Dynamic skill bar configuration method and terminal

CN122912463APending Publication Date: 2026-10-16FUJIAN TQ DIGITAL
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Patent Information

Application Number
CN202510406090.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-02
Publication Date
2026-10-16

AI Technical Summary

Technical Problem

[0003]这种现有技术存在以下问题:功能单一:夫妻交互仅作为社交系统的附带部分,缺乏深度与针对性

Benefits of technology

[0007] The beneficial effects of this invention are as follows: it determines whether to display the extended skill bar within the preset display range based on the judgment result of whether the player has a target social relationship, and determines the social skills to be displayed in the extended skill bar based on the social data associated with the player and the target social relationship. This allows for more flexible skill configuration and more detailed skill classification by adjusting whether the skill bar is displayed and the specific skills displayed according to the social relationship. Players can engage in unique skill interactions with another player with whom they have a relationship based on the extended skill bar corresponding to the target social relationship, thereby enhancing the player's gaming experience.

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Abstract

The application provides a dynamic skill bar configuration method and a terminal. Whether a target player exists a target social relationship is judged. If yes, an extended skill bar is displayed in a preset display range. Social data associated with the target social relationship is obtained. Social skills are displayed in the extended skill bar according to the social data. According to the judgment result of whether the player exists the target social relationship, whether the extended skill bar is displayed in the preset display range is determined. According to the social data associated with the target social relationship of the player, the social skills displayed in the extended skill bar are determined. Whether the skill bar is displayed and the specific skill displayed are adjusted according to the social relationship. More flexible skill configuration and more detailed skill classification are realized. The player can perform unique skill interaction with another player with which the relationship exists according to the extended skill bar corresponding to the target social relationship of the player. The game experience of the player is improved.
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Description

Technical Field

[0001] This invention relates to the field of game design, and more particularly to a method and terminal for configuring a dynamic skill bar. Background Technology

[0002] In current game interaction systems, skill bars are typically set and managed independently for each individual character. For skills related to established social relationships involving interactions between multiple characters, most games lack dedicated skill bars. Even when relevant interactive skills exist, some games simply scatter basic interactive actions within regular social interaction options, failing to form an independent and systematic interactive skill system. This is especially problematic for strongly related relationships in games, such as master-disciple or spouse relationships, where players often desire more unique interactive experiences.

[0003] This existing technology suffers from the following problems: Limited functionality: Couple interaction is merely an ancillary part of the social system, lacking depth and specificity. For example, couples lack unique, deeply customized interaction skills based on their marital relationship, failing to meet players' demands for a unique interactive experience between their spouses. Poor scalability: Without a dedicated couple interaction skill bar, game developers struggle to effectively integrate and update the existing, fragmented interaction settings when adding new couple interaction actions or functions. This makes it difficult for games to continuously update and iterate to enrich the couple interaction experience, failing to adequately meet players' ever-growing expectations for couple-based gameplay. Summary of the Invention

[0004] The technical problem to be solved by the present invention is to provide a dynamic skill bar configuration method and terminal, so as to realize the dynamic change of the skill bar according to the changes in social relationships.

[0005] A method for configuring a dynamic skill bar, the method comprising: Determine if the target player has a target social relationship; if so, display the extended skill bar within the preset display area. Obtain social data associated with the target social relationship, and display social skills in the extended skills bar based on the social data.

[0006] To solve the above-mentioned technical problems, another technical solution adopted by the present invention is as follows: A dynamic skill bar configuration terminal includes a memory, a processor, and a computer program stored in the memory and running on the processor. When the processor executes the computer program, it performs the following steps: Determine if the target player has a target social relationship; if so, display the extended skill bar within the preset display area. Obtain social data associated with the target social relationship, and display social skills in the extended skills bar based on the social data.

[0007] The beneficial effects of this invention are as follows: it determines whether to display the extended skill bar within the preset display range based on the judgment result of whether the player has a target social relationship, and determines the social skills to be displayed in the extended skill bar based on the social data associated with the player and the target social relationship. This allows for more flexible skill configuration and more detailed skill classification by adjusting whether the skill bar is displayed and the specific skills displayed according to the social relationship. Players can engage in unique skill interactions with another player with whom they have a relationship based on the extended skill bar corresponding to the target social relationship, thereby enhancing the player's gaming experience. Attached Figure Description

[0008] Figure 1 A flowchart illustrating the steps of a dynamic skill bar configuration method provided in an embodiment of the present invention; Figure 2 This is a schematic diagram of the structure of a dynamic skill bar configuration terminal provided in an embodiment of the present invention; Label Explanation: 1. A dynamic skill bar configuration terminal; 2. Processor; 3. Memory. Detailed Implementation

[0009] To explain in detail the technical content, objectives, and effects of the present invention, the following description is provided in conjunction with the embodiments and accompanying drawings.

[0010] Please refer to Figure 1 A method for configuring a dynamic skill bar, the method comprising: Determine if the target player has a target social relationship; if so, display the extended skill bar within the preset display area. Obtain social data associated with the target social relationship, and display social skills in the extended skills bar based on the social data.

[0011] As can be seen from the above description, the beneficial effects of the present invention are as follows: it determines whether to display the extended skill bar within the preset display range based on the judgment result of whether the player has a target social relationship, and determines the social skills to be displayed in the extended skill bar based on the social data associated with the player and the target social relationship. This allows for more flexible skill configuration and more detailed skill classification by adjusting whether the skill bar is displayed and the specific skills displayed according to the social relationship. Players can engage in unique skill interactions with another player with whom they have a relationship based on the extended skill bar corresponding to the target social relationship, thereby enhancing the player's gaming experience.

[0012] Furthermore, the process of determining whether a target player has a target social relationship includes: Configure a social identifier for each player. The initial value of the social identifier is a first identifier value, which indicates that there is no target social relationship. Determine whether a request to establish the target social relationship between the first player and the second player has been received. If so, modify the social identifiers corresponding to the first player and the second player to the second identifier value, whereby the second identifier value indicates the existence of the target social relationship.

[0013] As described above, the change of social identifiers indicates whether a player has a target social relationship, which is convenient to call directly during the construction of the extended skill bar. After receiving the request from the first player and the second player to establish a target social relationship, the social identifiers corresponding to the two players are modified to the second identifier indicating that the player has a target social relationship. In subsequent steps, the social identifiers can be obtained to determine whether the extended skill bar needs to be displayed.

[0014] Furthermore, obtaining the social data associated with the target social relationship includes: Obtain the third player associated with the target player's target social relationship; The interaction behavior between the target player and the third player is acquired and cached in a temporary queue; At preset intervals, all interactive behaviors are retrieved from the temporary queue and analyzed to obtain the relationship progress.

[0015] As described above, the first player and the second player can be associated and stored together. This also allows the acquisition of a third player who has a social relationship with the target player. The interaction between the target player and the third player can be analyzed to obtain the relationship progress as social data. Social skills can be dynamically loaded based on the depth of the player's exploration of social gameplay, so that the skills match the player's current social progress, thereby guiding the player to explore the gameplay in depth.

[0016] Furthermore, displaying social skills in the extended skills bar based on the social data includes: Search for the default social skill corresponding to the extended skill bar in the preset social skill library, and display the default social skill in the extended skill bar; The target social skill is searched in the social skill library based on the relationship progress, and then displayed in the extended skill bar.

[0017] As described above, the default social skills are first displayed in the extended skill bar, allowing players to gain a basic exploration experience of social gameplay. Then, based on the relationship progress, the target social skills are searched in the preset social skill library, which further supplements the skills in the extended skill bar according to different relationship progresses, thereby realizing the dynamic loading of skills in the extended skill bar as the player's exploration progresses.

[0018] Furthermore, the step of displaying social skills in the extended skills bar based on the social data includes: Receive a sharing request, wherein the sharing request includes a skill identifier for the target social skill; The skill information of the target social skill is obtained based on the skill identifier, and a sharing identifier is generated based on the skill identifier and skill parameters; The sharing identifier and skill information are stored in the sharing database, and the skill information includes unlocking conditions; Receive selection information from the fourth player, the selection information including a target sharing identifier; The target unlock condition is obtained from the sharing database based on the target sharing identifier, and the target unlock condition is added to the fourth player's task bar.

[0019] As described above, players can actively share unlocked skills. Shared skills are stored in the sharing database, along with their corresponding unlocking conditions. If a player is interested in a social skill shared by another player, they can add the unlocking conditions directly to their task list after clicking on it. This system automatically tracks the achievement conditions of social skills shared by other players, simplifying the process of sharing social skills and streamlining the workflow for players who want to acquire the corresponding social skills.

[0020] A dynamic skill bar configuration terminal includes a memory, a processor, and a computer program stored in the memory and running on the processor. When the processor executes the computer program, it performs the following steps: Determine if the target player has a target social relationship; if so, display the extended skill bar within the preset display area. Obtain social data associated with the target social relationship, and display social skills in the extended skills bar based on the social data.

[0021] The beneficial effects of this invention are as follows: it determines whether to display the extended skill bar within the preset display range based on the judgment result of whether the player has a target social relationship, and determines the social skills to be displayed in the extended skill bar based on the social data associated with the player and the target social relationship. This allows for more flexible skill configuration and more detailed skill classification by adjusting whether the skill bar is displayed and the specific skills displayed according to the social relationship. Players can engage in unique skill interactions with another player with whom they have a relationship based on the extended skill bar corresponding to the target social relationship, thereby enhancing the player's gaming experience.

[0022] The dynamic skill bar configuration method and terminal of the present invention can be applied to the design of skill bars in game design, especially in games that can establish social relationships between players. The following is a description of specific implementation methods.

[0023] Please refer to Figure 1 Embodiment 1 of the present invention is as follows: A method for configuring a dynamic skill bar includes the following steps: S01. Configure a social identifier for each player. The initial value of the social identifier is a first identifier value, which indicates that there is no target social relationship. For example, the target social relationship can be set as close friend, master and apprentice, spouse, etc.

[0024] In one alternative implementation, upon game startup, the system creates a social identifier for each character, such as a marital status variable (e.g., marriageStatus), initially set to "unmarried," which can be represented by 0. Simultaneously, a corresponding extended skill bar data structure (e.g., coupleInteractionSkillBar) is created for each player, initially empty.

[0025] S02. Determine whether a request to establish the target social relationship between the first player and the second player has been received. If so, modify the social identifiers corresponding to the first player and the second player to the second identifier value, whereby the second identifier value indicates the existence of the target social relationship.

[0026] In one optional implementation, when two characters initiate a marriage request and pass system verification, their marriageStatus is updated to "Married". At this point, the system triggers the skill bar activation logic, loading basic couple interaction skill data from a preset couple interaction skill library (e.g., a database table `CoupleSkills` storing all couple interaction skill information) and populating it into the `coupleInteractionSkillBar`. In the game interface rendering logic, when `marriageStatus` is detected as "Married", an extended skill bar is displayed on the interface. When the couple initiates a divorce request and completes the divorce, the system updates both characters' marriageStatus to "Unmarried". Simultaneously, because the change in social identifier triggers the extended skill bar hiding logic, in the game interface rendering logic, when `marriageStatus` is detected as "Unmarried", the couple interaction skill bar is removed from the interface. Furthermore, the data in the `coupleInteractionSkillBar` is cleaned up or marked as dormant to reduce memory usage.

[0027] S1. Determine if the target player has a target social relationship. If so, display an extended skill bar within a preset display area. The skill bar is only activated when the target player has a corresponding target social relationship. Skills related to the social relationship are placed independently in the extended skill bar, enabling dynamic adjustment of the skill bar and emphasizing the unique significance of the specific target social relationship in the game. The extended skill bar is only displayed within the preset display area when the player has a target social relationship, and it is automatically hidden after the target social relationship is dissolved. This avoids skill confusion, reduces system resource usage, and improves the overall efficiency of the game.

[0028] Furthermore, by creating a separate extended skill bar, rather than adding skill slots to the existing skill bar, the uniqueness of the target social relationship is strengthened. Adding skill slots to the existing skill bar would mix social skills with other regular skills, making it difficult to highlight the uniqueness of social skills that are only usable within the target social relationship. A separate extended skill bar, activated only after the player establishes the target social relationship, clearly distinguishes social skills from other skills, reinforcing the unique significance of the target social relationship in the game. For example, on the player interface, the original skill bar displays regular skills such as combat and production, while the new couple interaction skill bar appears independently after marriage, specifically showcasing couple-only interactive skills such as "Sweet Dance" and "Telepathy," allowing players to immediately identify and focus on the interactive gameplay between couples.

[0029] Secondly, a separate skill bar optimizes the gaming experience and interface layout. From both perspectives, a separate skill bar makes the interface cleaner and clearer. Adding skill slots to the existing skill bar can lead to clutter and disorganization as the game progresses and more skills are acquired, hindering player operation and viewing. A separate extended skill bar can be personalized to suit the characteristics of social gameplay, such as adopting a warm and romantic style to differentiate it from other interface elements, enhancing player immersion and ease of use in social gameplay.

[0030] Finally, a separate extended skill bar facilitates skill management and updates. Regarding skill updates, a separate skill bar makes it easier for game developers to manage and expand the social skill system. When new social actions or functions need to be added, updates can be made directly in this separate extended skill bar without affecting the structure and functionality of the original skill bar. Furthermore, the skill hiding mechanism allows the entire separate extended skill bar to be hidden when the target social relationship is dissolved, more efficiently controlling related data to enter a dormant state, reducing system resource consumption, and improving overall game performance. For example, if game developers plan to launch new couple's holiday interaction skills, they can easily add them in the separate skill bar, allowing players to more intuitively discover and use these new skills.

[0031] S2. Obtain social data associated with the target social relationship, and display social skills in the extended skills bar based on the social data.

[0032] In S2, obtaining the social data associated with the target social relationship includes...

[0033] S21. Obtain the third player associated with the target player's target social relationship.

[0034] S22. Obtain the interaction behavior between the target player and the third player and cache it in a temporary queue.

[0035] In one alternative implementation, the interactive behaviors include the type, number, and duration of tasks completed jointly by the target player and the third player; and the frequency of interaction within the target scenario. The target scenario may be a holiday scenario, an anniversary scenario, or a specific map, etc.

[0036] In some embodiments, during game operation, a behavior data collection module is set up to monitor various interactive behaviors of the couple characters in real time. For example, by using event listeners (such as TaskCompletedEvent, SceneEnteredEvent, etc.), behaviors such as the couple completing tasks together and entering specific scenes are captured as interactive behaviors, and these behavioral data (including behavior type, occurrence time, related parameters, etc.) are recorded in a temporary cache queue (such as behaviorDataQueue).

[0037] S23. At preset time intervals, retrieve all the interactive behaviors from the temporary queue and analyze them to obtain the relationship progress. For example, the completion rate of the specific task, the overall task completion rate, and whether the target scene has been triggered.

[0038] In one alternative implementation, data is periodically retrieved from the behaviorDataQueue and passed to the data analysis module (e.g., at regular intervals or when the cache queue reaches a certain data volume). This module then analyzes the data using pre-defined algorithms (such as rule-based reasoning or machine learning algorithms). For example, by statistically analyzing the number of times couples complete specific tasks together and their success rate, the module can determine the player's learning progress in the couples gameplay.

[0039] In S2, displaying social skills in the extended skills bar based on the social data includes: S24. Locate the default social skill corresponding to the extended skill bar in the preset social skill library, and display the default social skill in the extended skill bar.

[0040] S25. Search for the target social skill in the social skill library based on the relationship progress, and display the target social skill in the extended skill bar. That is, the relationship progress is used as a trigger condition, and the locked social skill is used as a reward corresponding to that trigger condition. For example, when the couple completes a certain number of exclusive tasks of a certain difficulty level together, a new romantic interaction skill is unlocked; or frequent interactions during specific holiday scenarios trigger limited-time special interactive actions. This update mechanism based on multi-dimensional data analysis not only allows players to continuously unlock new interactive actions and enrich the ways couples interact, but also provides a personalized interactive experience for each player couple combination.

[0041] In one optional implementation, based on the results of the data analysis module, the skill update module searches the CoupleSkills library for new skills that match the current learning progress. If a new skill is found, it is added to the coupleInteractionSkillBar data structure. Simultaneously, an update message is sent to the game interface, notifying it to re-render the couple interaction skill bar to display the newly added social skill. Here, the unlocking condition is more like a "critical node" or "threshold" of progress, clearly defining the specific requirements for unlocking a skill at what progress level the player must reach, making it more targeted and explicit. Progress is a continuously changing dynamic data set that records the player's various behavioral processes and accumulated levels in the couple gameplay. For example, the "Heart to Heart" skill's unlocking condition is that the couple accumulates 800 points in the "Emotional Trial" instance and completes 3 hidden tasks together. The 800 points and completion of 3 hidden missions are the specific unlocking conditions. In the process of achieving these conditions, every action the couple takes in the dungeon, every time they earn points, and every time they explore hidden missions, all contribute to their progress in the couple gameplay. Progress is a broader and continuous concept, and the unlocking conditions are just specific goals in the process of progress development.

[0042] Unlocking conditions may also be influenced by other factors. Besides being based on players' progress in the couples' gameplay, game developers may set special unlocking conditions according to the overall game pace, version update plans, and holiday events. For example, during a Valentine's Day event, a limited-time "Sweet Kiss" skill might be introduced. Its unlocking conditions require couples to interact a certain number of times in the event scene, and also require players to complete it within a specific timeframe. This time-based restriction goes beyond simple progress and demonstrates the uniqueness of the unlocking conditions. The `CoupleSkills` database table stores all couple interaction skill information, with progress information for each skill stored. This design is a key element in enabling personalized skill updates, ensuring that players unlock new social skills as they progress through the game, enriching their gaming experience. The `CoupleSkills` table assigns a corresponding progress marker (unlocking condition) to each skill, which is linked to a series of complex behavioral data and conditional judgments. For example, for the "Romantic Dance" skill, the unlocking progress in the `CoupleSkills` table is set to the couple completing 5 "Romantic Journey" tasks together and interacting 10 times in the specific "Moonlight Garden" scene. Each time a couple's interaction behavior in the game is recorded in the temporary cache queue `behaviorDataQueue`, the data analysis module periodically extracts and analyzes the data. When the system detects that a couple has completed the "Romantic Journey" task together 5 times and interacted in the "Moonlight Garden" scene 10 times, it determines that the current learning progress meets the unlocking conditions for the "Romantic Dance" skill. The skill update module then finds the skill in the CoupleSkills library and adds it to the coupleInteractionSkillBar data structure. Simultaneously, it notifies the game interface to re-render the expanded skill bar, allowing players to use the skill. Taking the "Heart Contract" skill as another example, the unlocking progress is set to require the couple to complete the "Test of Understanding" task of a specific difficulty level 3 times together, with a success rate of no less than 80% during the task. During game operation, the behavior data collection module captures the couple's completion of the "Test of Understanding" task in real time, including the number of times the task is completed and the success rate of each task. When the data analysis module processes this data, once it finds that the above conditions are met, the skill update module will retrieve and unlock the "Heart Contract" skill from the CoupleSkills library, providing a new interaction method for couple players. In this way, the progress settings for each skill in the CoupleSkills database table are closely linked to the player's actual interactive behavior in the game, achieving precise matching of progress and skills, and bringing players a personalized and ever-enriching couple interaction experience.

[0043] In an optional implementation, S2 is followed by a social skills sharing process S31-S35. This introduces interactive elements between players, allowing players with a target social relationship to share information such as unlocking conditions for social skills with other players who share the same target social relationship. After other players choose to share information, the unlocking conditions are automatically added to the task bar, clarifying the guidance process and promoting communication and exploration among the player group.

[0044] S31. Receive a sharing request, wherein the sharing request includes a skill identifier of the target social skill.

[0045] S32. Obtain the skill information of the target social skill based on the skill identifier, and generate a sharing identifier based on the skill identifier and skill parameters; S33. Save the sharing identifier and skill information in the sharing database, wherein the skill information includes unlocking conditions; In one alternative implementation, within the in-game community interface, married players can trigger the skill sharing function through an interface such as clicking a share button. The system retrieves information about unlocked and shareable skills currently in the couple's interaction skill bar (e.g., skill name, description, unlock conditions, etc.) and sends this information to the community server. The community server stores this skill sharing information in a dedicated community skill sharing database table (e.g., CommunitySkillSharing) and generates a unique identifier for each share. Players can also select one or more unlocked and shareable skills to share.

[0046] S34. Receive the selection information of the fourth player, the selection information including the target sharing identifier; S35. Obtain the target unlock condition from the sharing database according to the target sharing identifier, and add the target unlock condition to the fourth player's task bar.

[0047] In one alternative implementation, other couples browsing the community interface and finding a skill sharing they are interested in click the "Accept" button. The system then retrieves the skill's details from the `CommunitySkillSharing` table based on the shared unique identifier. A corresponding skill unlocking challenge (e.g., completing a specific number of couple-partner tasks) is then generated for the receiving couple, and the challenge information is added to their task list. Once the receiving couple completes the challenge, the system automatically unlocks the skill from the CoupleSkills library and adds it to their coupleInteractionSkillBar, while simultaneously updating the game interface display.

[0048] In one optional implementation, separate unlocking conditions can be set for each skill, as well as unlocking conditions after receiving shared information, to enrich the interactive experience and encourage player interaction. For example, the "Guardian Shield" skill: When one spouse suffers a powerful attack from the enemy, the other can use this skill to generate a shield that absorbs 500 points of damage, lasting for 15 seconds. This shield reflects 10% of the damage received back to the attacker and can be used twice per battle, with a cooldown of 8 minutes. This skill effectively enhances the couple's survivability in battle, reflecting their mutual protective bond. The corresponding unlocking conditions are: the couple must successfully protect an NPC together 7 times in the "Guardian Battle" event, and both spouses' characters must reach level 30. In the "Guardian Battle" event, the couple needs to cooperate to resist waves of monster attacks and protect specific NPCs. By participating in this event, couples can not only improve their combat coordination but also unlock practical interactive skills. Shareability and unlocking conditions after sharing: This skill is shareable. After other couples receive the shared skill, they must survive together for 60 minutes in the "Trial of Love" to unlock it. The "Trial of Love" will present challenges of increasing difficulty, and the couples need to cooperate closely and use their respective skills and strategies to successfully pass the trials and unlock the skill.

[0049] In one alternative implementation, considering that modern players may play the game on different devices and platforms, the present invention facilitates subsequent multi-platform adaptation through an independent extended skill bar, and enables real-time synchronization of updated data related to the extended skill bar across multiple platforms (such as PCs and mobile devices) and different devices. Regardless of the device a player uses to log in, their learning progress and usage status of their couple interaction skills are seamlessly integrated, ensuring a consistent and complete gaming experience across different scenarios. For example, all data related to the couple interaction skill bar (including marital status, skill information in the skill bar, learning progress data, etc.) is stored in a central server database (e.g., using a relational database such as MySQL, NoSQL, or MongoDB). When a player logs in on any device, the game client first sends the device identifier and player account information to the server. Based on this information, the server queries the database for the player's corresponding couple interaction skill bar data. Then, this data is transmitted to the game client via a network communication protocol (such as HTTP or WebSocket). Upon receiving the data, the client updates its local game status according to the data content, including displaying the marital status, filling the skill bar data, and displaying corresponding skills according to the learning progress, thereby achieving cross-platform and multi-device synchronization.

[0050] Please refer to Figure 2 Embodiment two of the present invention is as follows: A dynamic skill bar configuration terminal 1 includes a memory 3, a processor 2, and a computer program stored on the memory 3 and running on the processor 2. When the processor 2 executes the computer program, it implements the various steps of Embodiment 1.

[0051] In summary, the dynamic skill bar configuration method and terminal provided by this invention greatly enriches the interactive experience between players with target social relationships after establishing an independent extended skill bar, satisfying players' needs for depth and uniqueness in social gameplay. Furthermore, it sets up a multi-dimensional personalized learning progress tracking and skill update mechanism. As players complete tasks and other parameters in social gameplay, skills in the extended skill bar are dynamically loaded, providing players with a unique social interaction experience and avoiding monotonous interaction patterns. The display of the extended skill bar is determined by social identifiers, and social skills in the extended skill bar are dynamically loaded based on social data, providing game developers with a convenient way to update and expand the game. Developers can easily add new social skills directly to the extended skill bar, and players can experience these updates in a timely manner, enabling the game to better adapt to market changes and the continuous development of player needs. At the same time, cross-platform and multi-device synchronization functions expand the game's applicability and increase user stickiness. Players can also share skills or receive skills from other players, automatically adding the unlock conditions for corresponding social skills to the task bar. This community interaction and skill-sharing feature promotes communication and cooperation between married players, creating a more active and close-knit social atmosphere within the game, enhancing the overall vitality of the game community and players' sense of belonging. Expanding the skill bar based on target social relationships ensures the rigor of gameplay and further strengthens the value of in-game social relationships. By restricting skill unlocks to players with target social relationships, players are encouraged to build and maintain these relationships, increasing their participation and engagement in social gameplay. Simultaneously, it provides game developers with a clear framework for future expansion and enrichment of the social skill system, facilitating more targeted content updates and optimizations.

[0052] The above description is merely an embodiment of the present invention and does not limit the patent scope of the present invention. Any equivalent modifications made based on the content of the present invention specification and drawings, or direct or indirect applications in related technical fields, are similarly included within the patent protection scope of the present invention.

Claims

1. A method for configuring a dynamic skill bar, characterized in that, The method includes: Determine if the target player has a target social relationship; if so, display the extended skill bar within the preset display area. Obtain social data associated with the target social relationship, and display social skills in the extended skills bar based on the social data.

2. The dynamic skill bar configuration method according to claim 1, characterized in that, Before determining whether a target player has a target social relationship, the following steps are included: Configure a social identifier for each player. The initial value of the social identifier is a first identifier value, which indicates that there is no target social relationship. Determine whether a request to establish the target social relationship between the first player and the second player has been received. If so, modify the social identifiers corresponding to the first player and the second player to the second identifier value, whereby the second identifier value indicates the existence of the target social relationship.

3. The dynamic skill bar configuration method according to claim 1, characterized in that, The acquisition of social data associated with the target social relationship includes: Obtain the third player associated with the target player's target social relationship; The interaction behavior between the target player and the third player is acquired and cached in a temporary queue; At preset intervals, all the interaction behaviors are retrieved from the temporary queue and analyzed to obtain the relationship progress.

4. The dynamic skill bar configuration method according to claim 3, characterized in that, The step of displaying social skills in the extended skills bar based on the social data includes: Search for the default social skill corresponding to the extended skill bar in the preset social skill library, and display the default social skill in the extended skill bar; The target social skill is searched in the social skill library based on the relationship progress, and then displayed in the extended skill bar.

5. The dynamic skill bar configuration method according to claim 1, characterized in that, The process of displaying social skills in the extended skills bar based on the social data includes: Receive a sharing request, wherein the sharing request includes a skill identifier for the target social skill; The skill information of the target social skill is obtained based on the skill identifier, and a sharing identifier is generated based on the skill identifier and skill parameters; The sharing identifier and skill information are stored in the sharing database, and the skill information includes unlocking conditions; Receive selection information from the fourth player, the selection information including a target sharing identifier; The target unlock condition is obtained from the sharing database based on the target sharing identifier, and the target unlock condition is added to the fourth player's task bar.

6. A dynamic skill bar configuration terminal, comprising a memory, a processor, and a computer program stored in the memory and running on the processor, wherein the processor executes the computer program to perform the following steps: Determine if the target player has a target social relationship; if so, display the extended skill bar within the preset display area. Obtain social data associated with the target social relationship, and display social skills in the extended skills bar based on the social data.

7. A dynamic skill bar configuration terminal according to claim 6, characterized in that, Before determining whether a target player has a target social relationship, the following steps are included: Configure a social identifier for each player. The initial value of the social identifier is a first identifier value, which indicates that there is no target social relationship. Determine whether a request to establish the target social relationship between the first player and the second player has been received. If so, modify the social identifiers corresponding to the first player and the second player to the second identifier value, whereby the second identifier value indicates the existence of the target social relationship.

8. A dynamic skill bar configuration terminal according to claim 6, characterized in that, The acquisition of social data associated with the target social relationship includes: Obtain the third player associated with the target player's target social relationship; The interaction behavior between the target player and the third player is acquired and cached in a temporary queue; At preset intervals, all the interaction behaviors are retrieved from the temporary queue and analyzed to obtain the relationship progress.

9. A dynamic skill bar configuration terminal according to claim 8, characterized in that, The step of displaying social skills in the extended skills bar based on the social data includes: Search for the default social skill corresponding to the extended skill bar in the preset social skill library, and display the default social skill in the extended skill bar; The target social skill is searched in the social skill library based on the relationship progress, and then displayed in the extended skill bar.

10. A dynamic skill bar configuration terminal according to claim 6, characterized in that, The process of displaying social skills in the extended skills bar based on the social data includes: Receive a sharing request, wherein the sharing request includes a skill identifier for the target social skill; The skill information of the target social skill is obtained based on the skill identifier, and a sharing identifier is generated based on the skill identifier and skill parameters; The sharing identifier and skill information are stored in the sharing database, and the skill information includes unlocking conditions; Receive selection information from the fourth player, the selection information including a target sharing identifier; The target unlock condition is obtained from the sharing database based on the target sharing identifier, and the target unlock condition is added to the fourth player's task bar.