Method, apparatus, device, medium and product for releasing skill

CN122937484APending Publication Date: 2026-10-20TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202510482264.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-14
Publication Date
2026-10-20

AI Technical Summary

Technical Problem

[0004]但这种粗略的锁敌规则往往会因为实际战斗时的实时性和复杂性,导致锁定的释放目标不符合玩家的战略需求,不稳定性过高

Benefits of technology

[0017]本申请提供的技术方案带来的有益效果至少包括:

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

This application discloses a method, apparatus, device, medium, and product for releasing a skill, belonging to the field of human-computer interaction. The method includes: displaying a master virtual object and at least one friendly virtual object located in a virtual environment; in response to a priority setting operation for a first friendly virtual object among the at least one friendly virtual object, setting the priority of the first friendly virtual object to the highest priority; and in response to a release operation for a first skill of the master virtual object, automatically selecting one or more friendly virtual objects within the release range of the first skill to release the first skill, based on the priority of friendly virtual objects within the release range. This method supports determining the skill release target based on the priority set by the player, which is more stable than skill release determination methods based solely on status.
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Description

Technical Field

[0001] This application relates to the field of human-computer interaction, and in particular to a method, device, equipment, medium, and product for releasing a skill. Background Technology

[0002] In multiplayer online battle arena (MOBA) games, players control a virtual character to participate in combat. During the battle, players typically want to be able to unleash skills on a specific virtual character to achieve various tactical objectives.

[0003] Related technologies typically offer target locking rules that are applied to determine the target of skill activation. Common target locking rules include selecting the hero with the lowest health or the closest hero. While these rules can help players quickly select targets in urgent combat situations without requiring manual aiming, they are not always effective.

[0004] However, such a rough target-locking rule often results in the locked release target not meeting the player's strategic needs due to the real-time nature and complexity of actual combat, leading to excessive instability. Summary of the Invention

[0005] This application provides a method, apparatus, device, medium, and product for releasing skills, the technical solution of which is as follows:

[0006] According to one aspect of this application, a method for releasing a skill is provided, the method comprising:

[0007] Displays the master virtual object and at least one friendly virtual object located in the virtual environment;

[0008] In response to a priority setting operation for a first friendly virtual object among the at least one friendly virtual objects, the priority of the first friendly virtual object is set to the highest priority;

[0009] In response to the release operation of the first skill for the master virtual object, one or more friendly virtual objects within the release range are automatically selected to release the first skill based on the priority of friendly virtual objects within the release range of the first skill.

[0010] According to one aspect of this application, a skill release device is provided, the device comprising:

[0011] The display module is used to display the master virtual object and at least one friendly virtual object located in the virtual environment;

[0012] The setting module is configured to respond to a priority setting operation for a first friendly virtual object among the at least one friendly virtual objects by setting the priority of the first friendly virtual object to the highest priority.

[0013] The release module is used to respond to the release operation of the first skill of the master virtual object, and automatically select one or more friendly virtual objects within the release range to release the first skill according to the priority of friendly virtual objects within the release range of the first skill.

[0014] According to one aspect of this application, a computer device is provided, the computer device including a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement a skill release method.

[0015] According to one aspect of this application, a computer-readable storage medium is provided having a computer program stored thereon, which, when executed by a processor, implements a method for releasing a skill.

[0016] According to one aspect of this application, a computer program product is provided, the computer program product comprising a computer program stored in a computer-readable storage medium; the computer program being read from and executed by a processor of a computer device from the computer-readable storage medium, causing the computer device to perform a method for releasing skills.

[0017] The beneficial effects of the technical solution provided in this application include at least the following:

[0018] This paper demonstrates a method for setting priority for friendly virtual objects, which is used in the skill release determination process. This priority setting for friendly virtual objects allows the selection of skill release targets to be primarily based on the player's subjective choice (i.e., setting the highest priority friendly virtual object). If a highest priority friendly virtual object exists within the release range, it will inevitably be selected as the release target, improving the stability of target selection during skill release. If no highest priority friendly virtual object exists within the release range, the system will search based on the state of friendly virtual objects within the release range or other factors, automatically selecting a suitable release target. This differs from the traditional method of controlling the main virtual object to move closer to the highest priority friendly virtual object to ensure the release of the first skill, or canceling the release of the first skill. This ensures stable release of the first skill in complex combat scenarios, and the release target is determined based on the state of the friendly virtual object, which also guarantees the strategic objective of the first skill release to a certain extent, such as ensuring the survival of the friendly virtual object in the worst state. Attached Figure Description

[0019] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0020] Figure 1 An architectural diagram of a computer system provided in an exemplary embodiment of this application is shown;

[0021] Figure 2 A schematic diagram of a skill release method provided in an exemplary embodiment of this application is shown;

[0022] Figure 3 A schematic diagram of a skill release method provided in an exemplary embodiment of this application is shown;

[0023] Figure 4 A schematic diagram of a skill release method provided in an exemplary embodiment of this application is shown;

[0024] Figure 5 A flowchart illustrating a skill release method provided in an exemplary embodiment of this application is shown;

[0025] Figure 6 A flowchart illustrating a skill release method provided in an exemplary embodiment of this application is shown;

[0026] Figure 7 A schematic diagram of a skill release method provided in an exemplary embodiment of this application is shown;

[0027] Figure 8 A schematic diagram of a skill release method provided in an exemplary embodiment of this application is shown;

[0028] Figure 9 A schematic diagram of a skill release method provided in an exemplary embodiment of this application is shown;

[0029] Figure 10 A schematic diagram of a skill release method provided in an exemplary embodiment of this application is shown;

[0030] Figure 11 A flowchart illustrating a skill release method provided in an exemplary embodiment of this application is shown;

[0031] Figure 12 A flowchart illustrating a skill release method provided in an exemplary embodiment of this application is shown;

[0032] Figure 13 A flowchart illustrating a skill release method provided in an exemplary embodiment of this application is shown;

[0033] Figure 14 A flowchart illustrating a skill release method provided in an exemplary embodiment of this application is shown;

[0034] Figure 15 This invention provides a structural block diagram of a skill release device according to an exemplary embodiment of the present application.

[0035] Figure 16 A schematic diagram of the structure of a computer device provided in an exemplary embodiment of this application is shown. Detailed Implementation

[0036] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.

[0037] Exemplary embodiments will now be described in detail, examples of which are illustrated in the accompanying drawings. When the following description relates to the drawings, unless otherwise indicated, the same numbers in different drawings denote the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this application as detailed in the appended claims.

[0038] The terminology used in this disclosure is for the purpose of describing particular embodiments only and is not intended to be limiting of the disclosure. The singular forms “a,” “the,” and “the” as used in this disclosure and the appended claims are also intended to include the plural forms unless the context clearly indicates otherwise. It should also be understood that the term “and / or” as used herein refers to and includes any and all possible combinations of one or more of the associated listed items.

[0039] It should be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data used for analysis, stored data, displayed data, etc.) involved in this application are all information and data authorized by the user or fully authorized by all parties, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions. For example, the settings and operation information involved in this application were obtained with full authorization.

[0040] It should be understood that although the terms first, second, etc., may be used in this disclosure to describe various information, such information should not be limited to these terms. These terms are only used to distinguish information of the same type from one another. For example, a first parameter may also be referred to as a second parameter without departing from the scope of this disclosure, and similarly, a second parameter may also be referred to as a first parameter. Depending on the context, the word "if" as used herein may be interpreted as "when," "when," or "in response to determination."

[0041] First, let me introduce the relevant terms used in this application:

[0042] Virtual environment: This refers to the virtual environment displayed (or provided) by the client when running on the terminal. This virtual environment can be a simulation of the real world, a semi-simulated / semi-fictional environment, or a purely fictional environment. The virtual environment can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual environment; this application does not limit this. The following embodiments illustrate this with a three-dimensional virtual environment. For example, the virtual environment includes the sky, land, and ocean, with the land including environmental elements such as plants and houses. Users can control virtual objects to move within this virtual environment. Of course, the virtual environment also includes virtual objects, which can be interactive, such as virtual beds, virtual chairs, virtual lights, virtual bathtubs, etc., allowing users to control virtual objects to lie on the virtual bed or sit on the virtual chair; these virtual objects can also be non-interactive, such as virtual trees, virtual stones, virtual house structures (including roofs, floors, pillars, doors, windows, etc.). This virtual environment can also be used to simulate real-world environments under different weather conditions, such as sunny days, rainy days, foggy days, or nighttime. A variety of scene elements enhance the diversity and realism of the virtual environment.

[0043] Virtual objects: Images of various people and objects that can interact with a virtual scene, or movable objects within a virtual scene. These movable objects can be at least one of virtual characters, virtual animals, or anime characters. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual object can be a three-dimensional virtual model. Each virtual object has its own shape and volume in the three-dimensional virtual environment, occupying a portion of the space within the three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional object constructed based on three-dimensional human skeleton technology, which achieves different external appearances by wearing different skins. In some implementations, virtual objects can also be implemented using 2.5D or 2D models; this application does not limit this. Optionally, the virtual object is cultivated by the user from an initial virtual object according to the developer's design; or, the virtual object is designed by the developer, and users can acquire different virtual objects through purchase, completing tasks, lotteries, etc., and selectively control one of the virtual objects to enter a game.

[0044] Figure 1 A schematic diagram of a computer system provided in an exemplary embodiment of this application is shown. The computer system 100 may include: a first terminal 110, a server 120, and a second terminal 130.

[0045] The first terminal 110 has a first client 111 installed and running, which can be a multiplayer online game program. When the first terminal 110 runs the first client 111, the user interface of the first client 111 is displayed on the screen of the first terminal 110. The first client 111 can be any of the following: adventure game, casual competitive game, MMO (Massive Multiplayer Online) game, card game, MOBA (Multiplayer Online Battle Arena) game, SLG (Simulation Game), virtual reality application, 3D map program, FPS (First-Person Shooter) game, multiplayer shooting survival game, casual game, party game, sandbox game, virtual reality (VR) application, and augmented reality (AR) program. In this embodiment, the first client 111 is an FPS game as an example. The first terminal 110 is the terminal used by the first user 112. The first user 112 uses the first terminal 110 to control the first virtual object located in the virtual world. The first virtual object can be called the virtual object of the first user 112, the virtual object controlled by the first user 112, etc. The activities of the first virtual object include, but are not limited to, at least one of the following: moving, jumping, teleporting, releasing skills, using props, adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing.

[0046] The second terminal 130 has a second client 131 installed and running, which can be a multiplayer online game program. When the second terminal 130 runs the second client 131, the user interface of the second client 131 is displayed on the screen of the second terminal 130. The second client can be any of the following: adventure game, casual competitive game, MMO game, board game, MOBA game, SLG game, virtual reality application, 3D map program, FPS game, multiplayer shooting survival game, casual game, party game, sandbox game, virtual reality application, and augmented reality program. In this embodiment, the second client 131 is an FPS game as an example. The second terminal 130 is the terminal used by the second user 132. The second user 132 uses the second terminal 130 to control a second virtual object located in the virtual world to perform activities. The second virtual object can be called the virtual object of the second user 132, the virtual object controlled by the second user 132, etc. The activities of the second virtual object include, but are not limited to, at least one of the following: moving, jumping, teleporting, releasing skills, using props, adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing.

[0047] Optionally, users can choose to enter different virtual environments; or, users can choose to randomly enter different virtual environments; or, users will enter different virtual environments in a random order preset by the developer. The virtual environments are pre-designed by the developer; or, the virtual environments are created by the user using a UGC (User-Generated Content) editor provided by the client.

[0048] Optionally, the first virtual object and the second virtual object reside in the same virtual environment. Optionally, the first virtual object and the second virtual object may belong to the same faction, the same team, the same organization, have a friend relationship, or have temporary communication permissions.

[0049] Optionally, the clients installed on the first terminal 110 and the second terminal 130 are the same, or the clients installed on the two terminals are the same type of client on different operating system platforms (Android or iOS). The first terminal 110 can refer to one of multiple terminals, and the second terminal 130 can refer to another of multiple terminals. This embodiment only uses the first terminal 110 and the second terminal 130 as examples. The device types of the first terminal 110 and the second terminal 130 may be the same or different, and these device types include at least one of the following: smartphones, tablets, e-book readers, MP3 players, MP4 players, laptops, and desktop computers.

[0050] Figure 1Only two terminals are shown in the diagram, but in different embodiments, multiple other terminals 140 can access the server 120. Optionally, one or more terminals 140 may also be terminals corresponding to developers, on which a client development and editing platform is installed. Developers can edit and update the client on the terminal 140 and transmit the updated client installation package to the server 120 via wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.

[0051] The first terminal 110, the second terminal 130, and other terminals 140 are connected to the server 120 via a wireless network or a wired network.

[0052] Server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 120 is used to provide backend services for clients supporting the virtual environment. Optionally, server 120 undertakes the primary computing work, and the terminal undertakes the secondary computing work; or, server 120 undertakes the secondary computing work, and the terminal undertakes the primary computing work; or, server 120 and the terminal use a distributed computing architecture for collaborative computing.

[0053] In an illustrative example, server 120 includes processor 122, user account database 123, battle service module 124, and user-facing input / output interface (I / O interface) 125. The processor 122 is used to load instructions stored in the server 120 and process data in the user account database 123 and the battle service module 124. The user account database 123 is used to store data of user accounts used by the first terminal 110, the second terminal 130, and other terminals 140, such as user account avatars, user account nicknames, user account creation maps, user account creation elements, virtual object decorations, virtual objects held by user accounts, virtual equipment held by user accounts, and virtual props held by user accounts. The battle service module 124 is used to provide multiple battle rooms for users to play battles, such as 1V1 battles, 3V3 battles, 5V5 battles, and 1V5 battles. The user-facing I / O interface 125 is used to establish communication and exchange data with the first terminal 110 and / or the second terminal 130 through a wireless network or wired network.

[0054] Among related technologies, a method is supported for triggering skill release via a skill wheel. This skill joystick is a virtual button, comprising two areas: a first area and a second area. The first area is used to quickly trigger the skill corresponding to the skill wheel, commonly referred to as quick casting (or automatic casting); the second area is used by the end user to select the target hit by the skill corresponding to the skill wheel through dragging, commonly referred to as active aiming.

[0055] For example, see Figure 2 As shown, Figure 2 This is a schematic diagram illustrating a method of triggering a skill according to an exemplary embodiment of this application. For example... Figure 2 Part (1) shows a skill wheel 10, which includes a first area 11 and a second area 12. The first area 11 is a circle with the skill activation point as the center and a radius of r. The second area 12 is an annular area outside the first area 11, where r is a positive number. Typically, the skill wheel 10 also displays an activation button 13, such as... Figure 2 As shown in section (2), the activation button 13 is used to activate a skill, or to trigger skill release. When the player presses the activation button 13 and does not move out of the first area 11, quick casting can be achieved, such as... Figure 2 As shown in section (2) of the document. This quick casting operation determines the aiming information of this skill operation based on pre-set search or target selection rules, such as releasing the skill at the legal unit with the lowest health within the range (or casting range). Players can also achieve active aiming by pressing the activation button 13 and dragging it to the second area 12, such as... Figure 2 As shown in section (3) of the diagram. This active aiming operation will activate the skill wheel 10, and the aiming information for this active aiming operation will be determined based on the position mapping of the finger activation point on the skill wheel 10. During the active aiming operation, as the player's finger moves, the activation button 13 in the skill wheel 10 will also move accordingly, or an additional skill joystick will be displayed in the skill wheel 10, which will move with the player's finger.

[0056] While the rapid casting method shown above simplifies player operation, the different search rules for different skills lead to uncertainties and instabilities in the results. The search rules determine the skill's target based on at least one of the skill's range and the state of virtual objects within that range. This is especially problematic for skills cast on friendly units (support skills), which often require protecting a specific teammate. Under this search mechanism, it's difficult to quickly and reliably cast skills on that teammate continuously. Rapid casting is easily disrupted by other friendly units, while active aiming requires higher skill difficulty and longer execution time, hindering player control.

[0057] This application embodiment illustrates a skill release method, specifically as follows: Figure 3 and Figure 4 As shown.

[0058] (1) Display the master virtual object and at least one friendly virtual object located in the virtual environment.

[0059] In this context, a virtual environment is a virtual scene displayed when an application runs on a terminal; alternatively, it can be a projected virtual scene. This virtual environment can be a simulation of a real-world scene, a semi-simulated / semi-fictional scene, or a purely fictional scene. A virtual environment can be any of the following: two-dimensional, 2.5-dimensional, or three-dimensional.

[0060] Optionally, the master virtual object is a virtual object that is manually controlled by the player, such as a virtual hero or a virtual mount.

[0061] Optionally, the friendly virtual object can be a virtual object manually controlled by other users, a virtual object controlled by a program, or a virtual object controlled by AI.

[0062] Optionally, the main virtual object and friendly virtual objects can have the same appearance, or different appearances. That is, the appearance of the main virtual object can be adjusted or selected by the player.

[0063] Optionally, the friendly virtual object and the controlling virtual object can be in the same faction, team, or organization, have a friend relationship, or have temporary communication permissions.

[0064] (2) In response to a priority setting operation for a first friendly virtual object among at least one friendly virtual object, set the priority of the first friendly virtual object to the highest priority.

[0065] Optionally, players can set a priority for the first friendly virtual object among at least one friendly virtual object. This priority is the priority of the skill's target. When selecting a target for a skill, the top n virtual objects with the highest to lowest priority within the skill's range are also selected as targets, where n is the number of targets for that skill. This skill can be cast on enemy virtual objects, friendly virtual objects, or both.

[0066] Optionally, the priority setting operation for the first friendly virtual object is as follows: Figure 3 As shown. First, as Figure 3As shown in section (1) of the diagram, a priority trigger control 20 is displayed on the user interface. For example... Figure 3 As shown in section (2), in response to a player's trigger operation on the priority trigger control 20, a selection list 21 is displayed, which includes a priority setting control for at least one friendly virtual object and a deselection control 22. In response to a trigger operation on the priority setting control 23 of the priority setting control for the first friendly virtual object among the priority setting controls for at least one friendly virtual object, the priority of the first friendly virtual object is set to the highest priority, and as... Figure 3 As shown in section (3), the first friendly virtual object is displayed on the priority trigger control 20, or the priority trigger control 24 with the first friendly virtual object is displayed, so that the user can more intuitively and quickly determine the friendly virtual object with the highest priority as the first friendly virtual object.

[0067] Optionally, the priority trigger control 20 can be displayed normally, meaning that the priority trigger control 20 is displayed on the user interface of every player; or, the priority trigger control 20 can be displayed only when a first condition is met. The first condition includes at least one of the following: the current virtual environment is a preset virtual environment; the priority setting operation is active. The preset virtual environment can be all virtual environments supported by the first client, or it can be a subset of virtual environments set by the developer.

[0068] (3) In response to the rapid release operation of the first skill, determine one or more release targets based on the priority of virtual objects within the release range of the first skill; and release the first skill to one or more release targets.

[0069] Optionally, the type of the first skill includes, but is not limited to, at least one of the following: attack, defense, control, or support skills. Taking an attack-type first skill as an example, it can be further subdivided into physical attack skills and magical attack skills. Physical attack skills focus on direct melee damage output, such as sword skills and axe skills; magical attack skills involve the use of elemental magic (such as fire, water, and wind elements), dealing damage to enemies by releasing magical energy. A defensive first skill can be a shield generation skill, protecting the main virtual object and / or friendly virtual objects from attacks by enemy virtual objects; control skills include effects such as stun, freeze, and slow, which can restrict the movement of enemy virtual objects; support skills provide healing, buffs (such as increased attack power, defense, and movement speed) to friendly virtual objects, or change the position of the main virtual object and / or friendly virtual objects. This application does not limit the type of the first skill.

[0070] Optionally, the target of the first skill can be a friendly virtual object (including the main virtual object), an enemy virtual object, or both a friendly virtual object (including the main virtual object) and an enemy virtual object. Generally speaking, if the target of the first skill is a friendly virtual object (including the main controlled virtual object), the skill type of the first skill is usually defensive and / or supportive; if the target of the first skill is an enemy virtual object, the skill type of the first skill is usually offensive and / or controlive; if the target of the first skill is both a friendly virtual object (including the main controlled virtual object) and an enemy virtual object, the skill type of the first skill is usually a combination of several skill types. The effect of the first skill on friendly virtual objects differs from the effect on enemy virtual objects. For example, if it provides healing to friendly virtual objects and damages enemy virtual objects, then the first skill can be considered a combination of offensive and supportive skills. In addition, it can also provide buffs to friendly virtual objects, such as acceleration, and debuffs to enemy virtual objects, such as deceleration. In this case, the first skill can be considered a combination of supportive and controlive skills. Besides the skill types shown above, the first skill can also be a combination of offensive and defensive skills, a combination of control and defensive skills, etc. This application embodiment does not limit this.

[0071] Optionally, the actions that respond to the release of the first skill include, but are not limited to: click, long press, swipe, touch, button, gesture, voice control, motion control, and free combinations of at least two of the above actions.

[0072] Among them, button operation refers to triggering the release of the first skill through physical buttons such as keyboards, mice, and gamepads. For example, pressing a preset combination of shoulder buttons and directional keys releases the first skill, or triggering the release of the first skill through keyboard keys (such as function keys or shortcut keys) or mouse clicks. Gesture operation refers to the combination of sliding, clicking, and long-pressing operations of one or more fingers on devices such as touch screens or touchpads, such as pinching with two fingers or swiping down with three fingers. It should be noted that gesture operation here can also be air gesture, that is, the gesture operation is determined by the user's hand movements captured by the terminal's camera. Voice control operation refers to triggering the focus fire request control through voice commands. The voice command can be the skill name or keyword and skill name, such as "Release XX skill", where "Release" is the keyword and "XX skill" is the skill name of the first skill. Motion control refers to a method of triggering a fire request control through the user's actions. The user's actions are collected or identified by the terminal's gyroscope, motion sensors bound to the terminal, or actions recognized by the images captured by the terminal's camera. For example, if the user makes a hand seal gesture, different hand seal gestures correspond to different skills, and different skills are released based on the different hand seal gestures of the user.

[0073] Optionally, the release operation of the first skill includes a quick release operation and an active aiming operation, or the first skill can be released through a quick release operation, that is, the release operation of the first skill is a quick release operation.

[0074] For example, in the case where the first skill corresponds to a single target, such as Figure 4 As shown in part (1), there are a master virtual object 25, a first friendly virtual object 26, and a second friendly virtual object 27 in the virtual environment. The skill release range of the master virtual object is the first range 28. When the master virtual object triggers the release operation of the first skill, it will first determine the release target of the first skill, such as whether the release target includes friendly virtual objects. Then it will check whether there is a friendly virtual object with the highest priority set in the first range 28. If there is a friendly virtual object with the highest priority set, such as the first friendly virtual object 26, then the first friendly virtual object 26 will be set as the release target. The first skill will be displayed to the player in a highlighted manner, such as a highlighted ring 29 under the first friendly virtual object 26, a highlighted dotted line 30 between the master virtual object 25 and the first friendly virtual object 26 to mark the skill release path, and a green highlighted border 31 added to the health bar of the first friendly virtual object 26. If no friendly virtual object with the highest priority is found within the first range 28, then according to the search rules, a friendly virtual object within the first range 28 is identified as the release target. Figure 4 As shown in part (2), the first friendly virtual object 26 with the highest priority is not within the first range 28. The second friendly virtual object 27 and the third friendly virtual object 32 are within the first range 28. If the search rule is the friendly virtual object with the lowest health, then the second friendly virtual object 27 and the third friendly virtual object 32 are judged based on their health. The second friendly virtual object 27 is used as the target of the first skill release, and a highlighted circle is displayed under the second friendly virtual object 27.

[0075] Optionally, if the first friendly virtual object is the friendly virtual object with the highest priority, then during the release of the first skill, the highlighting method for the first friendly virtual object is different from that for the second friendly virtual object, which is the release target determined according to the search rules.

[0076] Optionally, the search rules may include at least one of the following: lowest health; lowest mana; highest attack; virtual object type; closest to the master virtual object; furthest from the master virtual object; closest to the enemy virtual object, etc.

[0077] Figure 5A flowchart illustrating a skill release method provided in an exemplary embodiment of this application is shown. The method is executed by a first client, which is... Figure 1 The first client is shown in the diagram. The first client is used to control the master virtual object, or a first terminal running the first client is used to control the master virtual object. The method includes:

[0078] Step 210: Display the master virtual object and at least one friendly virtual object located in the virtual environment.

[0079] The terminal running the first client is the first terminal. The display screen of the first terminal can display virtual environment images, which are images of the virtual environment captured by a camera model. Users can control the activities of the main virtual object by interacting with the display screen (which is a touch-enabled display screen, also known as a touch screen) or external interactive devices (such as a mouse, keyboard, electronic stylus, game controller, etc.).

[0080] Optionally, at least one friendly virtual object must belong to the same faction as the controlling virtual object. Factions can also use other equivalent names, such as groups, teams, organizations, etc. Factions are used to temporarily or permanently define the groups to which virtual objects belong.

[0081] For example, virtual objects in a virtual environment can be classified into at least one faction; or, virtual objects in a virtual environment can freely form temporary factions. Each faction includes at least one virtual object.

[0082] Optionally, virtual objects of different factions can attack each other; or, virtual objects of different factions can attack each other under certain conditions. Virtual objects of the same faction can heal each other, and in some scenarios, virtual objects of the same faction can also attack each other, or attack each other under certain conditions.

[0083] Optionally, one of the at least one friendly virtual objects is a virtual object manipulated by other users; or, one of the at least one friendly virtual objects is a virtual object controlled by AI; or, one of the at least one friendly virtual objects is a virtual object controlled by a computer program (on the terminal and / or the server).

[0084] Optionally, at least one friendly virtual object may also include NPCs (Non-player Characters), monsters, bosses, etc. in the virtual environment. The action logic of the friendly virtual object is pre-designed by the developers. The action logic of the friendly virtual object is specifically manifested in different computer programs, such as when to release which skill to attack which virtual object; or, the friendly virtual object is a virtual object controlled by AI, that is, the AI ​​model generates the action logic of the friendly virtual object based on the relevant information of the friendly virtual object (such as its position, its own attributes, the attributes of enemy virtual objects, etc.).

[0085] It should be noted that the "factions" in this embodiment are used to classify the groups to which virtual objects belong in a virtual environment, mainly in scenarios where virtual objects need to fight each other. Games in related technologies may have faction mechanisms, such as dividing all settings in the game into positions and creating conflict according to certain rules. This usually manifests as users' identification with and classification of various identities, values, and group positions. For example, virtual objects in the game may be divided into good, neutral, and evil factions, and users can choose to join a faction based on their own level of acceptance of each faction's ideology. However, the factions shown in this embodiment are not entirely the same as the aforementioned "good," "neutral," and "evil" factions. Regarding the faction to which the first virtual object belongs, it is more of a temporary group division method that facilitates user communication and cooperation.

[0086] Step 220: In response to a priority setting operation for the first friendly virtual object among at least one friendly virtual object, set the priority of the first friendly virtual object to the highest priority.

[0087] The priority of the first friendly virtual object is used to indicate the priority of the first friendly virtual object being selected as the target of the skill. In other words, the priority of the friendly virtual object is used to determine the target of the skill.

[0088] For example, the priority of the first friendly virtual object is set to the highest priority. That is, if the first friendly virtual object is within the skill's release range, it will be the first target of the skill. If the skill only supports one target, it will be released directly to the first friendly virtual object. If the skill supports multiple targets, after determining the first friendly virtual object as the target, one or more remaining targets will be determined based on the status of the remaining friendly virtual objects. In other words, when selecting a target, the priority of the friendly virtual object is determined before the status of the friendly virtual object is determined.

[0089] Optionally, at least one friendly virtual object can be at least two friendly virtual objects. Before the priority setting operation for the first friendly virtual object among the at least two friendly virtual objects, each of the at least two friendly virtual objects has the same priority or is empty; after the priority of the first friendly virtual object is set to the highest priority, at least one of the at least two friendly virtual objects other than the first friendly virtual object also has the same priority or is empty.

[0090] Optionally, the first friendly virtual object can be one or more friendly virtual objects from at least one friendly virtual object.

[0091] Step 230: In response to the main virtual object's trigger operation for the first skill, automatically select one or more friendly virtual objects within the release range to release the first skill based on the priority of friendly virtual objects within the release range of the first skill.

[0092] The master virtual object includes at least one skill, and the at least one skill includes a first skill.

[0093] Optionally, the first skill is an exclusive skill of the main virtual object, meaning that the first skill can only be released by the main virtual object; or, the first skill is a universal skill, meaning that multiple virtual objects can be configured to carry and release the first skill.

[0094] Optionally, the release range of the first skill indicates the area of ​​effect that the first skill can cause, or in other words, the release range of the first skill indicates the trigger range of the first skill. The first skill can only be released within the release range. It should be understood that a skill usually also has an effective range, which indicates the area of ​​effect that the skill can cause. The release range and the effective range of a skill can be the same or different. That is, although a skill can only be released within the release range, the area it can affect can be outside or within the release range. In addition, for single-target skills, the skill can only be released if there is a target within the release range; for multi-target skills, multiple targets must exist within the release range for the skill to be released; for area-of-effect skills, it is not necessary to guarantee that there is a target within the release range for the skill to be released. Here, the target refers to a virtual object located within the release range of the skill and meeting the release conditions of the skill. The release conditions of the skill include being in the same or different factions as the main virtual object; having the lowest health; being the closest to the main virtual object, etc. The release conditions of the skill are reflected in the conditions related to the status of friendly virtual objects.

[0095] Optionally, the release range of the first skill is set by the developer, or the release range of the first skill is related to the release operation of the first skill.

[0096] For example, the release range of the first skill is set by the developer, who may set the same or different release ranges for different skills. Generally, the release range of a skill is a circle with radius r, centered on the main virtual object, where r is a positive integer. However, in some embodiments, the release range can also be a fan-shaped area centered on the current position of the main virtual object, expanding outwards in both directions. This fan shape can be of any degree, such as 60 degrees, 120 degrees, 180 degrees, 270 degrees, etc. The release range of a skill can also be a circular area whose center is controlled by the player using a skill joystick, or a circular area centered on the release target. The release range of a skill can also be an annulus centered on the main virtual object. The release range of a skill can also be for the entire virtual environment, i.e., the entire map. It should be understood that the embodiments of this application only list examples of some skill release ranges, but the embodiments of this application do not limit this.

[0097] Optionally, the first skill can be released on one or more friendly virtual objects within the release range. This can be done by releasing the first skill directly at one or more friendly virtual objects, meaning the first skill directly hits one or more friendly virtual objects, or by releasing the first skill in the direction of one or more friendly virtual objects. In other words, if all or some of the one or more friendly virtual objects move during the release of the first skill, the first skill may not hit one or more friendly virtual objects. That is, the first skill can be strongly locked or weakly locked; or, the first skill corresponds to a first locking mode or a second locking mode. The first locking mode is a mode that guarantees a hit on the release target, and the second locking mode is a mode that allows for evasion. This application embodiment does not limit this aspect.

[0098] Optionally, the response to the release of the first skill includes, but is not limited to: click, long press, swipe, touch, button, gesture, voice control, motion control, and free combinations of at least two of the above operations. It should be understood that the various triggering and confirming operations shown in the embodiments of this application are similar to the release methods of the first skill described above, and the specific manifestations of these operation methods will not be described further below, but the protection scope of the embodiments of this application is not limited thereto.

[0099] Among them, button operation refers to triggering the release of the first skill through physical buttons such as keyboards, mice, and gamepads. For example, pressing a preset combination of shoulder buttons and directional keys releases the first skill, or triggering the release of the first skill through keyboard keys (such as function keys or shortcut keys) or mouse clicks. Gesture operation refers to the combination of sliding, clicking, and long-pressing operations of one or more fingers on devices such as touch screens or touchpads, such as pinching with two fingers or swiping down with three fingers. It should be noted that gesture operation here can also be air gesture, that is, the gesture operation is determined by the user's hand movements captured by the terminal's camera. Voice control operation refers to triggering the focus fire request control through voice commands. The voice command can be the skill name or keyword and skill name, such as "Release XX skill", where "Release" is the keyword and "XX skill" is the skill name of the first skill. Motion control refers to a method of triggering a fire request control through the user's actions. The user's actions are collected or identified by the terminal's gyroscope, motion sensors bound to the terminal, or actions recognized by the images captured by the terminal's camera. For example, if the user makes a hand seal gesture, different hand seal gestures correspond to different skills, and different skills are released based on the different hand seal gestures of the user.

[0100] Optionally, the release operation of the first skill includes a quick release operation and an active aiming operation. The quick release operation and the active aiming operation correspond to different triggering methods, as described above. Figure 2 The quick release operation shown is a trigger operation in the first area 11, and the active aiming operation is a trigger operation from the first area 11 to the second area 12; or, the first skill supports release through a quick release operation, that is, the release operation of the first skill is a quick release operation.

[0101] Optionally, the type of the first skill includes, but is not limited to, at least one of the following: attack, defense, control, or support skills. Taking an attack-type first skill as an example, it can be further subdivided into physical attack skills and magical attack skills. Physical attack skills focus on direct melee damage output, such as sword skills and axe skills; magical attack skills involve the use of elemental magic (such as fire, water, and wind elements), dealing damage to enemies by releasing magical energy. A defensive first skill can be a shield generation skill, protecting the main virtual object and / or friendly virtual objects from attacks by enemy virtual objects; control skills include effects such as stun, freeze, and slow, which can restrict the movement of enemy virtual objects; support skills provide healing, buffs (such as increased attack power, defense, and movement speed) to friendly virtual objects, or change the position of the main virtual object and / or friendly virtual objects. This application does not limit the type of the first skill.

[0102] Optionally, the target of the first skill can be a friendly virtual object (including the main virtual object), an enemy virtual object, or both a friendly virtual object (including the main virtual object) and an enemy virtual object. Generally speaking, if the target of the first skill is a friendly virtual object (including the main controlled virtual object), the skill type of the first skill is usually defensive and / or supportive; if the target of the first skill is an enemy virtual object, the skill type of the first skill is usually offensive and / or controlive; if the target of the first skill is both a friendly virtual object (including the main controlled virtual object) and an enemy virtual object, the skill type of the first skill is usually a combination of several skill types. The effect of the first skill on friendly virtual objects differs from the effect on enemy virtual objects. For example, if it provides healing to friendly virtual objects and damages enemy virtual objects, then the first skill can be considered a combination of offensive and supportive skills. In addition, it can also provide buffs to friendly virtual objects, such as acceleration, and debuffs to enemy virtual objects, such as deceleration. In this case, the first skill can be considered a combination of supportive and controlive skills. Besides the skill types shown above, the first skill can also be a combination of offensive and defensive skills, a combination of control and defensive skills, etc. This application embodiment does not limit this.

[0103] In summary, the method provided in this application embodiment illustrates a priority setting method for friendly virtual objects, which is used in the skill release determination process. This priority is used first in the skill release determination process; that is, the priority of friendly virtual objects is the first determination element in the skill release determination process. The skill release determination process also includes determining the state of friendly virtual objects, which is the second determination element. The first determination element has a higher priority than the second determination element. Specifically, the skill release target is determined first based on the priority set by the player. If the number of release targets determined based on the player's set priority does not reach the required number of skill release targets, the release target is then determined based on the state of the friendly virtual objects (i.e., the release conditions or search rules set by the developer or user). This priority setting for friendly virtual objects allows the selection of skill release targets to be primarily based on the player's subjective choice (i.e., setting the highest priority friendly virtual object). If a friendly virtual object with the highest priority is present within the release range, it will inevitably be selected as the release target, improving the stability of target selection during skill release. If no friendly virtual object with the highest priority is present within the release range, the system will search based on the status of friendly virtual objects within the release range and automatically select a suitable release target, rather than using the traditional method of controlling the main virtual object to move closer to the friendly virtual object with the highest priority to ensure the release of the first skill, or canceling the release of the first skill. This ensures the stable release of the first skill in complex combat scenarios, and the release target is determined based on the status of the friendly virtual object, which can also, to some extent, ensure the strategic objective of the first skill release, such as ensuring the survival of the friendly virtual object in the worst state.

[0104] The following section will further explain how to set priorities.

[0105] 1. Priority settings

[0106] It should be understood that the priority setting for friendly virtual objects can be applied to a single friendly virtual object or to multiple friendly virtual objects, as shown below.

[0107] (1) Setting the highest priority

[0108] Based on Figure 5 In an alternative embodiment, such as Figure 6 As shown, step 220 can be implemented as steps 221 and 222.

[0109] Step 221: Display the priority setting control for at least one friendly virtual object.

[0110] Optionally, at least one friendly virtual object may have a priority setting control displaying the friendly virtual object. The friendly virtual object displayed on the priority setting control may be a thumbnail of the friendly virtual object, its model, its name, etc. The priority setting control may also display the username corresponding to the friendly virtual object. This username is the name of the user controlling the friendly virtual object. If the friendly virtual object is controlled by an AI model or by a program, the username may be "Computer" or blank.

[0111] Optionally, the priority setting control for at least one friendly virtual object is the priority setting control corresponding to all friendly virtual objects in the virtual environment, or the priority setting control for at least one friendly virtual object is the priority setting control corresponding to all friendly virtual objects in the virtual environment that are located within a first range from the master virtual object.

[0112] Optionally, step 221 above can be implemented as follows: in response to a trigger operation on a priority trigger control, display at least one priority setting control for a friendly virtual object.

[0113] Optionally, a priority trigger control is displayed on the user interface. This priority trigger control is displayed normally, or when a first condition is met, or when triggered by a player's action. The first condition includes at least one of the following: the current virtual environment is a preset virtual environment; the priority setting operation is active. The preset virtual environment can be all virtual environments supported by the first client, or it can be a subset of virtual environments set by the developer.

[0114] For example, the first condition includes at least one of the following: the priority setting operation is active, the current virtual environment is a preset virtual environment, and the main virtual object has a skill that supports rapid release. The active and inactive states of the priority setting operation can be set by the player or by the developer. For MOBA and FPS games, there is usually a homepage where players can enter virtual environments of different modes by triggering actions on the homepage. The preset virtual environment is the virtual environment in the preset mode, such as the virtual environment in the 5V5 battle mode or the virtual environment in the 3V3 battle mode. However, there are also virtual environments in the game that do not support displaying the priority trigger control, such as the virtual environment in the 1V1 battle mode. Since there are usually no friendly virtual objects in the 1V1 battle mode, the priority trigger control can be displayed.

[0115] For example, in response to a triggering operation on a priority triggering control, the priority triggering control is displayed. Optionally, the triggering operation on the priority triggering control includes, but is not limited to: click operation, long press operation, swipe operation, touch operation, button operation, gesture operation, voice control operation, motion control operation, and free combinations of at least two of the above operations. Among them, button operation refers to the way to trigger the display of the priority triggering control through physical buttons such as keyboards, mice, and gamepads. For example, in response to a triggering operation on at least one physical button, the priority triggering control is displayed. Taking a gamepad as an example, pressing the left trigger displays at least one settings control, and at least one settings control includes a priority triggering control. That is, the display of the priority triggering control is achieved by triggering the left trigger. In some scenarios, releasing the left trigger will cancel the display of at least one settings control. In other scenarios, it is necessary to trigger the display of at least one settings control through additional button triggering, such as pressing the left trigger or other buttons again. Furthermore, the right joystick can be used to switch between at least one settings control and the priority triggering control. After switching to the priority triggering control, releasing the right joystick (and the left trigger) will trigger the priority triggering control and display the priority settings control of at least one friendly virtual object. Optionally, in response to a trigger operation on a priority trigger control, at least one priority setting control for a friendly virtual object is displayed, and the priority trigger control is dedisplayed.

[0116] Optionally, the method further includes: in response to a triggering operation of a priority setting control for a first friendly virtual object in a priority setting control for at least one friendly virtual object, displaying the first friendly virtual object on a priority triggering control.

[0117] Optionally, in response to a trigger operation of the priority setting control for the first friendly virtual object in the priority setting control for at least one friendly virtual object, the display of the priority setting controls for at least one friendly virtual object is cancelled, and a priority trigger control is displayed, which displays the first friendly virtual object. The priority trigger control displays a thumbnail of the first friendly virtual object, its model, its name, etc. The priority setting control may also display the username corresponding to the friendly virtual object. This username is the name of the user controlling the friendly virtual object. If the friendly virtual object is controlled by an AI model or by a program, the username can be "Computer" or blank.

[0118] Optionally, such as Figure 7As shown, before the priority setting operation for the first friendly virtual object, the priority trigger control is in a first display state 40. This first display state 40 indicates that the control is a priority trigger control, and it can also be considered the initial state of the priority trigger control, i.e., the state displayed at the beginning. In response to a trigger operation on the priority trigger control in the first display state 40, a priority setting list 41 is displayed. This priority setting list 41 includes at least one priority setting control for a friendly virtual object and a close control. The close control is used to cancel the display of the priority setting list 45 and cancel the current priority setting operation; and to cancel the display of the priority trigger control. In response to a trigger operation on the priority setting control 42 of the first friendly virtual object among the at least one friendly virtual object, the display of the priority setting list 41 is canceled, i.e., the display of the priority setting control and close control of at least one friendly virtual object is canceled, and the priority trigger control is displayed. At this time, the priority trigger control is in a second display state 43, which indicates the friendly virtual character with the highest current priority.

[0119] Optionally, such as Figure 8 As shown, before the priority setting operation for the first friendly virtual object, the priority trigger control is in a first display state 40. The first display state 40 indicates that the control is a priority trigger control, and this first display state 40 can also be considered the initial state of the priority trigger control, that is, the state displayed at the beginning. In response to the trigger operation for the priority trigger control in the first display state 40, the priority trigger control is switched to a third display state 44, and a priority setting list 45 is expanded and displayed around the priority trigger control. The priority setting list 45 includes priority trigger controls for at least one friendly virtual object. The third display state 44 indicates that the priority trigger control is in a triggered state. After the priority trigger control in the third display state 44 is triggered, the display of the priority setting list 45 can be canceled, and the current priority setting operation can be canceled. In response to the trigger operation for the priority setting control 42 of the first friendly virtual object among at least one friendly virtual object, the display of the priority setting list 45 is canceled; and the priority trigger control is switched to a second display state 43. The second display state 43 indicates that the friendly virtual character with the highest current priority is the one with the highest priority.

[0120] Step 222: In response to the triggering operation of the priority setting control of the first friendly virtual object in the priority setting control of at least one friendly virtual object, set the priority of the first friendly virtual object to the highest priority.

[0121] The priority of the first friendly virtual object is used to indicate the priority of the first friendly virtual object being selected as the target of the skill. In other words, the priority of the friendly virtual object is used to determine the target of the skill.

[0122] For example, the priority of the first friendly virtual object is set to the highest priority. That is, if the first friendly virtual object is within the skill's release range, it will be the first target of the skill. If the skill only supports one target, it will be released directly to the first friendly virtual object. If the skill supports multiple targets, after determining the first friendly virtual object as the target, one or more remaining targets will be determined based on the status of the remaining friendly virtual objects. In other words, when selecting a target, the priority of the friendly virtual object is determined before the status of the friendly virtual object is determined.

[0123] In some embodiments, the method further includes: in response to a trigger operation on a priority trigger control displaying a first friendly virtual object, canceling the display of the first friendly virtual object on the priority trigger control, and initializing the priority of the first friendly virtual object. Alternatively, in response to a trigger operation on a priority trigger control in a second display state, switching the priority trigger control to a first display state, and initializing the priority of the first friendly virtual object. That is, after a player selects the first friendly virtual object as the highest priority friendly virtual object, they can trigger the priority trigger control again to cancel the highest priority setting.

[0124] In some embodiments, at least one friendly virtual object is all friendly virtual objects in the game; or, at least one friendly virtual object is all friendly virtual objects within a first range, the first range being the range centered on the controlling virtual object, and the first range having a first area.

[0125] It should be understood that the above only illustrates one highest priority setting method. However, other setting methods can also be used to achieve the highest priority. A simple explanation is given using player operation methods such as touch operation for the touchscreen, trigger operation for the keyboard and / or mouse, and trigger operation for the gamepad buttons.

[0126] For example, if the player's operation method is a touch operation on a touchscreen, or a trigger operation on a keyboard and / or mouse, in response to a priority setting operation for a first friendly virtual object among at least one friendly virtual object, setting the priority of the first friendly virtual object to the highest priority can be implemented as follows: in response to a click operation on the first friendly virtual object in the virtual environment, setting the priority of the first friendly virtual object to the highest priority; or, in response to a double-click operation on the first friendly virtual object in the virtual environment, setting the priority of the first friendly virtual object to the highest priority; or, in response to a long-press operation on the first friendly virtual object in the virtual environment, setting the priority of the first friendly virtual object to the highest priority; or, in response to a trigger operation on a switching shortcut key for a friendly virtual object, highlighting the target friendly virtual object and setting the priority of the target friendly virtual object to the highest priority, where the target friendly virtual object is one of at least one friendly virtual object, such as the first friendly virtual object, and the switching shortcut key is such as the "tab" key.

[0127] For example, if the player's operation involves triggering buttons on the controller, in response to a priority setting operation for the first friendly virtual object among at least one friendly virtual object, setting the priority of the first friendly virtual object to the highest priority can be implemented as follows: in response to a triggering operation for a switching shortcut key for a friendly virtual object, highlighting the target friendly virtual object; in response to an ending triggering operation for a switching shortcut key for a friendly virtual object, setting the priority of the target friendly virtual object to the highest priority. For instance, the player can trigger a friendly virtual object selection operation by pressing the left trigger. In response to pressing the left trigger, a friendly virtual object is highlighted, which can be any one of at least one friendly virtual object, such as the friendly virtual object closest to the main control virtual object. In response to a movement operation on the right joystick, the highlighted friendly virtual object is switched until the player releases the left trigger, at which point the priority of the currently highlighted target friendly virtual object is determined to be set to the highest priority.

[0128] In summary, the method provided in this application illustrates the specific process of setting the priority of a first friendly virtual object. During this process, at least one priority setting control for a friendly virtual object will be displayed, allowing players to intuitively determine which friendly virtual object they wish to set as the highest priority. This provides an intuitive visual effect, enabling players to more quickly and conveniently achieve the goal of setting the highest priority, thus improving the efficiency of setting the highest priority target.

[0129] Furthermore, the priority setting control for at least one friendly virtual object is triggered by a trigger control. After the user triggers the priority setting control for the first friendly virtual object among the priority setting controls for at least one friendly virtual object, the priority setting controls for at least one friendly virtual object are collapsed (or their display is canceled), and the first friendly virtual object is displayed on the priority trigger control. That is, after the highest priority target is confirmed, only the priority trigger control for the first friendly virtual object is displayed in the user interface. This allows the player to intuitively observe the currently highest priority friendly virtual object, thus better reminding the user of the target that will be hit first after the current skill is released, assisting the user in making better skill release arrangements. Furthermore, canceling the display of the priority setting control for at least one friendly virtual object avoids displaying too much invalid information in the user interface to distract the player. Hiding invalid information reduces the probability of user distraction, improves interaction efficiency, and optimizes the user experience.

[0130] (2) Setting other priorities

[0131] In other embodiments, in addition to setting the highest priority for the first friendly virtual object in the manner described above, the method shown in this application also supports setting priorities for more friendly virtual objects.

[0132] In some embodiments, the priority setting operation for the first friendly virtual object is a first priority setting operation; the method further includes: in response to the second priority setting operation for the second friendly virtual object, setting the priority of the second friendly virtual object to a second priority, wherein the second priority is lower than the highest priority.

[0133] Optionally, the second priority setting operation for the second friendly virtual object can be similar to the first priority setting operation for the first friendly virtual object. For example, if a priority trigger control for setting the second priority is displayed in the user interface, the user can set the second priority using a similar method to the setting of the highest priority of the first friendly virtual object. That is, the second priority trigger control is displayed (i.e., a priority trigger control for the second priority; the aforementioned priority setting control for the highest priority can be called the highest priority trigger control or the first priority trigger control). In response to a trigger operation on the second priority trigger control, a priority setting control for at least one friendly virtual object is displayed. In response to a trigger operation on the priority setting control of the second friendly virtual object among the at least one friendly virtual object, the priority of the second friendly virtual object is set to the second priority.

[0134] Optionally, the first priority setting operation and the second priority setting operation can share a single priority trigger control. That is, the priority trigger control is displayed on the user interface. In response to a trigger operation on the priority trigger control, priority setting controls for at least one friendly virtual object are displayed. In response to a first trigger operation on the priority setting control of the first friendly virtual object among the priority setting controls of at least one friendly virtual object, the priority of the first friendly virtual object is set to the highest priority (or first priority); in response to a second trigger operation on the priority setting control of the second friendly virtual object among the priority setting controls of at least one friendly virtual object, the priority of the second friendly virtual object is set to the second priority; in response to a priority confirmation operation on at least one friendly virtual object, the display of at least one friendly virtual object is canceled. The first trigger operation for the priority setting control of the first friendly virtual object and the second trigger operation for the priority setting control of the second friendly virtual object can be trigger operations with different trigger times. The first trigger operation is earlier than the second trigger operation. That is, the priority is determined according to the different trigger times of the priority trigger control for the first friendly virtual object and the priority trigger control for the second friendly virtual object. The earlier the friendly virtual object is triggered, the higher the priority. Of course, the later the friendly virtual object is triggered, the higher the priority can also be. This application does not limit this. The first trigger operation for the priority setting control of the first friendly virtual object and the second trigger operation for the priority setting control of the second friendly virtual object can also be trigger operations with different trigger methods. For example, the first trigger operation is a single click operation and the second trigger operation is a long press operation; or, the first trigger operation is a short press operation and the second trigger operation is a long press operation. That is, the press duration of the first trigger operation is greater than the first duration and less than the second duration, and the press duration of the second trigger operation is greater than the second duration, and so on.

[0135] Optionally, in response to a priority confirmation operation for at least one friendly virtual object, a first friendly virtual object is displayed on the priority trigger control; or, in response to a priority confirmation operation for at least one friendly virtual object, a first friendly virtual object and a second friendly virtual object are displayed on the priority trigger control. Optionally, the first and second friendly virtual objects displayed on the priority trigger control have different display states, such as the first friendly virtual object being highlighted while the second friendly virtual object is not highlighted; or, priority indicators are displayed on both the first and second friendly virtual objects, and the priority indicators of the first and second virtual objects are different, such as priority indicators displayed as subscripts. Priority indicators can be numbers, symbols, or graphics. For example, the priority indicator corresponding to the first priority is 1, and the priority indicator corresponding to the second priority is 2; or, the priority indicators corresponding to the first and second priorities are both circles, and the brightness of the color of the priority indicator corresponding to the first priority is higher than that of the priority indicator corresponding to the second priority, etc.

[0136] Optionally, this application embodiment also supports players setting priorities for more friendly virtual objects. For example, in the scenario described above where different priority trigger controls are set for different priority levels (or priority values), a larger number of priority trigger controls can be displayed, each corresponding to a different priority level. The display effects of the priority trigger controls corresponding to different priority levels are different; that is, the priority trigger controls are also used to indicate the priority level, such as directly displaying a priority indicator on the priority trigger control. Furthermore, one or more friendly virtual objects can be set for each priority level. The above explanation uses one friendly virtual object per priority level as an example, but a similar approach, where the first priority setting operation and the second priority setting operation share a single priority trigger control, can also be used. In other words, for the priority trigger control corresponding to the first priority, after being triggered to display the priority setting control of at least one friendly virtual object, in response to the triggering operation of the priority setting control of one of the priority setting controls of the at least one friendly virtual object, the priority of that friendly virtual object is set to the first priority; however, the display of the priority setting control of at least one friendly virtual object is not canceled; at this time, the player can continue to set other friendly virtual objects to the first priority by triggering the priority setting control of other friendly virtual objects; until the player triggers the priority confirmation operation for at least one friendly virtual object, then the priority setting control of at least one friendly virtual object is canceled.

[0137] Optionally, when multiple priority trigger controls exist, the priority trigger controls of at least one friendly virtual object displayed for each priority trigger control can be the same or different. For example, if a player sets a first priority for a first friendly virtual object, when the player triggers the priority trigger control corresponding to the second priority, all priority setting controls in the priority setting controls of at least one friendly virtual object can be displayed, or the priority setting control of the first friendly virtual object can be hidden, and the priority setting controls of at least one friendly virtual object without priority can be displayed. This application does not limit this aspect.

[0138] Optionally, embodiments of this application also support players setting priorities for more friendly virtual objects. For example, in scenarios where a priority setting operation and a second priority setting operation share a single priority trigger control. That is, a priority trigger control is displayed on the user interface. In response to a trigger operation on the priority trigger control, priority setting controls for at least one friendly virtual object are displayed. In response to an i-th trigger operation on the priority setting control of the i-th friendly virtual object among the priority setting controls of at least one friendly virtual object, the priority of the i-th friendly virtual object is set to the i-th priority, and i = i + 1 is set until a priority confirmation operation for at least one friendly virtual object is triggered, where i is a positive integer; in response to a priority confirmation operation for at least one friendly virtual object, the display of at least one friendly virtual object is canceled.

[0139] Optionally, for the priority levels shown above, if the priority level is represented as the i-th priority, then the embodiments of this application are described with the example that the i-th priority is greater than the (i+1)-th priority. That is, the first priority is greater than the second priority, the second priority is greater than the third priority, and so on.

[0140] Optionally, after the aforementioned triggering operation on the priority setting control, if a player accidentally triggers a friendly virtual object, they can clear or cancel the priority setting operation on the priority setting control of the mistakenly triggered friendly virtual object in at least one friendly virtual object's priority setting control.

[0141] In other embodiments, the second priority setting can be initiated by the player as described above, or it can be passively set due to a player's triggering action. For example, in response to a priority setting operation for a first friendly virtual object among at least one friendly virtual object, the priority of the first friendly virtual object is set to the highest priority, or first priority; in response to a priority setting operation for a second friendly virtual object among at least one friendly virtual object, the priority of the second friendly virtual object is set to the highest priority, or first priority; and the priority of the first friendly virtual object is automatically adjusted to the second priority. That is, it can also be understood that a priority setting operation for a friendly virtual object will trigger the automatic adjustment of the priorities of one or more friendly virtual objects among at least one friendly virtual object.

[0142] For example, there are at least five friendly virtual objects, each with a default priority of fifth priority (or the lowest priority). In some embodiments, the default priority can be empty. In response to a player's priority setting operation for the first friendly virtual object, the priority of the first friendly virtual object is adjusted from fifth priority to first priority. If the player changes their strategy and triggers a priority setting operation for the second friendly virtual object, in response to the priority setting operation for the second friendly virtual object, the priority of the second friendly virtual object is adjusted from fifth priority to first priority, and the priority of the first friendly virtual object is adjusted from first priority to second priority. If the player wants to adjust the priority here, such as triggering a priority setting operation for the third friendly virtual object, in response to the priority setting operation for the third friendly virtual object, the priority of the third friendly virtual object is adjusted from fifth priority to first priority, and the priority of the second friendly virtual object is adjusted from first priority to second priority, and the priority of the first friendly virtual object is adjusted from second priority to third priority. First priority is higher than second priority, second priority is higher than third priority, and so on.

[0143] In other words, in response to a priority setting operation for the first friendly virtual object, setting the priority of the first friendly virtual object to the highest priority can be understood as: in response to a priority setting operation for the first friendly virtual object, setting the priority of the first friendly virtual object to the highest priority, and lowering the priority of at least one friendly virtual object excluding those with the corresponding default priority (or lowest priority or a priority that is empty). It should be understood that, as shown in the example above, the action of lowering the priority will not be performed on the first friendly virtual object that was triggered.

[0144] In summary, the method provided in this application illustrates the specific process of setting priorities for multiple friendly virtual objects. Besides supporting setting the highest priority friendly virtual object, it also supports setting second, third, and even fourth priorities. That is, players can set the priority of skill release targets themselves, thereby achieving accurate and rapid target selection in quick release mode, improving the accuracy of the first skill release and the stability of target selection.

[0145] The priority of friendly virtual objects is used to determine the target of skill release during the skill release judgment process; that is, the priority of friendly virtual objects is used to determine the target of skill release.

[0146] 2. Priority-based skill release determination

[0147] In some embodiments, the method further includes: in response to a release operation of the master virtual object on the first skill, if a first friendly virtual object exists within the release range of the first skill, releasing the first skill to the first friendly virtual object.

[0148] Optionally, the first skill can be released to one or more targets. If the first skill has multiple or at least two targets, in response to the main virtual object's release operation on the first skill, if a first friendly virtual object exists within the release range of the first skill, the first friendly virtual object is selected as one of the at least two release targets. Additionally, based on the state of the friendly virtual objects within the release range, one or more friendly virtual objects within the release range are automatically selected as one or more of the at least two release targets; the first skill is then released to the at least two targets. Alternatively, in response to the main virtual object's release operation on the first skill, if a first friendly virtual object does not exist within the release range of the first skill, one or more friendly virtual objects within the release range are automatically selected as at least two release targets based on the state of the friendly virtual objects within the release range; the first skill is then released to the at least two targets.

[0149] Optionally, the method further includes: in response to the master virtual object's release operation for the first skill, if there is no first friendly virtual object within the release range of the first skill, automatically selecting one or more friendly virtual objects within the release range to release the first skill based on the priority and status of the friendly virtual objects within the release range of the first skill.

[0150] Optionally, the range of the first skill also includes enemy virtual objects, and the first skill can be cast on both friendly and enemy virtual objects. In this case, in response to the release operation of the first skill targeting the main virtual object, the first skill is automatically selected to be cast on one or more virtual objects within the release range based on the priority and status of the virtual objects within the release range. That is, it supports setting the priority for enemy virtual objects.

[0151] For example, if the target of the first skill is one, in response to the release operation of the first skill against the master virtual object, if there is a first friendly virtual object within the release range of the first skill, the first skill is released to the first friendly virtual object.

[0152] For example, if there are multiple targets for the first skill. In response to a release operation of the first skill targeting the master virtual object, if a first friendly virtual object exists within the release range of the first skill, the first friendly virtual object is selected as one of at least two release targets, and one or more virtual objects within the release range are automatically selected as one or more of the at least two release targets based on the state of the virtual objects within the release range; the first skill is then released to at least two release targets. Alternatively, in response to a release operation of the first skill targeting the master virtual object, if a first friendly virtual object does not exist within the release range of the first skill, one or more virtual objects within the release range are automatically selected as at least two release targets based on the state of the virtual objects within the release range; the first skill is then released to at least two release targets.

[0153] For example, if the first skill targets multiple targets and allows setting priorities for enemy virtual objects, then the priority determination of friendly virtual objects can be higher than that of enemy virtual objects, which in turn can be higher than the status determination of virtual objects.

[0154] The above describes the skill release determination process for the first skill when a priority is set for a single friendly virtual object. The process is similar when priorities are set for multiple friendly virtual objects. Priority determination takes precedence over the determination of the virtual object's state.

[0155] For example, if there are multiple targets for the first skill, in response to the release operation of the first skill on the main virtual object, if there are at least two friendly virtual objects with priority set within the release range of the first skill, and the first number is greater than or equal to the number of release targets, select a number of friendly virtual objects as release targets from the at least two friendly virtual objects with priority set in descending order of priority, where the first number is the number of friendly virtual objects among the at least two friendly virtual objects with priority set; if there are at least two friendly virtual objects with priority set within the release range of the first skill, and the first number is less than the number of release targets, use the at least two friendly virtual objects with priority set as release targets, and automatically select one or more friendly virtual objects within the release range as release targets based on the status of the friendly virtual objects within the release range; if there are no friendly virtual objects with priority set within the release range of the first skill, automatically select at least two friendly virtual objects within the release range as release targets based on the status of the friendly virtual objects within the release range. Release the first skill on at least two release targets. It should be understood that the friendly virtual objects with set priorities shown above refer to friendly virtual objects whose priority is not the default priority, or in other words, friendly virtual objects whose priority is not the lowest priority, or friendly virtual objects whose priority is not empty.

[0156] It should be understood that this method also applies to situations where the first skill can be used to both enemy and friendly virtual objects.

[0157] Among them, the at least two release targets obtained by the final selection above are consistent with the number of release targets of the first skill.

[0158] Optionally, when determining the release target based on priority, the release target is highlighted. Alternatively, if a friendly virtual object with a set priority enters a first range, the priority-set friendly virtual object is highlighted. This first range is centered on the main virtual object, and its size is equal to the average, minimum, or maximum release range of at least one skill of the main virtual object. That is, in response to a first friendly virtual object entering a first range, the first friendly virtual object is highlighted. The first range is centered on the main virtual object, and its size is determined based on the release range of at least one skill of the main virtual object. This method allows the release target that the player most wants to release to be highlighted as soon as it enters the release range, enabling the player to notice the release target entering the release range more quickly, increasing the amount of information in the user interface and the player's information acquisition efficiency.

[0159] For example, the highlighting method for friendly virtual objects is as follows: Figure 9 As shown. Figure 9The part (1) in the figure shows virtual objects that are not highlighted; Figure 9 Part (2) highlights the health bar of the virtual object, such as by adding a green highlight border; Figure 9 Part (3) involves adding a highlight ring; Figure 9 Part (4) in the text is to add a highlighted green bracket; Figure 9 Part (5) adds a highlighted line. It should be noted that the above only shows a few highlighting methods. The highlighting color, brightness, method, etc. can also be flexibly adjusted. Of course, a combination of the above highlighting methods or other highlighting methods or combinations can also be used.

[0160] Optionally, release targets determined by priority and release targets determined by state will be highlighted. However, the highlighting methods or the degree of highlighting will differ; release targets determined by priority will be highlighted more prominently than those determined by state. Figure 9 More prominent display methods, or the use of higher brightness or contrast, etc.

[0161] In summary, the method provided in this application prioritizes the skill release determination process, meaning the priority of friendly virtual objects is the first determining factor in the skill release determination process. The skill release determination process also includes determining the state of friendly virtual objects, which is the second determining factor. The first determining factor has a higher priority than the second. That is, the skill release target is determined first based on the priority set by the player. If the number of release targets determined based on the player's priority is insufficient to meet the skill's release target requirements, the release target is then determined based on the state of the friendly virtual objects (i.e., the release conditions or search rules set by the developer or user). This priority setting for friendly virtual objects allows the selection of skill release targets to be primarily based on the player's subjective choice (i.e., the friendly virtual object with the highest priority set). If a friendly virtual object with the highest priority exists within the release range, it will inevitably be selected as the release target, improving the stability of release target selection during skill release.

[0162] In other words, if the required number of release targets can be selected based on priority, the release target will not be determined based on the state. However, if it is necessary to determine the release target based on the state, the following can be referred to.

[0163] 3. Status-based skill release judgment

[0164] Among them, state-based skill release determination can also be based on search rules, which can be set by the developer or by the user.

[0165] In some embodiments, the state of a friendly virtual object includes at least one of the following: the type of the friendly virtual object, which includes at least one of attack type, defense type, support type, mage type, and warrior type; the attributes of the friendly virtual object, which include at least one of attack power, health points, mana points, and defense power; the distance between the friendly virtual object and the controlling virtual object; and the degree of matching between the friendly virtual object and the first skill.

[0166] The state of the enemy virtual object used to determine the release target is similar to that of the friendly virtual object, and will not be described in detail here.

[0167] Optionally, the matching degree between friendly virtual objects and the first skill is set by the developer. For example, the developer may set a mapping table between the type of virtual object and the matching degree of the first skill. In some MOBA games, it may also be a mapping table between the matching degree of virtual heroes and the first skill. When determining the release target based on the state of the friendly virtual object, a certain number of friendly virtual objects can be selected as release targets from the release range in descending order of matching degree.

[0168] Optionally, the matching degree between the friendly virtual object and the first skill is generated by an AI model or intelligent algorithm. This matching degree is calculated based on at least one of the friendly virtual object's type, attributes, and distance from the controlling virtual object. For example, type corresponds to the first weight, attribute corresponds to the second weight (weights can also be set for different attributes), and distance corresponds to the third weight. Then, the matching degree = the quantified value of type × the first weight + the attribute value × the second weight + the distance × the third weight, and so on.

[0169] In summary, the method provided in this application embodiment, if there is no friendly virtual object with the highest priority within the release range, will search based on the state of the friendly virtual objects within the release range and automatically select a suitable release target, instead of using the traditional method of controlling the main virtual object to move closer to the friendly virtual object with the highest priority to ensure the release of the first skill, or canceling the release of the first skill. This ensures the stable release of the first skill in complex combat scenarios, and the release target is determined based on the state of the friendly virtual object, which can also ensure the strategic goal of the release of the first skill to a certain extent, such as ensuring the survival of the friendly virtual object in the worst state.

[0170] 4. Cancellation of priority

[0171] Optionally, priority information is displayed in the user interface to indicate which friendly virtual objects have been given a priority. In response to a triggering operation based on the priority information, the priority of the friendly virtual objects is initialized.

[0172] For example, in response to a trigger operation on a priority trigger control that displays a first friendly virtual object, the display of the first friendly virtual object on the priority trigger control is canceled, and the priority of the first friendly virtual object is initialized.

[0173] Optionally, in response to the priority adjustment operation being turned off, the priority of the friendly virtual object is initialized. That is, the user can cancel the priority of all friendly virtual objects with set priorities by disabling the priority setting function. Here, canceling priority or initializing priority can be set to the default value or empty.

[0174] Optionally, the priority of initializing friendly virtual objects will also be triggered when a player disconnects (reconnects) or the current match ends.

[0175] Next, taking the example of setting the priority operation to only support the highest priority setting, we will further introduce the release method of the above skills from the perspective of implementation.

[0176] In some embodiments, the above priority adjustment operation allows players to set whether to enable (or activate) it. Therefore, a "Lock on friendly targets" switch is added to the settings interface. Figure 10 (As shown). Upon entering the game, the value of this switch will be initialized according to the player's settings, and a method for other systems to access this switch will be provided. After entering a game, the value of this switch will determine whether to display the priority trigger control. If locking friendly targets is enabled, the priority trigger control will be displayed; if locking friendly targets is not enabled, the priority trigger control will not be displayed.

[0177] When a player enables priority adjustment, they can use priority trigger controls to set the priority of various friendly virtual objects. This process includes three parts: displaying a list of friendly units, marking friendly units, and unmarking them.

[0178] The process of displaying the list of friendly units is as follows: Figure 11 As shown.

[0179] Step 1: The server sends game information to the client.

[0180] The server sends game information to at least two clients participating in the game. The game information includes information about at least two virtual objects participating in the game, such as the virtual object's role, appearance, and username controlling the virtual object.

[0181] In some embodiments, if the current game is a game started in offline mode, then step 1 is not executed.

[0182] Step 2: Initialize the list of friendly units.

[0183] Optionally, the client initializes a list of friendly units based on the game information; the friendly units are the aforementioned friendly virtual objects.

[0184] Optionally, the list of friendly units includes information about at least one friendly unit, such as the friendly unit's avatar, corresponding username, and friendly unit name.

[0185] Step 3: Display the priority trigger control.

[0186] Optionally, the priority trigger control is the button to select the friendly target lock.

[0187] Optionally, the display position of the priority trigger control can be set by the developer or by the user.

[0188] In some embodiments, steps 2 and 3 above can be performed simultaneously or in reverse order.

[0189] Step 4: The player clicks the priority trigger control.

[0190] The client continuously listens for player actions on priority-triggered controls. When a player clicks on a priority-triggered control (i.e., a click event is triggered on the priority-triggered control), the client responds to the player's click action by executing step 5.

[0191] Step 5: Expand the list of friendly units.

[0192] The list of friendly units displays a priority setting control for at least one friendly virtual object, and the priority setting control for at least one friendly virtual object displays the avatar of the corresponding friendly virtual object.

[0193] When the list of friendly units is expanded, each expanded UI node is initialized based on the pre-initialized unit list information, and the nodes are initialized and displayed according to the friendly unit information.

[0194] In some embodiments, the process of marking friendly units is as follows: Figure 12 As shown.

[0195] Step 1: The player clicks on the portrait of a friendly unit.

[0196] The client continuously listens for player actions on friendly unit portraits (i.e., portraits of friendly virtual objects) in the friendly unit list. When the client detects that the player has clicked on at least one friendly unit portrait (i.e., the click event of the priority setting control for a friendly virtual object is triggered), the client responds to the player's click on the friendly unit portrait and executes step 2.

[0197] Step 2: The client initializes the information of the clicked friendly unit.

[0198] Based on the clicked friendly unit avatar, read the information corresponding to that friendly unit avatar, such as the identifier of the friendly virtual object corresponding to that friendly unit avatar.

[0199] Step 3: The client sends a marker unit frame command to the server.

[0200] Frame commands are used to ensure state synchronization among multiple clients. Frame commands are the commands used in the frame synchronization process. Frame synchronization is a technology used in online games to synchronize the game state among multiple players. Since game clients typically run at a fixed frame rate, the player's operation commands for each frame are collected and sent to the server over the network. The server then broadcasts these commands to other player clients. Each client updates its game logic at the same frame rate based on the received commands, thus ensuring that the game screen and game state seen by all players are consistent in time. Frame commands are the information generated based on the player's operation commands.

[0201] Step 4: The server forwards the frame command.

[0202] Optionally, the server forwards the frame command to all clients participating in the current game, or the server forwards the frame command to all clients participating in the current game except those that have marked friendly unit portraits.

[0203] Step 5: Record the marked units.

[0204] Optionally, at least one client should mark the friendly units indicated in the frame command after receiving the frame command. That is, after receiving the "Mark Unit" frame name, the client records the marked hero in the marking system.

[0205] Step 6: Display the marked units.

[0206] For the client that marks the friendly unit, after the UI detects that a friendly unit has been successfully marked, it closes the friendly unit list display and only shows the marked friendly unit.

[0207] For clients that are not marked as friendly units but are in the current match, it should be recorded that the friendly unit was marked by the first client. The first client is the client that marked the friendly unit. When processing skill release commands for the first client, the target of the skill release should be determined based on the marked friendly unit.

[0208] In some embodiments, the process of unmarking is as follows: Figure 13 As shown.

[0209] Step 1: The player clicks on the portrait of the marked friendly unit.

[0210] The client continuously monitors player actions on the portraits of marked friendly units. When a player clicks on a marked friendly unit's portrait, the client responds by executing step 2.

[0211] Step 2: The client sends a command to the server to cancel the unit frame marking.

[0212] For details regarding frame commands, please refer to the above. Figure 12 Step 3 in the process will not be repeated here.

[0213] Step 3: The server forwards the frame command.

[0214] Optionally, the server forwards the frame command to all clients participating in the current game, or the server forwards the frame command to all clients participating in the current game except those that have marked friendly unit portraits.

[0215] Step 4: Clear the marked units.

[0216] Optionally, at least one client clears the marked unit after receiving the frame command.

[0217] Step 5: Display the priority trigger control.

[0218] That is, reset the UI of the priority trigger controller to a state that can be marked.

[0219] In some embodiments, the skill release determination process is as follows: Figure 14 As shown.

[0220] Step 1: Press / drag your finger on the skill button.

[0221] The client continuously monitors player actions on the skill button. When a player clicks or drags the skill button, the client responds by executing step 2.

[0222] Step 2, determine the type of target to release.

[0223] The target types for release include friendly units and / or enemy units.

[0224] Step 3: Can a friendly side be selected?

[0225] If the target type of the skill includes friendly units, proceed to step 4 for judgment; otherwise, select the target based on the status of the virtual objects within the release range.

[0226] Step 4: Is it a quick cast?

[0227] If the skill is cast using quick cast, proceed to step 4 for further evaluation; otherwise, determine the target based on the user's trigger action.

[0228] Step 5: Is the target marked?

[0229] Determine if there is a marked target (i.e., a friendly unit that has been marked) within the skill's release range. If there is, proceed to step 6; otherwise, select the release target based on the status of the virtual objects within the release range.

[0230] Step 6: Release the target and set it as a marked target.

[0231] For single-target skills, the marked target is set as the release target; for multi-target skills, the release target should be selected based on the state of the virtual objects within the release range.

[0232] Step 7: Release the skill on the target.

[0233] Step 8, Skill Performance.

[0234] The method described above ensures the stability of fast casting results when a highest priority target exists, thus improving the functionality of fast casting. It also offers the following advantages: low operational difficulty; fast operation; and a combination of intelligence and stability.

[0235] Figure 15 A structural block diagram of a skill release device provided in an exemplary embodiment of this application is shown. The device includes:

[0236] Display module 310 is used to display the master virtual object and at least one friendly virtual object located in the virtual environment;

[0237] Setting module 320 is configured to, in response to a priority setting operation for a first friendly virtual object among the at least one friendly virtual objects, set the priority of the first friendly virtual object to the highest priority.

[0238] Release module 330 is used to respond to the release operation of the first skill for the master virtual object, and automatically select one or more friendly virtual objects within the release range to release the first skill according to the priority and status of friendly virtual objects within the release range of the first skill.

[0239] In some embodiments, the setting module 320 includes a display submodule and a setting submodule.

[0240] The display submodule is used to display priority setting controls for at least one friendly virtual object.

[0241] The setting submodule is configured to, in response to a trigger operation of the priority setting control of the first friendly virtual object in the priority setting control of the at least one friendly virtual object, set the priority of the first friendly virtual object to the highest priority.

[0242] In some embodiments, the display submodule is further configured to display a priority setting control for at least one friendly virtual object in response to a trigger operation on a priority trigger control.

[0243] The display module 310 is further configured to, in response to a trigger operation of the priority setting control of the first friendly virtual object in the priority setting control of the at least one friendly virtual object, cancel the display of the priority setting control of the at least one friendly virtual object; and display the first friendly virtual object on the priority trigger control.

[0244] In some embodiments, the display module 310 is further configured to, in response to a trigger operation on a priority trigger control displaying the first friendly virtual object, cancel the display of the first friendly virtual object on the priority trigger control and initialize the priority of the first friendly virtual object.

[0245] In some embodiments, the release module 330 is further configured to, in response to the release operation of the master virtual object for the first skill, release the first skill to the first friendly virtual object if the first friendly virtual object exists within the release range of the first skill.

[0246] In some embodiments, the range of the first skill also includes enemy virtual objects, and the first skill can be released to both friendly virtual objects and enemy virtual objects simultaneously.

[0247] In some embodiments, the first skill corresponds to at least two release targets; the release module 330 is further configured to, in response to the release operation of the master virtual object for the first skill, select the first friendly virtual object as one of the at least two release targets if the first friendly virtual object exists within the release range of the first skill, and automatically select one or more friendly virtual objects within the release range as one or more of the at least two release targets according to the status of the friendly virtual objects within the release range; and release the first skill to the at least two release targets.

[0248] In some embodiments, the at least one friendly virtual object refers to all friendly virtual objects in the game.

[0249] In some embodiments, the state of the friendly virtual object includes at least one of the following: the type of the friendly virtual object, which includes at least one of attack type, defense type, support type, mage type, and warrior type; the attributes of the friendly virtual object, which include at least one of attack power, health points, mana points, and defense power; the distance between the friendly virtual object and the controlling virtual object; and the degree of matching between the friendly virtual object and the first skill.

[0250] In some embodiments, the priority setting operation for the first friendly virtual object is a first priority setting operation; the setting module 320 is further configured to, in response to the second priority setting operation for the second friendly virtual object, set the priority of the second friendly virtual object to a second priority, wherein the second priority is lower than the highest priority.

[0251] It should be noted that the specific limitations of the embodiments of the skill release device provided above can be found in the limitations of the skill release method above, and will not be repeated here. Each module of the above device can be implemented entirely or partially by software, hardware, or a combination thereof. Each module can be embedded in the processor of the computer device in hardware form or independent of the processor, or it can be stored in the memory of the computer device in software form, so that the processor can call and execute the operation corresponding to each module.

[0252] The sequence numbers of the embodiments in this application are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.

[0253] This application also provides a computer device, which includes a processor and a memory, wherein the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the skill release method provided in the above-described method embodiments.

[0254] Figure 16 This illustration shows a structural block diagram of a computer device 800 provided in an exemplary embodiment of this application. The computer device 800 may be a portable mobile terminal, such as a smartphone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), or MP4 player (Moving Picture Experts Group Audio Layer IV). The computer device 800 may also be referred to as a user device, portable terminal, or other names. Typically, the computer device 800 includes a processor 801 and a memory 802.

[0255] Processor 801 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 801 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). Processor 801 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 801 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 801 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.

[0256] The memory 802 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 802 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 802 is used to store at least one instruction, which is executed by the processor 801 to implement the gift-giving method based on a live-streaming room provided in this embodiment.

[0257] In some embodiments, the computer device 800 may also optionally include a peripheral device interface 803 and at least one peripheral device. The processor 801, memory 802, and peripheral device interface 803 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 803 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of the following: a radio frequency circuit 804, a touch display screen 805, a camera assembly 806, an audio circuit 807, and a power supply 808.

[0258] Peripheral device interface 803 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 801 and memory 802. In some embodiments, processor 801, memory 802 and peripheral device interface 803 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 801, memory 802 and peripheral device interface 803 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.

[0259] The radio frequency (RF) circuit 804 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 804 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 804 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals back into electrical signals. Optionally, the RF circuit 804 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The RF circuit 804 can communicate with other terminals through at least one wireless communication protocol. This wireless communication protocol includes, but is not limited to: the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or Wi-Fi (Wireless Fidelity) networks. In some embodiments, the RF circuit 804 may also include circuitry related to NFC (Near Field Communication), which is not limited in this application.

[0260] The touch display screen 805 is used to display a UI (User Interface). This UI may include graphics, text, icons, videos, and any combination thereof. The touch display screen 805 also has the ability to collect touch signals on or above its surface. These touch signals can be input as control signals to the processor 801 for processing. The touch display screen 805 is used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one touch display screen 805, located on the front panel of the computer device 800; in other embodiments, there may be at least two touch display screens, respectively located on different surfaces of the computer device 800 or in a folded design; in some embodiments, the touch display screen 805 may be a flexible display screen, located on a curved or folded surface of the computer device 800. Furthermore, the touch display screen 805 may be configured as a non-rectangular, irregular shape, i.e., a non-rectangular screen. The touch display screen 805 may be made of materials such as LCD (Liquid Crystal Display) or OLED (Organic Light-Emitting Diode).

[0261] The camera assembly 806 is used to acquire images or videos. Optionally, the camera assembly 806 includes a front-facing camera and a rear-facing camera. Typically, the front-facing camera is used for video calls or selfies, and the rear-facing camera is used for taking photos or videos. In some embodiments, there are at least two rear-facing cameras, which are any one of a main camera, a depth-sensing camera, and a wide-angle camera, to achieve background blurring by fusion of the main camera and the depth-sensing camera, and panoramic shooting and VR shooting by fusion of the main camera and the wide-angle camera. In some embodiments, the camera assembly 806 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash is a combination of a warm-light flash and a cool-light flash, which can be used for light compensation at different color temperatures.

[0262] Audio circuitry 807 provides an audio interface between the user and computer device 800. Audio circuitry 807 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, converting the sound waves into electrical signals that are input to processor 801 for processing, or input to radio frequency circuitry 804 for voice communication. For stereo sound acquisition or noise reduction purposes, multiple microphones may be used, each located at a different location within computer device 800. The microphone may also be an array microphone or an omnidirectional microphone. The speaker is used to convert electrical signals from processor 801 or radio frequency circuitry 804 into sound waves. The speaker may be a conventional diaphragm speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can convert electrical signals not only into audible sound waves but also into inaudible sound waves for purposes such as distance measurement. In some embodiments, audio circuitry 807 may also include a headphone jack.

[0263] Power supply 808 is used to supply power to various components in computer device 800. Power supply 808 can be alternating current, direct current, a disposable battery, or a rechargeable battery. When power supply 808 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged via a wired line, while a wireless rechargeable battery is a battery that is charged via a wireless coil. The rechargeable battery can also be used to support fast charging technology.

[0264] In some embodiments, the computer device 800 further includes one or more sensors 809. The one or more sensors 809 include, but are not limited to, an accelerometer 810, a gyroscope 811, a pressure sensor 812, an optical sensor 813, and a proximity sensor 814.

[0265] Accelerometer 810 can detect the magnitude of acceleration on the three coordinate axes of a coordinate system established by computer device 800. For example, accelerometer 810 can be used to detect the components of gravitational acceleration on the three coordinate axes. Processor 801 can control touch screen 805 to display the user interface in landscape or portrait view based on the gravitational acceleration signal collected by accelerometer 810. Accelerometer 810 can also be used for games or to collect user motion data. Gyroscope 811 can detect the orientation and rotation angle of computer device 800. Gyroscope 811 can work in conjunction with accelerometer 810 to collect 3D movements of the user on computer device 800. Based on the data collected by gyroscope 811, processor 801 can perform the following functions: motion sensing (e.g., changing the UI based on the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.

[0266] The pressure sensor 812 can be disposed on the side bezel of the computer device 800 and / or on the lower layer of the touch display screen 805. When the pressure sensor 812 is disposed on the side bezel of the computer device 800, it can detect the user's grip signal on the computer device 800 and perform left / right hand recognition or quick operation based on the grip signal. When the pressure sensor 812 is disposed on the lower layer of the touch display screen 805, it can control operable controls on the UI interface based on the user's pressure operation on the touch display screen 805. Operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.

[0267] An optical sensor 813 is used to collect ambient light intensity. In one embodiment, the processor 801 can control the display brightness of the touch screen 805 based on the ambient light intensity collected by the optical sensor 813. Specifically, when the ambient light intensity is high, the display brightness of the touch screen 805 is increased; when the ambient light intensity is low, the display brightness of the touch screen 805 is decreased. In another embodiment, the processor 801 can also dynamically adjust the shooting parameters of the camera assembly 806 based on the ambient light intensity collected by the optical sensor 813.

[0268] A proximity sensor 814, also known as a distance sensor, is typically located on the front of the computer device 800. The proximity sensor 814 is used to detect the distance between the user and the front of the computer device 800. In one embodiment, when the proximity sensor 814 detects that the distance between the user and the front of the computer device 800 is gradually decreasing, the processor 801 controls the touchscreen display 805 to switch from a screen-on state to a screen-off state; when the proximity sensor 814 detects that the distance between the user and the front of the computer device 800 is gradually increasing, the processor 801 controls the touchscreen display 805 to switch from a screen-off state to a screen-on state.

[0269] Those skilled in the art will understand that the above structure does not constitute a limitation on the computer device 800, and may include more or fewer components than shown in the figure, or combine certain components, or use different component arrangements.

[0270] This application also provides a computer-readable storage medium storing at least one computer program, which is loaded and executed by a processor to implement the skill release method provided in the above-described method embodiments.

[0271] This application also provides a computer program product, which includes at least one computer program stored in a computer-readable storage medium; the at least one computer program is read from and executed by a processor of a computer device from the computer-readable storage medium, causing the computer device to perform the skill release method provided in the above-described method embodiments.

[0272] It should be noted that the collection and processing of relevant data (such as usernames, user data, game data, etc.) in this application should strictly comply with the requirements of relevant national laws and regulations, obtain the informed consent or separate consent of the personal information subject, and carry out subsequent data use and processing within the scope of laws and regulations and the authorization of the personal information subject.

[0273] It should be understood that "multiple" as used herein refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects are in an "or" relationship. Furthermore, the step numbers described herein are merely illustrative of one possible execution order. In some other embodiments, the steps may not be executed in numerical order, such as two steps with different numbers being executed simultaneously, or two steps with different numbers being executed in the reverse order of the illustration. This application does not limit this.

[0274] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.

Claims

1. A method for releasing a skill, characterized in that, The method includes: Displays the master virtual object and at least one friendly virtual object located in the virtual environment; In response to a priority setting operation for a first friendly virtual object among the at least one friendly virtual objects, the priority of the first friendly virtual object is set to the highest priority; In response to the release operation of the first skill for the master virtual object, one or more friendly virtual objects within the release range are automatically selected to release the first skill based on the priority of friendly virtual objects within the release range of the first skill.

2. The method according to claim 1, characterized in that, The step of setting the priority of the first friendly virtual object to the highest priority in response to the priority setting operation for the first friendly virtual object includes: Displays a priority setting control for at least one friendly virtual object; In response to a trigger operation of the priority setting control of the first friendly virtual object in the priority setting control of the at least one friendly virtual object, the priority of the first friendly virtual object is set to the highest priority.

3. The method according to claim 2, characterized in that, The priority setting control for displaying at least one friendly virtual object includes: In response to a trigger operation on a priority-triggered control, display at least one priority setting control for a friendly virtual object; The method further includes: In response to a trigger operation of the priority setting control of the first friendly virtual object in the priority setting control of the at least one friendly virtual object, the priority setting control of the at least one friendly virtual object is de-displayed; and the first friendly virtual object is displayed on the priority trigger control.

4. The method according to claim 3, characterized in that, The method further includes: In response to a trigger operation on a priority trigger control that displays the first friendly virtual object, the display of the first friendly virtual object on the priority trigger control is canceled, and the priority of the first friendly virtual object is initialized.

5. The method according to any one of claims 1 to 4, characterized in that, The method further includes: In response to the master virtual object's release operation for the first skill, if the first friendly virtual object exists within the release range of the first skill, the first skill is released to the first friendly virtual object.

6. The method according to claim 5, characterized in that, The range of the first skill also includes enemy virtual objects, and the first skill can be cast on both friendly and enemy virtual objects simultaneously.

7. The method according to any one of claims 1 to 6, characterized in that, The first skill corresponds to at least two targets; The response to the release operation of the first skill for the master virtual object, automatically selecting one or more friendly virtual objects within the release range to release the first skill according to the priority of friendly virtual objects within the release range of the first skill, includes: In response to the main virtual object's release operation for the first skill, if the first friendly virtual object exists within the release range of the first skill, the first friendly virtual object is selected as one of the at least two release targets. Furthermore, based on the status of the friendly virtual objects within the release range, one or more friendly virtual objects within the release range are automatically selected as one or more of the at least two release targets. Release the first skill to at least two release targets.

8. The method according to any one of claims 1 to 7, characterized in that, The at least one friendly virtual object refers to all friendly virtual objects in the game.

9. The method according to any one of claims 1 to 8, characterized in that, The state of the friendly virtual object includes at least one of the following: The type of the friendly virtual object includes at least one of the following: offensive, defensive, support, mage, and warrior. The attributes of the friendly virtual object include at least one of attack power, health points, mana points, and defense power; The distance between the friendly virtual object and the controlling virtual object; The degree of matching between the friendly virtual object and the first skill.

10. The method according to any one of claims 1 to 9, characterized in that, The priority setting operation for the first friendly virtual object is the first priority setting operation; The method further includes: In response to a second priority setting operation for a second friendly virtual object, the priority of the second friendly virtual object is set to a second priority, which is lower than the highest priority.

11. The method according to any one of claims 1 to 10, characterized in that, The method further includes: In response to the first friendly virtual object entering a first range, the first friendly virtual object is highlighted. The first range is centered on the master virtual object, and the size of the first range is determined based on the release range of at least one skill of the master virtual object.

12. A skill release device, characterized in that, The device includes: The display module is used to display the master virtual object and at least one friendly virtual object located in the virtual environment; The setting module is configured to respond to a priority setting operation for a first friendly virtual object among the at least one friendly virtual objects by setting the priority of the first friendly virtual object to the highest priority. The release module is used to respond to the release operation of the first skill of the master virtual object, and automatically select one or more friendly virtual objects within the release range to release the first skill according to the priority of friendly virtual objects within the release range of the first skill.

13. A computer device, characterized in that, The computer device includes a processor and a memory, the memory storing a computer program that is loaded and executed by the processor to implement the skill release method as described in any one of claims 1 to 11.

14. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the method for releasing the skill as described in any one of claims 1 to 11.

15. A computer program product, characterized in that, The computer program product includes a computer program stored in a computer-readable storage medium; the computer program is read from and executed by a processor of a computer device, causing the computer device to perform the skill release method as described in any one of claims 1 to 11.