Team transfer skill release method and apparatus, device, and storage medium
By displaying reminder controls for team transfer skills in multiplayer battle games and sending reminder messages, the problem of team transfer skills relies on social systems to release team transfer skills is solved, and fast team communication and skill release are achieved.
Patent Information
- Application Number
- PCT/CN2024/105961
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-09-21
- Filing Date
- 2024-07-17
- Publication Date
- 2025-03-27
AI Technical Summary
In multiplayer battle games, the release process of team transfer skills depends on a common social system, which often fails to release skills without turning on the microphone or inconvenient to text communication.
Fast team communication is achieved by displaying a reminder control for the team transfer skill after the team transfer skill is triggered, and after the reminder control is triggered, reminder information is sent to at least one teammate virtual character.
Without the need to use a common social system for voice or text reminders, players can achieve quick communication and release of team transfer skills even if they do not turn on the microphone or are inconvenient to type.
Smart Images

Figure CN2024105961_27032025_PF_FP_ABST
Abstract
Description
Method, device, equipment and storage medium for releasing team transfer skills
[0001] This application claims priority to Chinese patent application No. 202311226970.9 filed on September 21, 2023, entitled “Method, device, equipment and storage medium for releasing team transfer skills”, the entire contents of which are incorporated by reference into this application. Technical Field
[0002] The present application relates to the field of human-computer interaction, and in particular to a method, device, equipment and storage medium for releasing team transfer skills. Background Art
[0003] In multiplayer games, some virtual characters can release team transfer skills for teammates to make tactical shifts, such as teleporting back to the fountain, flying to a certain height, etc.
[0004] In related technology, a game client displays a game interface featuring a virtual character in a virtual environment and a skill button for a team transfer skill. After a player clicks the skill button, a waiting area for the team transfer skill appears in the virtual environment. The team transfer skill then enters a waiting state, allowing players to communicate within the game via voice or text, urging teammates to cooperate with the skill. After other players enter the waiting area, the player manually triggers the release of the team transfer skill; alternatively, after a preset waiting time, the skill automatically triggers the release of the team transfer skill.
[0005] Since the above skill release process relies on a universal social system, skill release failures often occur when players do not turn on the microphone or are not convenient for text communication.
[0006] Summary of the Invention
[0007] This application provides a method, device, equipment, and storage medium for releasing team transfer skills. The technical solution is as follows:
[0008] According to one aspect of the present application, a method for releasing team transfer skills is provided, the method being executed by a client and comprising:
[0009] displaying a first virtual character in a virtual environment, wherein the first virtual character has the team transfer skill;
[0010] In response to a release operation on the team transfer skill, displaying a reminder control of the team transfer skill;
[0011] In response to a triggering operation on the reminder control, a reminder message is sent to at least one teammate virtual character, wherein the reminder message is used to remind the at least one teammate virtual character to join the transfer object of the team skill transfer;
[0012] In response to the transfer condition of the team transfer skill being met, the team transfer skill is released to transfer the second virtual character, where the second virtual character is a teammate virtual character that joins the transfer object of the team transfer skill.
[0013] On the other hand, an embodiment of the present application provides a device for releasing team transfer skills, the device comprising:
[0014] A display module, configured to display a first virtual character in a virtual environment, wherein the first virtual character has the team transfer skill;
[0015] An interactive module, configured to display a reminder control of the team transfer skill in response to a release operation of the team transfer skill;
[0016] a sending module, configured to send a reminder message to at least one teammate virtual character in response to a triggering operation on the reminder control, wherein the reminder message is used to remind the at least one teammate virtual character to join the transfer object of the team skill transfer;
[0017] The releasing module is used for releasing the team transfer skill to transfer the second virtual character in response to the transfer condition of the team transfer skill being met, where the second virtual character is a teammate virtual character that joins the transfer object of the team transfer skill.
[0018] On the other hand, an embodiment of the present application provides a computer device, which includes a processor and a memory, wherein a computer program is stored in the memory, and the computer program is loaded and executed by the processor to implement the above-mentioned method for releasing team transfer skills.
[0019] On the other hand, an embodiment of the present application provides a non-temporary computer-readable storage medium having a computer program stored thereon, which implements the above-mentioned method for releasing team transfer skills when executed by a processor.
[0020] On the other hand, an embodiment of the present application provides a computer program product, which includes a computer program stored in a computer-readable storage medium; the computer program is read and executed from the computer-readable storage medium by a processor of a computer device, so that the computer device executes the above-mentioned method of releasing team transfer skills.
[0021] The beneficial effects of the technical solutions provided in the embodiments of the present application include at least:
[0022] After the team transfer skill is triggered, a reminder control for the team transfer skill is displayed. After the reminder control is triggered, a reminder message is sent to at least one teammate's virtual character. Since the reminder control is a UI control that players can quickly trigger using touch operations, there is no need to use a general social system for voice / text reminders. Even if the player does not turn on the microphone or is not convenient to type, quick communication regarding the team transfer skill can be achieved. BRIEF DESCRIPTION OF THE DRAWINGS
[0023] FIG1 is a schematic diagram of a computer system provided by an embodiment of the present application;
[0024] FIG2 shows an interface diagram of a method for releasing team transfer skills provided by an embodiment of the present application;
[0025] FIG3 shows a flow chart of a method for releasing team transfer skills provided by one embodiment of the present application;
[0026] FIG4 shows a flow chart of a method for releasing team transfer skills provided by one embodiment of the present application;
[0027] FIG5 shows an interface diagram of a method for releasing team transfer skills provided by an embodiment of the present application;
[0028] FIG6 shows an interface diagram of a method for releasing team transfer skills provided by an embodiment of the present application;
[0029] FIG7 shows an interface diagram of a method for releasing team transfer skills provided by one embodiment of the present application;
[0030] FIG8 shows an interface diagram of a method for releasing team transfer skills provided by an embodiment of the present application;
[0031] FIG9 shows an interface diagram of a method for releasing team transfer skills provided by one embodiment of the present application;
[0032] FIG10 shows an interface diagram of a method for releasing team transfer skills provided by one embodiment of the present application;
[0033] FIG11 shows a flow chart of a method for releasing team transfer skills provided by one embodiment of the present application;
[0034] FIG12 shows an interface diagram of a method for releasing team transfer skills provided by one embodiment of the present application;
[0035] FIG13 shows a flow chart of a method for releasing team transfer skills provided by one embodiment of the present application;
[0036] FIG14 shows a structural block diagram of a device for releasing team transfer skills provided by one embodiment of the present application;
[0037] FIG15 shows a structural block diagram of a computer device provided in one embodiment of the present application. DETAILED DESCRIPTION
[0038] The terms used in this application are for the purpose of describing specific embodiments only and are not intended to limit this application. As used in this application and the appended claims, the singular forms "a," "an," "the," and "the" are 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 encompasses any and all possible combinations of one or more of the associated listed items.
[0039] It should be noted that before collecting the user's relevant data (such as: each video file in the terminal device and the video clips corresponding to each video file) and during the process of collecting the user's relevant data, this application can display a prompt interface, pop-up window or output voice prompt information. The prompt interface, pop-up window or voice prompt information is used to remind the user that its relevant data is currently being collected, so that this application only starts to execute the relevant steps of obtaining the user's relevant data after obtaining the user's confirmation operation on the prompt interface or pop-up window. Otherwise (that is, when the user's confirmation operation on the prompt interface or pop-up window is not obtained), the relevant steps of obtaining the user's relevant data are terminated, that is, the user's relevant data is not obtained. In other words, all user data collected by this application are collected with the user's consent and authorization, and the collection, use and processing of relevant user data need to comply with the relevant laws, regulations and standards of the relevant countries and regions.
[0040] First, let’s introduce the relevant terms involved in this application:
[0041] A virtual environment is the virtual environment displayed (or provided) when the client is running on a terminal. This virtual environment can be a simulation of the real world, a semi-simulated and semi-imaginary environment, or a purely imaginary environment. This application does not limit this to any of the following: a two-dimensional virtual environment, a 2.5-dimensional virtual environment, or a three-dimensional virtual environment. The following embodiments illustrate a three-dimensional virtual environment.
[0042] It should be understood that although the terms first, second, etc. may be used in this application to describe various information, these information should not be limited to these terms. These terms are only used to distinguish information of the same type from each other. For example, without departing from the scope of this application, a first parameter may also be referred to as a second parameter, 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 "at the time of" or "when" or "in response to determining".
[0043] FIG1 shows a block diagram of a computer system according to an embodiment of the present application. The computer system 100 includes a first terminal 110 , a server 120 , and a second terminal 130 .
[0044] The first terminal 110 has a client 111 installed and running that supports a virtual environment. This client 111 can be a multiplayer online battle program. When the first terminal runs client 111, the user interface of client 111 is displayed on the screen of the first terminal 110. Client 111 can be any of a battle royale shooting game, a virtual reality (VR) application, an augmented reality (AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, a first-person shooter (FPS), a third-person shooter (TPS), a multiplayer online battle arena (MOBA), a simulation game (SLG), a sandbox building game, a casual game, or a level-based game. In this embodiment, an FPS game is used as an example for explanation. First terminal 110 is used by first user 112. First user 112 uses first terminal 110 to control a first virtual object in a virtual environment to perform activities. The first virtual object may be referred to as the virtual object of first user 112. Activities of the first virtual object include, but are not limited to, at least one of: moving, jumping, teleporting, performing skills, using props, adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing. Illustratively, the first virtual object is, for example, a simulated human character or an animated character.
[0045] The second terminal 130 has a client 131 installed and running that supports a virtual environment. This client 131 can be a multiplayer online game program. When the second terminal 130 runs client 131, the user interface of client 131 is displayed on the screen of the second terminal 130. This client can be any of a battle royale shooter game, a VR application, an AR program, a 3D map program, a virtual reality game, an augmented reality game, an FPS, a TPS, a MOBA, or a SLG. In this embodiment, the client is a MOBA game. The second terminal 130 is used by a second user 132. The second user 132 uses the second terminal 130 to control a second virtual object in the virtual environment. The second virtual object can be referred to as the virtual object of the second user 132. Illustratively, the second virtual object is a second virtual object, such as a simulated human character or an anime character. Optionally, the first virtual object and the second virtual object are in the same virtual environment. Optionally, the first virtual object and the second virtual object can belong to the same faction, the same team, the same organization, have a friendship relationship, or have temporary communication permissions. Optionally, the first virtual object and the second virtual object may belong to different camps, different teams, different organizations, or have a hostile relationship. Optionally, the client installed on the first terminal 110 and the second terminal 130 is the same, or the client installed on the two terminals is the same type of client on different operating system platforms (Android or IOS). The first terminal 110 can refer to one of a plurality of terminals, and the second terminal 130 can refer to another of a plurality of terminals. This embodiment only uses the first terminal 110 and the second terminal 130 as an example. The device types of the first terminal 110 and the second terminal 130 are the same or different, and the device type includes at least one of: a smartphone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop computer, and a desktop computer.
[0046] Figure 1 shows only two terminals, but in various embodiments, multiple other terminals 140 may be connected to server 120. Optionally, one or more terminals 140 may be developers' terminals. A development and editing platform for a client supporting a virtual environment is installed on these terminals. Developers can edit and update the client on these terminals 140 and transmit the updated client installation package to server 120 via a wired or wireless network. The first terminal 110 and the second terminal 130 can then download the client installation package from server 120 to update the client. The first terminal 110, the second terminal 130, and the other terminals 140 are connected to server 120 via a wireless or wired network.
[0047] Server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 120 provides backend services for clients supporting a 3D virtual environment. Optionally, server 120 performs primary computing tasks, while the client performs secondary computing tasks; alternatively, server 120 performs secondary computing tasks, while the client performs primary computing tasks; alternatively, server 120 and the client utilize a distributed computing architecture for collaborative computing.
[0048] In an illustrative example, the server 120 includes a processor 122, a user account database 123, a battle service module 124, and a user-facing input / output interface (I / O interface) 125. The processor 122 is configured 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 configured to store user account data used by the first terminal 110, the second terminal 130, and other terminals 140, such as user account avatars, user account nicknames, user account combat power indexes, and the service areas where the user accounts are located. The battle service module 124 is configured to provide multiple battle rooms for users to engage in battles, such as 1v1 battles, 3v3 battles, 5v5 battles, etc. The user-facing I / O interface 125 is configured to establish communication and exchange data with the first terminal 110 and / or the second terminal 130 via a wireless network or a wired network. The method provided in this application can be applied to, but is not limited to, at least one of the following scenarios: virtual reality applications, three-dimensional map programs, first-person shooter games (FPS), third-person shooter games (TPS), multiplayer online battle arena games (MOBA), multiplayer gunfight survival games, etc. The following embodiments are illustrated by using applications in games as examples.
[0049] An embodiment of the present application provides a quick reminder solution for team transfer skills. Referring to Figure 2 for example, taking the team transfer skill as a group take-off skill as an example, the current player and four teammates belong to the same team. The current player's game client displays a game interface 20, which displays the player's virtual character in a virtual environment: Deep Space Police 21, which has the team take-off skill. A take-off button 22 for the team take-off skill is also displayed on the game interface 20. After the current player clicks the take-off button 22, the player enters the waiting state. Deep Space Police 21 will play an action of preparing to take off, and an energy bar 27 will appear on the right side of Deep Space Police 21, which will gradually increase from 0% to 100% from the moment it appears. After the energy bar 27 reaches 100%, the skill status of the team take-off skill changes to "Ready". After the take-off button 22 is clicked, a reminder to join button 23 will also appear on the right side of the game interface 20. The reminder to join button 23 includes: the button itself 23, three currently alive teammates' portraits 24, and a text bubble "Remind teammates to join" 25 located on the top of the button itself 23.
[0050] Team Reminder: When the current player clicks button 23, a reminder message is sent to all teammate avatars or all surviving teammate avatars, stating, "Hurry up and join the Deep Space Police's ultimate move to transfer." Surviving teammate avatars are those with non-zero health. If a teammate avatar is dead, defeated, or waiting to be revived, the reminder message is not sent.
[0051] Individual Team Member Reminder Function: When the current player drags the button 23 onto a teammate's avatar 24, or clicks on a teammate's avatar 24, a reminder message 32, "Quickly join the Deep Space Police's ultimate move and transfer," is sent to the teammate's avatar corresponding to that teammate's avatar 24. A teammate's avatar is a virtual character controlled by a teammate. The teammate's game client displays a game interface 30. This interface 30 shows a teammate's avatar 31 in a virtual environment. When this teammate's avatar 31 receives the reminder message, it displays the message "Quickly join the Deep Space Police's ultimate move and transfer" on the game interface 30.
[0052] At the same time, a Join Takeoff button 33 is also displayed on the game interface 30. When a teammate clicks the Join Takeoff button 33, the team member joins the takeoff quota for the team's takeoff skills.
[0053] In addition, the teammate avatar 24 on the game interface 20 can have multiple display states:
[0054] · Not joined state; when the teammate virtual character does not join the takeoff quota of the team takeoff skill, the teammate avatar 24 is displayed as not joined state; illustratively, the teammate avatar 24 in the not joined state is displayed in grayscale.
[0055] · Joining status; when the teammate virtual character joins the team's takeoff skill takeoff quota, the teammate avatar 24 is displayed as joining status; illustratively, the teammate avatar 24 in the joining status is displayed in color.
[0056] When the current player determines that the release timing has been met, for example, when all teammates have joined, he clicks the confirmation button 26 on the game interface 20 to enter the flight state.
[0057] FIG3 is a schematic diagram of a method for releasing a team transfer skill provided by an embodiment of the present application. The method is executed by a terminal device or a game client installed on the terminal, and the game client runs on the terminal device. The terminal device can be the terminal device shown in FIG1 and FIG2. The method includes:
[0058] Step 220: Displaying a first virtual character in a virtual environment, wherein the first virtual character has a team transfer skill;
[0059] A game client is running in the terminal device, and the game client displays a game interface. The game interface displays a first virtual character in a virtual environment.
[0060] The virtual environment is a virtual environment for multiple virtual characters to fight against each other, and the virtual environment can be a two-dimensional virtual environment, a 2.5-dimensional virtual environment, or a three-dimensional virtual environment. This embodiment is described by taking the three-dimensional virtual environment as an example.
[0061] Multiple virtual characters are divided into at least two teams, each team including at least two virtual characters. The first virtual character is the virtual character controlled by the current player. That is, a first account is logged into the current game client, and the first virtual character is the virtual character that the first account has control authority over. The first virtual character belongs to a first team, and the first virtual character has one or more teammate virtual characters in the first team. The first virtual character has a team transfer skill. The team transfer skill has the ability to transfer at least one teammate virtual character to a specified location in the virtual environment; and / or the team transfer skill has the ability to transfer at least one teammate virtual character from its current location in the virtual environment to another location.
[0062] In some embodiments, the team transfer skill can only be released if the first virtual character meets a release prerequisite. For example, the release prerequisite includes at least one of the following: the first virtual character's level reaches a first threshold; the first virtual character's gold reaches a second threshold; the first virtual character's energy reaches a third threshold; the first virtual character has the ability to release the team transfer skill, or the first virtual character obtains or carries an item that can release the team transfer skill.
[0063] In some embodiments, the team transfer skill may be in the form of a teleportation skill, a teleportation skill, a stealth transfer skill, a lift skill, a rocket skill, a hot air balloon skill, a speedboat skill, or the like.
[0064] In some embodiments, the game interface displays a first virtual character and a teammate virtual character in a virtual environment. In some embodiments, the game interface also displays a release control for team transfer skills.
[0065] Step 240: In response to the release operation of the team transfer skill, display a reminder control of the team transfer skill;
[0066] The release operation is used to trigger or initiate a team transfer skill. In some embodiments, the release operation is a human-computer interaction operation for releasing a control, such as at least one of a single-click, double-click, long-press, eye contact, or gesture. In some embodiments, the release operation is a press of a designated key on a physical controller or keyboard. In response to the release operation for a team transfer skill, the skill enters the "Waiting to Join" state. This "Waiting to Join" state is the state in which a teammate's virtual character is waiting to join the transfer target of the team transfer skill; it is also called the pre-trigger state of waiting to execute a team transfer. In different embodiments, this "Waiting to Join" state has different names, such as "Waiting State," "Charging State," and "Ready to Take Off." This state's name is not limited in this embodiment. In response to the release operation for a team transfer skill, a reminder control for the team transfer skill is also displayed. This reminder control is used to trigger a reminder for one or more teammate's virtual characters to join the transfer target, transfer quota, transfer process, release process, or release range of the team transfer skill. The terms "transfer target," "transfer quota," "transfer process," "release process," and "release range" are considered equivalent descriptions.
[0067] Step 260: In response to the triggering operation of the reminder control, a reminder message is sent to at least one teammate virtual character, where the reminder message is used to remind the at least one teammate virtual character to join the transfer object of the team skill transfer;
[0068] This step can be implemented as at least one of the following steps:
[0069] In response to a first trigger operation on the reminder control, sending a reminder message to all teammate virtual characters;
[0070] In response to a second trigger operation on the reminder control, a reminder message is sent to all teammate virtual characters that meet the joining conditions; wherein the joining conditions include, but are not limited to, at least one of: the teammate virtual character is alive, the distance between the teammate virtual character and the first virtual character is less than a distance threshold, and an attribute of the teammate virtual character is less than an attribute threshold. The teammate virtual character's attribute being less than an attribute threshold may be at least one of the teammate virtual character's health being less than a health threshold, the teammate virtual character's mana being less than a mana threshold, or the teammate virtual character's remaining ammunition being less than a quantity threshold.
[0071] In response to a third trigger operation on the reminder control, sending a reminder message to at least one teammate virtual character indicated by the third trigger operation.
[0072] Optionally, the reminder information is displayed on the game client corresponding to the teammate's virtual character using at least one of an on-screen reminder message, a voice message, and a vibration message.
[0073] Step 280: In response to the transfer condition of the team transfer skill being met, the team transfer skill is released to transfer the second virtual character, where the second virtual character is a teammate virtual character that joins the transfer object of the team transfer skill.
[0074] Transfer conditions refer to the conditions under which team transfer skills begin to transfer. For example, transfer conditions include but are not limited to at least one of the following:
[0075] Receive a transfer trigger action for the team's transfer skill;
[0076] The team transfer skill into the waiting state for joining has reached the preset time.
[0077] The total attribute value of the virtual character of the teammate who joins the team and transfers the skill reaches a preset value, and the total attribute value includes at least one of the following: the number of characters, the sum of the character health points, the sum of the character magic points, the sum of the character volume, etc.
[0078] In some embodiments, after one or more teammate virtual characters join the team transfer skill, the current player can manually trigger the team transfer skill to start the transfer; in some embodiments, the game client can automatically trigger the team transfer skill to start the transfer based on whether the transfer conditions are met; for example, after one or more teammate virtual characters join the team transfer skill, the team transfer skill can be automatically triggered to start the transfer.
[0079] To sum up, the method provided in this embodiment displays a reminder control of the team transfer skill after the team transfer skill is triggered. After the reminder control is triggered, a reminder message is sent to at least one teammate's virtual character. Since the reminder control is a UI control that players can quickly trigger using touch operations, there is no need to use a general social system for voice / text reminders. Even if the player does not turn on the microphone or is inconvenient to type, quick communication regarding the team transfer skill can be achieved.
[0080] The reminder control can be a combination control, which is composed of multiple basic controls, such as buttons, joysticks, and sliders. For example, the reminder control includes a main reminder control and n teammate reminder controls. The main reminder control is used to remind all or multiple teammate avatars; each of the n teammate reminder controls is used to remind a single teammate avatar.
[0081] Illustrative reference is made to the following examples:
[0082] FIG4 is a schematic diagram of a method for releasing a team transfer skill provided by an embodiment of the present application, wherein the method is executed by a terminal device or a game client running on the terminal device. The terminal device may be the terminal device shown in FIG1 and FIG2. The method includes:
[0083] Step 220: Displaying a first virtual character in a virtual environment, wherein the first virtual character has a team transfer skill;
[0084] A game client runs on a terminal device, and the game client displays a game interface that displays a first virtual character in a virtual environment. In one example, the terminal stores a source file for the first virtual character in the virtual environment, and the terminal renders the source file to display the first virtual character in the virtual environment. In another example, a backend server of the game client renders the source file and sends a display image including the first virtual character to the terminal. The client installed on the terminal is used to display the first virtual character but does not perform the rendering process for the first virtual character.
[0085] The virtual environment is a virtual environment for multiple virtual characters to fight against each other, and the virtual environment can be a two-dimensional virtual environment, a 2.5-dimensional virtual environment, or a three-dimensional virtual environment. This embodiment is described by taking the three-dimensional virtual environment as an example.
[0086] The multiple virtual characters are divided into at least two teams, each team including at least two virtual characters. The first virtual character is the virtual character controlled by the current player. That is, a first account is currently logged into the game client, and the first virtual character is the virtual character that the first account has control authority over. The first virtual character belongs to a first team, and the first virtual character has one or more teammates in the first team.
[0087] The first virtual character has a team transfer skill. The team transfer skill has the ability to transfer at least one teammate virtual character to a specified location in the virtual environment; and / or the team transfer skill has the ability to transfer at least one teammate virtual character from a current location in the virtual environment to another location.
[0088] In some embodiments, the team transfer skill can only be released if the first virtual character meets a release prerequisite. For example, the release prerequisite includes at least one of the following: the first virtual character's level reaches a first threshold; the first virtual character's gold reaches a second threshold; the first virtual character's energy reaches a third threshold; or the first virtual character obtains an item or ability that allows the team transfer skill to be released.
[0089] In some embodiments, the team transfer skill may be in the form of a teleportation skill, a teleportation skill, a stealth skill, a lift skill, a rocket skill, a hot air balloon skill, a speedboat skill, or the like.
[0090] In some embodiments, the game interface displays a first virtual character and a teammate virtual character in a virtual environment. In some embodiments, the game interface also displays a release control for team transfer skills.
[0091] Referring to Figure 5 for reference, the current player controls a first virtual character. When the first virtual character's team transfer skill is enabled, a clickable release control 22 for the team transfer skill is displayed on the game interface. The release control 22 is displayed with the words "Rapid Takeoff" displayed on it. It should be noted that Figure 5 illustrates this using a shooting game as an example. In this shooting game, the game interface defaults to a first-person perspective. However, in other types of games, the game interface may also default to a third-person perspective.
[0092] Step 242: In response to the release operation of the team transfer skill, a reminder control of the team transfer skill is displayed, where the reminder control includes a main reminder control and n teammate reminder controls, where n is a positive integer;
[0093] The release operation is used to trigger or initiate the Team Transfer skill. In some embodiments, the release operation is a human-computer interaction operation for releasing a control, such as at least one of a single-click operation, a double-click operation, a long-press operation, an eye contact operation, a gesture operation, and the like. In some embodiments, the release operation is an operation of pressing a first designated button on a physical controller or keyboard. This first designated button is the button corresponding to the Team Transfer skill.
[0094] In response to a release operation on a team transfer skill, the team transfer skill enters a waiting-to-join state. This waiting-to-join state is a state in which the player waits for a teammate virtual character to join the transfer target of the team transfer skill. In different embodiments, this waiting-to-join state has different names, such as waiting state, charging state, or ready-to-take-off state, but the present embodiments do not limit the name of this state. In response to a release operation on a team transfer skill, a reminder control for the team transfer skill is also displayed. This reminder control is used to trigger a reminder to one or more teammate virtual characters to join the transfer target, transfer quota, transfer process, release process, or legal scope of the team transfer skill. The transfer target, transfer quota, transfer process, release process, and legal scope of interpretation are considered equivalent descriptions. In various embodiments of the present application, the reminder control for the team transfer skill is displayed in response to a release operation on the team transfer skill. In one example, in response to a release operation on the team transfer skill, the terminal calls the reminder control's source file and incrementally displays the reminder control on the screen displaying the first virtual character. In another example, the game client installed on the terminal reports the release operation of the team transfer skill to the background server of the game client, the server calls the material file of the reminder control, incrementally displays the reminder control on the screen displaying the first virtual character, and sends the screen including the reminder control to the client, which displays the screen.
[0095] In some embodiments, the reminder control is a combination control having multiple triggering operations, and different triggering operations can trigger the sending of reminder information to different teammate virtual characters.
[0096] For example, referring to Figure 6 , when the current player clicks the release control 22, the first virtual character 21 enters the takeoff state. This switches the first-person perspective shown in Figure 5 to the third-person perspective shown in Figure 6 . The game interface displays the first virtual character 21, performing a takeoff animation as it prepares to take off. At this point, a system message 28 appears in the team channel area of the game interface, stating, "User 1 has activated the takeoff state. Join us now." A takeoff aiming crosshairs appears above the first virtual character 21's head, and an energy bar 27 appears to the right. This energy bar 27 gradually increases from 0% to 100%. When the energy bar 27 reaches 100%, the words "Ready" appear around the takeoff aiming crosshairs. Furthermore, after the current player clicks the release control 22, a reminder control appears on the right side of the game interface. This reminder control is a combination of controls. Exemplarily, this reminder control includes a main reminder control 23 and three teammate reminder controls 24. Each teammate reminder control 24 has identification information corresponding to the teammate virtual character, and the identification information includes at least one of: the avatar of the teammate virtual character, the theme color corresponding to the teammate virtual character, the avatar frame corresponding to the teammate virtual character, and the serial number corresponding to the teammate virtual character.
[0097] Among them, the main reminder control 23 is used to trigger the sending of reminder information to all teammate virtual characters or all teammate virtual characters that meet the joining conditions; the n teammate reminder controls 24 are used to trigger the sending of reminder information to at least one teammate virtual character.
[0098] In some embodiments, the method further includes: displaying n teammate reminder controls 24 in a surrounding manner around the main reminder control 23. Optionally, the n teammate reminder controls are displayed in a surrounding manner around the main reminder control in a sorted order. The sorting order includes: the order in which the n teammate virtual characters are sorted according to their character serial numbers; in the same virtual game, the teammate virtual characters have fixed character serial numbers. If the controller of the first virtual character uses the team transfer skill multiple times, the position of the teammate reminder control corresponding to the teammate virtual character can be quickly determined based on previous experience using the team transfer skill.
[0099] Or they are sorted in the order of the distance between the n teammate virtual characters and the first virtual character; as the distance between the teammate virtual character and the first virtual character decreases, the degree of mutual cooperation between the teammate virtual character and the first virtual character in the virtual environment increases. Sorting according to the distance between the n teammate virtual characters and the first virtual character is beneficial for the controller of the first virtual character to quickly determine the teammate virtual characters that cooperate with each other to perform virtual competitions in the virtual environment, and then quickly gather and transfer the teammate virtual characters that have an assisting relationship with the first virtual object to another location, avoiding the time consumption caused by the movement of each teammate virtual character in the assisting relationship to the location indicated by the team transfer skill.
[0100] Alternatively, the order of n teammate virtual characters' attributes can be used; the lower the attribute of a teammate virtual character (for example, the lower the remaining ammunition count as described above), the lower the virtual competitive ability of that teammate virtual character in the virtual environment. Sorting the attributes of n teammate virtual characters allows the controller of the first virtual character to quickly identify a teammate virtual character in a disadvantaged position (i.e., with low virtual competitive ability) that needs to be transferred. This can then help the teammate virtual character with low virtual competitive ability quickly escape from their current position, reunite with a friendly virtual character, and potentially provide mutual assistance, or move away from intense virtual competition to allow them time to recover.
[0101] Alternatively, the order of the intimacy between the n teammate virtual characters and the first virtual character may be used. The higher the intimacy between the teammate virtual characters and the first virtual character, the closer the real-world social relationship between the teammate virtual characters and the controller of the first virtual character, or the more frequently the teammate virtual characters and the controller of the first virtual character participate in virtual games together, i.e., the social relationship exists within the application providing the virtual environment. Sorting the intimacy between the n teammate virtual characters and the first virtual character facilitates the controller of the first virtual character to quickly identify teammate virtual characters with whom they have a close social relationship. By quickly prompting highly intimacy teammate virtual characters to transfer, the social relationship between the controllers can be maintained.
[0102] For example, in the case where the sorting order is the order of the role numbers of n teammate virtual characters / the order of the intimacy between n teammate virtual characters and the first virtual character, the sorting order is sent to the client in advance by the server in the background support for the virtual game, or in the so-called process of providing background support for the virtual game. In a virtual game, the teammate virtual characters have fixed role numbers, or the intimacy between the n teammate virtual characters and the first virtual character is fixed in the current virtual game, and the server only needs to send the sorting order to the client once.
[0103] Exemplarily, when the sorting order includes the order of sorting according to the distance between the n teammate virtual characters and the first virtual character / the order of sorting according to the attributes of the n teammate virtual characters, the sorting order is obtained by querying by the server and sent to the client in response to the release operation of the team transfer skill, that is, when the client has the need to display the n teammate reminder controls. Exemplarily, at different moments in the virtual game, the distance between the n teammate virtual characters and the first virtual character and the attributes of the n teammate virtual characters will change. The sorting order obtained based on the above information has a strong timeliness. In response to the release operation of the team transfer skill, the client sends a query request to the server. The server obtains the order of sorting according to the distance between the n teammate virtual characters and the first virtual character / the order of sorting according to the attributes of the n teammate virtual characters, and sends the above sorting order to the client. The client is used to realize the display of the n teammate reminder controls in the above sorting order.
[0104] In some embodiments, the size of the n teammates reminder controls 24 is smaller than the size of the main reminder control 23 .
[0105] In some embodiments, the n teammate reminder controls 24 correspond one to one with teammate virtual characters in the team that meet the joining conditions. The joining conditions refer to the conditions for the transfer object of joining the team to transfer skills. Exemplarily, the joining conditions include at least one of the following:
[0106] Teammate avatars are alive; surviving avatars have the ability to continue virtual competition. If the joining condition includes the surviving avatars, this ensures that after a team transfer, avatars with virtual competition capabilities can gather together, facilitating the continuation of virtual competition. This allows for the rapid gathering of avatars with virtual competition capabilities.
[0107] The distance between the teammate virtual character and the first virtual character is less than a distance threshold; when the distance between the teammate virtual character and the first virtual character is less than the distance threshold, the teammate virtual character and the first virtual character cooperate with each other in the virtual environment (for example, assisting in jointly executing virtual attacks, providing mutual cover, sharing virtual resources, etc.), and are teammate virtual characters with an assisting relationship. When the joining condition includes the distance between the teammate virtual character and the first virtual character being less than the distance threshold, the teammate virtual characters with an assisting relationship with the first virtual object can be quickly gathered and transferred to another location, avoiding the time consumption caused by the movement of each teammate virtual character with an assisting relationship to the location indicated by the team transfer skill. This enables the rapid movement of teammate virtual characters with an assisting relationship in batches.
[0108] The attributes of the teammate's virtual character are lower than the attribute threshold. As described above, the attributes of the teammate's virtual character being lower than the attribute threshold can be at least one of the following: the health of the teammate's virtual character is lower than the health threshold, or the mana of the teammate's virtual character is lower than the mana threshold, or the number of remaining ammunition of the teammate's virtual character is lower than the quantity threshold. In the case that the attributes of the teammate's virtual character are lower than the attribute threshold, the virtual competitive ability of the teammate's virtual character in the virtual environment is low. When the joining conditions include the attributes of the teammate's virtual character being lower than the attribute threshold, it is possible to transfer the teammate's virtual characters with low virtual competitive ability in batches to the location indicated by the team transfer skill, thereby helping the teammate's virtual characters with low virtual competitive ability to quickly leave the current position, gather with friendly virtual characters, get a chance to rescue each other, or stay away from the location where virtual competition is intense to get recovery time.
[0109] Since the number of teammate virtual characters that meet the joining conditions changes dynamically, the number n changes. For example, refer to Figure 7, which shows three cases of N=1, 2, and 3. In the case of N=1, there is one teammate reminder control, which is displayed in the center of the left side of the main reminder control; in the case of N=2, there are two teammate reminder controls, which are evenly arranged from top to bottom and displayed on the left side of the main reminder control; in the case of N=3, there are three teammate reminder controls, which are evenly arranged from top to bottom and displayed on the left side of the main reminder control.
[0110] On each teammate reminder control, an avatar of the teammate virtual character corresponding to the teammate reminder control is displayed.
[0111] Step 262: In response to the triggering operation of the main reminder control, a reminder message is sent to all teammate virtual characters or all teammate virtual characters that meet the joining conditions;
[0112] The triggering operation is a human-computer interaction operation on the main reminder control, such as at least one of a single-click operation, a double-click operation, a long-press operation, an eye contact operation, a gesture operation, etc. In some embodiments, the triggering operation is an operation on a second designated button on a physical controller or keyboard. The second designated button is a button corresponding to the main reminder control, or a button corresponding to all teammate avatars or all teammate avatars that meet the joining conditions.
[0113] In various embodiments of the present application, a client reports trigger information for a reminder control (e.g., a primary reminder control / at least one teammate reminder control) to a server. The trigger information indicates that the client has received a trigger operation and the recipient of the reminder information carrying the trigger operation indication. For example, if the trigger operation received by the client is for the primary reminder control, the terminal determines that the recipient of the reminder information corresponding to the primary reminder control's trigger operation is all teammate virtual characters or all teammate virtual characters that meet the joining conditions, and the terminal reports the recipient to the server. If the trigger operation received by the client is for a teammate reminder control, the terminal determines that the recipient of the reminder information corresponding to the teammate reminder control's trigger operation is a teammate virtual character, and the terminal reports the recipient to the server. Exemplarily, when starting a virtual game in the client, the server obtains the identity information of the virtual characters participating in the virtual game, divides the virtual characters in the virtual game into at least two virtual camps for virtual competition, and the teammate virtual characters are virtual characters that belong to the same virtual camp as the first virtual character. After providing the virtual game, the server records the identity information of the first virtual character's teammate virtual characters during the support process, thereby enabling the sending of reminder information to some or all teammate virtual characters. Exemplarily, the reminder information is used to remind at least one teammate virtual character to join the team transfer skill transfer object; the reminder information prompts the teammate virtual character in at least one of the following ways: text, symbols, animation, etc., and the materials for constructing the reminder information (such as text, symbols, animation, etc.) are pre-stored on the server.
[0114] Taking the trigger operation as a click operation as an example, in response to the click operation on the main reminder control, a reminder message is sent to all teammate virtual characters or all teammate virtual characters that meet the joining conditions. Exemplarily, whether the teammate virtual character meets the joining conditions is obtained by querying the server. In one example, the joining condition is only related to the status of the teammate virtual character itself, such as the teammate virtual character being alive / the attribute of the teammate virtual character being lower than the attribute threshold introduced above; in response to the trigger operation on the main reminder control, the client reports the trigger information of the main reminder control to the terminal. The trigger information always carries a request to query the teammate virtual characters that meet the joining conditions. Based on the above request, the server queries the attribute information / survival status of the teammate virtual characters among the teammate virtual characters that belong to the same virtual camp as the first virtual character, and filters out the teammate virtual characters that meet the joining conditions.
[0115] For example, as shown in FIG6 , in response to a click on the main reminder control 23, a reminder message is sent to all teammate virtual characters that meet the joining conditions. Referring to FIG8 , a reminder message 32 is displayed on the game interface of these teammate virtual characters that meet the joining conditions, and the content of the reminder message 32 is "Hurry up and join the Deep Space Police's ultimate move to transfer."
[0116] Step 264: In response to a triggering operation on at least one of the n teammate reminder controls, sending a reminder message to a teammate virtual character corresponding to the at least one teammate reminder control;
[0117] The triggering operation is a human-computer interaction operation on at least one teammate reminder control, such as at least one of a single-click operation, a double-click operation, a long-press operation, an eye contact operation, a gesture operation, and the like. In some embodiments, the triggering operation is an operation on a third designated button on a physical controller or keyboard. The third designated button is a button corresponding to a teammate reminder control or a teammate avatar. Optionally, each teammate reminder control or teammate avatar has a one-to-one corresponding third designated button.
[0118] In some embodiments, taking the triggering operation as a click operation as an example, in response to a click operation on at least one of the n teammate reminder controls, a reminder message is sent to the teammate virtual character corresponding to the at least one teammate reminder control. That is, in some embodiments, the teammate reminder control is a button control that supports user click operations. When the user clicks a teammate reminder control, a reminder message is sent to the teammate virtual character corresponding to the teammate reminder control. In some embodiments, taking the triggering operation as an example of a drag operation, in response to a drag operation of the main reminder control onto at least one of the n teammate reminder controls, a reminder message is sent to the teammate virtual character corresponding to the at least one teammate reminder control.
[0119] Taking the example of at least one teammate reminder control including a first teammate reminder control, in response to a drag operation of dragging a main reminder control onto the first teammate reminder control, when the main reminder control is dragged to overlap or intersect with the first teammate reminder control, a reminder message is sent to the teammate virtual character corresponding to the first teammate reminder control. Optionally, the reminder message is the same as the reminder message in step 262, or the reminder message is different from the reminder message in step 262 and contains reminder content specifically for the first teammate virtual character. As shown schematically in FIG9 , the reminder message 34 includes: Deep Space Special Police is reminding you, quickly join the ultimate move to transfer.
[0120] Taking at least one teammate reminder control including a first teammate reminder control and a second teammate reminder control as an example, in response to the dragging operation of dragging the main reminder control onto the first teammate reminder control and the second teammate reminder control in sequence, when the main reminder control is dragged to overlap or intersect with the first teammate reminder control and the second teammate reminder control, a reminder message is sent to the teammate virtual character corresponding to the first teammate reminder control and the teammate virtual character corresponding to the second teammate reminder control.
[0121] In some embodiments, referring to FIG8 , a join control 33 is displayed on the game interface of a teammate's virtual character. In response to a triggering operation on this join control 33, the teammate's virtual character is added to the transfer target, transfer range, or release range of the team transfer skill. Optionally, this join control 33 may be displayed with a control name "Join Takeoff." When the team transfer skill is in the waiting state, this join control 33 may be highlighted or displayed with a breathing light effect to guide teammates to click on it.
[0122] Step 280: In response to the transfer condition of the team transfer skill being met, the team transfer skill is released to transfer the second virtual character, where the second virtual character is a teammate virtual character that joins the transfer object of the team transfer skill.
[0123] Transfer conditions refer to the conditions under which team transfer skills begin to transfer. For example, transfer conditions include but are not limited to at least one of the following:
[0124] Receive a transfer trigger action for the team's transfer skill;
[0125] The team transfer skill into the waiting state for joining has reached the preset time.
[0126] The total attribute value of the virtual character of the teammate who joins the team and transfers the skill reaches a preset value, and the total attribute value includes at least one of the following: the number of characters, the sum of the character health points, the sum of the character magic points, the sum of the character volume, etc.
[0127] In some embodiments, after one or more teammate virtual characters join the team transfer skill's transfer target, the current player can manually trigger the team transfer skill to begin transferring. Schematically, referring to FIG6 , FIG6 shows a confirmation button 26 for the team transfer skill. In response to clicking this confirmation button 26, the first virtual character releases the team transfer skill, team-transferring itself and a second virtual character. The second virtual character is the teammate virtual character that joins the team transfer skill's transfer target. In some embodiments, after one or more teammate virtual characters join the team transfer skill, the game client can automatically trigger the team transfer skill to begin transferring. For example, the maximum waiting time for the team transfer skill is 10 seconds. When the team transfer skill enters the waiting-to-join state for 10 seconds, the team transfer skill is triggered to begin the team transfer, regardless of whether any teammate virtual characters join the team transfer skill's transfer target. Exemplarily, in response to the team transfer skill's transfer conditions being met, the client instructs the server to transfer the second virtual character's position. The server then synchronizes information about the second virtual character's position shift to each client participating in the virtual game, ensuring that the second virtual character's position changes in the viewing interface of the second virtual character and other virtual characters in the virtual game.
[0128] In some embodiments, taking the team transfer skill as a team takeoff skill as an example, with reference to FIG10 , after the team transfer skill is released, the game interface corresponding to the first virtual character and / or the second virtual character displays release information of the team transfer skill. This release information includes, but is not limited to, at least one of the following three types of information:
[0129] Flight direction angle information 41 indicates the direction of flight; flight speed information 42 indicates the current flight speed; and flight altitude information 43 indicates the current flight altitude. Optionally, the flight altitude is calculated based on sea level in the virtual world. The flight altitude can be expressed in meters, such as 227 meters in the figure.
[0130] To sum up, the method provided in this embodiment displays a reminder control of the team transfer skill after the team transfer skill is triggered. After the reminder control is triggered, a reminder message is sent to at least one teammate's virtual character. Since the reminder control is a UI control that players can quickly trigger using touch operations, there is no need to use a general social system for voice / text reminders. Even if the player does not turn on the microphone or is inconvenient to type, quick communication regarding the team transfer skill can be achieved.
[0131] The method provided in this embodiment provides a master reminder control. In response to a trigger operation on the master reminder control, a reminder message is sent to all teammate virtual characters or all teammate virtual characters that are alive, thereby enabling a quick and targeted reminder function for multiple people. The method provided in this embodiment also provides n teammate reminder controls. In response to a trigger operation on at least one teammate reminder control, a reminder message is sent to the teammate virtual character corresponding to at least one teammate reminder control. This enables a quick and targeted reminder function for a single person or a group of people.
[0132] In some embodiments, the teammate reminder control has at least two display states. Different display states are used to indicate the status of the teammate's virtual character. The at least two display states include, but are not limited to, at least two of the following:
[0133] The first state is used to indicate that the teammate's virtual character has not yet joined the transfer object of the team transfer skill; the second state is used to indicate that the teammate's virtual character has already joined the transfer object of the team transfer skill; the third state is used to indicate that the teammate's virtual character has not yet been reminded; the fourth state is used to indicate that the teammate's virtual character has already been reminded.
[0134] 11 , taking the teammate reminder control including the first state and the second state as an example, the method further includes:
[0135] Step 250: Before the teammate virtual character joins the transfer object of the team transfer skill, display the teammate reminder control corresponding to the teammate virtual character in the first state;
[0136] Before the teammate virtual character joins the transfer object of the team transfer skill, the teammate virtual character has not yet joined the transfer object of the team transfer skill, and the teammate reminder control corresponding to the teammate virtual character is displayed as the first state.
[0137] Optionally, the first state includes: the teammate reminder control is displayed in a first color, and a first icon is superimposed on the teammate reminder control. For example, the first icon is “…”, as shown in FIG12 .
[0138] Step 270: After the second virtual character joins the transfer object of the team transfer skill, the teammate reminder control corresponding to the second virtual character is displayed in the second state.
[0139] After the second virtual character joins the transfer object of the team transfer skill, the second virtual character has joined the transfer object of the team transfer skill, and the teammate reminder control corresponding to the second virtual character is displayed as the second state.
[0140] Optionally, the second state includes: the teammate reminder control is displayed in a second color, and a second icon is superimposed on the teammate reminder control. For example, the second icon is a “√” in the lower right corner, as shown in FIG12 .
[0141] In summary, the method provided in this embodiment enables the teammate reminder control to provide additional information by providing different display states. When applied to a mobile terminal, this method can display more diverse information on a limited screen with a smaller footprint.
[0142] In some embodiments, since the main reminder control supports two operations at the same time: click operation and drag operation. In order to avoid accidental touch by the user, the main reminder control is set to a non-draggable state by default. The above step 262 also includes the following steps:
[0143] In response to a drag trigger operation on the main reminder control, the main reminder control is switched from a non-draggable state to a draggable state.
[0144] When in a non-draggable state, the main reminder control only supports click operations, not drag operations; when in a draggable state, the main reminder control only supports drag operations, not click operations.
[0145] The drag trigger operation is a trigger operation for switching the main reminder control from a non-draggable state to a draggable state. Optionally, the drag trigger operation is a long press operation.
[0146] In some embodiments, in response to a cancel triggering operation on the main reminder control, the main reminder control is switched from a draggable state to a non-draggable state.
[0147] In one example, the main reminder control in a non-draggable state corresponds to a first material file, and the first material file is rendered to obtain a main reminder control in a non-draggable state. In response to the drag trigger operation on the main reminder control, the client changes the material file of the main reminder control from the first material file to the second material file, and the second material file is rendered to obtain the main reminder control in a draggable state; for example, it has a wheel part and a joystick part to support the dragging of the main reminder control. Exemplarily, the main reminder controls in the non-draggable state and the draggable state can have the same or different appearance styles, and the trigger logic of the main reminder controls in the two states is different, so as to realize the movement of the main reminder control in the draggable state (such as dragging to at least one of the n teammate reminder controls), and the click operation triggering of the main reminder control in the non-draggable state.
[0148] Optionally, the cancel trigger operation is a long press end operation corresponding to the long press operation or a cancel long press operation.
[0149] In some embodiments, in response to a drag-trigger operation on the main reminder control, the main reminder control is also resized to be equal to or smaller than the size of the n teammate reminder controls. Since the main reminder control is larger than the n teammate reminder controls by default, dragging the main reminder control can easily cover multiple teammate reminder controls simultaneously. To prevent accidental operations, in response to a drag-trigger operation on the main reminder control, the main reminder control is resized, while the sizes of the n teammate reminder controls remain unchanged or increase. Alternatively, in response to a drag-trigger operation on the main reminder control, the main reminder control remains unchanged, while the sizes of the n teammate reminder controls are increased until the main reminder control is equal to or smaller than the size of the n teammate reminder controls.
[0150] At this time, the user can drag the main reminder control to cover a teammate reminder control more accurately, thus avoiding accidental touches.
[0151] Taking the aforementioned virtual character as an example, when a player uses a hero with a team transfer skill in a game, the energy of the team transfer skill increases at a fixed rate of x, starting from the start of the game or the end of the last use. Does the game client periodically check whether the skill's recharge energy has reached 100%? When the skill's charge reaches 100%, the team transfer skill button changes from disabled to interactive. If the skill's charge hasn't reached 100%, it waits for the next check. Upon recognizing a player's click on the team transfer skill button, the following effects are activated: 1. The view changes to third-person, and the hero's takeoff animation plays. 2. A unique UI tile representing the hero's flight status appears. 3. An energy bar appears to the right of the crosshairs, increasing from 0% to 100% at a fixed rate y. 4. Upon clicking the skill button, the skill button changes to "Ready," and a cancel button appears to the left of the crosshairs. 5. The player's hero's character status changes to "Waiting for Takeoff" in the status bar of the resident UI controls in the upper left corner. 6. A teammate joining information and reminder widget appears to the left of the release button in the lower right corner. The teammate joining information and reminder widget consists of two components: the "Reminder to Join" button and the "Teammate Join Status Display." The "Reminder to Join" button consists of a button, an icon, and text. When it appears, a bubble appears above it saying "Reminder to Join Teammates." This display lasts for 5 seconds before disappearing. At the moment of release, the current player's game client needs to request four pieces of real-time information from the server: the number of surviving teammates n, as well as teammate numbers a1~an, the teammate color values b1~bn of the surviving teammates, and the hero numbers c1~cn selected by the surviving teammates; after obtaining these four data, n teammate reminder components are displayed vertically on the left. The n teammate reminder components include: the edge circles display the teammate color values b1~bn, and the center displays the picture materials corresponding to the teammate hero numbers c1~cn.
[0152] In addition, the current player's game client also requests real-time information from the server: whether surviving teammates a1-an have currently joined the ultimate move y1-yn (yes / no). These values are initially set to "no," corresponding to the displayed texture "...". When yn changes to "yes" in real-time, the displayed texture changes to "√." After releasing a skill, the reminder button needs to read two actions in real time: a click or a drag. Upon recognizing a click, the reminder message is immediately uploaded to the game client, which sends a global message to all surviving teammates: "Join Deep Space Police's ultimate move and transfer!" Upon recognizing a drag, the game client determines whether the dragged button's endpoint falls within the teammate reminder component a1-an. If so, the teammate's number, an, is recorded, and the reminder message is uploaded to the server. The server then sends the message to teammate an's game client, where it displays the message "Deep Space Police is reminding you to join his ultimate move and transfer!" and plays the hero voice reminder, z.
[0153] When a click is detected on the skill release button, the skill is released and the next skill state is entered: takeoff. Alternatively, when a click is detected on the skill cancel button, the skill is canceled and the state returns to before release.
[0154] With reference to FIG13 , the above process includes:
[0155] S1: Check whether the skill charging energy has reached 100%;
[0156] When the current player uses this hero in a game, the ultimate skill energy increases at a fixed rate of x from the start of the game. When the growth reaches 100%, the ultimate skill button changes from disabled to interactive. The game client periodically determines the state of the skill button.
[0157] S2: Detects clicking the skill button;
[0158] When the skill is in the ready state, detect a tap gesture. If a tap gesture is detected, the skill enters the ready state.
[0159] After entering the skill preparation state, the following effects are enabled: 1. The perspective changes to third-person, and the character's take-off action is played; 2. A hero-specific interface map representing the flight status is displayed; 3. An energy bar appears on the right side of the crosshairs, counting from the time it appears and increasing from 0% to 100% at a fixed growth rate y; 4. After clicking, the skill button's status display changes to "Preparing", and a cancel button for canceling the skill release appears on the left side of the crosshairs; 5. In the resident UI control teammate status bar in the upper left corner, the player character status changes to: Waiting for take-off; 6. Teammate joining information and a reminder to join button appear on the left side of the release button in the lower right corner.
[0160] Display of the reminder to join button: The reminder to join button consists of a button, icon and text. When it appears, a bubble will appear at the top saying "Remind teammates to join". The display will last for 5 seconds and then disappear.
[0161] Teammate Join Status Control Display: During the release waiting phase, the current player's game client requests four pieces of real-time information from the server: the number of surviving teammates n, their teammate numbers a1-an, their teammate color values b1-bn, and their selected hero numbers c1-cn. After obtaining these four pieces of data, n teammate components are displayed vertically on the left. These components consist of circles on the edge displaying the teammate color values b1-bn, and the image assets corresponding to the teammate hero numbers c1-cn in the center. Additionally, the server is requested in real time: whether surviving teammates a1-an currently have their ultimates y1-yn added (yes / no). These values are initially set to "no," corresponding to the displayed asset texture "...". If "yn" is set to "yes," the displayed asset texture changes to "√."
[0162] S3: Detecting that the reminder join button is clicked;
[0163] After the click operation on the reminder join button is recognized, the reminder information is immediately uploaded to the game client.
[0164] S4: Send reminder information to all teammates;
[0165] The current player's game client sends a global message to all surviving teammates' game clients: "Hurry up and join the Deep Space Police's ultimate move to transfer."
[0166] S5: Long press of the reminder join button is detected;
[0167] Toggle the reminder join button to draggable.
[0168] S6: Detecting that the end point of the drag operation is at the position of teammate an;
[0169] After recognizing the drag operation on the reminder join button, determine whether the end point of the drag operation is within the component area of teammates a1 to an; if so, record the teammate number an and upload the reminder information to the server;
[0170] S7: Send reminder message to teammate an;
[0171] The server sends it to the game client of the designated teammate an, and the game client of teammate an displays: "Deep Space Special Police is reminding you to quickly join his ultimate move to transfer" and plays the hero voice reminder.
[0172] S8: Clicking the takeoff button is detected;
[0173] After a click operation is recognized on the skill release button: take-off button, the team transfer skill is released to enter the next stage of skill status: team take-off.
[0174] S9: Detects clicking on the skill cancel control;
[0175] After a click operation is recognized on the skill cancel button, the team transfer skill is canceled and returned to the state before release.
[0176] In one application scenario of the present application, the application providing the virtual environment is a shooting game application, and the team transfer skill is a prop that the first virtual character in the shooting game application obtains or carries to release the team transfer skill.
[0177] Displaying a first virtual character in a virtual environment, wherein the first virtual character obtains or carries a first item that releases a team transfer skill;
[0178] In response to the release operation of the first prop, a reminder control of the team transfer skill released by the first prop is displayed;
[0179] Optionally, the reminder control includes: n teammate reminder controls, the n teammate reminder controls correspond one-to-one to n teammate virtual characters, and n is a positive integer; this step can be implemented as: in response to a triggering operation on at least one teammate reminder control among the n teammate reminder controls, sending a reminder message to the teammate virtual character corresponding to the at least one teammate reminder control.
[0180] Further optionally, the reminder control further includes: a main reminder control;
[0181] In the above, in response to the triggering operation of at least one teammate reminder control among the n teammate reminder controls, sending reminder information to the teammate virtual character corresponding to the at least one teammate reminder control includes:
[0182] In response to a dragging operation of dragging the main reminder control onto at least one teammate reminder control among the n teammate reminder controls, a reminder message is sent to a teammate virtual character corresponding to the at least one teammate reminder control.
[0183] In one implementation, in response to the drag operation of dragging the main reminder control to at least one teammate reminder control among the n teammate reminder controls, before sending a reminder message to the teammate virtual character corresponding to the at least one teammate reminder control, it also includes: in response to the drag trigger operation of the main reminder control, switching the main reminder control from a non-draggable state to a draggable state.
[0184] In one implementation, the reminder control further includes: a main reminder control;
[0185] In the above, in response to the triggering operation of at least one teammate reminder control among the n teammate reminder controls, sending reminder information to the teammate virtual character corresponding to the at least one teammate reminder control includes:
[0186] In response to a trigger operation on the main reminder control, a reminder message is sent to all teammate virtual characters;
[0187] Or, in response to a triggering operation on the main reminder control, a reminder message is sent to all teammate virtual characters that meet the joining conditions; the joining conditions include at least one of the following: the teammate virtual character is in a living state; the distance between the teammate virtual character and the first virtual character is less than a distance threshold; the attribute of the teammate virtual character is lower than an attribute threshold.
[0188] In response to a triggering operation on the reminder control, sending a reminder message to at least one teammate virtual character, the reminder message being used to remind the at least one teammate virtual character to join the transfer target of the team skill transfer;
[0189] In response to a transfer condition of the team transfer skill being satisfied, releasing the team transfer skill to transfer a second virtual character, the second virtual character being a teammate virtual character that is a transfer target of the team transfer skill.
[0190] In one example, the first item is pre-assembled by the first virtual character before participating in the virtual game, that is, the first item is carried by the first virtual character before participating in the virtual game. In another example, the first item is picked up by the first virtual character in the virtual environment of the virtual game, that is, the first item is used immediately by the first virtual character after picking up the item in the virtual environment, or the first item is carried by the first virtual character after picking up the item in the virtual environment.
[0191] In another application scenario of the present application, the application providing the virtual environment is a strategy game (Simulation Game, SLG), and further, for example, a multiplayer online tactical competitive game (Multiplayer Online Battle Arena Games, MOBA). The team transfer skill is a skill equipped by the first virtual character / pre-set inherent skill. In one example, the first virtual character has three virtual skills, namely, skill one, skill two, and skill three (or ultimate skill), and the team transfer skill is any one of the above three skills. Correspondingly:
[0192] Displaying a first virtual character in a virtual environment, the first virtual character having an ability to release a team transfer skill;
[0193] In response to a release operation of a team transfer skill possessed by the first virtual character, a reminder control of the team transfer skill released by the first item is displayed;
[0194] Optionally, the reminder control includes: n teammate reminder controls, the n teammate reminder controls correspond one-to-one to n teammate virtual characters, and n is a positive integer; this step can be implemented as: in response to a triggering operation on at least one teammate reminder control among the n teammate reminder controls, sending a reminder message to the teammate virtual character corresponding to the at least one teammate reminder control.
[0195] Further optionally, the reminder control further includes: a main reminder control;
[0196] In the above, in response to the triggering operation of at least one teammate reminder control among the n teammate reminder controls, sending reminder information to the teammate virtual character corresponding to the at least one teammate reminder control includes:
[0197] In response to a dragging operation of dragging the main reminder control onto at least one teammate reminder control among the n teammate reminder controls, a reminder message is sent to a teammate virtual character corresponding to the at least one teammate reminder control.
[0198] In one implementation, in response to the drag operation of dragging the main reminder control to at least one teammate reminder control among the n teammate reminder controls, before sending a reminder message to the teammate virtual character corresponding to the at least one teammate reminder control, it also includes: in response to the drag trigger operation of the main reminder control, switching the main reminder control from a non-draggable state to a draggable state.
[0199] In one implementation, the reminder control further includes: a main reminder control;
[0200] In the above, in response to the triggering operation of at least one teammate reminder control among the n teammate reminder controls, sending reminder information to the teammate virtual character corresponding to the at least one teammate reminder control includes:
[0201] In response to a trigger operation on the main reminder control, a reminder message is sent to all teammate virtual characters;
[0202] Or, in response to a triggering operation on the main reminder control, a reminder message is sent to all teammate virtual characters that meet the joining conditions; the joining conditions include at least one of the following: the teammate virtual character is in a living state; the distance between the teammate virtual character and the first virtual character is less than a distance threshold; the attribute of the teammate virtual character is lower than an attribute threshold.
[0203] In response to a triggering operation on the reminder control, sending a reminder message to at least one teammate virtual character, the reminder message being used to remind the at least one teammate virtual character to join the transfer target of the team skill transfer;
[0204] In response to a transfer condition of the team transfer skill being satisfied, releasing the team transfer skill to transfer a second virtual character, the second virtual character being a teammate virtual character that is a transfer target of the team transfer skill.
[0205] The following are device embodiments of the present application, which can be used to implement the method embodiments of the present application. For details not disclosed in the device embodiments of the present application, please refer to the method embodiments of the present application.
[0206] Referring to Figure 14, a block diagram of a device for releasing a team transfer skill, provided in one embodiment of the present application, is shown. The device has the function of implementing the aforementioned method for releasing a team transfer skill. The function can be implemented by hardware or by hardware executing corresponding software. As shown in Figure 14, the device may include:
[0207] The display module 1420 is used to execute step 220 in the embodiment of FIG. 3 ; the interaction module 1440 is used to execute step 240 in the embodiment of FIG. 3 ; the sending module 1460 is used to execute step 260 in the embodiment of FIG. 3 ; and the release module 1480 is used to execute step 280 in the embodiment of FIG. 3 .
[0208] In some embodiments, the reminder control includes: n teammate reminder controls, the n teammate reminder controls corresponding one-to-one to n teammate virtual characters, where n is a positive integer;
[0209] The sending module 1460 is configured to execute step 264 in the embodiment of FIG. 4 .
[0210] In some embodiments, the reminder control further includes: a main reminder control;
[0211] The sending module 1460 is configured to send the reminder information to the teammate virtual character corresponding to the at least one teammate reminder control in response to a dragging operation of dragging the main reminder control onto at least one teammate reminder control among the n teammate reminder controls.
[0212] In some embodiments, the interaction module 1440 is configured to switch the main reminder control from a non-draggable state to a draggable state in response to a drag trigger operation on the main reminder control.
[0213] In some embodiments, the sending module 1460 is used to execute step 262 in the embodiment of Figure 4; the joining conditions include at least one of the following: the teammate virtual character is in a living state; the distance between the teammate virtual character and the first virtual character is less than a distance threshold; the attribute of the teammate virtual character is lower than an attribute threshold.
[0214] In some embodiments, the display module 1420 is configured to display the n teammate reminder controls in a surrounding manner around the main reminder control.
[0215] In some embodiments, the display module 1420 is used to display the n teammate reminder controls in a surrounding manner around the main reminder control in a sorted order; wherein the sorted order includes: the order of sorting according to the role numbers of the n teammate virtual characters, or the order of sorting according to the distance between the n teammate virtual characters and the first virtual character, or the order of sorting according to the attributes of the n teammate virtual characters, or the order of sorting according to the intimacy between the n teammate virtual characters and the first virtual character.
[0216] In some embodiments, the sizes of the n teammates reminder controls are smaller than the size of the main reminder control.
[0217] In some embodiments, the interaction module 1440 is configured to adjust the size of the main reminder control to be equal to or smaller than the sizes of the n teammates' reminder controls in response to a drag trigger operation on the main reminder control.
[0218] In some embodiments, the n teammate reminder controls correspond one-to-one to teammate virtual characters in the team that meet the joining conditions; the joining conditions include at least one of the following:
[0219] The teammate virtual character is in a living state; the distance between the teammate virtual character and the first virtual character is less than a distance threshold; and the attribute of the teammate virtual character is lower than an attribute threshold.
[0220] In some embodiments, the display module 1420 is used to display the teammate reminder control corresponding to the teammate virtual character as a first state before the teammate virtual character joins the transfer object of the team transfer skill; the display module 1420 is used to execute step 270 in the embodiment of Figure 11. It should be noted that: when the device provided in the above embodiment realizes its function, it only uses the division of the above functional modules as an example. In actual application, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the device and method embodiment provided in the above embodiment belong to the same concept, and the specific implementation process is detailed in the method embodiment, which will not be repeated here.
[0221] FIG15 shows a structural block diagram of a computer device provided in one embodiment of the present application.
[0222] The computer device 700 may be a portable mobile terminal, also referred to in this embodiment as a mobile terminal. Examples include a smartphone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), or an MP4 player (Moving Picture Experts Group Audio Layer IV). The computer device 700 may also be referred to as a user device, a portable terminal, or other similar terminology.
[0223] Typically, the computer device 700 includes a processor 701 and a memory 702 .
[0224] The processor 701 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 701 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), or PLA (Programmable Logic Array). The processor 701 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 701 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 701 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0225] The memory 702 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 702 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 702 is used to store at least one instruction, which is executed by the processor 701 to implement the team transfer skill release method provided in the embodiments of the present application.
[0226] In some embodiments, the computer device 700 may further include a peripheral device interface 703 and at least one peripheral device. Specifically, the peripheral device includes at least one of a radio frequency circuit 704 , a touch screen display 705 , a camera 706 , an audio circuit 707 , and a power supply 708 .
[0227] The peripheral device interface 703 can be used to connect at least one I / O (Input / Output)-related peripheral device to the processor 701 and the memory 702. In some embodiments, the processor 701, the memory 702, and the peripheral device interface 703 are integrated on the same chip or circuit board. In other embodiments, any one or two of the processor 701, the memory 702, and the peripheral device interface 703 can be implemented on separate chips or circuit boards, which is not limited in this embodiment. The radio frequency circuit 704 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 704 communicates with communication networks and other communication devices via electromagnetic signals. The radio frequency circuit 704 may also include circuits related to NFC (Near Field Communication). The touch screen display 705 is used to display a user interface (UI). The UI may include graphics, text, icons, videos, or any combination thereof. The camera assembly 706 is used to capture images or videos. Optionally, the camera assembly 706 includes a front-facing camera and a rear-facing camera. Audio circuit 707 provides an audio interface between the user and computer device 700. Audio circuit 707 may include a microphone and a speaker. The microphone collects sound waves from the user and the environment, converts them into electrical signals, and feeds them into processor 701 for processing or into RF circuit 704 for voice communication. Power supply 708 provides power to various components in computer device 700. Power supply 708 may be AC, DC, a disposable battery, or a rechargeable battery.
[0228] In some embodiments, the computer device 700 also includes one or more sensors 709. These one or more sensors 709 include, but are not limited to, an accelerometer 710, a gyroscope 711, a pressure sensor 712, an optical sensor 713, and a proximity sensor 714. The accelerometer 710 can detect the magnitude of acceleration along the three coordinate axes of the coordinate system established by the computer device 700. The gyroscope 711 can detect the orientation and rotation angle of the computer device 700. The gyroscope 711 can work in conjunction with the accelerometer 710 to capture the user's 3D movements on the computer device 700. The pressure sensor 712 can be located on the side frame of the computer device 700 and / or below the touchscreen display 705. It detects the user's grip on the computer device 700 and / or controls operational controls on the UI based on the user's pressure on the touchscreen display 705. The optical sensor 713 is used to detect ambient light intensity. The proximity sensor 714, also known as a distance sensor, is typically located on the front of the computer device 700. The proximity sensor 714 is used to collect the distance between the user and the front of the computer device 700 .
[0229] Those skilled in the art will appreciate that the structure shown in FIG. 15 does not limit the computer device 700 , and may include more or fewer components than shown, or combine certain components, or adopt a different component arrangement.
[0230] In an embodiment, the present application provides a chip, which includes a programmable logic circuit and / or program instructions. When the chip runs on a computer device, it is used to implement the method for releasing team transfer skills provided in the above method embodiment.
[0231] The present application provides a computer-readable storage medium storing a computer program, which is loaded and executed by a processor to implement the method for releasing team transfer skills provided in the above method embodiment.
[0232] The present application provides a computer program product or computer program, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the processor of the computer device to load and execute the computer instructions to implement the method for releasing team transfer skills provided in the above method embodiment.
[0233] The serial numbers of the above embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.
[0234] Those skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware, or may be accomplished by a program to instruct the relevant hardware, and the program may be stored in a computer-readable storage medium, which may be a read-only memory, a disk, or an optical disk, etc.
[0235] Those skilled in the art will appreciate that in one or more of the above examples, the functions described in the embodiments of the present application can be implemented using hardware, software, firmware, or any combination thereof. When implemented using software, these functions can be stored in a computer-readable medium or transmitted as one or more instructions or codes on a computer-readable medium. Computer-readable media include computer storage media and communication media, wherein communication media include any media that facilitates the transmission of computer programs from one place to another. The storage medium can be any available medium that can be accessed by a general-purpose or special-purpose computer.
Claims
1. A method for releasing a team transfer skill, the method being executed by a client, the method comprising: displaying a first virtual character in a virtual environment, wherein the first virtual character has the team transfer skill; In response to a release operation on the team transfer skill, displaying a reminder control of the team transfer skill; In response to a triggering operation on the reminder control, a reminder message is sent to at least one teammate virtual character, wherein the reminder message is used to remind the at least one teammate virtual character to join the transfer object of the team transfer skill; In response to the transfer condition of the team transfer skill being met, the team transfer skill is released to transfer the second virtual character, where the second virtual character is a teammate virtual character that joins the transfer object of the team transfer skill.
2. The method according to claim 1, wherein: The reminder control includes: n teammate reminder controls, the n teammate reminder controls correspond to n teammate virtual characters one by one, and n is a positive integer; The sending of reminder information to at least one teammate virtual character in response to the triggering operation of the reminder control includes: In response to a triggering operation on at least one teammate reminder control among the n teammate reminder controls, the reminder information is sent to a teammate virtual character corresponding to the at least one teammate reminder control.
3. The method according to claim 2, wherein: The reminder control also includes: a main reminder control; The sending of the reminder information to a teammate virtual character corresponding to the at least one teammate reminder control in response to a triggering operation on at least one teammate reminder control among the n teammate reminder controls comprises: In response to a dragging operation of dragging the main reminder control onto at least one teammate reminder control among the n teammate reminder controls, the reminder information is sent to a teammate virtual character corresponding to the at least one teammate reminder control.
4. The method according to claim 3, wherein: The method further comprises: In response to a drag trigger operation on the main reminder control, the main reminder control is switched from a non-draggable state to a draggable state.
5. The method according to claim 3, wherein: The reminder control also includes: a main reminder control; The sending of the reminder information to a teammate virtual character corresponding to the at least one teammate reminder control in response to a triggering operation on at least one teammate reminder control among the n teammate reminder controls comprises: In response to a triggering operation on the main reminder control, sending the reminder information to all teammate virtual characters; or, In response to a trigger operation on the main reminder control, the reminder information is sent to all teammate virtual characters that meet a joining condition; the joining condition includes at least one of the following: The teammate virtual character is in a living state; The distance between the teammate virtual character and the first virtual character is less than a distance threshold; The attribute of the teammate virtual character is lower than the attribute threshold.
6. The method according to any one of claims 3 to 5, wherein: The method further comprises: The n teammate reminder controls are displayed in a surrounding manner around the main reminder control.
7. The method according to claim 6, wherein: The step of displaying the n teammate reminder controls in a surrounding manner around the main reminder control includes: Displaying the n teammate reminder controls in a surrounding manner around the main reminder control in a sorted order; The sorting order includes: sorting the order of the role numbers of the n teammates' virtual roles, or sorting the order of the role numbers of the n teammates' virtual roles. The order of the distances between the n teammate virtual characters and the first virtual character, or the order of the attributes of the n teammate virtual characters, or the order of the intimacy between the n teammate virtual characters and the first virtual character.
8. The method according to any one of claims 3 to 7, wherein: The sizes of the n teammate reminder controls are smaller than the size of the main reminder control.
9. The method according to claim 8, wherein: The method further comprises: In response to a drag trigger operation on the main reminder control, the size of the main reminder control is adjusted to be equal to or smaller than the sizes of the n teammates reminder controls.
10. The method according to any one of claims 2 to 9, wherein: The n teammate reminder controls correspond one-to-one to the teammate virtual characters that meet the joining conditions in the team; the joining conditions include at least one of the following: The teammate virtual character is in a living state; The distance between the teammate virtual character and the first virtual character is less than a distance threshold; The attribute of the teammate virtual character is lower than the attribute threshold.
11. The method according to any one of claims 2 to 10, wherein: The method further comprises: Before the teammate virtual character joins the transfer object of the team transfer skill, displaying the teammate reminder control corresponding to the teammate virtual character in a first state; After the second virtual character joins the transfer object of the team transfer skill, the teammate reminder control corresponding to the second virtual character is displayed in a second state.
12. A device for releasing team transfer skills, the device comprising: A display module, configured to display a first virtual character in a virtual environment, wherein the first virtual character has the team transfer skill; An interactive module, configured to display a reminder control of the team transfer skill in response to a release operation of the team transfer skill; A sending module, configured to send a reminder message to at least one teammate virtual character in response to a triggering operation on the reminder control, wherein the reminder message is used to remind the at least one teammate virtual character to join the transfer object of the team transfer skill; The release module is used to release the team transfer skill to transfer the second virtual character in response to the transfer condition of the team transfer skill being met. The second virtual character is a teammate virtual character who joins the transfer object of the team transfer skill.
13. The device according to claim 12, wherein: The reminder control includes: n teammate reminder controls, the n teammate reminder controls correspond to n teammate virtual characters one by one, and n is a positive integer; the sending module is also used for: In response to a triggering operation on at least one teammate reminder control among the n teammate reminder controls, the reminder information is sent to a teammate virtual character corresponding to the at least one teammate reminder control.
14. The device according to claim 13, wherein: The reminder control also includes: a main reminder control; The sending module is further used for: in response to a dragging operation of dragging the main reminder control to at least one teammate reminder control among the n teammate reminder controls, sending the reminder information to a teammate virtual character corresponding to the at least one teammate reminder control.
15. The device according to claim 14, wherein: The interaction module is further used for: In response to a drag trigger operation on the main reminder control, the main reminder control is switched from a non-draggable state to a draggable state.
16. The device according to claim 14, wherein: The reminder control further includes: a main reminder control; the sending module is further used for: In response to a triggering operation on the main reminder control, sending the reminder information to all teammate virtual characters; Or, in response to a triggering operation on the main reminder control, the reminder information is sent to all teammate virtual characters that meet the joining conditions; the joining conditions include at least one of the following: The teammate virtual character is in a living state; The distance between the teammate virtual character and the first virtual character is less than a distance threshold; The attribute of the teammate virtual character is lower than the attribute threshold.
17. The device according to any one of claims 12 to 16, wherein: The display module is also used for: The n teammate reminder controls are displayed in a surrounding manner around the main reminder control.
18. A computer device, comprising a processor and a memory, wherein the memory stores a computer program, and the computer program is loaded and executed by the processor to implement the method for releasing team transfer skills as described in any one of claims 1 to 11.
19. A non-transitory computer-readable storage medium having a computer program stored thereon, wherein when the computer program is executed by a processor, the method for releasing team transfer skills as described in any one of claims 1 to 11 is implemented.
20. A computer program product, comprising a computer program, wherein the computer program is stored in a computer-readable storage medium; the computer program is read and executed from the computer-readable storage medium by a processor of a computer device, so that the computer device executes the method for releasing team transfer skills as described in any one of claims 1 to 11.
Citation Information
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