiping up or sideways on the skill control), or other preset interaction methods, which can be determined according to the game design requirements.

[0092] In some examples, in response to a trigger action, the system identifies the game skill corresponding to the triggered skill release control as the target game skill. The target game skill is the specific skill object of this release action. If multiple skills are equipped in the skill bar, players can select and release different target game skills by triggering different skill release controls.

[0093] In some examples, skill release effects refer to the dynamic visual effects displayed in the graphical user interface when a target game skill is released. These effects are used to indicate to the player that the primary virtual character is releasing a target game skill. The form of skill release effects can vary depending on the skill type and its effect. For example, offensive skills may be represented by light waves, flames, or shockwaves; defensive skills may be represented by shield effects; healing skills may be represented by healing halos; and control skills may be represented by imprisonment auras or freezing effects.

[0094] In some examples, while displaying skill release effects, the character model of the first virtual character can simultaneously execute the release action (such as casting, attacking, or defending) corresponding to the target game skill to enhance the visual expressiveness and immersion of the skill release.

[0095] In some examples, the skill release control can display corresponding state changes during the skill release process. For example, when entering the cooldown state, the control is displayed in a cooldown display style (such as gray overlay, displaying cooldown countdown numbers, progress ring filling, etc.). After the skill release is completed, it switches to a non-cooldown display style (such as restoring highlight, removing countdown, etc.) to indicate to the player the skill's availability.

[0096] By employing the embodiments of this disclosure, a complete interactive loop from skill assembly to skill release is achieved by displaying the corresponding skill release control after skill assembly is completed and presenting the skill release effect in real time when the player triggers the control. Multiple skill slots correspond to multiple release controls, allowing players to flexibly choose to release different skills according to combat needs, thus expanding the dimensions of skill combinations in combat. Simultaneously, through real-time visual effects feedback and control state changes, players can clearly perceive the progress and result of skill release, enhancing the sense of confirmation and immersion in game operations, and improving the smoothness and experience of combat interaction.

[0097] According to embodiments of this disclosure, displaying skill release effects includes: switching the character model of a first virtual character to the character model of a target second virtual character and playing a first model switching animation; playing skill effects corresponding to a target game skill under the character model of the target second virtual character; and playing a second model switching animation in response to the completion of the release of the target game skill or the fulfillment of a preset end condition, so as to restore the character model of the target second virtual character to the character model of the first virtual character.

[0098] In some examples, character model switching refers to replacing the 3D model of a first virtual character displayed in the graphical user interface with the 3D model of a target second virtual character. This switching process is implemented through the game engine's model loading and rendering module, specifically including: unloading the model resources of the first virtual character, loading the model resources of the target second virtual character, and rendering and displaying the loaded model in the game scene.

[0099] In some examples, the first model switching animation refers to the transition animation played during the model switching process, used to smoothly present the transformation from the first virtual character to the target second virtual character. This animation can take many forms: for example, the character is surrounded by light effects while the model gradually transforms and transitions, the first virtual character model fades out while the target second virtual character model gradually appears, or the character undergoes a transformation effect (such as a beam of light, particle burst, or energy vortex) and the model replacement is completed instantly.

[0100] In some examples, the timing of the first model switching animation is synchronized with the skill release operation. That is, when the player triggers the skill release control, the system immediately starts the model switching process, plays the first model switching animation, and completes the model switching and loading during the animation playback, so that the player can visually experience the "transformation" effect.

[0101] In some examples, skill effects refer to the dynamic visual effects presented in the graphical user interface when a target game skill is released. Playing skill effects under the character model of the target second virtual character means that the visual representation of the skill effect is the skill effect of the target second virtual character. That is, the visual elements such as the shape, color, and particle effects of the effect match the skill possessed by the target second virtual character, rather than the original skill effect of the first virtual character.

[0102] In some examples, the playback position of skill effects is associated with the position of the target second virtual character's model. For example, the effects of attack skills can be emitted from a preset position (such as the hand, weapon, or in front of the target second virtual character's model); the effects of area-of-effect skills can spread outward from the target second virtual character's model; and the effects of defensive or buff skills can be displayed around the target second virtual character's model.

[0103] In some examples, the duration of skill effects matches the preset duration of the target game skill. The system can pre-configure corresponding effect resource files (including particle systems, animation sequences, lighting effects, etc.) for each game skill and call the corresponding effect resources to play when the skill is released.

[0104] In some examples, "release complete" refers to the completion of the entire release process of the target game skill. For example, the skill effect has finished playing, the skill effect has acted on the target object, or the skill's duration has reached the preset duration. The preset termination condition refers to conditions that, in addition to normal release completion, allow the transformation state to terminate prematurely, including at least one of the following: receiving an interruption command (e.g., the player actively cancels the skill release), the first virtual character being affected by a control effect (such as stun, freeze, silence, etc.), the first virtual character's health dropping below a preset health threshold, or the skill release being interrupted by other interactive events.

[0105] In some examples, the second model transition animation refers to the transition animation played during the model restoration process, used to smoothly present the transformation from the target second virtual character model back to the first virtual character model. The presentation of the second model transition animation can be the same as or different from the first model transition animation. For example, the first model transition animation focuses on the energy gathering and bursting effect during transformation, while the second model transition animation focuses on the energy dissipation and return effect when the transformation ends. By playing the skill effects of the target second virtual character instead of the first virtual character during the transformation state, users can clearly distinguish the source of the skill, effectively conveying the core interactive information of "using another character's skill," thus enhancing the recognizability and immersion of the skill interaction.

[0106] In some examples, after the second model switching animation finishes playing, the first virtual character in the graphical user interface reverts to its original character model, and the corresponding skill release control in the skill bar can be updated to a cooldown state or restored to an unequipped state to indicate that the active skill has been released or is temporarily unusable again.

[0107] By employing the embodiments of this disclosure, a complete visual loop of "transformation release" is formed by sequentially executing model switching, skill effect playback, and model restoration during skill release. This scheme allows users to first see the first virtual character switch to the model of the target second virtual character and play the first model switching animation, intuitively perceiving that the skill to be released originates from the second virtual character. Then, the corresponding skill effect is played under the model of the target second virtual character, ensuring consistency between the skill's origin and visual presentation, enhancing the recognizability of the skill's origin during the skill release process. After the release is complete, the second model switching animation is played to restore the first virtual character model, clearly indicating that the transformation release process has ended. This allows users to clearly distinguish between the skill release phase and the normal combat phase, optimizing the state perception and visual guidance effect during combat, and improving the recognizability of the skill release interaction.

[0108] According to an embodiment of this disclosure, before playing the skill effect corresponding to the target game skill, the method further includes: obtaining attribute data of a first virtual character; determining the skill target to which the target game skill acts; and determining the effect value of the target game skill acting on the skill target based on the attribute data; wherein the skill effect is the skill effect of a target second virtual character, and the effect value is calculated based on the attribute data of the first virtual character.

[0109] In some examples, attribute data refers to the various combat ability parameters of the first virtual character, which are used as the basis for numerical calculations when skills are released. This attribute data includes at least one of the following: attack power (used for the base damage calculation of physical attack skills), spell power (used for the base damage calculation of magic attack skills), critical hit rate (affecting the probability of a skill triggering a critical hit), attribute bonus values ​​(such as additional attribute bonuses provided by equipment or buff status), and temporary buff status values ​​(such as temporary buff effects provided by skills or items). In the "visual-numerical decoupling" mechanism, attribute data is not obtained from the target second virtual character, but rather always reads the attribute data of the first virtual character itself to ensure that numerical calculations are consistent with the development target.

[0110] In some examples, attribute data is stored in the server-side character data and continuously updated during gameplay. The system can obtain the current combat ability parameters of the first virtual character by reading its attribute fields. When the first virtual character receives attribute bonuses or its attributes change, the attribute data is updated in real time to ensure the accuracy of subsequent effect value calculations.

[0111] In some examples, the skill target refers to the virtual object that the target game skill will affect after it is released. The way the skill target is determined depends on the skill type and the way it is applied. For targeted skills, the skill target can be a specific virtual object selected by the player before the skill is released by clicking or selecting a box; for non-targeted skills (such as area-of-effect skills, projectile skills, etc.), the skill target can be at least one virtual object within the skill's effective range, which is automatically determined after the skill is released.

[0112] In some examples, the skill target may include at least one of the following: a virtual character from the opposing game faction (for offensive skills), a virtual character from the friendly game faction (for buff or healing skills), a neutral virtual object (for some special skills), or a designated location area in the game scene.

[0113] In some examples, effect value refers to the numerical effect produced when a target game skill acts on a skill target. The types of effect value include at least damage value (for offensive skills, such as physical or magical damage), healing value (for healing skills), shield value (for defensive skills), buff value (for buff skills), or debuff value (for debuff skills).

[0114] In some examples, the effect value is calculated based on the attribute data of the first virtual character and the skill parameters of the target game skill. The specific calculation method can be determined according to the skill design requirements: for example, for offensive skills, the effect value can be calculated by multiplying the first virtual character's attack power (or spell power) by the skill coefficient, subtracting the skill target's defense / resistance, and combining factors such as critical hit judgment and random fluctuation coefficient. For healing skills, the effect value can be calculated by multiplying the first virtual character's spell power by the healing coefficient, and combining the skill target's current health percentage or lost health percentage.

[0115] In some examples, the effect value is calculated based on the attribute data of the first virtual character, meaning the numerical calculation of the effect value is bound to the attributes of the first virtual character. Regardless of which character's skill is visually represented, the actual damage, healing, and other effects are determined by the attributes of the first virtual character itself.

[0116] In some examples, "skill effects are the skill effects of the target second virtual character" means that the visual effects of skill release presented in the graphical user interface—including visual elements such as the shape, color, particle effects, and lighting effects—are all skill effect resources corresponding to the target second virtual character. In other words, the visual layer displays the skill appearance of the target second virtual character.

[0117] In some examples, "the effect value is calculated based on the attribute data of the first virtual character" means that the actual numerical effect (such as damage or healing) of the target game skill after it acts on the skill target is calculated based on the attribute data of the first virtual character itself, rather than the attribute data of the target second virtual character. That is, visually, it appears as the skill effect of the target second virtual character, but numerically, it is determined by the attributes of the first virtual character. If the effect value after transformation were changed to use the attributes of the target second virtual character, the investment in developing the first virtual character would be nullified the moment the skill is released, failing to reflect the player's investment in developing the first virtual character. However, this application consistently uses the attributes of the first virtual character as the basis for calculating the effect value. The investment in the first virtual character's equipment, level, attribute bonuses, and other aspects of development still directly affects the skill's damage output or healing effect after transformation, and the player's investment in developing the first virtual character is still fully reflected in the transformed state.

[0118] By employing the embodiments of this disclosure, the attribute data of the first virtual character is obtained before the skill effects are played, the skill target is determined, and the effect value is calculated. Combined with a "visual-numerical decoupling" mechanism—the skill effects are those of the target second virtual character, but the effect value is calculated based on the attribute data of the first virtual character—the decoupling of visual presentation and numerical calculation is achieved. In the transformed state, although the user sees the dazzling skill effects of the target second virtual character, the actual damage or healing effect is determined by the attributes of the first virtual character itself. This ensures that the investment in the first virtual character's equipment, level, attribute bonuses, and other aspects of development still directly affects the numerical effect of the skill after transformation, maintaining the rationality of development value and avoiding the negative experience of "ineffective development after transformation." This mechanism enriches the dimensions of skill combinations in combat, guarantees the value return for players' investment in developing the first virtual character, and enhances the depth of combat strategy and game fairness.

[0119] According to embodiments of this disclosure, when the skill effect includes an enhancement to the existing skills of the first virtual character, at least one game skill is a passive skill. After the passive skill is configured in the target skill slot, it automatically adds a buff effect to the first virtual character when the first virtual character releases its own skill.

[0120] In some examples, passive skills refer to skill types that do not require active player intervention and remain in effect after being equipped. Passive skills become active immediately upon being configured into a target skill slot, requiring no additional player action.

[0121] In some examples, "automatically adding a buff to the first virtual character when the first virtual character releases its own skill" means that when the player controls the first virtual character to release its own game skill in a game, the passive skill is automatically added to that skill release action, providing a corresponding buff. The passive skill does not change the original action performance of the first virtual character's skill, but is presented as a numerical bonus or additional effect.

[0122] In some examples, the buff effect includes at least one of the following: Defense Boost: Increases the defense attribute of the first virtual character when it releases its own skill; Damage Boost: Increases the damage value or damage coefficient of the first virtual character when it releases its own skill; Healing Boost: Increases the healing effect or healing coefficient of the first virtual character when it releases its own skill; Attribute Bonus: Temporarily adds additional attribute buffs to the first virtual character when it releases its own skill, such as increased attack power, increased spell power, increased movement speed, increased critical strike rate, etc.

[0123] In some examples, the value of the buff effect can be determined based on the development progress of the target second virtual character. For example, the higher the synchronization rate, the greater the value of the buff effect provided, thereby further strengthening the connection between multi-character development and cross-character skill borrowing, and encouraging players to continuously improve the development level of the target second virtual character.

[0124] By using the embodiments of this disclosure, by configuring passive skills in the skill bar of the first virtual character, the first virtual character automatically gains additional buffs when releasing its own skills. Without the player's additional operation or decision, it can obtain numerical improvements or effect enhancements on the basis of the original skill mechanism. Thus, without increasing the operational burden, the combat capabilities of the first virtual character are expanded, the operation threshold is reduced, the efficiency of skill effects in combat is improved, and the human-computer interaction experience is optimized.

[0125] According to embodiments of this disclosure, when the skill effect includes superposition with an existing skill of the first virtual character, at least one game skill is a linked skill. After the linked skill is configured in the target skill slot, in response to the first virtual character releasing its own skill, the linked effect is triggered and superimposed on its own skill.

[0126] In some examples, linked skills refer to skill types that require binding and association with other skills currently equipped by the first virtual character to take effect. Unlike passive skills, linked skills are not continuously effective, but are activated only under specific triggering conditions (i.e., when the first virtual character releases its own skill), and their effects are presented on top of the first virtual character's own skills in a "stacked" manner.

[0127] In some examples, "triggering a synergy effect that stacks on one's own skill" means that when a player controls the first virtual character to release its own game skill during a game, the synergy skill is triggered in response to this release, and its effect is added to the first virtual character's own skill in a stacked manner, taking effect simultaneously with the first virtual character's own skill. The effect of the synergy skill and the effect of the first virtual character's own skill can act on either the skill target or the first virtual character itself at the same time, forming a stacked effect.

[0128] In some examples, the linkage effect includes at least one of the following: Invincibility effect: When the first virtual character releases its own skill, an Invincibility state is applied, making the first virtual character immune to control effects (such as stun, knock-up, freeze, etc.) during the skill release; Shield effect: When the first virtual character releases its own skill, a Shield state is applied, providing the first virtual character with a temporary damage absorption effect; Additional damage effect: When the first virtual character releases its own skill, an Additional damage effect is applied, adding extra damage when the skill hits a target; Status effect: When the first virtual character releases its own skill, a Status effect is applied, applying a specified status (such as slow, vulnerability, etc.) when the skill hits a target.

[0129] In some examples, the prerequisites for the activation of the linked skill include: the other skills currently equipped by the first virtual character meet the preset association conditions. The preset association conditions include at least one of the following: the other skills currently equipped contain a specified skill type (e.g., at least one active skill), the other skills currently equipped contain a specified skill identifier, or the other skills currently equipped meet a specified quantity condition (e.g., the number of equipped skills reaches N or more).

[0130] In some examples, the difference between linked skill effects and passive skill effects is that passive skill effects are continuously effective, require no triggering conditions, and add a buff to all skill release behaviors; while linked skill effects can only be activated after specific triggering conditions are met, and their effects are presented in a "stacked" manner, emphasizing the synergy with the first virtual character's own skills.

[0131] By employing the embodiments of this disclosure, a linked skill is configured in the skill bar of a first virtual character. When the first virtual character releases its own skill, a linked effect is triggered and superimposed on that skill. This allows the first virtual character to obtain additional effects beyond the original mechanism of its own skill without adding extra operation steps. The triggering of the linked skill is bound to the release behavior of the first virtual character's own skill, eliminating the need for the player to operate the linked skill separately, thus reducing operational complexity. At the same time, the superposition of linked effects enriches the combat benefits of a single skill release, improving the depth of combat strategy and the efficiency of interaction.

[0132] According to embodiments of this disclosure, after obtaining permission to equip at least one game skill corresponding to a target second virtual character, the method includes: displaying skill status prompt information corresponding to at least one game skill, wherein the skill status prompt information includes at least one of the following: skill name, skill type, skill source character identifier, skill cooldown status, and skill resource consumption information. The skill cooldown status is displayed in a cooldown display style when at least one game skill is on cooldown, and in a non-cooldown display style when at least one game skill is not on cooldown.

[0133] In some examples, skill status prompts refer to the status information related to the equipped game skill displayed in the graphical user interface after the skill has been equipped. Skill status prompts can be presented in various forms, such as displaying the skill icon with an overlaid text label in a preset area of ​​the skill slot, displaying auxiliary icons around the skill icon, displaying it as a list in a preset information bar of the graphical user interface, or appearing as a floating window in response to the user's hover or long press operation on the skill control.

[0134] In some examples, the skill name refers to the name identifier of the target game skill, used by the user to identify the currently equipped skill; the skill type indicates whether the skill is a passive skill, an active skill, or a linked skill; the skill source character identifier indicates that the skill originates from a target second virtual character, such as overlaying a thumbnail of the source character's avatar on the skill icon, displaying a text label "Source: XXX character" next to the skill name, or using a specific border color associated with the source character; the skill cooldown status indicates whether the skill is currently on cooldown; and the skill resource consumption information indicates the type and amount of game resources (such as mana, rage, energy, etc.) required to release the skill.

[0135] In some examples, the source character identifier can also be used to display the source identifier of the default character skill when at least one game skill is the target second virtual character's default character skill. The source identifier indicates that the default character skill originates from the target second virtual character. A default character skill refers to a character-specific skill (i.e., a character's inherent skill) configured at the start of the game. The source identifier can be presented using visual elements associated with the target second virtual character, such as overlaying a thumbnail of the source character's portrait on the skill icon, displaying a halo of the source character's color around the skill icon, or displaying a text label "Source: XXX character" next to the skill name.

[0136] In some examples, a cooldown state refers to a skill that requires a certain amount of time to be used again after it has been cast. Cooldown display styles and non-cooldown display styles are two visually distinguishable display methods used to intuitively indicate to the user the current availability of a skill.

[0137] In some examples, cooldown display styles may include at least one of the following visual features: the skill icon is displayed in gray, dark, or semi-transparent mode; a cooldown countdown number (e.g., remaining cooldown seconds) is overlaid on the skill icon; a cooldown progress ring is displayed around the skill icon, which gradually fills or decreases over time until the cooldown ends; a lock icon or hourglass icon is displayed on the skill icon. Non-cooldown display styles may include at least one of the following visual features: the skill icon is displayed in color, highlighted, or normal transparency; there is no cooldown progress ring around the skill icon or the cooldown progress ring has completely decreased; the skill icon does not have a cooldown countdown number or a lock icon.

[0138] In some examples, different skills can have different cooldown durations. The system manages the cooldown status of each skill based on its corresponding cooldown parameters and displays the cooldown progress of each skill independently in the graphical user interface. The cooldown duration can be configured based on skill strength, skill type, or game balance requirements.

[0139] By employing the embodiments of this disclosure, displaying skill status prompts after obtaining assembly permissions allows users to clearly understand multi-dimensional information such as the skill name, skill type, source character, cooldown status, and resource consumption of the assembled skill. The display of the source character identifier clearly indicates the source character when the skill is the default character skill of the target second virtual character, allowing users to intuitively perceive which character the currently used skill originates from. This strengthens the understanding of "cross-character skill borrowing" and enhances the recognizability and trustworthiness of skill interactions. Simultaneously, the differentiated presentation of the cooldown status using different display styles (cooldown and non-cooldown) facilitates users' quick identification of skill availability, accurately determining currently available skills, avoiding invalid operations due to misjudgment of skill status, and optimizing the efficiency and smoothness of skill usage decisions in combat.

[0140] According to an embodiment of this disclosure, after configuring at least one game skill in a target skill slot in the skill bar, the method includes: displaying the skill icon corresponding to at least one game skill in an occupied state at the target skill slot, and playing a successful configuration animation.

[0141] In some examples, the occupied state refers to the visual display style when the target skill slot is occupied by a game skill. In contrast to the unoccupied state (such as a gray hollow slot or an empty slot with a "+" sign), the occupied state is used to indicate to the user that the skill slot has been occupied by a skill.

[0142] In some examples, the occupied state can be presented in at least one of the following ways: displaying the skill icon corresponding to the equipped game skill in the target skill slot; changing the background color of the target skill slot from the color of the unoccupied state to the color of the occupied state (e.g., changing from gray to the color corresponding to the skill type); changing the border display state of the target skill slot from the style of the unoccupied state to the style of the occupied state (e.g., changing from a dashed border to a solid border); or changing the size, brightness, or transparency of the target skill slot to distinguish it from the unoccupied state.

[0143] In some examples, a skill icon refers to a graphic identifier corresponding to a game skill. It may include the skill's iconic symbol, a thumbnail of the character to whom the skill belongs, or a skill type marker (e.g., a shield icon may be added to a passive skill icon, and a fire or lightning icon may be added to an active skill icon). The skill icon is displayed inside the target skill slot, and its size is adapted to the size of the skill slot.

[0144] In some examples, a successful skill assembly animation refers to a dynamic visual effect used to celebrate or indicate that a skill has been successfully assembled. This animation can take many forms: a flashing or spreading light effect on the target skill slot area, such as a halo or colored particle effect spreading outwards from the center of the skill slot; a gradual appearance or enlargement of the skill icon, such as an icon appearing in the skill slot with a scaling or fade-in animation; an outline animation of the skill slot's border, such as a flowing border color or a glowing effect surrounding the border; a springy animation effect of the target skill slot, such as the skill slot slightly shrinking and then returning to its original size the moment assembly is complete, simulating physical elasticity; or a combination of these animation forms.

[0145] In some examples, the duration of the successful assembly animation can be preset as needed. After the animation finishes playing, the skill slot and skill icon remain stably displayed as occupied until the skill is replaced, removed, or released.

[0146] By employing the embodiments of this disclosure, displaying the skill icon in an occupied state and playing a successful assembly animation after assembly is completed allows users to instantly perceive the successful result of skill assembly. The visual difference between the occupied and unoccupied states (such as the appearance of the skill icon and the change in the slot background color) enables users to intuitively distinguish which skill slots are occupied and which are still empty, facilitating skill configuration management. The instant feedback from the successful assembly animation enhances the user's sense of confirmation of the operation result, improves operational satisfaction and interactive experience, and makes the skill assembly process smoother, more intuitive, and more immersive.

[0147] According to an embodiment of this disclosure, the skill bar of the first virtual character is already configured with existing game skills, which are located in the original skill slots; in response to the assembly operation, the skill icons of the existing game skills displayed in the original skill slots are replaced with the skill icons corresponding to at least one game skill, and a replacement animation is played.

[0148] In some examples, "existing game skills" refers to game skills already configured in the first virtual character's skill bar before this assembly operation. These existing game skills can be default character skills configured by the first virtual character itself, or game skills acquired through other means.

[0149] In some examples, the original skill slot refers to the target skill slot where an existing game skill is located. This original skill slot is occupied, displays the skill icon corresponding to the existing game skill, and has already provided the corresponding skill effect to the first virtual character (such as a passive skill being active or an active skill being usable in combat). When a new game skill needs to replace an existing game skill, this original skill slot becomes the target skill slot for this equipment operation.

[0150] In some examples, the occupied state of the original skill slot is specifically manifested as follows: the skill slot displays the skill icon corresponding to the existing game skill; the background color, border style, or brightness of the skill slot are visually characterized as occupied. The original skill slot before replacement does not have the visual characteristics of an "unoccupied state" (such as a gray hollow or "+" sign), but exists in the form of holding a skill.

[0151] In some examples, the replacement operation refers to removing the skill icon of an existing game skill from the original skill slot and displaying the icon of the new game skill in the same skill slot. This replacement operation is implemented through the game engine's user interface update module, specifically including: clearing the icon resources of the existing game skill in the original skill slot, loading the icon resources of the new game skill, and rendering the new icon in the display area of ​​the original skill slot.

[0152] In some examples, the replacement animation refers to the transition animation played during the skill icon replacement process, used to smoothly present the visual change from the existing skill icon to the new skill icon. This animation can take several forms: the new skill icon appears in the original skill slot with a scaling animation (e.g., from small to large) or a fade-in animation (e.g., from transparent to opaque), while the existing skill icon disappears with a scaling animation (e.g., from large to small) or a fade-out animation (e.g., from opaque to transparent); the existing skill icon and the new skill icon transition with a flip animation; or the skill slot area plays a flashing light effect or particle effect, and the new skill icon is displayed in the skill slot after the light effect ends.

[0153] In some examples, the duration of the replacement animation can be preset as needed. After the animation finishes playing, the original skill slot will stably display the skill icon corresponding to the new game skill in an occupied state, and the skill effect of the new game skill will take effect immediately (passive skills will take effect automatically, and active skills can be triggered and released later).

[0154] In some examples, the difference between the replacement operation and the operation of equipping an empty skill slot is that equipping an empty skill slot updates the skill slot from an unoccupied state to an occupied state (i.e., "equipping a new skill to an empty slot"), while the replacement operation replaces an existing skill with a new skill in an occupied state (i.e., "replacing an existing skill"). The two scenarios protect different operation processes, but the final result is that the first virtual character obtains the newly equipped game skill.

[0155] By employing the embodiments of this disclosure, the skill icons of existing game skills are replaced with those of new game skills in the original skill slots using a replacement animation, allowing users to clearly perceive the complete skill replacement process. The transition effect of the replacement animation makes the skill replacement operation smoother and more natural, avoiding the visual jarring effect caused by sudden changes in skill icons. Simultaneously, after the new skill is configured in the original skill slot, the original skill is released, and its effect is replaced by the new skill. Players do not need to readjust to the new skill slot layout, reducing the learning cost of skill reconfiguration. When players need to change an equipped skill, they can directly perform a replacement operation on the occupied slot without manually clearing it before equipping, simplifying the operation process, improving the flexibility and efficiency of skill configuration, and optimizing the overall operational experience of multi-character skill interaction.

[0156] According to embodiments of this disclosure, the first virtual character and the target second virtual character are different virtual characters under the same game account, or different virtual characters under different game accounts.

[0157] In some examples, the account relationship between the first virtual character and the target second virtual character can include the following two scenarios: different virtual characters under the same game account, or different virtual characters under different game accounts.

[0158] In some examples, different virtual characters under the same game account refer to a first virtual character and a target second virtual character belonging to the same game account. For example, a player creates multiple virtual characters (such as character A, character B, and character C) through the same game account, and these characters share the virtual resources of that game account (such as game currency, items, equipment, etc.). In this case, cross-character skill interaction does not require additional authorization verification; the system can directly read the skill configuration data of each virtual character under the same account to perform skill assembly operations.

[0159] In some examples, the skill interactions between different virtual characters under the same game account allow players to share skill resources among multiple characters they have developed. This helps players form a multi-character collaborative combat system under the same account, improving the overall efficiency and value of character development.

[0160] In some examples, different virtual characters under different game accounts refer to a first virtual character belonging to a first game account, and a target second virtual character belonging to a second game account, where the first and second game accounts are different game accounts. In this scenario, cross-account skill interaction requires an authorization mechanism between accounts. For example, the second game account can grant skill equipping permissions to the first game account, or establish a relationship between characters through a game friend system, guild system, or team system, enabling the first virtual character to access and equip the target second virtual character's game skills.

[0161] In some examples, skill interactions across different game accounts can be applied to multiplayer collaborative scenarios, such as team battles, guild wars, or friend assistance game modes, enriching the ways players can coordinate skills and expanding the social dimension and strategic depth of skill interactions.

[0162] Using the embodiments of this disclosure, skill interaction under the same account creates a closed loop for a single player's multi-character development system, improving the reuse efficiency of development investment; skill interaction under different accounts provides richer skill combinations and tactical options for multi-player collaboration. The coverage of the two account relationships ensures that the cross-character skill interaction mechanism is applicable in different application scenarios, guaranteeing the universality and scalability of the skill interaction method.

[0163] Figure 3 This is a schematic diagram of the entry interface for modifying skills for a single character according to an embodiment of this disclosure. Figure 3 As shown, the graphical user interface displays a skills page, which includes three tabs: Fixed Skills, Optional Skills, and Borrowed Skills. Players can access the skill configuration interface by clicking the Borrowed Skills tab. The interface displays multiple skill slots, each either unused or equipped. Players can equip or replace borrowed skills by dragging and dropping skill icons into the skill slots. Specifically, the Fixed Skills tab is used to configure the virtual character's inherent skills, the Optional Skills tab is used to configure the virtual character's replaceable skills, and the Borrowed Skills tab is used to configure skills borrowed from other virtual characters.

[0164] It should be understood that Figure 3 The schematic diagrams shown are merely illustrative and not restrictive; those skilled in the art can interpret them based on... Figure 3 Even with various obvious changes and / or substitutions to the examples, the resulting technical solutions still fall within the scope of this disclosure.

[0165] Figure 4 This is a flowchart illustrating a game skill release method according to an embodiment of the present disclosure. This method can be applied to a game skill interaction device, for example, a terminal, server, or other processing device deployed in a single-machine, multi-machine, or cluster system, to perform a game skill release task. In some possible implementations, the method can also be implemented by a processor calling computer-readable instructions stored in memory. Figure 4 As shown, this method is applied in a graphical user interface and includes: S401. Display the skill bar of the first virtual character. The target skill slot of the skill bar has been configured with the target game skill of the second virtual character.

[0166] The target game skill is configured in the target skill slot after the synchronization rate of the second virtual character meets a preset threshold.

[0167] In one example, the target skill slot is already occupied and configured with a target game skill of a second virtual character. The target game skill has a corresponding skill effect type. In this embodiment, the skill effect type includes skill replacement method, attribute bonus method, and linkage trigger method.

[0168] The skill replacement method refers to the first virtual character gaining the ability to unleash the target game skill of the second virtual character, replacing the first virtual character's original skill. Specifically, when the player clicks on a skill slot configured with that skill, the first virtual character will unleash that skill, and the character model may switch during the skill release.

[0169] Among them, the attribute bonus method refers to: after the target game skill is configured as a passive skill in the target skill slot, it will add a numerical bonus to the basic attributes or existing skill effects of the first virtual character, without requiring the player to manually release it.

[0170] The linkage triggering method refers to the additional effects corresponding to the target game skill being triggered when the first virtual character releases its existing skill.

[0171] S402. When the skill effect of the target game skill is a skill replacement method, in response to the release operation of the target game skill, display the skill release preparation effect.

[0172] In some examples, the release operation refers to the interactive action performed by the user on the skill release control corresponding to the target game skill in the graphical user interface, such as clicking the skill icon, long-pressing the skill button, or pressing the corresponding keyboard shortcut.

[0173] In some examples, skill release preparation effects refer to preparatory visual effects that appear in response to the release operation and before the skill officially takes effect. These effects are used to indicate to the user that the skill is about to be released, creating an atmosphere of anticipation for the skill's activation. Preparation effects can manifest as at least one of the following: a converging light effect or energy gathering animation in the skill icon area (e.g., light points converging towards the center of the skill icon, simulating a charging process); energy fluctuations or charging light effects around the character model (e.g., a rotating energy ring or gradually intensifying light appearing around the character); prompts in the graphical user interface (e.g., the skill name appearing, an aiming indicator appearing, or a release progress bar displayed); and elemental effects corresponding to the skill's attribute (e.g., a fire vortex appearing for a fire attribute skill, or ice crystals condensing for an ice attribute skill).

[0174] In some examples, the duration of the skill release preparation effect can be preset as needed. After the preparation effect finishes playing, the system automatically enters the character model switching phase.

[0175] In some examples, upon detecting a release operation, the terminal device first determines whether the target game skill's effect is a skill replacement method. If so, it proceeds to the subsequent model switching and skill release process; if not (i.e., the skill effect is an attribute bonus method or a linkage trigger method), it executes corresponding other processing logic. For example, in the attribute bonus method, it directly applies the attribute bonus effect without playing the skill release effect, or in the linkage trigger method, it waits for the first virtual character to release its own skill before triggering the linkage. This avoids erroneously triggering character model switching in the attribute bonus or linkage trigger methods, ensuring a precise match between the visual presentation of the skill release and the skill effect type.

[0176] S403. Switch the character model of the first virtual character to the character model of the second virtual character, and play the model switching animation; wherein, the playback parameters of the model switching animation are related to the synchronization rate.

[0177] In one example, the model switching animation is used to visually demonstrate the transition from the first virtual character to the second virtual character, to indicate to the player that they are currently using the second virtual character's abilities to unleash a skill.

[0178] It should be noted that the playback parameters for model transition animations are related to the synchronization rate. Playback parameters include at least one of the following: (1) Playback Duration: The duration of the model switching animation. Playback duration is positively or negatively correlated with synchronization rate. In one optional implementation, playback duration is positively correlated with synchronization rate, meaning that the higher the synchronization rate of the second virtual character, the longer the duration of the model switching animation, indicating that the skill release is more gorgeous and complete, thus intuitively reflecting the improvement of skill release experience brought about by the development progress. In another optional implementation, playback duration is negatively correlated with synchronization rate, meaning that the higher the synchronization rate of the second virtual character, the shorter the duration of the model switching animation, indicating that the skill release is more rapid and smooth, reflecting the improved operation feel brought about by high development level.

[0179] (2) Special effects rendering precision: The number of particles, texture resolution, lighting and shadow effects, etc. of special effects in model switching animation. Special effects rendering precision is positively correlated with synchronization rate. That is, the higher the synchronization rate, the more refined the special effects in model switching animation, the more particles, and the richer the lighting and shadow effects, so that players can perceive the difference in development progress through visual refinement.

[0180] (3) Transition Frames: The number of interpolated transition frames in the model switching animation from the first virtual character model to the second virtual character model. The number of transition frames is positively correlated with the synchronization rate, that is, the higher the synchronization rate, the smoother and more delicate the transition animation.

[0181] (4) Effect color or brightness: The color, brightness or saturation of the effects in the model switching animation. The color, brightness or saturation of the effects is related to the synchronization rate. For example, when the synchronization rate reaches different levels, the switching effects will present different colors.

[0182] (5) Sound effect parameters: The volume, pitch, or timbre of the sound effects during model switching animation playback. Sound effect parameters are related to the synchronization rate.

[0183] S404. Obtain the attribute data of the first virtual character and determine the effect value of the target game skill based on the attribute data.

[0184] S405. Play the skill effects corresponding to the target game skill, where the skill effects are the skill effects of the second virtual character, and the display effect of the skill effects is determined based on the effect value.

[0185] In some examples, the display of skill effects is determined based on the effect value. For instance, when the effect value is high, the range of the skill effect can be expanded, the color intensity of the effect can be increased, the particle density of the effect can be increased, or the duration of the effect can be extended; when the effect value is low, the display of the skill effect is weakened accordingly. This mechanism allows the visual representation of skill effects to reflect the magnitude of the actual numerical effect, and users can intuitively perceive the power or effect of the skill through the visual intensity of the effect.

[0186] S406. In response to the completion of the target game skill release or the fulfillment of the preset end condition, play the restoration animation to restore the character model of the second virtual character to the character model of the first virtual character.

[0187] In some examples, the recovery animation refers to the transition animation played during the model recovery process, used to smoothly present the transformation from the second virtual character model back to the first virtual character model. The form of the recovery animation can be the same as or different from the model switching animation. For example, the model switching animation focuses on the energy gathering and burst effect during transformation, while the recovery animation focuses on the energy dissipation and return effect when the transformation ends. After the recovery animation finishes playing, the first virtual character in the graphical user interface reverts to its original character model, and the corresponding skill release control in the skill bar can be updated to a cooldown state to indicate that the active skill has been released or is temporarily unusable again.

[0188] By employing the embodiments of this disclosure, the trigger condition for model switching during skill release is limited to "skill effect as skill replacement mode," ensuring a precise correspondence between the visual presentation of skill release and the skill type configured during the skill assembly stage. Character model switching is only triggered when the skill is configured as a replacement mode, avoiding visual confusion caused by mismatch between model switching and skill type. Simultaneously, the playback parameters of the model switching animation are correlated with the synchronization rate, allowing the visual effects of model switching during skill release to intuitively reflect the development progress of the second virtual character. A higher synchronization rate results in a longer playback duration for the switching animation or higher precision in special effects rendering, enabling players to perceive the tangible benefits of their development investment through visual feedback during skill release. The system enhances the user experience. Furthermore, the calculation of skill effect values ​​during model switching is still based on the attribute data of the first virtual character, ensuring that model switching is a temporary replacement at the purely visual level without changing the combat numerical calculation logic, thus maintaining the stability and numerical balance of the combat system. A complete visual process of "preparation effect → model switching animation → skill effect → recovery animation" is constructed to create a closed loop of visual feedback from skill preparation to release completion. This allows players to clearly perceive the start and end of the skill borrowing state, reducing cognitive confusion, optimizing human-computer interaction efficiency, and effectively solving the technical problems in related technologies where the visual performance and skill assembly process are disconnected when releasing cross-character skills, and the differentiated characteristics of the skill's source character cannot be reflected.

[0189] Based on the same technical concept, embodiments of this disclosure provide a game skill interaction device, such as... Figure 5As shown, the device includes: a display module 501 for displaying the skill bar of a first virtual character, the skill bar including unoccupied skill slots; a selection module 502 for, in response to a selection operation on any second virtual character, identifying the selected second virtual character as the target second virtual character and displaying the skill information of the target second virtual character in an unlocked state; a permission unlocking module 503 for, in response to the synchronization rate of the target second virtual character meeting a preset threshold, switching the display state of the skill information to an unlocked state to prompt the user to obtain permission to equip at least one game skill corresponding to the target second virtual character, the synchronization rate being used to characterize the development progress of the target second virtual character; and an assembly module 504 for, in response to an assembly operation on at least one game skill, configuring at least one game skill in the target skill slot of the skill bar and updating the target skill slot from an unoccupied state to an occupied state, so that the first virtual character obtains the skill effect corresponding to at least one game skill of the target second virtual character; the skill effect includes at least one of the following: direct use of the game skill, enhancement of the first virtual character's existing skills, or superposition with the first virtual character's existing skills.

[0190] In some implementations, the selection module 502's selection operation for any second virtual character includes at least one of the following: clicking on the character identifier of any second virtual character; dragging the skill control, the release position of the drag operation corresponding to the display area of ​​the character identifier of any second virtual character; and long-pressing the character identifier of any second virtual character.

[0191] In some implementations, in the permission unlocking module 503, the synchronization rate of the target second virtual character is determined by: in response to the completion event of the development task for the target second virtual character, displaying a synchronization rate increase animation and increasing the synchronization rate of the target second virtual character.

[0192] In some embodiments, the assembly module 504 includes: a type acquisition unit for acquiring the skill type of at least one game skill; and a configuration unit for configuring at least one game skill in a target skill slot in the skill bar corresponding to the skill type, according to the skill type; wherein the skill bar includes a first type slot and a second type slot, the first type slot is displayed in a first color, the second type slot is displayed in a second color, and the first color is different from the second color.

[0193] In some implementations, the configuration unit includes: a passive configuration subunit, configured to configure the corresponding game skill in a first type slot and display a passive skill identifier in the first type slot when the skill type is a passive skill; and an active configuration subunit, configured to configure the corresponding game skill in a second type slot and display an active skill identifier in the second type slot when the skill type is an active skill.

[0194] In some embodiments, the device further includes a skill release module, which is used to display a skill release control corresponding to at least one game skill after the assembly module updates the target skill slot to an occupied state when the skill effect includes the direct use of a game skill; in response to a triggering operation of any skill release control, the game skill corresponding to the triggered skill release control is identified as the target game skill, and a skill release effect is displayed to indicate that the first virtual character is releasing the target game skill.

[0195] In some implementations, the skill release module includes: a model switching unit for switching the character model of the first virtual character to the character model of the target second virtual character and playing the first model switching animation; an effects playback unit for playing the skill effects corresponding to the target game skill under the character model of the target second virtual character; and a model restoration unit for playing the second model switching animation in response to the completion of the target game skill release or the fulfillment of a preset end condition, so as to restore the character model of the target second virtual character to the character model of the first virtual character.

[0196] In some embodiments, before playing the skill effects corresponding to the target game skill, the special effects playback unit is further configured to: acquire attribute data of the first virtual character; determine the skill target to which the target game skill is applied; and determine the effect value of the target game skill applied to the skill target based on the attribute data; wherein the skill effect is the skill effect of the target second virtual character, and the effect value is calculated based on the attribute data of the first virtual character.

[0197] In some implementations, the skill release module is also used to: when the skill effect includes an enhancement to the existing skills of the first virtual character, at least one game skill is a passive skill, and after the passive skill is configured in the target skill slot, it automatically adds a buff effect to the first virtual character when the first virtual character releases its own skill.

[0198] In some implementations, the skill release module is also used to: when the skill effect includes superposition with the existing skills of the first virtual character, at least one game skill is a linked skill, and after the linked skill is configured in the target skill slot, in response to the first virtual character releasing its own skill, trigger the linked effect to be superimposed on its own skill.

[0199] In some embodiments, the assembly module 504 is further configured to: after configuring at least one game skill into the target skill slot of the skill bar, display the skill icon corresponding to at least one game skill in an occupied state at the target skill slot, and play an assembly success animation.

[0200] In some embodiments, the assembly module 504 is further configured to: when the skill bar of the first virtual character has an existing game skill configured and the existing game skill is located in the original skill slot, in response to the assembly operation, replace the skill icon of the existing game skill displayed in the original skill slot with the skill icon corresponding to at least one game skill, and play a replacement animation.

[0201] In some implementations, the first virtual character and the target second virtual character are different virtual characters under the same game account, or different virtual characters under different game accounts.

[0202] This disclosure provides a game skill release device, such as... Figure 6 As shown, the device includes: a skill bar display module 601, used to display the skill bar of a first virtual character, wherein the target skill slot of the skill bar is configured with the target game skill of a second virtual character, wherein the target game skill is configured in the target skill slot after the synchronization rate of the second virtual character meets a preset threshold; a release response module 602, used to display a skill release preparation effect in response to a release operation of the target game skill when the skill effect of the target game skill is a skill replacement method; and a model switching module 603, used to switch the character model of the first virtual character to the character model of the second virtual character and play... The system includes a model switching animation, where the playback parameters of the model switching animation are related to the synchronization rate; an effect calculation module 604, used to obtain the attribute data of the first virtual character and determine the effect value of the target game skill based on the attribute data; an effect playback module 605, used to play the skill effect corresponding to the target game skill, where the skill effect is the skill effect of the second virtual character, and the display effect of the skill effect is determined based on the effect value; and a state restoration module 606, used to play a restoration animation in response to the completion of the target game skill release or the fulfillment of a preset end condition, so as to restore the character model of the second virtual character to the character model of the first virtual character.

[0203] The specific functions and examples of each module and submodule of the apparatus in this disclosure can be found in the relevant descriptions of the corresponding steps in the above method embodiments, and will not be repeated here.

[0204] According to embodiments of this disclosure, this disclosure also provides an electronic device, a readable storage medium, and a computer program product.

[0205] An electronic device according to an embodiment of this disclosure includes: at least one processor; and a memory communicatively connected to the at least one processor; wherein the memory stores instructions executable by the at least one processor, the instructions being executed by the at least one processor to enable the at least one processor to perform the method provided in any embodiment of this disclosure.

[0206] This disclosure includes a non-transitory computer-readable storage medium storing computer instructions for causing a computer to perform a method provided according to any embodiment of this disclosure.

[0207] The computer program product of this disclosure includes a computer program that, when executed by a processor, implements the method provided according to any embodiment of this disclosure.

[0208] The acquisition, storage, and application of any type of information, such as user personal information, involved in the technical solutions disclosed herein comply with relevant laws and regulations and do not violate public order and good morals.

[0209] Figure 7 A schematic block diagram of an example electronic device 700 that can be used to implement embodiments of the present disclosure is shown. The electronic device is intended to represent various forms of digital computers, such as laptop computers, desktop computers, workstations, personal digital assistants, servers, blade servers, mainframe computers, and other suitable computers. The electronic device may also represent various forms of mobile devices, such as personal digital assistants, cellular phones, smartphones, wearable devices, and other similar computing devices. The components shown herein, their connections and relationships, and their functions are merely illustrative and are not intended to limit the implementation of the present disclosure described and / or claimed herein.

[0210] like Figure 7 As shown, device 700 includes a computing unit 701, which can perform various appropriate actions and processes based on a computer program stored in read-only memory (ROM) 702 or a computer program loaded from storage unit 708 into random-access memory (RAM) 703. The RAM 703 may also store various programs and data required for the operation of device 700. The computing unit 701, ROM 702, and RAM 703 are interconnected via bus 704. An input / output (I / O) interface 705 is also connected to bus 704.

[0211] Multiple components in device 700 are connected to I / O interface 705, including: input unit 706, such as keyboard, mouse, etc.; output unit 707, such as various types of monitors, speakers, etc.; storage unit 708, such as disk, optical disk, etc.; and communication unit 709, such as network card, modem, wireless transceiver, etc. Communication unit 709 allows device 700 to exchange information / data with other devices through computer networks such as the Internet and / or various telecommunications networks.

[0212] The computing unit 701 can be various general-purpose and / or special-purpose processing components with processing and computing power. Some examples of the computing unit 701 include, but are not limited to, a central processing unit (CPU), a graphics processing unit (GPU), various special-purpose artificial intelligence (AI) computing chips, various computing units running machine learning model algorithms, digital signal processors (DSPs), and any suitable processor, controller, microcontroller, etc. The computing unit 701 performs the various methods and processes described above, such as game skill interaction methods and / or game skill release methods. For example, in some embodiments, the game skill interaction methods and / or game skill release methods can be implemented as computer software programs tangibly contained in a machine-readable medium, such as storage unit 708. In some embodiments, part or all of the computer program can be loaded and / or installed on device 700 via ROM 702 and / or communication unit 709. When the computer program is loaded into RAM 703 and executed by computing unit 701, one or more steps of the game skill interaction method and / or game skill release method described above can be performed. Alternatively, in other embodiments, computing unit 701 can be configured to perform the game skill interaction method and / or game skill release method by any other suitable means (e.g., by means of firmware).

[0213] Various embodiments of the systems and techniques described above herein can be implemented in digital electronic circuit systems, integrated circuit systems, field-programmable gate arrays (FPGAs), application-specific integrated circuits (ASICs), application-specific standard products (ASSPs), systems-on-chip (SoCs), complex programmable logic devices (CPLDs), computer hardware, firmware, software, and / or combinations thereof. These various embodiments may include implementations in one or more computer programs that can be executed and / or interpreted on a programmable system including at least one programmable processor, which may be a dedicated or general-purpose programmable processor, capable of receiving data and instructions from a memory system, at least one input device, and at least one output device, and transmitting data and instructions to the memory system, the at least one input device, and the at least one output device.

[0214] The program code used to implement the methods of this disclosure may be written in any combination of one or more programming languages. This program code may be provided to a processor or controller of a general-purpose computer, special-purpose computer, or other programmable data processing apparatus, such that when executed by the processor or controller, the program code causes the functions / operations specified in the flowcharts and / or block diagrams to be implemented. The program code may be executed entirely on a machine, partially on a machine, as a standalone software package partially on a machine and partially on a remote machine, or entirely on a remote machine or server.

[0215] In the context of this disclosure, a machine-readable medium can be a tangible medium that may contain or store a program for use by or in conjunction with an instruction execution system, apparatus, or device. A machine-readable medium can be a machine-readable signal medium or a machine-readable storage medium. A machine-readable medium can be, but is not limited to, electronic, magnetic, optical, electromagnetic, infrared, or semiconductor systems, apparatus, or devices, or any suitable combination of the foregoing. More specific examples of machine-readable storage media include electrical connections based on one or more wires, portable computer disks, hard disks, random access memory, read-only memory, erasable programmable read-only memory (EPROM or flash memory), optical fibers, compact disc read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination of the foregoing.

[0216] To provide interaction with a user, the systems and techniques described herein can be implemented on a computer having: a display device for displaying information to the user (e.g., a CRT (Cathode Ray Tube) or LCD (Liquid-Crystal Display) monitor); and a keyboard and pointing device (e.g., a mouse or trackball) through which the user provides input to the computer. Other types of devices can also be used to provide interaction with the user; for example, feedback provided to the user can be any form of sensory feedback (e.g., visual feedback, auditory feedback, or tactile feedback); and input from the user can be received in any form (including sound input, voice input, or tactile input).

[0217] The systems and technologies described herein can be implemented in computing systems that include backend components (e.g., as a data server), or computing systems that include middleware components (e.g., an application server), or computing systems that include frontend components (e.g., a user computer with a graphical user interface or web browser through which a user can interact with implementations of the systems and technologies described herein), or any combination of such backend, middleware, or frontend components. The components of the system can be interconnected via digital data communication of any form or medium (e.g., a communication network). Examples of communication networks include local area networks (LANs), wide area networks (WANs), and the Internet.

[0218] Computer systems can include clients and servers. Clients and servers are generally located far apart and typically interact via communication networks. Client-server relationships are created by computer programs running on the respective computers and having a client-server relationship with each other. Servers can be cloud servers, servers in distributed systems, or servers incorporating blockchain technology.

[0219] It should be understood that the various forms of processes shown above can be used to rearrange, add, or delete steps. For example, the steps described in this disclosure can be executed in parallel, sequentially, or in different orders, as long as the desired result of the technical solution of this disclosure can be achieved, and this is not limited herein.

[0220] The specific embodiments described above do not constitute a limitation on the scope of protection of this disclosure. Those skilled in the art should understand that various modifications, combinations, sub-combinations, and substitutions can be made according to design requirements and other factors. Any modifications, equivalent substitutions, and improvements made within the principles of this disclosure should be included within the scope of protection of this disclosure.

Claims

1. A game skill interaction method, characterized in that, include: Display the skill bar of the first virtual character, the skill bar including skill slots that are not in use; In response to the selection operation of any second virtual character, the selected second virtual character is determined as the target second virtual character, and the skill information of the target second virtual character is displayed in an unlocked state; In response to the synchronization rate of the target second virtual character meeting a preset threshold, the display status of the skill information is switched to the unlocked status to prompt that the user has obtained the permission to equip at least one game skill corresponding to the target second virtual character. The synchronization rate is used to characterize the development progress of the target second virtual character. In response to the equipping operation for the at least one game skill, the at least one game skill is configured in the target skill slot of the skill bar, and the target skill slot is updated from the unoccupied state to the occupied state, so that the first virtual character obtains the skill effect corresponding to at least one game skill of the target second virtual character; the skill effect includes at least one of the following: direct use of the game skill, bonus to the existing skills of the first virtual character, or superposition with the existing skills of the first virtual character.

2. The method according to claim 1, characterized in that, The method further includes: In response to the completion of the training task for the target second virtual character, a synchronization rate increase animation is displayed, and the synchronization rate of the target second virtual character is increased; The development tasks include at least one of the following: character level-up tasks, game match completion tasks, designated dungeon clearing tasks, and designated development operation tasks.

3. The method according to claim 2, characterized in that, Before the synchronization rate in response to the target second virtual character meets a preset threshold, the method further includes: Obtain the current synchronization rate value of the target second virtual character; Display a synchronization rate progress indicator, which is used to visually present the progress relationship between the current synchronization rate value and the preset threshold; When the current synchronization rate value is less than the preset threshold, the synchronization rate progress indicator displays a state of failure. When the current synchronization rate value is greater than or equal to the preset threshold, the synchronization rate progress indicator displays a status indicating that the synchronization rate meets the preset threshold.

4. The method according to claim 1, characterized in that, The step of configuring the at least one game skill into the target skill slot of the skill bar includes: Obtain the skill type of the at least one game skill; According to the skill type, the at least one game skill is configured in the target skill slot in the skill bar that corresponds to the skill type; The skill bar includes a first type of slot, a second type of slot, and a third type of slot. The first type of slot is displayed in a first color and is used to carry passive skills. The second type of slot is displayed in a second color and is used to carry linked skills that need to be bound and associated with other skills currently equipped by the first virtual character before they can take effect. The third type of slot is displayed in a third color and is used to carry active skills. The first color, the second color, and the third color are all different from each other.

5. The method according to claim 4, characterized in that, The skill types include passive skills, linked skills, and active skills; The step of configuring at least one game skill in the target skill slot corresponding to the skill type in the skill bar according to the skill type includes: When the skill type is a passive skill, the corresponding game skill is configured in the first type slot, and the passive skill icon is displayed in the first type slot; When the skill type is a linkage skill, the corresponding game skill is configured in the second type slot, and a linkage skill identifier is displayed in the second type slot. The linkage skill takes effect when other skills currently equipped by the first virtual character meet preset association conditions. When the skill type is an active skill, the corresponding game skill is configured in the third type slot, and the active skill icon is displayed in the third type slot.

6. The method according to claim 1, characterized in that, When the skill effect includes the direct use of the game skill, after updating the target skill slot from the unoccupied state to the occupied state, the process further includes: Display the skill release control corresponding to the at least one game skill; In response to a trigger operation on any of the skill release controls, the game skill corresponding to the triggered skill release control is identified as the target game skill, and a skill release effect is displayed to indicate that the first virtual character is releasing the target game skill.

7. The method according to claim 6, characterized in that, The displayed skill release effects include: Switch the character model of the first virtual character to the character model of the target second virtual character, and play the first model switching animation; Under the character model of the target second virtual character, the skill effects corresponding to the target game skill are played; In response to the completion of the release of the target game skill or the fulfillment of a preset end condition, a second model switching animation is played to restore the character model of the target second virtual character to the character model of the first virtual character.

8. The method according to claim 7, characterized in that, Before playing the skill effects corresponding to the target game skill, the process also includes: Obtain the attribute data of the first virtual character; Determine the skill objective that the target game skill applies to; Based on the attribute data, determine the effect value of the target game skill acting on the skill target; The skill effects are the skill effects of the target second virtual character, and the effect values ​​are calculated based on the attribute data of the first virtual character.

9. The method according to claim 1, characterized in that, When the skill effect includes an enhancement to the existing skills of the first virtual character, the at least one game skill is a passive skill. After the passive skill is configured in the target skill slot, it automatically adds a buff effect to the first virtual character when the first virtual character releases its own skill.

10. The method according to claim 1, characterized in that, When the skill effect includes superimposing with the existing skills of the first virtual character, the at least one game skill is a linked skill. After the linked skill is configured in the target skill slot, it responds to the first virtual character releasing its own skill and triggers a linked effect superimposed on its own skill.

11. The method according to claim 1, characterized in that, After obtaining the permission to equip at least one game skill corresponding to the target second virtual character, the method further includes: Display skill status prompts corresponding to at least one game skill, wherein the skill status prompts include at least one of the following: skill name, skill type, skill source character identifier, skill cooldown status, and skill resource consumption information; The skill cooldown status is displayed in a cooldown display style when at least one game skill is on cooldown, and in a non-cooldown display style when at least one game skill is not on cooldown. The skill status prompt information also includes: when the at least one game skill is the default character skill of the target second virtual character, displaying the source identifier of the default character skill, the source identifier being used to indicate that the default character skill originates from the target second virtual character.

12. The method according to claim 1, characterized in that, After configuring the at least one game skill into the target skill slot of the skill bar, the method further includes: At the target skill slot, the skill icon corresponding to the at least one game skill is displayed in an occupied state, and a successful assembly animation is played.

13. The method according to claim 1, characterized in that, The first virtual character's skill bar already contains existing game skills, which are located in the original skill slots; In response to the assembly operation, the skill icon of the existing game skill displayed in the original skill slot is replaced with the skill icon corresponding to the at least one game skill, and a replacement animation is played.

14. The method according to claim 1, characterized in that, The at least one game skill is the same game skill of the target second virtual character, and the same game skill can be equipped in the skill bar of multiple first virtual characters.

15. A method for releasing game skills, characterized in that, include: The skill bar of the first virtual character is displayed. The target skill slot of the skill bar is configured with the target game skill of the second virtual character. The target game skill is configured in the target skill slot after the synchronization rate of the second virtual character meets a preset threshold. When the skill effect of the target game skill is a skill replacement method, a skill release preparation effect is displayed in response to the release operation of the target game skill; The character model of the first virtual character is switched to the character model of the second virtual character, and a model switching animation is played; wherein the playback parameters of the model switching animation are related to the synchronization rate; Obtain the attribute data of the first virtual character, and determine the effect value of the target game skill based on the attribute data; Play the skill effects corresponding to the target game skill, wherein the skill effects are the skill effects of the second virtual character, and the display effect of the skill effects is determined based on the effect value; In response to the completion of the release of the target game skill or the fulfillment of a preset end condition, a restoration animation is played to restore the character model of the second virtual character to the character model of the first virtual character.

16. A game skill interaction device, characterized in that, include: A display module is used to display the skill bar of the first virtual character, the skill bar including skill slots that are not in use; The selection module is used to respond to the selection operation of any second virtual character, determine the selected second virtual character as the target second virtual character, and display the skill information of the target second virtual character in an unlocked state; The permission unlocking module is used to switch the display status of the skill information to an unlocked state in response to the synchronization rate of the target second virtual character meeting a preset threshold, so as to prompt that the permission to equip at least one game skill corresponding to the target second virtual character has been obtained. The synchronization rate is used to characterize the development progress of the target second virtual character. An assembly module is configured to, in response to an assembly operation for the at least one game skill, configure the at least one game skill in a target skill slot of the skill bar, and update the target skill slot from an unoccupied state to an occupied state, so that the first virtual character obtains the skill effect corresponding to at least one game skill of the target second virtual character; the skill effect includes at least one of the following: direct use of the game skill, a bonus to the existing skills of the first virtual character, or superposition with the existing skills of the first virtual character.

17. A game skill release device, characterized in that, include: The skill bar display module is used to display the skill bar of the first virtual character. The target skill slot of the skill bar has been configured with the target game skill of the second virtual character. The target game skill is configured in the target skill slot after the synchronization rate of the second virtual character meets a preset threshold. The release response module is used to display skill release preparation effects in response to the release operation of the target game skill when the skill effect of the target game skill is a skill replacement method; The model switching module is used to switch the character model of the first virtual character to the character model of the second virtual character and play the model switching animation; wherein, the playback parameters of the model switching animation are related to the synchronization rate; The effect calculation module is used to obtain the attribute data of the first virtual character and determine the effect value of the target game skill based on the attribute data; The special effects playback module is used to play the skill effects corresponding to the target game skill, wherein the skill effects are the skill effects of the second virtual character, and the display effect of the skill effects is determined based on the effect value; The state recovery module is used to play a recovery animation in response to the completion of the release of the target game skill or the fulfillment of a preset end condition, so as to restore the character model of the second virtual character to the character model of the first virtual character.

18. A non-transitory computer-readable storage medium storing computer instructions, characterized in that, The computer instructions are used to cause the computer to perform the method according to any one of claims 1-15.