Method, device and electronic equipment for skill interaction in game
Patent Information
- Application Number
- CN202611032602.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-07-10
- Publication Date
- 2026-10-23
AI Technical Summary
该机制下,服务器需在队伍角色发生变更后重新遍历并同步连携达成状态,导致数据处理压力增大;客户端亦因未达成连携条件的角色缺乏替代性技能效果配置,而维持冗余等待状态,造成内存资源占用与通信信令开销上升,影响了系统的整体响应效率
[0009]本公开提供的一种游戏中的技能交互方法、装置和电子设备,首先确定第一账号针对游戏对局选定的第一游戏角色和第一技能,其中,第一技能包括多种技能效果;进而确定第二账号针对游戏对局选择的第二游戏角色,第二账号与第一账号在游戏对局中具备预设游戏协作关系;然后基于第二游戏角色,从多种技能效果中确定目标技能效果,并将目标技能效果配置为第一技能的当前技能效果。该方式中,可根据游戏对局中与第一账号具有预设游戏协作关系的第二账号选定的第二游戏角色,确定第一账号选定的第一技能的技能效果,且不论第二游戏角色为哪种游戏角色,第一技能均会配置相应的技能效果,从而弱化了游戏技能与游戏角色的羁绊关系,也在一定程度上保留了游戏趣味性和掌控性,降低了游戏服务器数据处理压力,也减少了客户端内存资源占用与通信信令开,提升了系统的整体响应效率。
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Figure CN122955199A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game design technology, and in particular to a skill interaction method, device, and electronic device in a game. Background Technology
[0002] In related technologies, games typically employ a rigidly bound synergy mechanism, meaning the server only sends and activates the corresponding synergy skill effect to the client when a pre-defined main and sub-character combination exists in the team. Under this mechanism, the server needs to re-traverse and synchronize synergy achievement states after team character changes, increasing data processing pressure. Furthermore, the client remains in a redundant waiting state because characters without synergy conditions lack alternative skill effects, leading to increased memory resource consumption and communication signaling overhead, thus affecting the overall system response efficiency. Summary of the Invention
[0003] The purpose of this disclosure is to provide a skill interaction method, device, and electronic device in a game, which determines the skill effect of the game skill selected by the player based on the game character selected by the game teammate, thereby weakening the bond between game skills and game characters, while retaining the fun and control of the game to a certain extent, and improving the overall response efficiency of the system.
[0004] In a first aspect, this disclosure provides a skill interaction method in a game, the method comprising: determining a first game character and a first skill selected by a first account for a game match, wherein the first skill includes multiple skill effects, and the first account is a game account logged into a first terminal device; determining a second game character selected by a second account for a game match, wherein the second account and the first account have a preset game cooperation relationship in the game match; and, based on the second game character, determining a target skill effect from multiple skill effects, and configuring the target skill effect as the current skill effect of the first skill.
[0005] Secondly, this disclosure provides a skill interaction device in a game, the device comprising: a first information determining module, used to determine a first game character and a first skill selected by a first account for a game match, wherein the first skill includes multiple skill effects, and the first account is a game account logged into a first terminal device; a second information determining module, used to determine a second game character selected by a second account for a game match, wherein the second account and the first account have a preset game cooperation relationship in the game match; and a skill effect determining module, used to determine a target skill effect from multiple skill effects based on the second game character, and configure the target skill effect as the current skill effect of the first skill.
[0006] Thirdly, this disclosure provides an electronic device including a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the skill interaction method in the above-mentioned game.
[0007] Fourthly, this disclosure provides a computer-readable storage medium storing computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the skill interaction method in the aforementioned game.
[0008] The embodiments disclosed herein bring the following beneficial effects:
[0009] This disclosure provides a skill interaction method, device, and electronic device in a game. First, it determines a first game character and a first skill selected by a first account for a game match, where the first skill includes multiple skill effects. Then, it determines a second game character selected by a second account for the game match, and the second account and the first account have a preset game cooperation relationship in the game match. Next, based on the second game character, it determines a target skill effect from the multiple skill effects and configures the target skill effect as the current skill effect of the first skill. In this method, the skill effect of the first skill selected by the first account can be determined based on the second game character selected by the second account, which has a preset game cooperation relationship with the first account in the game match. Regardless of the type of game character, the first skill will be configured with the corresponding skill effect, thereby weakening the bond between game skills and game characters, while retaining some of the game's fun and controllability, reducing the data processing pressure on the game server, reducing client memory resource consumption and communication signaling, and improving the overall system response efficiency.
[0010] Other features and advantages of this disclosure will be set forth in the following description, or some features and advantages may be inferred from the description or determined without doubt, or may be learned by practicing the techniques described above.
[0011] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0012] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0013] Figure 1 A flowchart illustrating a skill interaction method in a game, provided as an embodiment of this disclosure; Figure 2 This is a schematic diagram illustrating the display of a first prompt message provided in an embodiment of this disclosure; Figure 3 This is a schematic diagram illustrating the display of a second prompt message according to an embodiment of the present disclosure; Figure 4 This is a schematic diagram illustrating the display changes of a first skill identifier as provided in an embodiment of this disclosure; Figure 5 A schematic diagram showing the graphical user interface during the character selection phase before the start of a game, provided in an embodiment of this disclosure; Figure 6 This is a schematic diagram illustrating the display of a third and a fourth prompt message according to an embodiment of the present disclosure; Figure 7 A schematic diagram of the structure of a skill interaction device in a game provided in an embodiment of this disclosure; Figure 8 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. Detailed Implementation
[0014] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. The components of the embodiments of this disclosure described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.
[0015] Therefore, the following detailed description of the embodiments of this disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed disclosure, but merely to illustrate selected embodiments of the disclosure. All other embodiments obtained by those skilled in the art based on the embodiments of this disclosure without inventive effort are within the scope of protection of this disclosure.
[0016] In related technologies, synergy skills can only be achieved when both the corresponding main and secondary playable characters exist within the game team. Once a synergy skill is achieved, the secondary playable character receives a synergy enhancement; otherwise, the secondary playable character does not gain the synergy skill. This method heavily relies on character pairings, requiring teammates to select the corresponding heroes to achieve the synergy, which may lead to disputes among teammates regarding character selection.
[0017] To address the aforementioned issues, embodiments of the present invention provide a skill interaction method, device, and electronic device in games. This technology can be applied to various games, especially skill interaction scenarios in team games or card games.
[0018] In one embodiment of this disclosure, the skill interaction method in a game can run on a local terminal device or a server. When the skill interaction method in a game runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0019] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of skill interaction methods in the game are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0020] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0021] In one possible implementation, embodiments of this disclosure provide a skill interaction method in a game, such as... Figure 1 As shown, the method includes the following specific steps: Step S102: Determine the first game character and first skill selected by the first account for the game match. The first skill includes multiple skill effects. The first account is the game account logged into the first terminal device.
[0022] In practice, the aforementioned game match can be any game's battle scenario, including mobile games, PC games, and console games. Typically, multiple game accounts participate in the match, including the primary account used to log in to the terminal device. Before participating in the match, the primary account needs to select its first game character. During the match, the primary account can also select its first game character during the respawn phase.
[0023] The first game character can be any one of multiple candidate characters. Each candidate character has at least one game skill. The game skills corresponding to different candidate characters may be the same or different. The first game character is equipped with multiple game skills. Players can select at least one game skill from these multiple game skills to participate in the game. The selected game skill is also known as the first skill. The first skill has multiple skill effects, but only one skill effect will be configured for the first game character in the game.
[0024] In practical applications, the aforementioned first terminal device can be either the local terminal device mentioned above, or a client device in the aforementioned cloud interaction system. For example, the terminal device can be a mobile phone, tablet computer, or personal computer. The first terminal device can provide a graphical user interface (GUI) for the game, allowing players to interact with the game through the GUI.
[0025] Step S104: Determine the second game character selected by the second account for the game match. The second account and the first account have a preset game cooperation relationship in the game match.
[0026] The aforementioned second account is a game account that has a pre-defined game cooperation relationship with the first account during a game match. This pre-defined game cooperation relationship can be a teammate relationship, a guild relationship, or a bond relationship, etc. In one embodiment, if the pre-defined game cooperation relationship is a teammate relationship, the second account that has a pre-defined game cooperation relationship with the first account during a game match can include one or more. For example, if the game team to which the first account belongs includes 5 game accounts, then the second account that has a pre-defined game cooperation relationship with the first account during a game match is the other 4 game accounts in the game team besides the first account. In another embodiment, if the pre-defined game cooperation relationship is a guild relationship, when the first account and the second account have the same guild identifier registered in the game server, the server determines the second account as the account that has a pre-defined game cooperation relationship with the first account, and determines the target skill effect of the first skill based on the game character selected by the second account.
[0027] Before a second account participates in a game, it needs to select a second game character. During the respawn phase of a game, the first account can also select a second game character. Therefore, the second game character selected by the second account at different stages may be the same or different, thus increasing the game's replayability.
[0028] Step S106: Based on the second game character, determine the target skill effect from multiple skill effects, and configure the target skill effect as the current skill effect of the first skill.
[0029] In practice, the second game character selected by the second account for a game match will affect the current skill effect of the first skill selected by the first account. Typically, when the second account selects different second game characters, the current skill effect configured for the first skill will differ, and the current skill effect configured for the first skill is determined from multiple skill effects. This method increases the diversity of the current skill effect configuration for the first skill and enhances the gameplay.
[0030] It should be noted that regardless of the type of game character the second game character is, the first skill selected by the first account will always be configured with a skill effect. The only difference is that the skill effect configured for the first skill will be different when the second game character is different.
[0031] The present invention discloses a skill interaction method in a game, which can determine the skill effect of the first skill selected by the first account based on the second game character selected by the second account that has a preset game cooperation relationship with the first account in the game. Regardless of the type of game character the second game character is, the first skill will be configured with the corresponding skill effect, thereby weakening the bond between game skills and game characters, and also retaining the fun and control of the game to a certain extent.
[0032] The following examples describe a method for determining the target skill effect of the current configuration of the first skill.
[0033] Specifically, the first skill corresponds to multiple skill effects, including the first skill effect and the second skill effect; among them, the first skill effect and the second skill effect are different; for example, the first skill effect can be to perform continuous attacks, while the second skill effect can be to perform a single attack; the second skill effect can be to perform a normal attack, while the first skill effect can be to perform an enhanced attack, etc.
[0034] Based on the above description, the specific process of determining the target skill effect from multiple skill effects based on the second game character may include: if the second game character meets the cooperation matching conditions determined for the first skill, then the first skill effect is determined as the target skill effect; if the second game character does not meet the cooperation matching conditions, then the second skill effect is determined as the target skill effect.
[0035] In practice, the cooperation matching conditions determined for the first skill can be that the second game character is the first cooperative character corresponding to the first skill; or the second game character is configured with a specific game skill in the game; or the second game character is in a specific scene area or has a specific identity in the game.
[0036] In one optional embodiment, if the second game character is a first cooperative character preset for the first skill, then the second game character is determined to meet the cooperative matching conditions; if the second game character is not a first cooperative character, then the second game character is determined not to meet the cooperative matching conditions.
[0037] Based on the above description, when determining the effect of a target skill, the pre-stored mapping configuration table is first queried to obtain the list of first cooperative characters preset for the first skill; the second game character is compared with this list of first cooperative characters; if the second game character is the first cooperative character preset for the first skill, then the effect of the first skill is determined as the target skill effect; if the second game character is not the first cooperative character, then the effect of the second skill is determined as the target skill effect. For example, when the first game character is Hero X and its first skill's preset first cooperative character is Hero Y, if the second game character is Hero Y, then the target skill effect is an enhanced fireball with area-of-effect burning; when the first game character is Hero Z and its first skill's preset first cooperative character is Hero W, if the second game character is Hero V and Hero V is not the first cooperative character, then the target skill effect is a normal fireball without additional effects.
[0038] In practice, regardless of whether the second game character is the first co-op character preset for the first skill, the target skill effect of the first skill will be determined from the effects of the first and second skills. Moreover, the target skill effect of the first skill differs when the second game character is the first co-op character corresponding to the first skill and when the second game character is not the first co-op character corresponding to the first skill, thereby enhancing the playability of configuring skill effects.
[0039] Optionally, the cooperating characters corresponding to each first skill are pre-set, and the cooperating characters corresponding to the first skills of different game characters can be the same or different. For example, when the first game character is a marksman A, the pre-set cooperating character for its first skill is a support B; when the first game character is a mage C, the pre-set cooperating character for its first skill is a tank D; when the first game character is a warrior E, the pre-set cooperating character for its first skill is an assassin F.
[0040] In an optional embodiment, the skill strength of the first skill effect is higher than that of the second skill effect; wherein, the skill strength is determined based on at least one of the following: skill value, range of action, duration, cooldown time, and number of skill mechanism types.
[0041] In practice, the effect of the first skill differs from the effect of the second skill in at least one of the following ways: the skill value corresponding to the effect of the first skill is higher than the skill value corresponding to the effect of the second skill; the skill range corresponding to the effect of the first skill is greater than the skill range corresponding to the effect of the second skill; the skill duration corresponding to the effect of the first skill is longer than the skill duration corresponding to the effect of the second skill; the skill cooldown time corresponding to the effect of the first skill is shorter than the skill cooldown time corresponding to the effect of the second skill; the skill mechanism types corresponding to the effect of the first skill are more numerous than the skill mechanism types corresponding to the effect of the second skill, etc.
[0042] Furthermore, when the second game character is the first cooperative character, in response to the second game character being switched to the third game character, the control switches the target skill effect from the first skill effect to the second skill effect.
[0043] In practice, the third game character can be any game character other than the first cooperating character. When the second game character switches from the first cooperating character to the third game character, the target skill effect corresponding to the first skill switches from the first skill effect to the second skill effect. This allows the skill effect configured for the first skill to change dynamically in real time, following the changes in the game character selected by the second account during the game, thus increasing the game's playability and fun.
[0044] If the skill strength of the first skill effect is higher than that of the second skill effect, after the control switches the target skill effect from the first skill effect to the second skill effect, the control displays a first prompt message in the graphical user interface of the first terminal device to indicate that the skill strength of the first skill has been reduced.
[0045] In practice, the first prompt message can be either text or graphic. For example, the first prompt message could be "First skill enhancement has been cancelled" or "First skill upgrade has been cancelled," or it could be a graphic displaying the words "Cancel enhancement" or "Cancel upgrade."
[0046] like Figure 2 The diagram shown is a schematic representation of a first prompt message provided in an embodiment of this disclosure. Figure 2 The graphic on the left side of the screen that reads "Cancel Upgrade" is the first prompt message, indicating that the skill strength corresponding to the first skill has been reduced.
[0047] Optionally, the first prompt message can also indicate which specific game character corresponds to the first skill's cooperative role, allowing players to see during gameplay that the selected game character for the second skill has switched to the cooperative role corresponding to the first skill. For example... Figure 2 The character portrait displayed in the first prompt message is also the portrait of the cooperating character corresponding to the first skill.
[0048] Furthermore, when the second game character is not the first cooperative character, in response to the second game character switching to the first cooperative character, the control switches the target skill effect from the second skill effect to the first skill effect.
[0049] In practice, when the second game character switches from another game character to the first cooperating character, the target skill effect corresponding to the first skill switches from the second skill effect to the first skill effect. This allows the skill effect configured for the first skill to change dynamically in real time as the game character selected by the second account changes during the game, increasing the game's playability and fun.
[0050] If the skill strength of the first skill effect is higher than that of the second skill effect; after the control switches the target skill effect from the second skill effect to the first skill effect, the control displays a second prompt message in the graphical user interface of the first terminal device to indicate that the skill strength of the first skill has increased.
[0051] In practice, the second prompt can be either text or graphic. For example, the second prompt could be "First skill has been enhanced" or "First skill has been upgraded," or it could be a graphic displaying the words "enhanced" or "upgraded."
[0052] like Figure 3 The diagram shown is a schematic representation of a second prompt message provided in an embodiment of this disclosure. Figure 3The graphic on the left side of the screen that reads "Upgraded" is the second notification message, indicating that the skill strength corresponding to the first skill has been increased.
[0053] Optionally, the second prompt information is also used to indicate which specific game character corresponds to the first skill, so that players can know during the game whether the game character selected by the second game character is the corresponding game character for the first skill. For example... Figure 3 The character avatar displayed in the second prompt message is also the avatar of the cooperating character corresponding to the first skill.
[0054] Furthermore, the graphical user interface of the first terminal device displays a first skill identifier corresponding to the first skill. This first skill identifier is used to indicate the first skill selected by the first account, and may also indicate the currently configured skill effect and triggering method of the first skill. Based on this, when the target skill effect is the first skill effect, the first skill identifier corresponding to the first skill is displayed in a first display style; when the target skill effect is the second skill effect, the first skill identifier corresponding to the first skill is displayed in a second display style.
[0055] In practice, the first display style and the second display style are different display styles. For example, the first display style may display the first skill icon with a first graphic, and the second display style may display the first skill icon with a second graphic; the first display style may also display the first skill icon with a first color, and the second display style may also display the first skill icon with a second color, etc.
[0056] In an optional embodiment, in response to the target skill effect switching from a first skill effect to a second skill effect, the first skill icon is switched from a first display style to a second display style via a first preset animation; conversely, in response to the target skill effect switching from a second skill effect to a first skill effect, the first skill icon is switched from a second display style to a first display style via a second preset animation. The first and second preset animations are different animations. The preset animations allow players to notice the switching of the current skill effect of the first skill, which helps players with strategic deployment.
[0057] like Figure 4 The diagram shown is a schematic representation of the display changes of a first skill identifier according to an embodiment of the present invention. Figure 4 The icon displaying "Unenhanced" indicates that when the target skill effect is the second skill effect, the second display style corresponding to the first skill icon is used. Figure 4 When the icon displaying the words "Enhanced" indicates that the target skill effect is the first skill effect, it will be displayed in the first display style corresponding to the first skill icon. Figure 4The animation displaying the words "Gain Enhancement" is the second preset animation corresponding to the switch of the target skill effect from the second skill effect to the first skill effect. This second preset animation switches the first skill icon from the second display style to the first display style. Figure 4 The animation displaying the words "Cancel Enhancement" is the first preset animation corresponding to the switch of the target skill effect from the first skill effect to the second skill effect. This first preset animation switches the first skill icon from the first display style to the second display style.
[0058] The following examples describe how a first account selects a game character.
[0059] Specifically, the process of determining the first game character selected by the first account for the game match may include: in the character selection phase before the start of the game match, in response to a selection instruction for the first candidate character among at least one candidate character, controlling the determination of the first candidate character as the first game character selected by the first account for the game match; and / or, in the character respawn phase after the start of the game match, in response to a selection instruction for the second candidate character among at least one candidate character, controlling the determination of the second candidate character as the first game character selected by the first account for the game match. By allowing players to reselect game characters during the character respawn phase, players can switch characters and corresponding combo skill configurations midway through the game based on the real-time battle situation (such as changes in the enemy lineup or tactical needs), thereby maintaining the strategic depth and dynamic balance of the game match, extending the effective participation time of players, and improving the continuity of the battle experience.
[0060] In practice, during the character selection phase before the start of the game and the character respawn phase after the start of the game, players can choose any one of the at least one candidate characters provided as their first game character for the game.
[0061] In one specific embodiment, during the character selection phase before the start of a game, a character selection area and a character display area corresponding to the first account are displayed in the graphical user interface; wherein, the character selection area displays at least one candidate character; the character display area includes at least one character display slot corresponding to each game account, and the character display slot is used to display the game character selected by each game account.
[0062] like Figure 5 The diagram shown is a graphical user interface display diagram of the character selection phase before the start of a game, provided in an embodiment of this disclosure. Figure 5The upper right corner of the graphical user interface displays the character selection area, which contains multiple boxes, each representing a candidate character. Below the graphical user interface is the character display area, which contains five rectangles, each corresponding to a character display slot. Different character displays are used to showcase the game characters selected by different game accounts. When a player clicks on a candidate character in the character selection area, that candidate character is designated as the primary game character selected by the first account for the game match, and this primary game character is displayed in the character display slot corresponding to the first account (i.e.,...). Figure 5 (The first character displayed in the game).
[0063] In another specific embodiment, during the character respawn phase after the start of the game, at least one candidate character corresponding to the first account is displayed in the graphical user interface. The player can choose any candidate character as the first game character and continue to participate in the game.
[0064] In an optional embodiment, the first game character is equipped with multiple first skills, each corresponding to a different cooperative character. Before determining the first skill selected by the first account for the game, the current skill effect of each of the multiple first skills is determined based on the matching relationship between the second game character and the cooperative character, and the skill identifiers of the multiple first skills corresponding to the current skill effect are displayed.
[0065] In practice, when the second game character matches the cooperating character corresponding to the first skill, and when the second game character does not match the cooperating character corresponding to the first skill, the current skill effect of the first skill is different, and the skill icon corresponding to the first skill is also different. By pre-displaying the real-time effective status of all candidate skills before the player finally confirms to carry a certain first skill, the player can intuitively compare the strength differences of each skill in the current team configuration without having to trigger the skill details one by one. This significantly reduces the operational redundancy and information uncertainty in the character configuration stage, and improves the efficiency and accuracy of skill selection decisions.
[0066] In one optional embodiment, the first skill includes a corresponding cooperative role, and the first skill is exclusive to the first game character, or the first skill is common to both the first game character and the second game character.
[0067] Specifically, the first skill configured for the first game character can be a basic skill that all game characters can carry and use. For example, the first skill can be a general skill such as Blink, Ignite, Heal, or Sprint that all game characters can carry and use. In another optional embodiment, the first skill configured for the first game character can also be a unique skill that only the first game character can carry and use, and that other game characters cannot carry and use. For example, the first skill can be the "Overload Charge" skill that can only be carried and used by the Mech Warrior character. By dividing the first skill into two categories, character-specific skills and general skills, the server can modularly manage the binding relationship of unique skills in the character data table, reduce the coupling between skill configurations of different characters, facilitate independent updates and balance adjustments for unique skills of individual characters, while maintaining the global reusability of general skills and reducing the overall data maintenance overhead.
[0068] In one specific embodiment, the process of determining the current skill effect corresponding to each of the multiple first skills based on the matching relationship between the second game character and the cooperative character, and displaying the skill identifiers of the multiple first skills corresponding to the current skill effect, may include: for each of the multiple first skills, performing the following operations: if the second game character is a cooperative character for the current first skill, determining that the current skill effect corresponding to the current first skill is a high skill intensity skill effect, and displaying the skill identifier of the current first skill in a first display format; if the second game character is not a cooperative character for the current first skill, determining that the current skill effect corresponding to the current first skill is a low skill intensity skill effect, and displaying the skill identifier of the current first skill in a second display format.
[0069] In practice, each of the multiple first skills needs to be treated as a current first skill. The display format of the current skill effect and the skill identifier of the current first skill is determined based on whether the second game character is a cooperating character of the current first skill.
[0070] The first display format and the second display format mentioned above are different display formats. The first display format can display the skill icon in a third color, and the second display format can display the skill icon in a fourth color. The first display format can also display the skill icon in yellow or with an outline, and the second display format can display the skill icon in a regular way, etc.
[0071] In one specific embodiment, the skill identifier of the first skill includes a background plate on which the character portrait and skill icon of the corresponding cooperative character are displayed. If the second game character is a cooperative character for the first skill, the current skill effect corresponding to the first skill is determined to be a high skill intensity skill effect, and the character portrait and skill icon in the skill identifier of the first skill are displayed with a first transparency. If the second game character is not a cooperative character for the first skill, the current skill effect corresponding to the first skill is determined to be a low skill intensity skill effect, and the character portrait and skill icon in the skill identifier of the first skill are displayed with a second transparency.
[0072] In practical applications, during the character selection phase before the start of a game and after the game begins, players can select the skill icon corresponding to the second skill selected by the second game account as needed. This skill icon can be distinguished from the skill icon of the first skill selected by the first account through different background colors, so that players can clearly understand which is the skill icon of their teammate and which is the skill icon corresponding to the game character they control.
[0073] Furthermore, after displaying skill identifiers for multiple first skills corresponding to the current skill effect, in response to a first trigger operation targeting a first skill identifier among the multiple first skill identifiers, the system controls the display of skill information for the first skill corresponding to the first skill identifier in the graphical user interface of the first terminal device. This method allows for understanding the skill information corresponding to each first skill, which may include information such as skill effect and skill description.
[0074] Based on the above description, the specific process of determining the first skill selected by the first account for the game may include: responding to a second trigger operation in response to a second skill identifier among multiple skill identifiers for the first skill, determining the first skill corresponding to the second skill identifier as the first skill selected by the first account for the game.
[0075] In practice, the second triggering operation differs from the first triggering operation. For example, the first triggering operation could be a mouse hover operation, a click operation, etc.; the second triggering operation could be a long press operation, a swipe operation, etc. The second skill identifier can be any skill identifier of the first skill.
[0076] In practical applications, Figure 5The character display area corresponding to the first account shows the skill icon for the first skill. This skill icon is also the skill icon corresponding to the first skill selected by the first account. When a player wants to switch the first skill selected by the first account, they can trigger the arrow control displayed to the right of the skill icon. At this time, the graphical user interface will display the skill icons corresponding to the multiple first skills configured for the first game character selected by the first account. The player can then select the first skill by performing a second trigger operation on the skill icon.
[0077] In one optional implementation, it is also necessary to determine the second skill selected by the second account for the game; wherein, the second skill includes multiple skill effects, and the skill strength of different skill effects is different; when the first game character selected by the first account for the game is switched to the cooperative character corresponding to the second skill, a third prompt message is displayed in the graphical user interface to indicate that the skill strength of the second skill has increased; when the first game character selected by the first account for the game is switched from the cooperative character corresponding to the second skill to a cooperative character that is not corresponding to the second skill, a fourth prompt message is displayed in the graphical user interface to indicate that the skill strength of the second skill has decreased.
[0078] In practice, both the third and fourth prompt messages can be text or graphics. For example, the third prompt message could be "Second skill enhanced" or "Second skill upgraded," or it could be a graphic displaying the words "Enhanced" or "Upgraded." Similarly, the fourth prompt message could be "Second skill enhancement canceled" or "Second skill upgrade canceled," or it could be a graphic displaying the words "Cancel enhancement" or "Cancel upgrade."
[0079] like Figure 6 The diagram shown is a display illustration of a third and a fourth prompt message provided in an embodiment of this disclosure. Figure 6 The third prompt message displayed on the left side of the image, namely the graphic that displays the words "Upgraded", is used to indicate that the skill strength corresponding to the second skill has been increased. Figure 6 The graphic on the right side of the screen that reads "Cancel Upgrade" is the fourth prompt message, indicating that the skill strength corresponding to the second skill has been reduced.
[0080] Optionally, the third and fourth prompts also indicate which game character is the specific cooperative character corresponding to the second skill, and which game character is currently selected by the second account, so that players can know during the game that the game character selected by the first game character has switched to the cooperative character corresponding to the second skill. Figure 6The third prompt in the game displays the first character's avatar as the second game character's avatar, and the second character's avatar is the avatar of the cooperative character corresponding to the second skill. This method allows the skill effect configured for the second skill to change dynamically in real time according to the selected game characters of the first account and teammate accounts during the game, increasing the game's playability and fun.
[0081] Furthermore, in response to the start of the match command, a target skill screen is displayed in the graphical user interface of the first terminal device. This target skill screen indicates: the first skill selected by the first game character in the match, the first cooperative character corresponding to the first skill, and the skill strength of the target skill effect. This method provides a skill strength indicator at the start of the match via the target skill screen. Specifically, after confirming the first game skill selected by the first account, a full-screen combo prompt (equivalent to the aforementioned target skill screen) will pop up, reinforcing the player's understanding of the skill strength of the currently selected first skill. Since the full-screen prompt obstructs the view, this prompt only appears once at the start of the match. By displaying the current combo skill status all at once at the initial crucial point before combat, players can establish an accurate understanding of skill strength before entering intense battle, effectively reducing the probability of mis-casting skills due to information asymmetry in the early stages of combat. Simultaneously, limiting its appearance to only once avoids continuous visual obstruction, balancing information prompts with the clarity of the combat field of view.
[0082] Corresponding to the above method embodiments, this invention provides a skill interaction device in a game, such as... Figure 7 As shown, the device includes: The first information determination module 60 is used to determine the first game character and first skill selected by the first account for the game match. The first skill includes multiple skill effects, and the first account is the game account logged into the first terminal device.
[0083] The second information determination module 61 is used to determine the second game character selected by the second account for the game match. The second account and the first account have a preset game cooperation relationship in the game match.
[0084] The skill effect determination module 62 is used to determine the target skill effect from a variety of skill effects based on the second game character, and configure the target skill effect as the current skill effect of the first skill.
[0085] The skill interaction device in the aforementioned game can determine the skill effect of the first skill selected by the first account based on the second game character selected by the second account that has a preset game cooperation relationship with the first account during the game. Regardless of what kind of game character the second game character is, the first skill will be configured with the corresponding skill effect, thereby weakening the bond between game skills and game characters, and also retaining the fun and control of the game to a certain extent.
[0086] Furthermore, the aforementioned multiple skill effects include a first skill effect and a second skill effect; based on this, the aforementioned skill effect determination module 62 is used to: if the second game character meets the cooperation matching conditions determined for the first skill, then determine the first skill effect as the target skill effect; if the second game character does not meet the cooperation matching conditions, then determine the second skill effect as the target skill effect.
[0087] Furthermore, if the second game character is the first cooperative character preset for the first skill, then the second game character is determined to meet the cooperative matching conditions; if the second game character is not the first cooperative character, then the second game character is determined not to meet the cooperative matching conditions.
[0088] Furthermore, the skill strength of the first skill effect is higher than that of the second skill effect; wherein, the skill strength is determined based on at least one of the following: skill value, range of action, duration, cooldown time and number of skill mechanism types.
[0089] Furthermore, the aforementioned device also includes an effect switching module, used to: when the second game character is the first cooperative character, in response to the second game character being switched to the third game character, control the switching of the target skill effect from the first skill effect to the second skill effect.
[0090] Furthermore, the aforementioned device also includes a first prompt module, used to: after controlling the switching of the target skill effect from the first skill effect to the second skill effect, control the display of a first prompt message in the graphical user interface of the first terminal device to indicate the reduction in the skill strength corresponding to the first skill.
[0091] Furthermore, the aforementioned effect switching module is also used to: when the second game character is not the first cooperative character, in response to the second game character being switched to the first cooperative character, control the switching of the target skill effect from the second skill effect to the first skill effect.
[0092] Furthermore, the aforementioned device also includes a second prompt module, used to: after controlling the switching of the target skill effect from the second skill effect to the first skill effect, control the display of a second prompt message in the graphical user interface of the first terminal device to indicate the increase in the skill strength corresponding to the first skill.
[0093] Furthermore, the graphical user interface of the first terminal device displays a first skill icon corresponding to the first skill; based on this, the device further includes an icon display module, used to: display the first skill icon corresponding to the first skill in a first display style when the target skill effect is the first skill effect; and display the first skill icon corresponding to the first skill in a second display style when the target skill effect is the second skill effect.
[0094] Furthermore, the aforementioned first information determination module 60 is configured to: in the character selection phase before the start of the game, in response to a selection instruction for a first candidate character among at least one candidate character, control the determination of the first candidate character as the first game character selected by the first account for the game; and / or, in the character respawn phase after the start of the game, in response to a selection instruction for a second candidate character among at least one candidate character, control the determination of the second candidate character as the first game character selected by the first account for the game.
[0095] Furthermore, the aforementioned first game character is equipped with multiple first skills, each corresponding to a different cooperative character; based on this, the aforementioned device also includes an identifier display module, used to: before determining the first skill selected by the first account for the game match, determine the current skill effect corresponding to each of the multiple first skills based on the matching relationship between the second game character and the cooperative character, and display the skill identifiers of the multiple first skills corresponding to the current skill effect.
[0096] Furthermore, the aforementioned identifier display module is also used to: for each of the multiple first skills, perform the following operations: if the second game character is a cooperative character for the current first skill, determine that the current skill effect corresponding to the current first skill is a high skill intensity skill effect, and display the skill identifier of the current first skill in a first display format; if the second game character is not a cooperative character for the current first skill, determine that the current skill effect corresponding to the current first skill is a low skill intensity skill effect, and display the skill identifier of the current first skill in a second display format.
[0097] Furthermore, the aforementioned device also includes an information display module, configured to: after displaying skill identifiers of multiple first skills corresponding to the current skill effect, in response to a first trigger operation for a first skill identifier among the multiple first skill identifiers, control the display of skill information of the first skill corresponding to the first skill identifier in the graphical user interface of the first terminal device.
[0098] Furthermore, the aforementioned first information determination module 60 is also used to: in response to a second trigger operation for a second skill identifier among multiple first skill identifiers, determine the first skill corresponding to the second skill identifier as the first skill selected by the first account for the game match.
[0099] Furthermore, the aforementioned device also includes a third prompt module, used to: determine the second skill selected by the second account for the game; wherein the second skill includes multiple skill effects, and the skill strength of different skill effects is different; when the first game character selected by the first account for the game switches to the cooperative character corresponding to the second skill, control the display of a third prompt message in the graphical user interface of the first terminal device to indicate that the skill strength of the second skill has increased; when the first game character selected by the first account for the game switches from the cooperative character corresponding to the second skill to a cooperative character that is not corresponding to the second skill, control the display of a fourth prompt message in the graphical user interface of the first terminal device to indicate that the skill strength of the second skill has decreased.
[0100] Furthermore, the aforementioned device also includes a screen display module, used to: in response to a game start command, display a target skill screen in the graphical user interface of the first terminal device; wherein the target skill screen is used to indicate: the first skill selected by the first game character in the game, the first cooperative character corresponding to the first skill, and the skill strength of the target skill effect of the first skill.
[0101] The skill interaction device in the game provided in this embodiment of the invention has the same implementation principle and technical effect as the aforementioned method embodiment. For the sake of brevity, any parts not mentioned in the device embodiment can be referred to the corresponding content in the aforementioned method embodiment.
[0102] This invention also provides an electronic device, such as... Figure 8 As shown, the electronic device includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, which executes the machine-executable instructions to implement the skill interaction method in the aforementioned game.
[0103] Specifically, the skill interaction method in the above game includes: determining the first game character and first skill selected by the first account for the game match, wherein the first skill includes multiple skill effects, and the first account is the game account logged into the first terminal device; determining the second game character selected by the second account for the game match, wherein the second account and the first account have a preset game cooperation relationship in the game match; and based on the second game character, determining the target skill effect from multiple skill effects, and configuring the target skill effect as the current skill effect of the first skill.
[0104] The skill interaction method in the above game can determine the skill effect of the first skill selected by the first account based on the second game character selected by the second account that has a preset game cooperation relationship with the first account in the game. Regardless of what kind of game character the second game character is, the first skill will be configured with the corresponding skill effect, thereby weakening the bond between game skills and game characters, and also retaining the fun and control of the game to a certain extent.
[0105] In an optional embodiment, the multiple skill effects include a first skill effect and a second skill effect; based on this, the step of determining the target skill effect from multiple skill effects based on the second game character includes: if the second game character meets the cooperation matching conditions determined for the first skill, then the first skill effect is determined as the target skill effect; if the second game character does not meet the cooperation matching conditions, then the second skill effect is determined as the target skill effect.
[0106] In an optional embodiment, the above method includes: if the second game character is a first cooperative character preset for the first skill, then the second game character is determined to meet the cooperative matching conditions; if the second game character is not a first cooperative character, then the second game character is determined not to meet the cooperative matching conditions.
[0107] In an optional embodiment, the skill strength of the first skill effect is higher than that of the second skill effect; wherein, the skill strength is determined based on at least one of the following: skill value, range of action, duration, cooldown time, and number of skill mechanism types.
[0108] In an optional embodiment, when the second game character is the first cooperative character, the above method further includes: in response to the second game character being switched to the third game character, controlling the target skill effect to switch from the first skill effect to the second skill effect.
[0109] In an optional embodiment, after controlling the switching of the target skill effect from the first skill effect to the second skill effect, the method further includes: controlling the display of a first prompt message in the graphical user interface of the first terminal device to indicate that the skill strength corresponding to the first skill has decreased.
[0110] In an optional embodiment, when the second game character is not the first cooperative character, the above method further includes: in response to the second game character being switched to the first cooperative character, controlling the target skill effect to be switched from the second skill effect to the first skill effect.
[0111] In an optional embodiment, after controlling the switching of the target skill effect from the second skill effect to the first skill effect, the method further includes: controlling the display of a second prompt message in the graphical user interface of the first terminal device to indicate the increase in the skill strength corresponding to the first skill.
[0112] In an optional embodiment, the graphical user interface of the first terminal device displays a first skill identifier corresponding to the first skill; the method further includes: when the target skill effect is the first skill effect, displaying the first skill identifier corresponding to the first skill in a first display style; and when the target skill effect is the second skill effect, displaying the first skill identifier corresponding to the first skill in a second display style.
[0113] In an optional embodiment, the step of determining the first game character selected by the first account for the game includes: in the character selection phase before the start of the game, in response to a selection instruction for a first candidate character among at least one candidate character, controlling the first candidate character to be determined as the first game character selected by the first account for the game; and / or, in the character respawn phase after the start of the game, in response to a selection instruction for a second candidate character among at least one candidate character, controlling the second candidate character to be determined as the first game character selected by the first account for the game.
[0114] In an optional embodiment, the first game character is equipped with multiple first skills, and the multiple first skills correspond to different cooperative characters. Based on this, before determining the first skill selected by the first account for the game, the method further includes: determining the current skill effect corresponding to each of the multiple first skills based on the matching relationship between the second game character and the cooperative character, and displaying the skill identifier of the multiple first skills corresponding to the current skill effect.
[0115] In an optional embodiment, the step of determining the current skill effect corresponding to each of the multiple first skills based on the matching relationship between the second game character and the cooperative character, and displaying the skill identifiers of the multiple first skills corresponding to the current skill effect, includes: for each of the multiple first skills, performing the following operations: if the second game character is a cooperative character for the current first skill, determining that the current skill effect corresponding to the current first skill is a high skill intensity skill effect, and displaying the skill identifier of the current first skill in a first display format; if the second game character is not a cooperative character for the current first skill, determining that the current skill effect corresponding to the current first skill is a low skill intensity skill effect, and displaying the skill identifier of the current first skill in a second display format.
[0116] In an optional embodiment, after the step of displaying skill identifiers of a plurality of first skills corresponding to the current skill effect, the method further includes: in response to a first trigger operation for a first skill identifier among the skill identifiers of the plurality of first skills, controlling the display of skill information of the first skill corresponding to the first skill identifier in the graphical user interface of the first terminal device.
[0117] In an optional embodiment, the step of determining the first skill selected by the first account for the game includes: in response to a second trigger operation of a second skill identifier among multiple skill identifiers of the first skill, determining the first skill corresponding to the second skill identifier as the first skill selected by the first account for the game.
[0118] In an optional embodiment, the method further includes: determining a second skill selected by the second account for a game; wherein the second skill includes multiple skill effects, and the skill strength of different skill effects is different; when the first game character selected by the first account for a game is switched to a cooperative character corresponding to the second skill, a third prompt message indicating an increase in the skill strength corresponding to the second skill is displayed in the graphical user interface of the first terminal device; when the first game character selected by the first account for a game is switched from a cooperative character corresponding to the second skill to a cooperative character that is not corresponding to the second skill, a fourth prompt message indicating a decrease in the skill strength corresponding to the second skill is displayed in the graphical user interface of the first terminal device.
[0119] In an optional embodiment, the method further includes: in response to a game start command, displaying a target skill screen in the graphical user interface of a first terminal device; wherein the target skill screen is used to indicate: the first skill selected by the first game character in the game, the first cooperative character corresponding to the first skill, and the skill strength of the target skill effect of the first skill.
[0120] Furthermore, Figure 8 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 101, the communication interface 103 and the memory 100 connected via the bus 102.
[0121] The memory 100 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 8 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0122] Processor 101 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 101 or by instructions in software form. Processor 101 can be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 100, and processor 101 reads information from memory 100 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0123] This invention also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor to implement the skill interaction method in the game described above. For specific implementation details, please refer to the method embodiments, which will not be repeated here.
[0124] Specifically, the skill interaction method in the above game includes: determining the first game character and first skill selected by the first account for the game match, wherein the first skill includes multiple skill effects, and the first account is the game account logged into the first terminal device; determining the second game character selected by the second account for the game match, wherein the second account and the first account have a preset game cooperation relationship in the game match; and based on the second game character, determining the target skill effect from multiple skill effects, and configuring the target skill effect as the current skill effect of the first skill.
[0125] The skill interaction method in the above game can determine the skill effect of the first skill selected by the first account based on the second game character selected by the second account that has a preset game cooperation relationship with the first account in the game. Regardless of what kind of game character the second game character is, the first skill will be configured with the corresponding skill effect, thereby weakening the bond between game skills and game characters, and also retaining the fun and control of the game to a certain extent.
[0126] In an optional embodiment, the multiple skill effects include a first skill effect and a second skill effect; based on this, the step of determining the target skill effect from multiple skill effects based on the second game character includes: if the second game character meets the cooperation matching conditions determined for the first skill, then the first skill effect is determined as the target skill effect; if the second game character does not meet the cooperation matching conditions, then the second skill effect is determined as the target skill effect.
[0127] In an optional embodiment, the above method includes: if the second game character is a first cooperative character preset for the first skill, then the second game character is determined to meet the cooperative matching conditions; if the second game character is not a first cooperative character, then the second game character is determined not to meet the cooperative matching conditions.
[0128] In an optional embodiment, the skill strength of the first skill effect is higher than that of the second skill effect; wherein, the skill strength is determined based on at least one of the following: skill value, range of action, duration, cooldown time, and number of skill mechanism types.
[0129] In an optional embodiment, when the second game character is the first cooperative character, the above method further includes: in response to the second game character being switched to the third game character, controlling the target skill effect to switch from the first skill effect to the second skill effect.
[0130] In an optional embodiment, after controlling the switching of the target skill effect from the first skill effect to the second skill effect, the method further includes: controlling the display of a first prompt message in the graphical user interface of the first terminal device to indicate that the skill strength corresponding to the first skill has decreased.
[0131] In an optional embodiment, when the second game character is not the first cooperative character, the above method further includes: in response to the second game character being switched to the first cooperative character, controlling the target skill effect to be switched from the second skill effect to the first skill effect.
[0132] In an optional embodiment, after controlling the switching of the target skill effect from the second skill effect to the first skill effect, the method further includes: controlling the display of a second prompt message in the graphical user interface of the first terminal device to indicate the increase in the skill strength corresponding to the first skill.
[0133] In an optional embodiment, the graphical user interface of the first terminal device displays a first skill identifier corresponding to the first skill; the method further includes: when the target skill effect is the first skill effect, displaying the first skill identifier corresponding to the first skill in a first display style; and when the target skill effect is the second skill effect, displaying the first skill identifier corresponding to the first skill in a second display style.
[0134] In an optional embodiment, the step of determining the first game character selected by the first account for the game includes: in the character selection phase before the start of the game, in response to a selection instruction for a first candidate character among at least one candidate character, controlling the first candidate character to be determined as the first game character selected by the first account for the game; and / or, in the character respawn phase after the start of the game, in response to a selection instruction for a second candidate character among at least one candidate character, controlling the second candidate character to be determined as the first game character selected by the first account for the game.
[0135] In an optional embodiment, the first game character is equipped with multiple first skills, and the multiple first skills correspond to different cooperative characters. Based on this, before determining the first skill selected by the first account for the game, the method further includes: determining the current skill effect corresponding to each of the multiple first skills based on the matching relationship between the second game character and the cooperative character, and displaying the skill identifier of the multiple first skills corresponding to the current skill effect.
[0136] In an optional embodiment, the step of determining the current skill effect corresponding to each of the multiple first skills based on the matching relationship between the second game character and the cooperative character, and displaying the skill identifiers of the multiple first skills corresponding to the current skill effect, includes: for each of the multiple first skills, performing the following operations: if the second game character is a cooperative character for the current first skill, determining that the current skill effect corresponding to the current first skill is a high skill intensity skill effect, and displaying the skill identifier of the current first skill in a first display format; if the second game character is not a cooperative character for the current first skill, determining that the current skill effect corresponding to the current first skill is a low skill intensity skill effect, and displaying the skill identifier of the current first skill in a second display format.
[0137] In an optional embodiment, after the step of displaying skill identifiers of a plurality of first skills corresponding to the current skill effect, the method further includes: in response to a first trigger operation for a first skill identifier among the skill identifiers of the plurality of first skills, controlling the display of skill information of the first skill corresponding to the first skill identifier in the graphical user interface of the first terminal device.
[0138] In an optional embodiment, the step of determining the first skill selected by the first account for the game includes: in response to a second trigger operation of a second skill identifier among multiple skill identifiers of the first skill, determining the first skill corresponding to the second skill identifier as the first skill selected by the first account for the game.
[0139] In an optional embodiment, the method further includes: determining a second skill selected by the second account for a game; wherein the second skill includes multiple skill effects, and the skill strength of different skill effects is different; when the first game character selected by the first account for a game is switched to a cooperative character corresponding to the second skill, a third prompt message indicating an increase in the skill strength corresponding to the second skill is displayed in the graphical user interface of the first terminal device; when the first game character selected by the first account for a game is switched from a cooperative character corresponding to the second skill to a cooperative character that is not corresponding to the second skill, a fourth prompt message indicating a decrease in the skill strength corresponding to the second skill is displayed in the graphical user interface of the first terminal device.
[0140] In an optional embodiment, the method further includes: in response to a game start command, displaying a target skill screen in the graphical user interface of a first terminal device; wherein the target skill screen is used to indicate: the first skill selected by the first game character in the game, the first cooperative character corresponding to the first skill, and the skill strength of the target skill effect of the first skill.
[0141] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this invention, essentially, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, a terminal device, or a network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0142] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0143] Finally, it should be noted that the above-described embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.
Claims
1. A skill interaction method in a game, characterized in that, The method includes: The first account is identified as the first game character and the first skill selected for the game match. The first skill includes multiple skill effects. The first account is the game account logged into the first terminal device. Determine the second game character selected by the second account for the game match, and the second account and the first account have a preset game cooperation relationship in the game match; Based on the second game character, a target skill effect is determined from the various skill effects, and the target skill effect is configured as the current skill effect of the first skill.
2. The method according to claim 1, characterized in that, The multiple skill effects include a first skill effect and a second skill effect; the step of determining the target skill effect from the multiple skill effects based on the second game character includes: If the second game character meets the cooperation matching conditions determined for the first skill, then the effect of the first skill is determined as the target skill effect; If the second game character does not meet the cooperative matching conditions, then the second skill effect will be determined as the target skill effect.
3. The method according to claim 2, characterized in that, The method includes: If the second game character is a first cooperative character preset for the first skill, then the second game character is determined to meet the cooperative matching conditions; If the second game character is not the first cooperative character, then it is determined that the second game character does not meet the cooperative matching conditions.
4. The method according to claim 3, characterized in that, The skill strength of the first skill effect is higher than that of the second skill effect; wherein the skill strength is determined based on at least one of the following: skill value, range of action, duration, cooldown time and number of skill mechanism types.
5. The method according to claim 4, characterized in that, When the second game character is the first cooperative character, the method further includes: In response to the second game character being switched to the third game character, the control switches the target skill effect from the first skill effect to the second skill effect.
6. The method according to claim 5, characterized in that, After the step of controlling the switching of the target skill effect from the first skill effect to the second skill effect, the method further includes: The system controls the display of a first prompt message in the graphical user interface of the first terminal device to indicate a decrease in the skill strength corresponding to the first skill.
7. The method according to claim 4, characterized in that, When the second game character is not the first cooperative character, the method further includes: In response to the second game character switching to the first cooperative character, the control switches the target skill effect from the second skill effect to the first skill effect.
8. The method according to claim 7, characterized in that, After the step of controlling the switching of the target skill effect from the second skill effect to the first skill effect, the method further includes: The system controls the display of a second prompt message in the graphical user interface of the first terminal device to indicate that the skill strength corresponding to the first skill has increased.
9. The method according to claim 2, characterized in that, The graphical user interface of the first terminal device displays a first skill identifier corresponding to the first skill; the method further includes: When the target skill effect is the first skill effect, the first skill identifier corresponding to the first skill is displayed in a first display style; When the target skill effect is the second skill effect, the first skill identifier corresponding to the first skill is displayed in the second display style.
10. The method according to claim 3, characterized in that, The step of determining the first game character selected by the first account for the game includes: During the character selection phase before the start of the game, in response to a selection instruction for a first candidate character among at least one candidate character, control is used to determine the first candidate character as the first game character selected by the first account for the game; and / or, During the character respawn phase after the start of the game, in response to a selection instruction for a second candidate character among at least one candidate character, the system controls the determination of the second candidate character as the first game character selected by the first account for the game.
11. The method according to claim 10, characterized in that, The first game character has multiple first skills, each corresponding to a different cooperative character; before determining the first skill selected by the first account for the game, the method further includes: Based on the matching relationship between the second game character and the cooperative character, the current skill effect corresponding to each of the plurality of first skills is determined, and the skill identifier of the plurality of first skills corresponding to the current skill effect is displayed.
12. The method according to claim 11, characterized in that, The step of determining the current skill effect corresponding to each of the plurality of first skills based on the matching relationship between the second game character and the cooperative character, and displaying the skill identifiers of the plurality of first skills corresponding to the current skill effects, includes: For each of the plurality of first skills, perform the following operation: If the second game character is a cooperative character for the current first skill, determine that the current skill effect corresponding to the current first skill is a high skill intensity skill effect, and display the skill identifier of the current first skill in a first display format; If the second game character is not a cooperative character for the current first skill, the current skill effect corresponding to the current first skill is determined to be a low skill strength skill effect, and the skill identifier of the current first skill is displayed in the second display format.
13. The method according to claim 11, characterized in that, After the step of displaying the skill identifiers of the plurality of first skills corresponding to the current skill effect, the method further includes: In response to a first trigger operation for a first skill identifier among the multiple first skill identifiers, the skill information of the first skill corresponding to the first skill identifier is displayed in the graphical user interface of the first terminal device.
14. The method according to claim 11, characterized in that, The step of determining the first skill selected by the first account for a game includes: In response to a second trigger operation for a second skill identifier among the skill identifiers of the plurality of first skills, the first skill corresponding to the second skill identifier is determined as the first skill selected by the first account for the game.
15. The method according to claim 3, characterized in that, The method further includes: The second skill selected by the second account for the game is determined; wherein the second skill includes multiple skill effects, and the skill strength of different skill effects is different; When the first game character selected by the first account for a game match is switched to the cooperative character corresponding to the second skill, the system controls the display of a third prompt message in the graphical user interface of the first terminal device to indicate that the skill strength corresponding to the second skill has increased. When the first game character selected by the first account for a game match is switched from the cooperative character corresponding to the second skill to a cooperative character that is not corresponding to the second skill, the system controls the display of a fourth prompt message in the graphical user interface of the first terminal device indicating that the skill strength corresponding to the second skill has been reduced.
16. The method according to claim 3, characterized in that, The method further includes: In response to a match start command, a target skill screen is displayed in the graphical user interface of the first terminal device; wherein, the target skill screen is used to indicate: the first skill selected by the first game character in the game, the first cooperative character corresponding to the first skill, and the skill strength of the target skill effect of the first skill.
17. A skill interaction device in a game, characterized in that, The device includes: The first information determination module is used to determine the first game character and the first skill selected by the first account for the game match, wherein the first skill includes multiple skill effects, and the first account is the game account logged into the first terminal device; The second information determination module is used to determine the second game character selected by the second account for the game match, wherein the second account and the first account have a preset game cooperation relationship in the game match. The skill effect determination module is used to determine a target skill effect from the multiple skill effects based on the second game character, and configure the target skill effect as the current skill effect of the first skill.
18. An electronic device, characterized in that, The electronic device includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the skill interaction method in the game as described in any one of claims 1 to 16.
19. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the skill interaction method in the game as described in any one of 1 to 16.