Game skill release method and apparatus, and electronic device, computer-readable storage medium and computer program product
By automatically displaying the skill landing position in a multiplayer online tactical competitive game, in response to the release of the starting skills and flash skills, the problem of high operation difficulty and low hit rate when using the flash skill combination combo is solved, achieving higher operation simplicity and hit rate.
Patent Information
- Application Number
- PCT/CN2024/121035
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-12-19
- Filing Date
- 2024-09-25
- Publication Date
- 2025-06-26
AI Technical Summary
In multiplayer online tactical competitive games, when users use flash skills and other skills to combine to form combos, they need to trigger the flash skills at the right time and adjust their release direction, resulting in high operation difficulty and low hit rate.
Provides a method of releasing game skills. By displaying player characters and virtual characters, in response to the release operations of start skills and flash skills, controls player characters to release skills in the virtual environment, automatically displays the skill landing position, simplifies user operations and improves hit rate.
This method simplifies user operations, improves the hit rate of the starting skills, and reduces the difficulty of using the flash skill combination combo.
Smart Images

Figure CN2024121035_26062025_PF_FP_ABST
Abstract
Description
Game skill release method, device, electronic device, computer-readable storage medium, and computer program product
[0001] CROSS-REFERENCE TO RELATED APPLICATIONS
[0002] This application is based on the Chinese patent application with application number 202311763265.2 and application date December 19, 2023, and claims the priority of the Chinese patent application. The entire content of the Chinese patent application is hereby introduced into this application as a reference. Technical Field
[0003] The present application relates to the field of human-computer interaction, and in particular to a method, device, electronic device, computer-readable storage medium, and computer program product for releasing game skills. Background Art
[0004] In Multiplayer Online Battle Arena (MOBA) games, virtual characters are usually equipped with multiple skills. Users can control the virtual characters to release skills during combat. These skills are usually arranged as independent controls in the game interface.
[0005] In related technologies, users control virtual characters to release skills to reduce the attribute values (such as health) of other virtual characters. Users can control virtual characters to release directional skills in a virtual environment to kill virtual objects controlled by other game users, such as flash skills. For example, users can use flash skills and other skills to combine into combos to kill other virtual characters.
[0006] However, when users use the flash skill and other skills to form a combo to kill other virtual characters, they need to trigger the flash skill at the right time and adjust the release direction of the flash skill, which makes the operation difficult and the hit rate low.
[0007] Summary of the Invention
[0008] This application provides a method, device, electronic device, computer-readable storage medium, and computer program product for releasing game skills. The technical solutions are as follows:
[0009] According to one aspect of the present application, a method for releasing a game skill is provided, the method comprising:
[0010] displaying a player character within a virtual environment;
[0011] In response to a release operation of the starting skill, controlling the player character to release the starting skill;
[0012] In response to receiving a release operation of the flash skill during the release process of the starting skill, controlling the player character to release the flash skill;
[0013] In response to the presence of a virtual character in the virtual environment during the release of the flash skill, at least one of the skill landing position of the starting skill and the skill landing position of the flash skill is displayed as the position of the virtual character.
[0014] According to one aspect of the present application, a device for releasing gaming skills is provided, the device comprising:
[0015] a display module configured to display a player character located in a virtual environment;
[0016] A control module, configured to control the player character to release the starting skill in response to a release operation of the starting skill;
[0017] a control module configured to control the player character to release the flash skill in response to receiving a release operation of the flash skill during the release process of the starting skill;
[0018] The display module is configured to display at least one of the skill landing position of the starting skill and the skill landing position of the flash skill in response to the presence of a virtual character in the virtual environment during the release of the flash skill, which is the position of the virtual character.
[0019] According to another aspect of the present application, a computer device is provided, comprising 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 method for releasing gaming skills as described above.
[0020] According to another aspect of the present application, a computer-readable storage medium is provided, wherein executable instructions are stored in the computer-readable storage medium. The executable instructions are loaded and executed by a processor to implement the method for releasing gaming skills as described above.
[0021] According to another aspect of the present application, a computer program product is provided, which includes computer instructions stored in a computer-readable storage medium, and a processor reads and executes the computer instructions from the computer-readable storage medium to implement the method for releasing gaming skills as described above.
[0022] The beneficial effects of the technical solutions provided in the embodiments of the present application include at least:
[0023] An embodiment of the present application provides a method for releasing game skills, which controls a player character to release a starting skill in a virtual environment in response to a release operation for the starting skill; controls a player character to release a flash skill in a virtual environment in response to a release operation for a flash skill during the release of the starting skill. The user does not need to adjust the release direction and release distance of the flash skill during the release of the flash skill. In response to the presence of a virtual character in the virtual environment during the release of the flash skill, at least one of the skill landing position of the starting skill and the skill landing position of the flash skill is displayed, which is the position of the virtual character. This method simplifies the user's operation and improves the hit rate of the starting skill. BRIEF DESCRIPTION OF THE DRAWINGS
[0024] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.
[0025] FIG1 is a schematic diagram of the architecture of a computer system provided by an exemplary embodiment of the present application;
[0026] FIG2 is a schematic diagram showing a first principle of a method for releasing gaming skills provided by an exemplary embodiment of the present application;
[0027] FIG3 is a flowchart of a method for releasing a gaming skill provided by an exemplary embodiment of the present application;
[0028] FIG4 is a second flowchart of a method for releasing a gaming skill provided by an exemplary embodiment of the present application;
[0029] FIG5 is a second schematic diagram of a method for releasing gaming skills provided by an exemplary embodiment of the present application;
[0030] FIG6 is a third flowchart of a method for releasing a gaming skill provided by an exemplary embodiment of the present application;
[0031] FIG7 is a third schematic diagram of a method for releasing gaming skills provided by an exemplary embodiment of the present application;
[0032] FIG8 is a fourth schematic diagram of a method for releasing gaming skills provided by an exemplary embodiment of the present application;
[0033] FIG9 is a fifth schematic diagram of a method for releasing gaming skills provided by an exemplary embodiment of the present application;
[0034] FIG10 is a fourth flowchart of a method for releasing a gaming skill provided by an exemplary embodiment of the present application;
[0035] FIG11 is a sixth schematic diagram of a method for releasing gaming skills provided by an exemplary embodiment of the present application;
[0036] FIG12 is a flowchart of a method for releasing a gaming skill provided by an exemplary embodiment of the present application;
[0037] FIG13 is a sixth flowchart of a method for releasing a gaming skill provided by an exemplary embodiment of the present application;
[0038] FIG14 is a seventh schematic diagram of a method for releasing gaming skills provided by an exemplary embodiment of the present application;
[0039] FIG15 is a schematic diagram showing the eighth principle of a method for releasing gaming skills provided by an exemplary embodiment of the present application;
[0040] FIG16 is a ninth schematic diagram of a method for releasing gaming skills provided by an exemplary embodiment of the present application;
[0041] FIG17 is a flowchart of a method for releasing a gaming skill provided by an exemplary embodiment of the present application;
[0042] FIG18 is a flowchart eight of a method for releasing a gaming skill provided by an exemplary embodiment of the present application;
[0043] FIG19 is a flowchart of a method for releasing a gaming skill provided by an exemplary embodiment of the present application;
[0044] FIG20 is a structural block diagram of a device for releasing gaming skills provided by an exemplary embodiment of the present application;
[0045] FIG21 is a schematic diagram of the device structure of a computer device provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION
[0046] In order to make the objectives, technical solutions and advantages of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.
[0047] Exemplary embodiments will be described in detail herein, with examples illustrated in the accompanying drawings. In the following description, when referring to the drawings, identical numerals in different figures represent identical or similar elements, unless otherwise indicated. The embodiments described in the following exemplary embodiments are not intended to represent all embodiments consistent with the present application. Rather, they are merely examples of apparatus and methods consistent with certain aspects of the present application, as detailed in the appended claims.
[0048] 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.
[0049] It should be noted that this application can display a prompt interface or pop-up window before and during the process of collecting the user's relevant data. The prompt interface or pop-up window is used to prompt 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.
[0050] First, let’s introduce the relevant terms involved in this application:
[0051] 1) Virtual Environment: This refers to the virtual environment displayed (or provided) when an application is running on a terminal. This virtual environment can be a simulation of the real world, a semi-simulated, semi-fictional three-dimensional world, or a purely fictional three-dimensional world. It can be any of a two-dimensional, 2.5-dimensional, and three-dimensional virtual environment. For example, this virtual environment can be used for virtual combat between at least two virtual characters, with virtual resources available to the at least two virtual characters.
[0052] 2) Virtual character: refers to an active object in a virtual environment that is controlled by artificial intelligence (AI). The active object can be at least one of a virtual character, a virtual animal, and an animated character. For example, when the virtual environment is a three-dimensional virtual environment, the virtual character can be a three-dimensional virtual model. Each virtual character has its own shape and volume in the three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment. For example, the virtual character is a three-dimensional character built based on three-dimensional human skeleton technology. The virtual character achieves different external images by wearing different skins. In some implementations, the virtual character can also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present application. The virtual character can be a player character controlled by operations on the client, or it can be an artificial intelligence (AI) set up in a virtual scene battle through training, or it can be a non-player character (NPC) set up in a virtual scene interaction.
[0053] 3) Player Character (PC): A player character is a character controlled by the player in the game. Players control the PC to play the game, determining the character's actions, decisions, and development direction. The PC typically has a unique personality, backstory, and abilities. Players can enhance their PC's abilities and learn more about the game's story by interacting with NPCs, completing quests, and exploring the world.
[0054] 4) Opening Skill: This refers to the skill that the user first unleashes when performing a combo, typically used to initiate combat or attack. For example, the opening skill can be at least one of a damage skill, a control skill, a targeted skill, a targeted displacement skill, or other special effect skills. The user must select and unleash the opening skill to begin the combo.
[0055] 5) Flash Skill: refers to a short-distance teleportation skill that allows the user-controlled virtual character to instantly move to a specified location, or instantly move a preset distance (such as 500 yards in the game world).
[0056] 6) Combo: This refers to the user releasing multiple skills in quick succession in the game to form a combination of skills to achieve maximum damage output or control effect.
[0057] FIG1 is a schematic diagram of a computer system provided by an exemplary embodiment of the present application. The computer system 100 may include: a first terminal 110 , a server 120 , and a second terminal 130 .
[0058] 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 110 runs the client 111, the user interface of the client 111 is displayed on the screen of the first terminal 110. The client 111 can be any of a multiplayer online game, 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) game, a third-person shooter (TPS) game, a MOBA game, and a strategy game (SLG). In this embodiment, the client 111 is a MOBA game as an example. First terminal 110 is used by first user 112. First user 112 uses first terminal 110 to control a player character in a virtual environment to perform activities or manipulate virtual items owned by the player character. The player character may be referred to as first user 112's avatar. First user 112 may assemble, disassemble, and uninstall the virtual items owned by the player character, although this application is not limited thereto. Illustratively, the player character is a virtual game character, such as a simulated human character or an anime character.
[0059] The second terminal 130 has a client 131 installed and running that supports a virtual environment. This client 131 can be a multiplayer online battle program. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. The client can be any of a MOBA game, 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, or a SLG. In this embodiment, the client is a MOBA game as an example. The second terminal 130 is used by the second user 113. The second user 113 uses the second terminal 130 to control the virtual character in the virtual environment to perform activities and operate the virtual items owned by the virtual character. The virtual character can be referred to as the virtual character of the second user 113. Illustratively, the virtual character is a game virtual character, such as a simulated human character or an anime character.
[0060] In some embodiments, the player character and the virtual character are in the same virtual environment. The player character and the virtual character may belong to the same faction, the same team, the same organization, have a friendship relationship, or have temporary communication permissions. For example, the player character and the virtual character may belong to different factions, different teams, different organizations, or have a hostile relationship.
[0061] In some embodiments, 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 generally refer to one of multiple terminals, and the second terminal 130 can generally refer to another of the multiple terminals. This embodiment only uses the first terminal 110 and the second terminal 130 as an example. The first terminal 110 and the second terminal 130 can be of the same or different device types, including 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.
[0062] FIG1 shows only two terminals, but in different embodiments, multiple other terminals 140 may be connected to the server 120. One or more terminals 140 may be developers' terminals. A client development and editing platform supporting a virtual environment is installed on the terminal 140. The developer can edit and update the client on the terminal 130 and transmit the updated client installation package to the server 120 via a wired or wireless network. The first terminal 110 can then download the client installation package from the server 120 to update the client.
[0063] Server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 120 is configured to provide backend services for client 111. Server 120 performs primary computing tasks, while first terminal 110 performs secondary computing tasks. Alternatively, server 120 performs secondary computing tasks, while first terminal 110 performs primary computing tasks. Alternatively, server 120 and first terminal 110 utilize a distributed computing architecture for collaborative computing.
[0064] The server 120 includes a processor 121, a user account database 122, a battle service module 123, and a user-facing input / output interface (I / O interface) 124. The processor 121 is configured to load instructions stored in the server 120 and process data in the user account database 122 and the battle service module 123. The user account database 122 is configured to store user account data used by the first terminal 110 and other terminals 130, such as the user account's avatar, user account name, user account combat power index, and the service area where the user account is located. The battle service module 123 is configured to provide multiple battle rooms for users to play against each other, such as 1v1 battles, 3v3 battles, 5v5 battles, etc. The user-facing I / O interface 124 is configured to establish communication and exchange data with the first terminal 110 and / or other terminals 130 via a wireless network or a wired network.
[0065] The first terminal 110 , the second terminal 130 , and the other terminals 140 are connected to the server 120 via a wireless network or a wired network.
[0066] 2 is a schematic diagram of a method for releasing a gaming skill provided by an exemplary embodiment of the present application. The method is described by taking an electronic device running a client supporting a virtual environment as an example.
[0067] In related art, the Flash skill in mobile games can only be selected by the user in a specific direction, and the Flash skill has a fixed flash distance. In mobile games, users can use the Flash skill and the starting skill to form a combo to kill other virtual characters. When the starting skill needs to land on another virtual character, the user needs to adjust the Flash skill's flash direction and estimate the Flash landing point based on the fixed flash distance to achieve a hit on the other virtual character.
[0068] For example, as shown in FIG2 (a), the user actively aims at the release direction of the flash skill through the flash skill control 10. The direction facing the player character 20 is the release direction of the flash skill. After the user determines the release direction of the flash skill, the flash skill is released. At this time, the player character 20 flashes to the flash landing position 50 according to the skill indicator 30. The distance between the player character 20 and the flash landing position 50 is fixed. In one possible implementation, when the virtual character 40 is at the flash landing position 50, the player character 20 can successfully kill the virtual character 40 when using the flash skill to the flash landing position 50. When the virtual character 40 is not at the flash landing position 50, the player character 20 cannot kill the virtual character 40 at this time. This method requires the user to control the release direction of the flash skill when actively aiming, and to calculate the flash distance in advance. Therefore, the operation is difficult and the hit rate is low.
[0069] In response to the above problems, an embodiment of the present application provides a method for releasing game skills. When a user uses a flash skill and other skills to form a combo to kill a virtual character 40, it can simplify the user's operation and improve the user's hit rate of killing the virtual character 40.
[0070] As shown in FIG2(b), in combination with FIG2(a), the steps of the method for releasing game skills in the embodiment of the present application are briefly described:
[0071] (1) Displaying the player character 20 and the virtual character 40 in the virtual environment;
[0072] The player character 20 may be a virtual character controlled by a first user, and the virtual character 40 may be a player character controlled by another user, or a non-player character controlled by AI.
[0073] (2) Listen for the starting skill and determine the response method of the flash skill after the starting skill is triggered;
[0074] In some embodiments, the first user controls the player character 20 to combine the flash skill and the starting skill into a combo to kill the virtual character 40.
[0075] In some embodiments, the starting skill is the first skill a user releases when performing a combo, typically used to start a fight or initiate an attack. For example, the starting skill can be at least one of a damage skill, a control skill, a targeted skill, a targeted displacement skill, or other special effect skills. The first user needs to select and release the starting skill to start the combo.
[0076] In some embodiments, the starting skill is added to the listening list. When the starting skill is in the releasing state, the program module corresponding to the starting skill will send a listening message to the program module corresponding to the flashing skill. When the program module corresponding to the flashing skill receives the listening message, it will determine the user's operation method for the flashing skill based on the operation of the first user.
[0077] In some embodiments, the Flash skill has two modes of operation: quick release and active aiming. Quick release is an operation mode in which the flash direction and / or flash landing location of the Flash skill are not selected, while active aiming is an operation mode in which the flash direction and / or flash landing location of the Flash skill are selected. For example, a first user can use the Flash skill control 10 to quickly release and actively aim the Flash skill.
[0078] In some embodiments, the Flash skill has two response modes for a user's quick release operation: a first response mode and a second response mode. The first response mode is to automatically search for the virtual character 40 within the surrounding range 60 (when there is a virtual character from the enemy camp), and the second response mode is to move a fixed distance along the flash direction (when there is no virtual character from the enemy camp). The response mode of the Flash skill is determined after the starting skill is triggered.
[0079] (3) In the quick release operation mode, when the response mode of the flash skill is the first response mode, the position of the virtual character 40 is used as the skill landing position 70;
[0080] When the program module corresponding to the flash skill receives the listening message, it determines whether the first user triggers the flash skill control 10. If the first user triggers the flash skill control 10 and the first user's operation method conforms to quick release, the program module corresponding to the flash skill will respond to the user's quick release operation. The response method of the flash skill is the first response method, that is, automatically searching for the virtual character 40 within the surrounding range 60, and taking the position of the virtual character 40 that conforms to the preset rules within the surrounding range 60 as the skill landing position 70.
[0081] In some embodiments, the preset rule refers to searching for a virtual character 40 that meets the conditions within the surrounding range 60 according to certain rules.
[0082] Exemplarily, within the surrounding range 60, a search is performed based on distance: the virtual character 40 closest to the player character 20 is selected, which ensures that the player character 20 can approach the virtual character 40 as quickly as possible; and / or a search is performed based on attribute value: the attribute values of the virtual characters 40 within the surrounding range 60 are compared, and the virtual character 40 with the lowest attribute value (such as the lowest health volume) is selected, which ensures that the player character 20 can prioritize attacking the virtual character 40 with the lowest attribute value, thereby increasing the player character's chance of killing the virtual character.
[0083] In some embodiments, the position of the virtual character 40 that meets a predetermined rule within the surrounding range 60 is used as the skill landing position 70. This allows the player character 20 to flash directly to the skill landing position 70 when the first user triggers a quick release operation, without having to select a release direction for the flash skill. This approach significantly reduces the difficulty of operation for the first user and improves the hit rate of the virtual character.
[0084] (4) If the flash skill operation mode is not a quick release or there is no virtual character 40 that meets the conditions within the surrounding range 60, the flash landing position 50 is used as the skill landing position;
[0085] In some embodiments, if the first user uses an active aiming operation mode, or if the flash skill operation mode is quick release, and the quick release response mode is to automatically search for a virtual character 40 within the surrounding range 60, and there is no virtual character 40 within the surrounding range 60, the position indicated by the triggering operation of the flash skill is still used as the skill landing position, that is, the flash direction of the player character 20 is the direction supported by the moving joystick, or the direction in which the player character 20 is facing when receiving the release operation of the flash skill. In this case, the flash landing position 50 is used as the skill landing position of the player character. The distance of the flash landing position 50 is fixed, and the direction of the flash landing position 50 is determined according to the direction selected by the first user. In some embodiments, the direction of the flash landing position 50 can be any direction on the plane.
[0086] It should be noted that the landing points of the flash skill and the starting skill can be regarded as the same position.
[0087] (5) After the listening starting skill is released, the response mode of the flash skill will be restored from the first response mode to the second response mode.
[0088] In some embodiments, after the release of the monitored starting skill is completed, the program module corresponding to the starting skill will again send a monitoring message to the program module corresponding to the flash skill, notifying the program module corresponding to the flash skill to control the flash skill to restore from the first response mode to the second response mode, that is, from the original response mode of searching for the virtual character within the surrounding range 60 to the response mode of moving a fixed length along the flash direction, and the position of the virtual character as the skill landing position of the starting skill is restored to the position of the skill range of the flash skill as the skill landing position. At this time, the skill landing position of the starting skill is a fixed distance.
[0089] FIG3 is a flowchart of a method for releasing a gaming skill provided by an exemplary embodiment of the present application. The method is described by applying the method to the terminal device 110 shown in FIG1 . The method includes the following steps 210 , 220 , 230 , and 240 :
[0090] Step 210: Displaying the player character in the virtual environment;
[0091] In some embodiments, a client supporting a virtual environment is running in the terminal device, and a game interface of the client displays a player character in the virtual environment.
[0092] In some embodiments, the player character is a virtual character controlled by a first user, and the first user controls the player character to play the game or interact with the virtual environment. The first user has control authority over the player character through a first account logged in through the client.
[0093] In some embodiments, a player character is a character controlled by the player in the game. Players control their PCs to play the game, determining their actions, decisions, and developmental direction. PCs typically have unique personalities, backstories, and abilities. Players can enhance their PCs' abilities and learn more about the game's story by interacting with NPCs, completing quests, and exploring the world.
[0094] In some embodiments, the player character can be different types of characters in a game. For example, the player character can be a mage character; or, the player character can be an assassin character; or, the player character can be a shooter character. The above examples are merely illustrative, and this application does not limit the types of player characters.
[0095] In some embodiments, the virtual environment also includes virtual characters, which can be virtual characters controlled by the game system, virtual characters controlled by AI, virtual characters controlled by other users and / or virtual characters located in the enemy camp. This application does not limit this.
[0096] In some embodiments, the virtual character can be a player character controlled by operations on the client, or an artificial intelligence (AI) trained to fight in a virtual scene, or a non-player character (NPC) set in a virtual scene interaction.
[0097] There are various ways to display a player character in a virtual environment. For example, the player character's appearance can be displayed, including the player character's image, clothing, equipment, and other visual elements. Alternatively, the player character's actions can be displayed, with the player character performing corresponding actions in the virtual environment, simulating the player character's walking, running, attacking, defending, and other behaviors. Alternatively, the player character's status can be displayed, such as the player character's energy, level, skills, and the like. This information can be displayed using numbers, icons, or other forms.
[0098] In some embodiments, the player character has an initial skill and a flash skill.
[0099] In some embodiments, a first user controls a player character to combine a starting skill and a flash skill into a combo to damage or kill the virtual character. For example, a combo refers to the first user quickly releasing multiple skills in a game to achieve maximum damage output or control effect. A combo typically begins with a starting skill. After releasing the starting skill, the first user often quickly selects and releases the flash skill before the starting skill's action or effect ends.
[0100] In some embodiments, the starting skill refers to the skill that the user releases first when using a combo, which is usually used to open a battle or initiate an attack. For example, the starting skill can be at least one of a damage skill, a control skill, a directional skill, a directional displacement skill, or other special effect skills. The user needs to select and release the starting skill to start the combo. The flash skill refers to a short-range teleportation skill that allows the virtual character controlled by the user to move instantly to a specified location, or instantly move a preset distance (such as 500 yards in the game world). Combo refers to the user releasing multiple skills in rapid succession in the game to form a combination of skills to achieve maximum damage output or control effect.
[0101] For example, a player character can use Overload as their starting skill, targeting an enemy hero and unleashing it to deal magic damage and mark the target. Overload is the single skill with the highest damage in their combo, used to initiate combat or initiate an attack.
[0102] As an example, regarding the Flash skill, when the player character is besieged by an enemy hero in battle, he quickly uses Sweeping Blade to flash and instantly moves to a nearby friendly unit or guard, thereby avoiding the attack range of the enemy's skills and creating an opportunity for counterattack or escape.
[0103] For example, in a laning match, a player character uses Shuriken Toss to throw darts at an enemy hero as their opening skill, dealing damage and marking their target. Afterward, the player character quickly uses Shadow Master to flash behind the enemy hero, then uses Death Dance to finish them off, and finally uses Shadow Dash again to return to their original position, completing a high-damage combo.
[0104] In some embodiments, a skill control is displayed on the game interface of the client, and the first user triggers the corresponding skill through the skill control. For example, the skill control includes an initial skill control and a flash skill control. The initial skill control is used to release the initial skill, and the flash skill control is used to release the flash skill.
[0105] In some embodiments, skill controls are icons or buttons in the game interface that trigger or use a character's skills. Players click or activate these controls to execute the assigned skills. Skill controls are typically located at the bottom of the game screen or in a specific interface area, allowing players to quickly access and use them during combat or gameplay.
[0106] In some embodiments, a starting skill control is a control specifically used to release a starting skill. These skills are typically used to initiate attacks, control enemies, or set the stage for subsequent combos. In the game interface, the starting skill control may be highlighted with a special icon or color so that players can quickly find and use it when needed.
[0107] In some embodiments, a flash skill control refers to a control used to activate a flash skill. This skill typically provides a short-range, instantaneous displacement capability, used to adjust a character's position or evade enemy attacks. Flash skill controls are crucial in combat, as they can alter the battlefield situation or provide a player with an opportunity to escape. These controls may also be uniquely labeled in the interface to distinguish them from other skill controls.
[0108] Step 220: In response to the release operation of the starting skill, control the player character to release the starting skill.
[0109] In some embodiments, the release operation is an operation for triggering or starting a skill. For example, the release operation can be performed in a variety of ways, including at least one of a single-click operation, a double-click operation, and a long-press operation.
[0110] In some embodiments, a release action refers to a series of actions performed by the player to trigger or activate a skill. This action typically involves interacting with the game interface, such as clicking a skill control or pressing a keyboard shortcut. A single-click action is the most basic release action: the player releases a skill by clicking the skill control or its corresponding shortcut once. This method is suitable for skills that trigger instantly and require no additional conditions. A double-click action requires the player to click the skill control or its corresponding shortcut twice in rapid succession to execute the skill. Double-clicking is sometimes used to perform special skill combos or trigger skills with specific effects. A long-press action requires the player to hold down the skill control or its corresponding shortcut for a period of time. This method is often used to release a skill with a high charge, potentially enhancing the skill's effect, such as increasing damage output or providing additional effects. A drag action involves the player holding down the skill control and dragging it to a target location or direction to release the skill. This method is often used for skills that require precise control over the direction or target of the skill release. A combination action requires the player to perform a series of actions in sequence to release a skill, such as clicking a skill control followed by a quick double-click or long-press action. This method is often used for complex combos or skill combinations.
[0111] In some embodiments, in response to a release operation of a starting skill, the player character is controlled to release the starting skill. The starting skill is the skill that the first user first releases in the game, and is usually used to start a battle or initiate an attack. For example, the starting skill can be at least one of a damage skill, a control skill, a directional skill, a directional displacement skill, or other special effect skills. This application does not limit the type of starting skill.
[0112] For example, if the release action is a single click and the starting skill is a damaging skill, such as Fireball, the player prepares to attack by moving the mouse pointer over the "Fireball" skill control in the skill bar at the bottom of the screen and clicking the left mouse button. In response to this single click, the player character releases the Fireball, and a jet of flame flies out of the player character's hand, striking the nearest monster, dealing damage in a wide area and marking the starting action.
[0113] For example, if the release action is a long press, and the starting skill is a control skill, such as Freeze, the player wants to preemptively use the control skill to restrict the monster's ability to move. The player long-presses the "Freeze" skill control in the skill bar. As the long press continues, the charge effect of Freeze increases, and then releases, a freezing ray shoots at the leader of the monster group, freezing it in place, preventing it and other monsters from moving, creating an opportunity for the player character's next action.
[0114] In some embodiments, a damaging skill is a skill whose primary purpose is to damage the enemy. Such skills are usually used to directly reduce the health of enemy units, such as Fireball, Lightning, etc. Damaging skills may be single-target damage (damaging only one target) or area damage (damaging all enemies in a certain area).
[0115] In some cases, control abilities are abilities that restrict or control the actions of enemy units, rather than directly dealing damage. These abilities include rooting, stuns, and silences, which can prevent enemies from moving, attacking, or casting abilities, creating opportunities for players to attack or escape.
[0116] In some embodiments, a directional skill refers to a skill that is released in a specified direction starting from the player character. A directional displacement skill refers to a skill that is released in a specified direction starting from the player character, such as a collision skill. A directional skill requires the player to specify a target before it can be released. This type of skill usually requires the player to aim the skill control at an enemy unit or a specific location, and then release it, such as a single attack skill or a trap skill at a specific location. A directional displacement skill refers to a skill that allows the character controlled by the player to move instantly to a specified target or location. This type of skill is usually used to adjust the character's position, which can be jumping to a friendly unit, an enemy unit, or a specific point on the map.
[0117] For example, if the player character's starting skill is a collision skill, in the game, when the first user clicks the control corresponding to the collision skill on the game interface, or presses the corresponding button on the physical controller, the collision skill is triggered. At this time, the player character uses the collision skill to attack the virtual character or cause damage to the virtual character.
[0118] In some embodiments, special effect skills are skills that provide other auxiliary or disruptive functions rather than direct damage or control. These skills may include healing skills, skills that provide vision, skills that enhance the attributes of oneself or teammates, and skills that reduce enemy capabilities. For example, some skills may provide invisibility, while others may provide a shield.
[0119] This allows for an immediate response when a player initiates a skill release, controlling the player character to unleash the skill. This process not only improves the game's real-time and interactive nature, but also enhances the player's operational sense and combat satisfaction. Using a skill as the start of a battle can quickly inflict damage, impose crowd control effects, or adjust the battle layout, giving the player an advantage and potentially changing the outcome of the game. Furthermore, successfully unleashing a skill can trigger subsequent skill combos, further amplifying the player's combat advantage. This fluid and immediate effect of skill release has a significant positive impact on player experience and satisfaction.
[0120] Step 230: In response to receiving a release operation of a flash skill during the release of an initial skill, controlling the player character to release the flash skill;
[0121] In some embodiments, a starting skill is a continuously released skill. For example, if the starting skill is a targeted displacement skill, the player character moves a certain distance in the virtual environment based on a preset time. The player character's movement within the preset time can be considered the release process of the targeted displacement skill. For example, if a release operation of a flash skill is received while the player character is moving, the release operation of the flash skill is received before the action or effect of the starting skill ends.
[0122] For example, in the middle of a game, a player discovers the enemy mid-lane hero is isolated and decides to attack using "Exile Blade." The player initiates the "Exile Blade" cast sequence and begins moving toward the enemy mid-lane hero. While moving, their teammates prompt them to use their Flash skill to gain a better attacking position or avoid a potential enemy counterattack. The player quickly reacts while "Exile Blade" is casting. While approaching their target but still in the process of moving, they receive the Flash skill's release command. They immediately interrupt their "Exile Blade" movement and use Flash to instantly move to the enemy mid-lane hero. Because the player is already close to their target during the movement, the Flash skill's use isn't wasted; instead, it achieves an unexpected offensive effect by combining it with "Exile Blade." The player then uses other skills to complete the combo, successfully killing the enemy mid-lane hero. In this example, the player's opening skill, "Exile Blade," is a continuous cast skill, and Flash is triggered during the cast of this continuous cast skill. The use of this skill combination improves the player's character's mobility and offensive efficiency, while also demonstrating the flexibility and strategy of skill release operations in the game.
[0123] In some embodiments, a release operation is an operation used to trigger or activate a flash skill. For example, taking a virtual button displayed on a touch screen as an example, a release operation refers to performing at least one of a single-click operation, a double-click operation, a long-press operation, and a slide operation on the virtual button; or a release operation refers to pressing a designated button on a physical controller or keyboard.
[0124] In some embodiments, the release operation on the touch screen is on the touch screen, and the release operation generally involves one or more of the following actions: Single-click operation (Tap): The player taps the virtual button on the screen once to immediately trigger a skill. Double-click operation (Double Tap): The player quickly taps the same virtual button on the screen twice in a row, which may be used to perform special skill combos or fast movements. Long press operation (Long Press): The player presses the virtual button on the screen for a period of time, which may be used to activate skills with special effects or charged skills. Slide operation (Swipe): The player slides from one virtual button to another virtual button on the screen, or slides in one direction to trigger specific skills or actions.
[0125] In some embodiments, release operation on the physical controller or keyboard (Physical Controller or Keyboard Activation Operation): When using a physical controller or keyboard, the release operation includes the following actions: Press operation (Press): The player presses a designated button on the controller or a specific key on the keyboard to trigger the corresponding skill. This operation can be a simple single button press or a combination of key presses. Hold operation (Hold): The player continues to press the button without releasing it, which may be used to execute a continuous skill or wait for a specific effect of the skill to be triggered. Button combination operation (Button Combination): The player presses multiple buttons at the same time to execute complex skill combinations or special skills.
[0126] In some embodiments, in response to receiving a release operation for a Flash skill during the release of an initial skill, the player character is controlled to release the Flash skill. After releasing the initial skill, the first user typically quickly selects and releases the Flash skill before the initial skill's action or effect ends. The Flash skill is a short-distance teleportation skill. The first user uses the Flash skill to determine the skill's landing point and then controls the player character to quickly move to the skill's landing point.
[0127] For example, a player, as part of a team, is preparing to ambush the enemy. They use their initial skill, the Flashbang, a projectile that temporarily blinds the enemy. The player throws the Flashbang, which follows a predetermined trajectory toward the enemy's location. Just as the Flashbang is about to explode, the player notices an enemy approaching from the opposite direction, potentially posing a threat. To quickly respond, the player immediately selects and executes the Flash skill before the Flashbang expires. Flash is a short-range teleportation skill that allows the player character to instantly move to a new location. The player quickly taps the Flash skill shortcut on the keyboard (usually the F key) and uses the mouse to select the Flash skill's landing point. In response, the player character instantly moves to the Flash skill's designated landing point, avoiding the enemy's sight and potential attack. This quick movement not only allows the player to safely escape danger but also provides an opportunity to counterattack, gaining control of the battlefield. In this example, the player's reaction speed and flexible use of skills are key. The use of the Flash skill is completed quickly before the action or effect of the starting skill ends, which shows the player's agility and strategy in the game.
[0128] In some embodiments, a first user controls a player character to combine a starting skill and a flash skill into a combo to kill a virtual character. For example, at the beginning of the game, the first user controls the player character to release a starting skill at the virtual character. For example, if the starting skill is a damage skill, after releasing the starting skill, the first user quickly triggers the flash skill. At this time, the player character flashes to the virtual character and uses the damage skill corresponding to the starting skill to hit the virtual character.
[0129] For example, let's say the player character is an assassin specializing in melee combat and high burst damage. Their goal is to kill the enemy hero while ensuring their own safety. When the game begins, the player character is laning in the middle lane of the map, facing an enemy. Noticing a brief cooldown after the enemy's ability releases, the player character sees a good opportunity to attack, and decides to use a combo to kill the enemy mid laner. First, the player character uses her opening skill, Shuriken Toss, a targeted skill. She aims a dart at the enemy and releases it. The dart flies across the battlefield, striking the target, dealing damage and marking the enemy. Then, before the Shuriken Toss skill's animation ends and the dart returns to the player character's hand, the player character quickly triggers her flash skill, Sumeru Rush. She presses the flash skill shortcut on the keyboard and uses the mouse to select the flash location, which is near the enemy marked by Shuriken Toss. In response to this operation, the player character's character instantly disappears from the spot and appears next to the enemy, completing the instant movement. At this time, due to the marking effect of the Shadow Clone skill, the player character can immediately use her finishing skill - Shadow Dance, which is a powerful melee attack that can cause a lot of additional damage to the enemy. The player character's combo - first using Shadow Clone as a starting skill, then quickly flashing to the vicinity of the target and using Shadow Dance to complete the kill - is executed very smoothly. Because the action is fast and coherent, the enemy has almost no reaction time, and the player character successfully kills it and wins an advantage for his team. This example shows how the first user can form an effective combo by combining the starting skill and the flash skill to quickly kill the enemy character.
[0130] In this way, players can use release controls to control their characters' initial skills in the virtual environment, quickly launching attacks or controlling the situation. If the player decides to use the flash skill during this process, the system will immediately respond to this action, controlling the player's character to quickly move, allowing for flexible maneuverability in combat. This responsiveness not only improves the game's real-time and interactivity, but also enhances the player's operational sense and combat satisfaction. This skill combination and rapid response allow players to gain the upper hand in the game, effectively breaking through enemy defenses or evading danger, thereby improving their survivability and killing efficiency. These factors work together to significantly enhance the player's gaming experience and overall satisfaction.
[0131] Step 240: In response to the presence of a virtual character in the virtual environment during the release of the flash skill, at least one of the skill landing position of the starting skill and the skill landing position of the flash skill is displayed as the position of the virtual character.
[0132] In some embodiments, the above-mentioned step 204 can be implemented as follows: in response to the presence of the virtual character in a circular area or a fan-shaped area in the virtual environment whose distance from the player character is less than a distance threshold during the release of the flash skill, at least one of the skill landing position of the starting skill and the skill landing position of the flash skill is displayed as the position where the virtual character is located.
[0133] As an example, suppose the player character is fighting an enemy in an open world, and the player uses a flash skill, which allows the player to instantly move to any location within a certain distance. The player character's position is the center point of a circular area, and the distance threshold is set to 10 meters. Within this circular area, there is an enemy virtual character, such as a goblin. When the player triggers the flash skill, the game system will detect the presence of a goblin in the circular area. At this time, the game interface will display at least one of the skill landing point of the starting skill or the skill landing point of the flash skill at the location of the goblin. For example, if the player chooses to attack the nearest enemy with the starting skill, the skill landing point of the starting skill will be displayed at the goblin's location, and the player can accurately attack the goblin.
[0134] As an example, the player character is fighting multiple enemies in a long and narrow passage. The player uses a flash skill with a fan-shaped area effect, which allows the player to move instantly in any direction within the fan-shaped area. The player character's position is one end point of the fan-shaped area, and the distance threshold is also 10 meters. There are several enemies in the fan-shaped area, including an enemy at the edge of the fan-shaped area. When the player triggers the flash skill, the presence of enemies in the fan-shaped area is detected. In this case, the game interface may show that the flash skill's landing point is at the enemy's position. The player can choose to move next to the enemy, thereby using it as the target of the starting skill or making the next tactical deployment.
[0135] In other embodiments, the above-mentioned step 204 can be implemented as follows: in response to the presence of the virtual character in other morphological areas determined with the player character as the center in the virtual environment during the release of the flash skill, at least one of the skill landing position of the starting skill and the skill landing position of the flash skill is displayed as the position where the virtual character is located, and the other morphological areas are morphological areas other than the circular area or the fan-shaped area.
[0136] As an example, let's take a rectangular area as an example. Suppose the player character is in a game with complex terrain and needs to pass through a rectangular area to trigger a special trap. The player uses the Flash skill, and the skill's release area is a rectangle centered on the player character. Within this rectangular area, there is an enemy avatar, such as a stone giant standing in the corner of the rectangle. When the player triggers the Flash skill, the game system detects the presence of the stone giant in the rectangular area. The game interface will display the landing point of the starting skill or the Flash skill, and at least one of them is at the stone giant's location. The player can choose to set the landing point of the starting skill to the stone giant's location in order to attack it or trigger the trap.
[0137] As an example, let's take a polygonal area as an example. The player character is exploring a maze. There is a polygonal area inside this maze. Inside this area is a special energy source, and the player needs to use the Flash skill to enter this area. The player character's Flash skill release area is a polygon that matches the polygonal area of the special energy source in the maze. Within this polygonal area, there is an enemy virtual character, such as a flying monster. When the player triggers the Flash skill, the system detects the presence of a flying monster in the polygonal area. The game interface will display at least one skill landing point at the location of the flying monster. The player can choose to move next to the flying monster or directly target the flying monster with the initial skill.
[0138] In some embodiments, the above step 204 can be implemented as follows: in response to the presence of a virtual character in the virtual environment during the release of the flash skill, the skill landing position of the starting skill is displayed as the position of the virtual character, and the skill landing position of the flash skill is displayed as a position less than or equal to a distance threshold from the virtual character.
[0139] In other embodiments, the above step 204 can be implemented as follows: in response to the presence of a virtual character in the virtual environment during the release of the flash skill, the skill landing position of the starting skill and the skill landing position of the flash skill are displayed as the position of the virtual character.
[0140] In some embodiments, the presence of a virtual character in the virtual environment during the release of the flash skill may refer to the presence of a virtual character in the surrounding range of the player character during the release of the flash skill, and the surrounding range refers to a certain range around the player character. In some embodiments, the surrounding range is a hittable range determined with the player character as the center. For example, the surrounding range is at least one of a circular area, a fan-shaped area, or other morphological areas, and the specific size of the surrounding range varies according to the setting of the game. For example, the surrounding range is a circular range with a radius of R with the player character as the center, wherein R is less than or equal to the fixed range length of the flash skill when flashing. In some embodiments, R is also related to the skill release distance of the starting skill.
[0141] For example, a lateral range refers to a certain area in the game, centered around the player character. Within this area, the player character can perform certain skills, which affect enemies or targets within it, such as dealing damage or applying crowd control. A lateral range is often used to describe skills with area-of-effect effects, which affect all targets within that area.
[0142] For example, the lateral range can be a variety of shapes, such as a circular area, a sector area, or other irregular shapes. The specific shape depends on the game designer and the characteristics of the skill. Circular Area: The lateral range is a circular area with a radius of R, centered on the player character. Within this area, all targets within it may be affected by the skill. Sector Area: The lateral range is a sector area, usually starting in front of the player character or at a certain angle, covering a certain angle range.
[0143] For example, in games, the radius R of the lateral range is typically less than or equal to the fixed range of the Blink skill. This means that after using Blink, subsequent skill casts can be guaranteed to target within the lateral range without exceeding the skill's effective range. The specific size of R varies depending on the game's settings; different skills may have different lateral ranges.
[0144] Continuing from the previous example, the size of the lateral range R is related to the initial skill's release distance. For example, if the initial skill's release distance is short, the lateral range may be reduced accordingly to ensure effective use and balance of the skill.
[0145] For example, in a game where the player character's Blink skill has a range of 600 units, the radius R of the surrounding area might be set to 300 units or less, ensuring that after Blinking, the player can safely use other skills within the surrounding area without exceeding the Blink skill's range. This design ensures the practicality and effectiveness of skills while maintaining game balance.
[0146] In some embodiments, virtual characters that meet the conditions and are searched within the surrounding area of the player character based on preset rules are displayed on the game interface:
[0147] Display the virtual character closest to the player character in the surrounding area;
[0148] Displays the virtual character with the lowest attribute value in the surrounding area.
[0149] In some embodiments, a virtual character that meets preset rules within a surrounding range is used as a target virtual character, and the position of the target virtual character is displayed as the skill landing point of the starting skill.
[0150] In some embodiments, the skill landing location is the location or area where the skill actually takes effect after being released. In some embodiments, the skill landing location can affect the hit rate and damage effect of the skill.
[0151] In some embodiments, the game first determines a surrounding range based on the player's current position and the game's set rules. This range is typically a circular, sector-shaped, or other shaped area centered on the player character, its size determined by the game's mechanics. All enemy avatars within the surrounding range are traversed, collecting their current positions and attribute values. This information may include, but is not limited to, health points, attack power, and defense. The game interface calculates the distance between each enemy avatar and the player character and identifies the closest avatar. The game interface then displays the location of this avatar on the map using a highlighted marker, icon, or other visual indicator. Each enemy avatar's attribute value is evaluated, and the avatar with the lowest attribute value is identified. The game interface also displays the location of this avatar using a highlighted marker, icon, or other visual indicator. One or more avatars that meet the criteria are identified as target avatars. These rules may include prioritizing the closest avatar, the avatar with the lowest attribute value, or other game logic (such as the enemy's threat level, skill effects, etc.).
[0152] In some embodiments, a skill landing point refers to the location or area in the game where a skill actually takes effect after being released. This location is the core point of the skill's range of effect and generally determines the skill's hit rate, damage effect, and other possible effects. The skill landing point can be a single target point or multiple targets, depending on the skill's design and characteristics. The skill landing point is crucial for tactical execution: for single-target skills, the skill landing point is typically the specific location of an enemy unit, such as the center point of an enemy. For area-of-effect skills, the skill landing point may be an area surrounding the skill's release point, such as a circle, fan, or other shape centered on the release point. In the aforementioned embodiment, when a player character is performing a flash skill while a virtual character (e.g., an enemy) is within their immediate area, the game will display the skill landing points for both the starting skill and the flash skill: the skill landing point for the starting skill will be displayed at the virtual character's location, indicating that the starting skill will target the virtual character as the target point or target area. The skill landing point for the flash skill will also be displayed at the virtual character's location, indicating that the player character will move to this location after flashing. The skill impact location display mechanism allows players to clearly know where skills will take effect, allowing them to make precise tactical decisions. For example, if a player wants to hit an enemy with an opening skill and uses the flash skill to adjust the position, the game interface will help the player confirm the skill impact location, ensuring that the skill can effectively affect the enemy, improve the hit rate and maximize the damage effect.
[0153] In some embodiments, when a first user controls a player character to continuously unleash multiple skills to form a combo, the skill landing location can be considered the landing location of the starting skill, or the landing location of a flash skill, or the landing location of a combo. If the starting skill is a directional displacement skill, the skill landing location can also be considered the landing location of the player character after the displacement.
[0154] This application mainly uses the skill landing point position of the starting skill as an example to illustrate.
[0155] For example, the player character is a mage-type character, and the player character's starting skill is to throw a fireball at the virtual character. When the first user triggers the control of the starting skill, the game interface displays the action of the player character throwing a fireball at the virtual character. Before the action of throwing the fireball or the effect of throwing the fireball is over, the first user quickly selects and triggers the skill control of the flash skill. At this time, the player character will instantly flash to the position of the virtual character, and the skill landing point is the position where the fireball finally explodes, that is, the position where the virtual character is located.
[0156] For example, a player character is waiting in a teamfight. They notice that the enemy ADC (Attack Damage Carry, primarily responsible for damage output) is positioned forward and isolated. The player character decides to use their flash ability, Sweeping Blade, to approach the enemy ADC and then use their initiating ability, Wind Slash, to kill them. The player character initiates the Wind Slash skill, selecting the enemy ADC as the target. While performing the Sweeping Blade skill, the player character moves toward the enemy ADC, who is now within range of the player character. The game interface immediately responds, displaying the Wind Slash skill's impact point, which is precisely where the enemy ADC is located. Typically, this impact point is indicated on the game map by a cursor or a special marker. The game interface also displays the Wind Slash skill's impact point, which is the location the player character will reach. This location is also indicated on the map by a marker or animation. Just as Wind Slash is about to complete, the player character quickly executes the Wind Slash skill. Because the enemy ADC is within range of the player character, they can ensure that Steel Wind will accurately hit their target. The player character uses the Flash skill to instantly move to the enemy ADC and immediately releases Steel Wind, dealing heavy damage. If Steel Wind hits the enemy ADC and deals sufficient damage, the player character will successfully kill the enemy ADC. In this example, the landing points of the player character's Flash skill and initial skills are displayed at the enemy ADC's location, allowing the player character to precisely control the release of skills, ensuring that their attacks are effectively targeted, thus gaining an advantage in the fight.
[0157] In summary, the method provided in the embodiment of the present application provides a method for releasing game skills, which controls the player character to release the starting skill in a virtual environment by responding to the release operation of the starting skill; controls the player character to release the flash skill in the virtual environment in response to the release operation of the flash skill received during the release process of the starting skill. During the release of the flash skill, the user does not need to adjust the release direction and release distance of the flash skill, and uses the position of the virtual character in the surrounding range as the skill landing position of the flash skill and the starting skill. This method simplifies the user's operation and improves the hit rate of the player character.
[0158] In some embodiments, the starting skill is a directional skill, has a release direction, and there are virtual characters within the surrounding area of the player character. As shown in Figure 4, Figure 4 is a flowchart of the second method for releasing a game skill provided by an exemplary embodiment of the present application. The above step 240 can be replaced by the following sub-steps:
[0159] Step 241: In response to the release direction of the starting skill being the first direction and the presence of a virtual character in the second direction of the virtual environment during the release of the flash skill, at least one of the skill landing position of the starting skill and the skill landing position of the flash skill is displayed as the position of the virtual character.
[0160] In some embodiments, the first direction and the second direction are different directions.
[0161] In some embodiments, the first direction is the release direction of the starting skill, and the second direction is the direction of the virtual character relative to the player character within the surrounding range.
[0162] In some embodiments, the starting skill is a directional skill, which is a skill that the first user needs to select a target direction or position to release.
[0163] In some embodiments, the first direction refers to the initial direction of the player character when releasing the starting skill in the game. This direction is usually specified by the player through input devices such as mouse clicks, buttons or joysticks, and it determines the path or target of the starting skill release.
[0164] In some embodiments, the second direction refers to the direction of virtual characters (such as hostile units or targets) around the player character relative to the player character during the process of using the Flash skill in the game. This direction is relative to the first direction and describes the positional relationship of the virtual characters around the player character.
[0165] In some embodiments, targeted skills are skills that require the player to select a target direction or location before they can be released. These skills typically require the player to precisely control the direction of the skill release to ensure that the skill correctly affects the target or target area.
[0166] For example, in a virtual combat game, the player controls an archer. First Direction: The player clicks a point on the screen with their mouse to unleash their initiating skill, Arrow Storm. The point they clicked represents the direction of Arrow Storm's release, known as the first direction. Arrows fly in the direction specified by the player, dealing damage to enemies in their path. Second Direction: While Arrow Storm is being released, the player uses the flash skill, Wind Walk, to quickly move. At this moment, an enemy unit appears in the player's area of effect. The enemy unit's position relative to the player's character is known as the second direction. Targeted Skills: Arrow Storm is a targeted skill because the player must select a direction to release it. The player must aim at the enemy unit or predict the enemy's movement to release the arrows in order to hit the target. Skill Landing Point Display: Once the Arrow Storm release direction (first direction) and Wind Walk's movement direction (second direction) are determined, the game interface displays the landing points of both skills. For Arrow Rain, the impact point is displayed in the direction specified by the player; for Wind Walk, the impact point is displayed within the player's surrounding area, close to the enemy unit. This allows players to intuitively see how the skill will affect the battlefield and adjust their tactics accordingly.
[0167] This allows players to consider both the primary and secondary directions when releasing their initial skills. During the flash skill release, the corresponding skill landing point is displayed based on the avatar's position. This enhances player flexibility and tactical diversity, enabling more precise and swift decision-making in combat. The primary direction, used as the release direction for the initial skill, allows players to pre-plan their attack path, while the secondary direction provides real-time reaction, allowing players to adjust their strategies based on the dynamic positioning of surrounding enemies. By displaying the landing points of both the initial skill and the flash skill, players can clearly understand how their skills will affect the battlefield, thereby increasing their skill accuracy, optimizing the effectiveness of their skill combinations, and gaining an advantage in tense battles. This mechanism not only enhances player immersion and satisfaction, but also promotes playability and fairness in the game by providing all players with equal opportunities to practice and master this advanced skill.
[0168] In some embodiments, the starting skill is a directional skill, and the first user controls the release of the starting skill in a first direction. During the release of the starting skill along the first direction (the skill effect or skill action of the starting skill has started but has not yet ended), the first user triggers the release of the flash skill. At this time, a virtual character is searched within the surrounding range of the player character. There is a virtual character in the second direction within the surrounding range of the player character. At this time, the release direction of the flash skill is toward the second direction where the virtual character is located. The release direction of the starting skill will change from the first direction to the second direction, and the position of the virtual character is the skill landing point of the starting skill.
[0169] For example, as shown in Figure 5, Figure 5 is a second schematic diagram of the principle of a method for releasing game skills provided by an exemplary embodiment of the present application. The release direction of the starting skill of the player character 301 is the first direction. During the release of the starting skill along the first direction, the first user triggers the player character 301 to release the flash skill. There is a virtual character 302 in the second direction within the surrounding range of the player character. At this time, the release direction of the flash skill is the second direction, and the release direction of the starting skill changes from the first direction to the second direction. The position of the virtual character 302 within the surrounding range is the landing position 303 of the starting skill.
[0170] It should be noted that in MOBA games, the player character's movement is typically controlled by a left-hand movement wheel. During the Flash skill, the user doesn't need to control the movement wheel. Alternatively, the user can use the movement wheel to steer the player character in a first direction, but the client still controls the initial skill's landing point to the character's location, thus reducing operational complexity. In other words, the Flash skill in this case doesn't take into account the direction of the movement wheel.
[0171] In some embodiments, the starting skill is a directional displacement skill with a default displacement length, and there is a virtual character within the surrounding range of the player character. As shown in Figure 6, Figure 6 is a flowchart of the method for releasing a game skill provided by an exemplary embodiment of the present application. The above step 241 can be replaced by the following sub-steps:
[0172] Step 2411: In response to the release direction of the starting skill being the first direction and the presence of a virtual character in the second direction of the virtual environment during the release of the flash skill, at least one of the displacement landing position of the starting skill and the skill landing position of the flash skill is displayed as the position of the virtual character.
[0173] In some embodiments, the first direction and the second direction are different directions, and the displacement distance of the starting skill is different from the default displacement length.
[0174] The first direction is the direction of releasing the starting skill, and the second direction is the direction of the virtual character relative to the player character within the surrounding range.
[0175] In some embodiments, the starting skill is a directional displacement skill, and the directional displacement skill has a default displacement length. When the first user uses the starting skill with directional displacement, the player character will move from the current position to a position within a default displacement length. The default displacement is a pre-set displacement.
[0176] In some embodiments, the displacement landing point is the final location of the player character after using the directional displacement skill. For example, the displacement landing point can be a pre-set target location or a location obtained by releasing the directional displacement skill.
[0177] In some embodiments, the starting skill is a directional displacement skill. The first user controls the starting skill to be released in a first direction. There is a virtual character in the surrounding area of the player character, where the virtual character is located in the second direction of the player character. During the process of releasing the starting skill along the first direction (the skill effect or skill action of the starting skill has started but has not yet ended), the first user triggers the flash skill, and the flash skill is released along the second direction. The release direction of the starting skill is also changed from the first direction to the second direction, and the displacement landing point of the starting skill is the location of the virtual character.
[0178] In some embodiments, a directional movement skill is a special starting skill that allows the player to specify a direction or location in the game and move the player character to that direction or location. This skill has the following characteristics: Default Movement Length: Targeted movement skills have a preset movement distance, known as the default movement length. This length is pre-set and cannot be changed by the player. Default Movement: When a player uses a directional movement skill, the character moves to a location within the default movement length. This location is determined by the direction in which the skill is released and the default movement length.
[0179] In some embodiments, the displacement landing position refers to the final location where the player character stops after using a directional displacement skill. This location can be one of the following two situations: A pre-set target location: When releasing a directional displacement skill, the player can specify a target location, and the displacement landing position is the final stop point of the player character after moving to this target location. The position obtained by releasing a directional displacement skill: In some games, directional displacement skills may have specific behaviors or effects, such as complex path planning. In this case, the displacement landing position is calculated by the skill itself, rather than being directly specified by the player.
[0180] In some embodiments, in the game, the player uses the directional displacement skill Blink to avoid the enemy's attack. The player clicks on the enemy's position on the screen as the target. The Blink skill moves the player character to the default displacement length corresponding to the clicked position, and the final stop position is the displacement landing position.
[0181] Exemplarily, as shown in Figure 7, Figure 7 is a schematic diagram of the principle of a method for releasing game skills provided by an exemplary embodiment of the present application. The release direction of the starting skill of the player character 401 is the first direction, and the default displacement length of the starting skill is a preset length. In the process of releasing the starting skill along the first direction, the first user triggers the player character 401 to release the flash skill. There is a virtual character 402 in the second direction within the surrounding range of the player character. At this time, the release direction of the flash skill is the second direction, and the release direction of the starting skill is changed from the first direction to the second direction. The displacement distance of the starting skill is the actual displacement distance of the player character 401. The default displacement distance of the starting skill is different from the actual displacement distance. At this time, the position of the virtual character 402 within the surrounding range is the displacement landing point 403 of the starting skill.
[0182] In summary, the method provided by the embodiment of the present application, in one possible implementation method, the starting skill is a directional skill, in response to the release direction of the starting skill being a first direction and the presence of a virtual character in a second direction within the surrounding range of the player character, the skill landing position of the starting skill is displayed as the location of the virtual character; the starting skill is a directional displacement skill with a default displacement length, the displacement landing position of the starting skill is displayed as the location of the virtual character, the first direction and the second direction are different directions, and the displacement distance of the starting skill is different from the default displacement length. When the starting skill is a directional skill, the landing position of the starting skill will also be determined according to the position of the virtual character.
[0183] It should be noted that in MOBA games, the player character's movement is typically controlled by a left-hand movement wheel. During the Flash skill, the user doesn't need to control the movement wheel. Alternatively, the user can use the movement wheel to steer the player character in a first direction, but the client still controls the initial skill's landing point to the character's location, thus reducing operational complexity. In other words, the Flash skill in this case doesn't take into account the direction of the movement wheel.
[0184] Display the virtual character closest to the player character in the surrounding area
[0185] In some embodiments, the virtual character is an enemy virtual character that is closest to the player character within the surrounding range, and the position of the virtual character is used as the skill landing point of the starting skill.
[0186] In some embodiments, an enemy virtual character refers to a virtual character that belongs to the player's current enemy camp in the game world, typically a hostile NPC (non-player controlled character) or a hostile player character. An enemy virtual character refers to a virtual character that has a hostile relationship with the player character within the surrounding area where the player character is located. These characters may be characters of other players or hostile NPCs in the game. The hostile relationship between the enemy virtual character and the player character means that there may be a direct combat conflict between them, and the player has a motivation to attack or defeat these enemy characters to gain an advantage in the game.
[0187] For example, in a multiplayer online battle game, if the player character is in a corner with multiple enemy units around them, the enemy avatar within the player character's perimeter will be the one closest to the player character. This enemy avatar may be the primary one the player needs to consider when planning their next tactical move.
[0188] In some embodiments, the virtual character refers to an enemy virtual character other than the player character controlled by the first user in the virtual environment, such as a virtual character controlled by the second user, or an AI-controlled virtual character.
[0189] In some embodiments, there may be one or more virtual characters within the surrounding range.
[0190] In a possible implementation, if the virtual character exists within the surrounding range of the player character, and there is a virtual character within the surrounding range of the player character, the position of the virtual character is used as the skill landing point of the starting skill.
[0191] In one possible implementation, if a virtual character exists within the surrounding area of the player character, and there are multiple virtual characters within the surrounding area of the player character, the virtual character closest to the player character among the multiple virtual characters is determined as the target virtual character, and the position of the target virtual character is determined as the skill landing point of the starting skill.
[0192] In some embodiments, a search is performed within a surrounding range based on distance, and the virtual character closest to the player character within the surrounding range is used as the target virtual character. This method ensures that the player character can prioritize attacking the closest virtual character, can more effectively release skills to the virtual character, and at the same time improve the player character's hit rate on the virtual character.
[0193] Displays the virtual character with the lowest attribute value within the surrounding area
[0194] In some embodiments, the virtual character is an enemy virtual character with the lowest attribute value within the surrounding area, and the position of the virtual character is used as the skill landing point of the starting skill.
[0195] In some embodiments, an attribute value is a numerical expression of a certain attribute of a virtual character in the game, used to describe the various characteristics and abilities of the virtual character in the game. For example, the attribute value includes at least one of the virtual character's health, attack power, and defense power.
[0196] In some embodiments, an attribute value (Attribute Value) refers to a numerical representation of a specific attribute possessed by a virtual character in a game. These attribute values are used to describe the various characteristics and abilities of the virtual character and are the basis for game balance and character ability evaluation. Common attribute values include, but are not limited to, health points (HP), attack power (Attack Power), defense (Defense), magic resistance (Magic Resistance), etc.
[0197] The following explanation is made by taking the attribute value of a virtual character as health value as an example.
[0198] For example, the life value of the virtual character represents its ability to withstand damage, and the life state is judged by the life value of the virtual character. The lower the life value of the virtual character, the higher the possibility that the virtual character will be defeated.
[0199] In some embodiments, the virtual character's health value is displayed on the game interface as a numerical value. For example, the health value can be represented by a numerical value to indicate the virtual character's current remaining health value. Alternatively, the virtual character's health value can be displayed on the game interface as a progress bar. For example, the health value can be represented by a health bar to indicate the virtual character's current remaining health value. Alternatively, the virtual character's health value is displayed on the game interface as a combination of a numerical value and a progress bar. The health value value or health bar can continuously change based on the virtual character's status and attributes, such as decreasing when the virtual character is damaged.
[0200] For example, each enemy avatar has its own attribute values. For example, enemy avatar A has 100 health, 30 attack, and 20 defense; enemy avatar B has 150 health, 40 attack, and 30 defense; enemy avatar C has 120 health, 25 attack, and 25 defense; and enemy avatar D has 80 health, 50 attack, and 10 defense. The avatar with the lowest attribute values within the surrounding range: Among the enemy avatars, enemy avatar D has the lowest health, making it the enemy avatar with the lowest attribute values within the surrounding range. The player decides to use their initial skill to attack the avatar with the lowest attribute values, enemy avatar D. The player selects enemy avatar D's location as the target for the initial skill. This target is displayed on the game interface, and the player character then uses their initial skill to attack enemy avatar D's location, attempting to defeat it.
[0201] For example, as shown in Figure 8, Figure 8 is a schematic diagram of the principle of a method for releasing game skills provided by an exemplary embodiment of the present application. In a virtual environment, a virtual character 603 exists in the surrounding range 602 of the player character 601. The attribute value of the virtual character 603 can be represented by a visual health value 604. The visual health value 604 represents the current attribute value of the virtual character 603 by combining a numerical value and a health bar.
[0202] In some embodiments, there may be one or more virtual characters within the surrounding range.
[0203] In a possible implementation, if the virtual character exists within the surrounding range of the player character, and there is a virtual character within the surrounding range of the player character, the position of the virtual character is used as the skill landing point of the starting skill.
[0204] In one possible implementation, if a virtual character exists within the surrounding range of the player character, and there are multiple virtual characters within the surrounding range of the player character, the virtual character with the lowest attribute value among the multiple virtual characters is determined as the target virtual character, and the position of the target virtual character is determined as the skill landing point of the starting skill.
[0205] In summary, the method provided in the embodiment of the present application, in response to the presence of a virtual character within the surrounding range of the player character, displays a search for a qualified virtual character within the surrounding range of the player character using preset rules, displays the virtual character closest to the player character within the surrounding range as the target virtual character, or displays the virtual character with the lowest attribute value within the surrounding range as the target virtual character, and uses the position of the target virtual character as the skill landing point of the starting skill. Selecting the closest virtual character as the target virtual character can ensure that the starting skill prioritizes attacking the closest virtual character, and selecting the virtual character with the lowest attribute value as the target virtual character can ensure that the starting skill prioritizes attacking the virtual character with the lowest energy, thereby improving the hit rate of the player character attacking the virtual character.
[0206] Two ways to use the Flash skill
[0207] In some embodiments, the flash skill is a directional skill, and the flash skill has two operation modes: quick release and active aiming. The first user can control the skill landing point of the player character's starting skill at different positions by triggering different operation modes of the flash skill.
[0208] There are two ways to use the Flash skill control:
[0209] Quick release
[0210] Active aiming
[0211] In some embodiments, a flash skill control is displayed on the game interface. The flash skill control is used to trigger the player character to release a flash skill. For example, a first user can trigger the flash skill control to release the player character's flash skill. For example, the flash skill control can be displayed in any form, such as a circle, a square, or other forms.
[0212] Taking the flash skill control in the shape of a circle as an example, the flash skill control is displayed on the touch screen in the form of a circular button. After the first user long presses and triggers the circular button, the flash skill control will be displayed in the form of a sliding wheel.
[0213] For example, the Flash skill control initially takes the form of a circular button. A first user clicking the circular button directly triggers the Flash skill's quick release. The first user does not need to select a flash direction for the player character. If there is a virtual character within the surrounding area, the flash direction is toward the virtual character. If there is no virtual character within the surrounding area, the flash direction is determined by the direction the player character is facing when the Flash skill release command is received.
[0214] Suppose the area where the circular button is located on the flash skill control is the first area, and the outer circle except the first area is the second area (also called the roulette area). The first user's finger presses the first area for a long time or directly presses the interface of the second area, which will activate the sliding roulette form. The flash skill control consists of a roulette area and a joystick area in the sliding roulette form. The flash direction of the flash skill is determined by the landing point of the joystick area pointing to the roulette area. The first user can control the flash direction of the player character by controlling the joystick area. The first user can select the flash direction of the flash skill by sliding the joystick area, and releasing the finger triggers the release of the flash skill, that is, triggering the operation mode of actively aiming the flash skill.
[0215] With reference to Figure 9, Figure 9 is a schematic diagram of the principle of a method for releasing game skills provided by an exemplary embodiment of the present application. In the flash skill control 700, as shown in (a) in Figure 9, the area with a preset radius R is the first area 701. In the first area 701, the first user can directly trigger the operation mode of quickly releasing the flash skill by clicking any position in the first area 701; the area between the first area 701 and the overall area 702 is the second area, as shown in (b) in Figure 9. In the second area, the first user can trigger the aiming wheel by clicking any position in the second area. The first user can select the direction of the flash skill release through the aiming wheel to trigger the operation mode of actively aiming the flash skill.
[0216] In some embodiments, the flash skill has two operation modes: quick release and active aiming. Different operation modes of the flash skill determine different skill landing positions of the starting skill.
[0217] FIG10 is a fourth flowchart of a method for releasing gaming skills provided by an exemplary embodiment of the present application.
[0218] Step 310: When the release operation of the flash skill complies with the quick release operation mode, search for the virtual character in the surrounding area.
[0219] In some embodiments, a quick release is an operation mode in which a flash direction and / or a flash landing location of the flash skill is not selected. For example, a quick release operation mode is an operation mode in which the flash skill is directly triggered without the first user explicitly selecting a flash direction and a flash landing location for the player character.
[0220] In the Quick Release mode, the Flash skill has two response modes: the first response mode and the second response mode. The first response mode automatically searches for avatars in the surrounding area of the player character (when there are enemy avatars), and the second response mode moves a fixed distance in the flash direction (when there are no enemy avatars). The flash direction in the second response mode can be the direction the player character is facing or the direction of the initial skill release.
[0221] Exemplarily, the first response mode is a response mode of automatically searching for the enemy virtual character and moving a non-fixed length, and the second response mode is a response mode of non-automatically searching for the enemy virtual character and moving a fixed length.
[0222] The flash direction refers to the direction in which the first user controls the player character to flash, and the flash landing position refers to the specific position of the player character after the flash.
[0223] In some embodiments, when the release operation of the flash skill conforms to the quick release operation mode, the program module corresponding to the flash skill controls the flash skill to be the first response mode, that is, searching for the virtual character within the surrounding range. At this time, there is no need to additionally specify the direction and position. The program module corresponding to the flash skill will search for the virtual character within the surrounding range of the player character, and use the position of the virtual character as the skill landing point of the starting skill.
[0224] As an example, after searching for a virtual character within the surrounding range of the player character, at least one of the attribute value, aura information, and skill indicator from the player character to the virtual character within the surrounding range will be displayed.
[0225] In some embodiments, if there is a virtual character that meets the preset rules within the surrounding range of the player character (there is a virtual character closest to the player character within the surrounding range, or there is a virtual character with the lowest attribute value within the surrounding range), the game interface will highlight the virtual character that meets the preset rules.
[0226] In some embodiments, attribute values are numerical values used to quantify various characteristics of virtual characters in the game. These values reflect the virtual character's various abilities and states in the game, such as health (HP), magic points (MP), attack power, defense power, speed, critical hit rate, etc. After searching for a virtual character within the player's surroundings, the displayed attribute values can help the player understand the virtual character's strengths and weaknesses and combat capabilities, thereby formulating appropriate combat strategies.
[0227] In some embodiments, Aura Information refers to special effects or buffs associated with virtual characters in certain games. These effects may include visual effects surrounding the character (such as halos, color changes, etc.) as well as status effects provided (such as increased attack power, shields, and reduced damage). Aura information is typically used to indicate the character's current state or the activation status of a special skill. Players can use this information to determine the threat level of enemy characters or exploit their weaknesses.
[0228] In some embodiments, a skill indicator (Skill Indicator) is a graphic or visual element used in-game to represent the skills available to the player character and their effects. When a virtual character is found within the player character's surrounding area, the skill indicator displays the skill's release path, possible hit area, or range of effect from the player character to the virtual character. Skill indicators typically include arrows, beams, or circular areas. They provide direction and distance information required for the player character to execute a skill, helping players accurately release skills.
[0229] For example, highlighting the virtual character includes displaying the attribute values of the virtual character, which are used to indicate the current energy status of the virtual character, for example, highlighting the attribute values of the virtual character in the form of a progress bar; highlighting the virtual character includes displaying the aura information of the virtual character, for example, displaying the aura information of the virtual character as a light beam effect, which is used to highlight the position and existence of the virtual character; highlighting the virtual character includes displaying a skill indicator from the player character to the virtual character, which is used to indicate at least one of the skill release direction, range, distance, etc. from the player character to the virtual character.
[0230] For example, as shown in Figure 11, Figure 11 is a schematic diagram of the principle of a method for releasing game skills provided by an exemplary embodiment of the present application. There is a virtual character 901 that meets the preset rules within the surrounding area of the player character. The game interface will highlight the virtual character 901 and its related information. The game interface will highlight the attribute value 902 of the virtual character 901. The game interface will highlight the light column 903 on the virtual character 901 and the halo 904 under the feet. The game interface also displays the skill indicator 905 from the player character to the virtual character 902 through intuitive visual effects to the virtual character 901, which is conducive to the first user noticing the position and status of the virtual character 901.
[0231] By highlighting the avatar's attribute values, aura information, and skill indicators, the game provides richer visual feedback, enhancing player immersion and the overall gaming experience. The attribute value progress bar allows players to quickly assess enemy combat capabilities, helping them make quick and accurate decisions. The visual effects of aura information make it easier for players to identify enemy status, improving their tactical execution in combat. The use of skill indicators reduces guesswork when casting skills, increasing the precision and efficiency of skill usage. These prominent display effects enhance players' gaming skills and combat strategies, while also increasing the game's playability and visual appeal. This allows players to gain a deeper understanding and mastery of the game's mechanics, leading to better performance.
[0232] FIG12 is a fifth flowchart of a method for releasing gaming skills provided by an exemplary embodiment of the present application.
[0233] Step 410: When the flash skill conforms to the active aiming operation mode, or when there is no virtual character in the virtual environment, the skill landing position of the starting skill is displayed as the position indicated by the triggering operation of the flash skill.
[0234] In some embodiments, active aiming is an operation method of selecting a flash direction and / or flash landing location for a flash skill. Active aiming means that the first user explicitly selects a flash direction and flash landing location for the player character, triggering the release of the flash skill.
[0235] In some embodiments, when the operation mode of the flash skill is active aiming, the first user can adjust the flash direction of the flash skill through the flash skill control, the release distance of the flash skill is a fixed distance, and the skill landing point of the player character's starting skill is the position where the first user controls the release of the flash skill through the flash skill control.
[0236] In some embodiments, active aiming refers to a mechanism in which players manually control the direction and target of skill releases. In this mode, players cannot simply click or press a button to release a skill. Instead, they must use input devices such as a joystick, mouse, or touchscreen to precisely specify the direction and target of the skill release. This method typically requires players to have higher levels of skill and reaction time.
[0237] In some embodiments, this refers to the location or area where a skill's effect actually occurs after it's released in the game. This location is the core point of the skill's range and determines the skill's impact and effect.
[0238] In some embodiments, when a Flash skill is used in an active targeting mode, or when there are no avatars within range, the skill's landing point is displayed as the location indicated by the Flash skill's triggering action. This refers to a mechanism in the game where the target location of the Flash skill is determined not based on the location of the enemy avatar, but entirely based on the direction or position specified by the player when the Flash skill is triggered. This mechanism allows players to perform skills even when there are no enemy characters present, or to freely choose the landing point when using Flash skills that require precise aiming.
[0239] In some embodiments, there may be no avatars within the surrounding range. If the flash skill is operated in a quick release mode and there are no avatars within the surrounding range, the flash direction of the player character is the direction supported by the moving joystick, or the direction the player character is facing when receiving the flash skill release operation, or the direction of the player character's starting skill release (if the starting skill is a directional skill). The skill landing point of the player character's starting skill is the location where the first user controls the flash skill release through the flash skill control.
[0240] The triggering operation for a flash skill is a triggering operation performed by the first user on a flash skill control. For example, taking a virtual button displayed on a touch screen as an example, the triggering operation refers to performing at least one of a single-click operation, a double-click operation, a long-press operation, and a sliding operation on the virtual button. Alternatively, the triggering operation for a flash skill is an operation of pressing a designated button on a physical controller or keyboard. This application does not limit this.
[0241] To sum up, the method provided in the embodiment of the present application has two operation modes for the flash skill: quick release and active aiming. Different operation modes of the flash skill determine different skill landing positions of the starting skill. When the release operation of the flash skill conforms to the quick release operation mode, the virtual character is searched within the surrounding range. When there is a virtual character within the surrounding range, the virtual character is highlighted, and the skill landing position of the player character's starting skill is the position of the virtual character; when the flash skill conforms to the active aiming operation mode, or when there is no virtual character within the surrounding range, the skill landing position of the player character's starting skill is the position indicated by the triggering operation of the flash skill.
[0242] In some embodiments, when the flash skill is in active aiming mode, the skill landing point of the starting skill is the location indicated by the triggering operation of the flash skill. As shown in Figure 13, Figure 13 is a flowchart of a method for releasing a game skill provided by an exemplary embodiment of the present application. The above step 410 can be replaced by the following sub-steps:
[0243] Step 411: Based on the fact that the flash skill complies with the active aiming operation mode, display the position where the player character flashes to the skill range using the flash skill;
[0244] The skill range is at least one of the fixed range length of the flash skill, the default displacement length of the starting skill, the first sum value, the second sum value, and the third sum value.
[0245] In some embodiments, the skill range of the flash skill means that the flash skill can enable the player character to instantly move to a position at a fixed distance. When the first user uses the active aiming operation mode of the flash skill, the player character can be teleported to a position within a preset fixed distance range. The length between this position and the position of the player character before the flash is the fixed range length. The fixed range length determines the farthest distance that the player character can move to.
[0246] In some embodiments, when the starting skill is a directional displacement skill, the default displacement length of the starting skill is a pre-set displacement length. The first sum is the sum of the fixed range length of the flash skill and the default displacement length of the starting skill, the second sum is the sum of the fixed range length of the flash skill and the first projected displacement length of the starting skill, and the third sum is the sum of the fixed range length of the flash skill and the second projected displacement length of the starting skill. The first projected displacement length is the remaining displacement length of the starting skill along the first direction, the second projected displacement length is the length of the remaining displacement length projected in the direction of release of the flash skill, and the remaining displacement length is the difference between the default displacement length of the starting skill and the distance the starting skill is released along the first direction.
[0247] In some embodiments, the skill range of the flash skill is used for tactical operations of rapid movement of the player character, allowing the player character to change position in a short period of time to quickly approach the virtual character and attack. When the operation mode of the flash skill is active aiming, the skill landing point position of the player character's starting skill is determined according to the skill range of the flash skill, which indicates the farthest distance the player character can flash to.
[0248] In some embodiments, the starting skill is a directional displacement skill, the starting skill has a default displacement length, and the flash skill is used by the first user to control the player character to instantly move a fixed range length.
[0249] In one possible implementation, the player character's skill range is the fixed range of the Flash skill. After the first user triggers the release of the starting skill, at the beginning of the action or effect of the starting skill, the first user triggers the release of the Flash skill. At this time, the fixed range of the Flash skill will override the default displacement length of the starting skill, that is, the player character's skill range position is the fixed range of the Flash skill.
[0250] Exemplarily, as shown in Figure 14, Figure 14 is a schematic diagram of the principle of a method for releasing game skills provided by an exemplary embodiment of the present application. The default displacement length of the starting skill is 300 yards. When the flash skill conforms to the active aiming operation mode, the fixed range length of the flash skill is 500 yards. The first user triggers the release of the starting skill. When the action or effect of the starting skill just begins, the first user triggers the release of the flash skill (the default time interval between the first user triggering the starting skill and the flash skill is very short). As shown in (a) in Figure 14, when the release directions of the starting skill and the flash skill are both in the first direction, that is, the directions are the same, the skill range of the player character is 500 yards. As shown in (b) in Figure 14, when the release direction of the starting skill is the first direction and the release direction of the flash skill is the second direction, that is, the directions of the starting skill and the flash skill are different, the skill range of the player character is 500 yards, that is, the distance moved by the player character's starting skill is 500 yards.
[0251] In one possible implementation, the player character's skill range is the first sum value, meaning the distance traveled by the player character's starting skill is the sum of the fixed range of the flash skill and the default displacement length of the starting skill. After the first user triggers the release of the starting skill, at the beginning of the action or effect of the starting skill, the first user triggers the release of the flash skill. If the starting skill and the flash skill are released in the same direction, the player character's starting skill travels a distance equal to the default displacement length of the starting skill plus the fixed range of the flash skill.
[0252] Exemplarily, as shown in Figure 15, Figure 15 is a schematic diagram of the principle of a method for releasing game skills provided by an exemplary embodiment of the present application. The default displacement length of the starting skill is 300 yards. When the flash skill conforms to the active aiming operation mode, the fixed range length of the flash skill is 500 yards. The first user triggers the release of the starting skill. When the action or effect of the starting skill just begins, the first user triggers the release of the flash skill (the default time interval between the first user triggering the starting skill and the flash skill is very short). When the release direction of the starting skill and the flash skill are both the first direction, that is, the direction is the same, the skill range of the player character is the sum of the default displacement length of the starting skill and the fixed range length of the flash skill, that is, the skill range of the player character is 800 yards, that is, the distance moved by the player character's starting skill is 800 yards.
[0253] In one possible implementation, the player character's skill range is the second sum value, meaning the distance traveled by the player character's starting skill is the sum of the fixed range of the flash skill and the first projected displacement length of the starting skill. The first projected displacement length is the remaining displacement length of the starting skill along the first direction, and the remaining displacement length is the difference between the starting skill's default displacement length and the distance the starting skill is released along the first direction. After the first user triggers the release of the starting skill, just as the action or effect of the starting skill begins, the first user triggers the release of the flash skill. At this point, the starting skill is considered to have been released a certain distance along the first direction. If the starting skill and the flash skill are released in different directions, the distance traveled by the player character's starting skill is the fixed range of the flash skill plus the remaining displacement length of the starting skill in the first direction, and the remaining displacement length is the difference between the starting skill's default displacement length and the distance the starting skill is released along the first direction.
[0254] In some embodiments, skill range refers to the maximum distance within which a skill can affect a target. Within this range, the skill can have its intended effect on the target. Skill range can be fixed or vary based on skill level, player character attributes, or other factors.
[0255] In some embodiments, the first sum is the sum of the fixed range of the Flash skill and the default displacement length of the starting skill. This value determines the total distance the player character can reach after releasing the Flash skill, plus the default displacement length of the starting skill.
[0256] In some embodiments, the second sum is the sum of the fixed range of the Blink skill and the first projected displacement length of the starting skill. The first projected displacement length is the remaining displacement length of the starting skill in the first direction. This value determines the total distance the starting skill can reach in the first direction after taking into account the Blink skill.
[0257] This skill release mechanism, based on active aiming, allows players to use the Flash skill to flash to a location within the skill's range, using that location as the landing point for their initial skill. This significantly enriches their tactical options and combat flexibility. When the player's skill range is set to the second sum value—the sum of the Flash skill's fixed range and the initial skill's first projected displacement length—players can more precisely control the skill's landing point and distance. The calculation of the first projected displacement length takes into account the difference between the initial skill's default displacement length and the actual release distance, allowing players to adjust the skill's movement path based on their actual situation when releasing the initial skill. This allows players to perform more complex tactical maneuvers when using different release directions for the initial skill and Flash skill, such as attacking in one direction and then quickly flashing to another. This not only increases the game's dynamics and strategic nature, but also improves players' reaction speed and operational precision in combat. Furthermore, this mechanic allows players to trigger their Flash skill immediately after releasing their opening skill, enabling continuous skill combinations and enabling players to more effectively respond to battlefield changes, increasing the competitiveness and fun of the game. Overall, this skill release mechanic provides players with a brand new gaming experience, enhancing their control over the rhythm of battle and making the gameplay more in-depth and varied.
[0258] Exemplarily, as shown in Figure 16, Figure 16 is a schematic diagram of the principle of a method for releasing game skills provided by an exemplary embodiment of the present application. The default displacement length of the starting skill is 600 yards. When the flash skill conforms to the active aiming operation mode, the fixed range length of the flash skill is 600 yards. The first user triggers the release of the starting skill. Before the action or effect of the starting skill ends, the first user triggers the release of the flash skill, as shown in (a) in Figure 16. When the release directions of the starting skill and the flash skill are different, the skill range of the player character is the fixed range length of the flash skill plus the remaining displacement length of the starting skill in the first direction. The remaining displacement length is 300 yards, and the skill range of the player character is 900 yards, that is, the distance moved by the player character's starting skill is 900 yards.
[0259] In one possible implementation, the player character's skill range is the third sum value, meaning the distance the player character's starting skill moves is the sum of the fixed range of the flash skill and the second projected displacement length of the starting skill, where the second projected displacement length is the length of the remaining displacement length projected onto the flash skill's release direction. After the first user triggers the release of the starting skill, but before the action or effect of the starting skill ends, the first user triggers the release of the flash skill. At this point, the starting skill is considered to have been released a certain distance along the first direction. If the starting skill and the flash skill are released in different directions, the distance the player character's starting skill moves is the fixed range of the flash skill plus the length of the remaining displacement length of the starting skill in the first direction projected onto the flash skill's release direction. The remaining displacement length is the difference between the starting skill's default displacement length and the distance the starting skill is released along the first direction.
[0260] In some embodiments, the third sum is the sum of the fixed range of the Blink skill and the second projected displacement length of the starting skill. The second projected displacement length is the remaining displacement length projected in the direction of the Blink skill's release. This value determines the total distance the starting skill can reach in the flash direction after taking the Blink skill into account.
[0261] For example, as shown in Figure 16, the default displacement length of the starting skill is 600 yards. When the flash skill conforms to the active aiming operation mode, the fixed range length of the flash skill is 600 yards. The first user triggers the release of the starting skill. Before the action or effect of the starting skill ends, the first user triggers the release of the flash skill. As shown in (b) in Figure 16, when the release directions of the starting skill and the flash skill are different, the skill range of the player character is the fixed range length of the flash skill plus the length of the remaining displacement length projected in the second direction. The remaining displacement length of the starting skill is 500 yards, and the length of the remaining displacement length projected in the release direction of the flash skill is 400 yards. The skill range of the player character is 1000 yards (the fixed range length of the flash skill plus the projection of the remaining displacement length of the starting skill in the second direction), that is, the distance moved by the player character's starting skill is 1000 yards.
[0262] In this way, the Blink skill, based on active aiming, provides players with tremendous tactical freedom and precision by displaying the player character's position within the skill's range and using that position as the landing point for the initial skill. When skill range is defined as the third sum—the sum of the fixed range of the Blink skill and the displacement length of the initial skill's second projection—players can plan skill combos and execute strategies more flexibly. Players can choose the appropriate combination of initial skill and Blink based on combat needs. By adjusting the release direction of the Blink skill and the displacement length of the initial skill, players can implement diverse attack strategies, such as bypassing obstacles, dodging enemy attacks, or attacking enemy weaknesses. Precisely controlling the landing points of the Blink skill and the initial skill allows for fast and smooth skill combos. This combo capability is particularly important against fast-moving or highly defensive enemies. By calculating the displacement lengths of the first and second projections, players can more effectively utilize the default displacement length of the initial skill. This optimization reduces unnecessary displacement, making skill usage more efficient and conserving precious skill resources. Based on the fixed range of the Flash skill and the displacement of the secondary projection of the initial skill, players can precisely predict and locate the skill's impact point. This precision is crucial for executing complex tactics and fighting difficult enemies. Successfully executing complex skill combinations creates a sense of satisfaction and accomplishment. This gameplay design increases player immersion and overall satisfaction. The skill release mechanism based on active aiming not only enhances players' strategic and operational capabilities in combat, but also improves the overall gameplay and player experience.
[0263] Step 412: Use the position within the skill range as the skill landing point of the starting skill.
[0264] In some embodiments, when the operation mode of the flash skill is active aiming, the skill landing point position of the player character's starting skill corresponds to the skill range position of the flash skill, and the player character will release the starting skill directly at the skill range position of the flash skill.
[0265] In some embodiments, when the first user controls the player character to continuously release multiple skills to form a combo, the skill landing position can be regarded as the skill landing position of the starting skill; or, as the skill landing position of the flash skill; or, as the skill landing position of the combo.
[0266] This application mainly uses the skill landing point position of the starting skill as an example to illustrate.
[0267] To sum up, the method provided in the embodiment of the present application is based on the operation mode of the flash skill conforming to the active aiming, which displays the player character flashing to the position of the skill range through the flash skill, and uses the position of the skill range as the skill landing position of the starting skill. The first user can control the direction of the skill landing position of the starting skill by controlling the release direction of the flash skill.
[0268] Responding to the release of the starting skill
[0269] In some embodiments, the starting skill is added to the listening list. When the starting skill begins to be released, the program module corresponding to the starting skill sends a message to the program module corresponding to the flash skill to notify the status of the starting skill.
[0270] FIG17 is a flowchart seven of a method for releasing gaming skills provided by an exemplary embodiment of the present application.
[0271] Step 510: In response to a release operation for the starting skill, the first program module sends a first message to the second program module;
[0272] Among them, the first message is used to notify that the starting skill is released.
[0273] In some embodiments, the starting skill is implemented by a first program module, and the flash skill is implemented by a second program module.
[0274] In some embodiments, the first program module and the second program module refer to two different program modules or components, and the first program module and the second program module are respectively responsible for implementing the starting skill and the flash skill. The first program module refers to the program module responsible for implementing the starting skill, and the first program module contains the logic, effects and related game rules of the starting skill. When the first user releases the starting skill, the first program module will be responsible for processing the release operation, and the first program module will send a notification message of the release of the starting skill to the second program module. The second program module refers to the program module responsible for implementing the flash skill, and the second program module contains the logic, effects and related game rules of the flash skill. When the first program module sends a notification message of the release of the starting skill to the second program module, the second program module will determine the response method of the flash skill based on this notification message. For example, the second program module determines the operation method of the first user releasing the flash skill. The first user releasing the flash skill includes two operation methods: quick release and active aiming.
[0275] In certain embodiments, the skill of starting a skill is added to a listening list, which is a data structure for storing the skill of starting a skill. In certain embodiments, the listening list can be at least one of data structures such as an array, a list, and a queue. The relevant information of the skill of starting a skill (such as the identification of the skill of starting a skill, the release time, etc.) is added to the listening list as an object or data item. In the release process of the skill of starting a skill, the state of the skill of starting a skill in the listening list is updated. If the skill of starting a skill is in the release state, that is, the first user has triggered the release of the skill of starting a skill, the first program module corresponding to the skill of starting a skill can send a first message to the second program module corresponding to the flash skill, and the first message is used to notify that the skill of starting a skill is released.
[0276] By encapsulating the logic for the initial skill and the flash skill in the first and second program modules, respectively, the modular design of the game system is strengthened. This modularization not only facilitates code maintenance and expansion but also improves system stability and testability. Upon detecting the release of the initial skill, the first program module immediately sends a notification message to the second program module, ensuring that the flash skill can quickly respond to the initial skill release. This instant messaging mechanism improves player response speed and enhances the gaming experience. The second program module determines the flash skill response method based on the received notification message, allowing players to flexibly choose between quick release and active aiming based on the combat situation. This flexibility allows players to implement more complex tactics and skill combinations in combat. Separating the initial skill release processing from the flash skill response logic simplifies the logic within each module. The first program module focuses on the initial skill release logic, while the second module focuses on the flash skill response logic. This division of labor makes the functions of each module clearer and more focused. The inter-module messaging mechanism provides a foundation for future expansion of game features. If the game needs to add new skills or features, developers can more easily integrate the new logic without affecting existing modules.
[0277] Step 520: The second program module determines, based on the first message, that the response method of the flash skill is to search for the virtual character in a quick release operation mode.
[0278] The second program module is a program module corresponding to the flash skill.
[0279] In some embodiments, when a first program module sends a first message to a second program module, the second program module receives the first message and makes a corresponding response based on the content of the first message.
[0280] In a possible implementation, after the first message is sent by the first program module, the second program module listens to the message queue or event of the first message and receives the first message, and responds after receiving the first message.
[0281] In some embodiments, when the first user triggers the flash skill, the second program module determines the response method of the flash skill based on the first message. In some embodiments, when the first user releases the flash skill in a quick release mode, the program module corresponding to the flash skill controls the response method of the flash skill to automatically search for virtual characters within the surrounding range of the player character (when there are virtual characters in the enemy camp). The program module corresponding to the flash skill will control the player character to search for virtual characters within the surrounding range, and control the position of the searched virtual character as the skill landing point of the player character's starting skill, that is, the skill landing point of the flash skill.
[0282] In summary, the method provided in the embodiments of the present application implements the starting skill through the first program module and the flash skill through the second program module, so that the starting skill and the flash skill can be logically processed and responded to independently. The first program module corresponding to the starting skill sends a message that the starting skill has been released to the second program module corresponding to the flash skill, and the second program module corresponding to the flash skill will respond accordingly. Through the interaction and collaboration between the two program modules, the interaction between the starting skill and the flash skill is achieved.
[0283] In response to the end of the initial skill release
[0284] In some embodiments, when the release of the starting skill ends, the program module corresponding to the starting skill sends a message to the program module of the flash skill to notify the status of the starting skill.
[0285] FIG18 is a flowchart eight of a method for releasing gaming skills provided by an exemplary embodiment of the present application.
[0286] Step 610: In response to the completion of the release of the starting skill, the first program module sends a second message to the second program module;
[0287] Among them, the second message is used to notify the end of the release of the starting skill.
[0288] The starting skill is implemented by the first program module, and the flash skill is implemented by the second program module.
[0289] In some embodiments, the completion of the release of the starting skill indicates that the release process of the starting skill has been completed and the effects related to the starting skill have taken effect. When the release of the starting skill ends, the first program module sends a second message to the second program module, and the second message is used to notify the second program module that the release of the starting skill has ended.
[0290] In some embodiments, the second message includes information about the completion of the initial skill release, such as the initial skill identifier, the release result, or other relevant data. The second message can be sent via a message queue, an event system, or other communication mechanism. After receiving the second message, the second program module will respond accordingly, for example, changing the skill landing point of a flash skill.
[0291] Step 620: Based on the second message, the second program module determines that the response method of the flash skill is to use the position of the skill range of the flash skill as the skill landing position in the quick release operation mode.
[0292] The second program module is a program module corresponding to the flash skill. The second message is used to notify the end of the release of the starting skill.
[0293] In some embodiments, when the first program module sends a second message to the second program module, the second program module receives the second message and makes a corresponding response based on the content of the second message.
[0294] In a possible implementation, after the second message is sent by the first program module, the second program module listens to the message queue or event of the second message and receives the second message, and responds after receiving the second message.
[0295] In some embodiments, when the first user triggers the flash skill, the second program module determines the response method of the flash skill based on the second message. In some embodiments, when the first user releases the flash skill in a quick release mode, the program module corresponding to the flash skill controls the response method of the flash skill from automatically searching for virtual characters within the surrounding range of the player character (when there are virtual characters from the enemy camp) to moving a fixed length along the flash direction (when there are no virtual characters from the enemy camp), that is, the second program module controls the flash skill to use the position of the skill range of the flash skill as the skill landing position. At this time, the skill landing position of the player character is the position indicated by the fixed range length rather than the position of the virtual character within the surrounding range.
[0296] By sending this second message, the game system provides players with clear feedback on their operational status. Players can tell that their initial skill has been successfully released and that the system is ready to respond to subsequent flash skill operations, enhancing their sense of control. The second program module determines the flash skill response method based on the second message, ensuring precise coordination between the initial skill and the flash skill. This coordination avoids conflicts or delays between skill releases, making skill combinations smoother and more effective. In the quick release mode, the flash skill's skill range is directly used as the skill landing point, simplifying the player's operational logic. Players no longer need to perform additional aiming or adjustments; they simply release the flash skill quickly, reducing operational complexity and improving skill efficiency. This allows players to respond more quickly to combat situations, adjusting their position or avoiding enemy attacks by quickly releasing the flash skill, thereby better controlling the rhythm of battle. When executing skill combinations, players experience seamless connection and immediate feedback between skills, enhancing their gaming experience and making them feel more immersed in the game world. Under the quick-release operation mode, players can quickly use flash skills according to the needs of the battle. This flexibility allows players to adopt more flexible and diverse strategies according to different combat scenarios and enemy behaviors.
[0297] In summary, the method provided in the embodiment of the present application is that the first program module implements the starting skill, and the second program module implements the flash skill. The starting skill and the flash skill can be logically processed and responded to independently. The first program module corresponding to the starting skill sends a message indicating that the release of the starting skill has ended to the second program module corresponding to the flash skill. The second program module corresponding to the flash skill will respond accordingly. Through the interaction and collaboration between the two program modules, the interaction between the starting skill and the flash skill is achieved.
[0298] FIG19 is a flowchart of a method for releasing a gaming skill provided by an exemplary embodiment of the present application. The method can be executed by a client on a terminal device in the system shown in FIG1 . The method includes:
[0299] Step 1501: Listen for the starting skill;
[0300] In some embodiments, the starting skills are added to a listening list, and the starting skills in the listening list are listened to.
[0301] Step 1502: Determine whether the starting skill is triggered;
[0302] Determine whether the starting skill in the listening list is triggered. If the starting skill in the listening list is triggered, the program module corresponding to the starting skill sends a message of releasing the starting skill to the program module corresponding to the flash skill.
[0303] If the starting skills in the listening list are not triggered, continue to listen for the starting skills in the listening list.
[0304] Step 1503: When the starting skill is triggered, determine whether the flash skill is triggered;
[0305] When the starting skill is triggered, determine whether the first user triggers the flash skill.
[0306] Step 1504: When the flash skill is triggered, determine whether the release of the starting skill has ended;
[0307] In the case where the first user triggers the flash skill, it is determined whether the release of the starting skill has ended at this time, which can be determined based on whether the action or effect of the starting skill has ended.
[0308] Step 1505: When the flash skill is triggered and the starting skill has not yet ended, determine the operation mode of the flash skill;
[0309] The first user triggers the flash skill. When the starting skill is released and the action or effect of the starting skill has not yet ended, the operation mode of the flash skill is determined. The flash skill has two operation modes: quick release and active aiming.
[0310] Step 1506: If the flash skill operation mode is not quick release, select the release direction of the flash skill;
[0311] When the Flash skill is in active aiming mode, select the direction in which the Flash skill is released. At this time, the landing point of the starting skill is the position indicated by the triggering operation of the Flash skill.
[0312] Step 1507: When the flash skill is operated in a quick release mode, search for virtual characters in the surrounding area;
[0313] When the operation mode of the flash skill is quick release, the program module corresponding to the flash skill will control the response mode of the flash skill to automatically search for virtual characters within the surrounding range of the player character.
[0314] Step 1508: If there is no virtual character in the surrounding area, select a direction to release the flash skill;
[0315] When there is no virtual character in the surrounding range, select the direction of releasing the flash skill. At this time, the landing point of the starting skill is the position indicated by the triggering operation of the flash skill.
[0316] Step 1509: If there is a virtual character in the surrounding area, the position of the virtual character is used as the skill landing point.
[0317] When there is a virtual character in the surrounding range, the landing point of the starting skill is the location of the virtual character.
[0318] FIG20 is a block diagram of a device for releasing gaming skills according to an embodiment of the present application. The device has the function of implementing the above-mentioned method for releasing gaming skills. The function can be implemented by hardware or by hardware executing corresponding software. The device can be the server described above or can be set in a server. As shown in FIG20 , the device 1600 can include: a display module 1610 and a control module 1620:
[0319] Display module 1610, configured to display a player character in a virtual environment;
[0320] The control module 1620 is configured to control the player character to release the starting skill in response to the release operation of the starting skill;
[0321] The control module 1620 is configured to control the player character to release the flash skill in response to receiving a release operation of the flash skill during the release process of the starting skill;
[0322] The display module 1610 is configured to display the skill landing position of the starting skill and the skill landing position of the flash skill in response to the presence of a virtual character in the surrounding range of the player character during the release of the flash skill, which is the position of the virtual character.
[0323] In some embodiments, the starting skill is a directional skill; the display module 1610 is configured to, in response to the release direction of the starting skill being a first direction and the virtual character being present in a second direction around the player character during the release of the flash skill, display the skill landing position of the starting skill and the skill landing position of the flash skill as the location of the virtual character;
[0324] The first direction and the second direction are different directions.
[0325] In some embodiments, the starting skill is a directional displacement skill having a default displacement length; the display module 1610 is configured to display the displacement landing position of the starting skill and the skill landing position of the flash skill as the location of the virtual character in response to the release direction of the starting skill being a first direction and the presence of a virtual character in a second direction within the surrounding range of the player character during the release of the flash skill;
[0326] The first direction and the second direction are different directions, and the displacement distance corresponding to the displacement landing point position is different from the default displacement length.
[0327] In some embodiments, the virtual character is an enemy virtual character that is closest to the player character within the surrounding range.
[0328] In some embodiments, the virtual character is an enemy virtual character with the lowest attribute value within the surrounding range.
[0329] In some embodiments, the apparatus 1600 further includes a search module.
[0330] In some embodiments, the search module is configured to search for the virtual character within the surrounding range when the release operation of the flash skill conforms to the quick release operation mode;
[0331] The quick release is an operation mode in which the flash direction and / or the flash landing position of the flash skill are not selected.
[0332] In some embodiments, the display module 1610 is configured to display at least one of the attribute value of the virtual character, the halo information, and the skill indicator from the player character to the virtual character within the surrounding range.
[0333] In some embodiments, the display module 1610 is configured to display the skill landing position of the starting skill as the position indicated by the triggering operation of the flash skill when the flash skill conforms to the active aiming operation mode, or when the virtual character is not present within the surrounding range;
[0334] The active aiming is an operation method of selecting a flash direction and / or a flash landing position of the flash skill.
[0335] In some embodiments, the display module 1610 is configured to display a position where the player character flashes to a skill range by the flash skill based on the flash skill complying with the active aiming operation mode;
[0336] The position of the skill range is used as the skill landing point of the starting skill;
[0337] In some embodiments, the skill range is at least one of the fixed range length of the flash skill or the default displacement length of the starting skill or the first sum value or the second sum value or the third sum value, the first sum value is the sum of the fixed range length of the flash skill and the default displacement length of the starting skill, the second sum value is the sum of the fixed range length of the flash skill and the first projected displacement length of the starting skill, the third sum value is the sum of the fixed range length of the flash skill and the second projected displacement length of the starting skill, the first projected displacement length is the remaining displacement length of the starting skill along the first direction, and the second projected displacement length is the length of the remaining displacement length projected in the release direction of the flash skill; the remaining displacement length is the difference between the default displacement length of the starting skill and the distance released by the starting skill along the first direction.
[0338] In some embodiments, the apparatus 1600 further includes a sending module.
[0339] In some embodiments, the sending module is configured to, in response to a release operation for the starting skill, cause the first program module to send a first message to the second program module, where the first message is used to notify that the starting skill is released;
[0340] In some embodiments, the search module is configured as the second program module to determine, based on the first message, that the response method of the flash skill is to search for the virtual character in the quick release operation mode.
[0341] In some embodiments, the sending module is configured to, in response to the completion of the release of the starting skill, send a second message by the first program module to the second program module, wherein the second message is used to notify the completion of the release of the starting skill;
[0342] In some embodiments, the apparatus 1600 further includes a determination module.
[0343] In some embodiments, the determination module is configured as the second program module to determine, based on the second message, that the response method of the flash skill is to use the position of the skill range of the flash skill as the skill landing position under the quick release operation mode.
[0344] It should be noted that the specific limitations of the embodiments of the above-mentioned device for releasing one or more game skills can be found in the above-mentioned limitations of the method for releasing game skills, and will not be repeated here. The various modules of the above-mentioned device can be implemented in whole or in part through software, hardware, or a combination thereof. Each module can be embedded in or independent of the processor of the computer device in the form of hardware, or can be stored in the memory of the computer device in the form of software, so that the processor can call and execute the corresponding operations of each module.
[0345] FIG21 is a block diagram of a computer device 2400 according to an exemplary embodiment of the present application. Computer device 2400 may be a portable mobile terminal, such as a smartphone, a tablet computer, or an MP3 (Moving Picture Experts Group Audio Layer III) or MP4 (Moving Picture Experts Group Audio Layer IV) player. Computer device 2400 may also be referred to as a user device, a portable terminal, or other similar terminology.
[0346] Typically, the computer device 2400 includes a processor 2401 and a memory 2402 .
[0347] The processor 2401 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2401 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 2401 may also include a main processor and a coprocessor. The main processor is a processor configured to process data in an awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor configured to process data in a standby state. In some embodiments, the processor 2401 may be integrated with a GPU (Graphics Processing Unit), and the GPU is configured to be responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 2401 may also include an AI processor configured to process computing operations related to machine learning.
[0348] The memory 2402 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 2402 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 2402 is configured to store at least one instruction, which is configured to be executed by the processor 2401 to implement the method for releasing game skills provided in the embodiments of the present application.
[0349] In some embodiments, the computer device 2400 may further include a peripheral device interface 2403 and at least one peripheral device. Specifically, the peripheral device includes at least one of a radio frequency circuit 2404 , a touch screen display 2405 , a camera 2406 , an audio circuit 2407 , and a power supply 2408 .
[0350] The peripheral device interface 2403 may be configured to connect at least one I / O (Input / Output)-related peripheral device to the processor 2401 and the memory 2402. In some embodiments, the processor 2401, the memory 2402, and the peripheral device interface 2403 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 2401, the memory 2402, and the peripheral device interface 2403 may be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0351] The RF circuit 2404 is configured to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 2404 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 2404 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. The RF circuit 2404 includes an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and the like. The RF circuit 2404 can communicate with other terminals via at least one wireless communication protocol. Such wireless communication protocols include, but are not limited to, the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 2404 may also include circuits related to NFC (Near Field Communication), which is not limited in this application.
[0352] The touch screen display 2405 is configured to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. The touch screen display 2405 also has the ability to collect touch signals on the surface or above the surface of the touch screen display 2405. The touch signal can be input as a control signal to the processor 2401 for processing. The touch screen display 2405 is configured to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, there can be one touch screen display 2405, which is set on the front panel of the computer device 2400; in other embodiments, there can be at least two touch screen displays 2405, which are respectively set on different surfaces of the computer device 2400 or in a folding design; in some embodiments, the touch screen display 2405 can be a flexible display, which is set on the curved surface or folding surface of the computer device 2400. Even the touch screen display 2405 can be set into a non-rectangular irregular shape, that is, a special-shaped screen. The touch screen display 2405 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0353] The camera 2406 is configured to capture images or videos. The camera 2406 includes a front camera and a rear camera. Typically, the front camera is configured to enable video calls or selfies, and the rear camera is configured to enable photo or video shooting. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, and a wide-angle camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, and the fusion of the main camera and the wide-angle camera to realize panoramic shooting and VR (Virtual Reality) shooting function. In some embodiments, the camera 2406 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.
[0354] The audio circuit 2407 is configured to provide an audio interface between the user and the computer device 2400. The audio circuit 2407 may include a microphone and a speaker. The microphone is configured to collect sound waves from the user and the environment and convert the sound waves into electrical signals for input to the processor 2401 for processing, or to the radio frequency circuit 2404 for voice communication. For the purpose of stereo sound collection or noise reduction, multiple microphones may be provided, each located in different parts of the computer device 2400. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is configured to convert electrical signals from the processor 2401 or the radio frequency circuit 2404 into sound waves. The speaker may be a traditional thin-film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert electrical signals into sound waves audible to humans, but also convert electrical signals into sound waves inaudible to humans for purposes such as distance measurement. In some embodiments, the audio circuit 2407 may also include a headphone jack.
[0355] Power supply 2408 is configured to power various components in computer device 2400. Power supply 2408 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 2408 includes a rechargeable battery, the rechargeable battery can be wired or wirelessly rechargeable. A wired rechargeable battery is charged via a wired line, while a wireless rechargeable battery is charged via a wireless coil. The rechargeable battery can also be configured to support fast charging technology.
[0356] In some embodiments, the computer device 2400 further includes one or more sensors 2409 , including but not limited to an acceleration sensor 2410 , a gyroscope sensor 2411 , a pressure sensor 2412 , an optical sensor 2413 , and a proximity sensor 2414 .
[0357] The accelerometer 2410 can detect the magnitude of acceleration along the three coordinate axes of the coordinate system established by the computer device 2400. For example, the accelerometer 2410 can be configured to detect the components of gravity acceleration along the three coordinate axes. The processor 2401 can control the touch screen display 2405 to display the user interface in a landscape or portrait view based on the gravity acceleration signal collected by the accelerometer 2410. The accelerometer 2410 can also be configured to collect game or user motion data.
[0358] The gyroscope sensor 2411 can detect the orientation and rotation angle of the computer device 2400. It can also work with the accelerometer 2410 to collect 3D motions of the user on the computer device 2400. Based on the data collected by the gyroscope sensor 2411, the processor 2401 can implement the following functions: motion sensing (e.g., changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.
[0359] The pressure sensor 2412 can be installed on the side frame of the computer device 2400 and / or below the touch screen display 2405. When the pressure sensor 2412 is installed on the side frame of the computer device 2400, it can detect the user's grip signal of the computer device 2400 and perform left-hand recognition or shortcut operations based on the grip signal. When the pressure sensor 2412 is installed below the touch screen display 2405, it can control the operational controls on the UI interface based on the user's pressure operation on the touch screen display 2405. The operational controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
[0360] The optical sensor 2413 is configured to capture ambient light intensity. In one embodiment, the processor 2401 can control the display brightness of the touchscreen display 2405 based on the ambient light intensity captured by the optical sensor 2413. Specifically, when the ambient light intensity is high, the display brightness of the touchscreen display 2405 is increased; when the ambient light intensity is low, the display brightness of the touchscreen display 2405 is decreased. In another embodiment, the processor 2401 can also dynamically adjust the capture parameters of the camera assembly 1406 based on the ambient light intensity captured by the optical sensor 2413.
[0361] Proximity sensor 2414, also known as a distance sensor, is typically located on the front of computer device 2400. Proximity sensor 2414 is configured to detect the distance between the user and the front of computer device 2400. In one embodiment, when proximity sensor 2414 detects that the distance between the user and the front of computer device 2400 is gradually decreasing, processor 2401 controls touchscreen display 2405 to switch from a screen-on state to a screen-off state. When proximity sensor 2414 detects that the distance between the user and the front of computer device 2400 is gradually increasing, processor 2401 controls touchscreen display 2405 to switch from a screen-off state to a screen-on state.
[0362] Those skilled in the art will appreciate that the structure shown in FIG. 24 does not limit the computer device 2400 , and may include more or fewer components than shown, or combine certain components, or adopt a different component arrangement.
[0363] An embodiment of the present application also provides a computer device, which includes: a processor and a memory, wherein at least one computer program is stored in the memory, and the at least one computer program is loaded and executed by the processor to implement the game skill release method provided by the above-mentioned method embodiments.
[0364] An embodiment of the present application also provides a computer storage medium, in which at least one computer program is stored. The at least one computer program is loaded and executed by a processor to implement the game skill release method provided by the above-mentioned method embodiments.
[0365] An embodiment of the present application also 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 game skill release method provided by the above-mentioned method embodiments.
[0366] It should be understood that the term "plurality" used herein refers to two or more. "And / or" describes a relationship between associated objects, indicating that three possible relationships exist. For example, "A and / or B" can mean: A exists alone, A and B exist simultaneously, or B exists alone. The character " / " generally indicates an "or" relationship between the associated objects.
[0367] 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 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.
[0368] In the embodiments of the present application, the term "module" or "unit" refers to a computer program or a part of a computer program that has a predetermined function and works together with other related parts to achieve a predetermined goal, and can be implemented in whole or in part by using software, hardware (such as processing circuits or memories) or a combination thereof. Similarly, a processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be part of an overall module or unit that includes the function of the module or unit.
[0369] The above description is merely an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent switches, improvements, etc. made within the spirit and principles of the present application shall be included in the scope of protection of the present application.
Claims
1. A method for releasing a game skill, the method being executed by an electronic device, the method comprising: displaying a player character within a virtual environment; In response to a release operation of a starting skill, controlling the player character to release the starting skill; In response to receiving a release operation of a flash skill during the release process of the starting skill, controlling the player character to release the flash skill; In response to the presence of a virtual character in the virtual environment during the release of the flash skill, at least one of the skill landing position of the starting skill and the skill landing position of the flash skill is displayed as the position of the virtual character.
2. The method according to claim 1, wherein: The starting skill is a directional skill; in response to the presence of a virtual character in the virtual environment during the release of the flash skill, displaying at least one of the skill landing position of the starting skill and the skill landing position of the flash skill, which is the position of the virtual character, includes: In response to the release direction of the starting skill being the first direction and the virtual character existing in the second direction of the virtual environment during the release of the flash skill, displaying at least one of the skill landing position of the starting skill and the skill landing position of the flash skill as the position of the virtual character; The first direction and the second direction are different directions.
3. The method according to claim 1, wherein: The starting skill is a directional displacement skill, and the directional displacement skill has a default displacement length; In response to the presence of a virtual character in the virtual environment during the release of the flash skill, displaying at least one of the skill landing position of the starting skill and the skill landing position of the flash skill as the position of the virtual character, includes: In response to the release direction of the starting skill being the first direction and a virtual character existing in the second direction of the virtual environment during the release of the flash skill, displaying at least one of the displacement landing position of the starting skill and the skill landing position of the flash skill as the position of the virtual character; The first direction and the second direction are different directions, and the displacement distance corresponding to the displacement landing point position is different from the default displacement length.
4. The method according to claim 1, wherein: In response to the presence of a virtual character in the virtual environment during the release of the flash skill, displaying at least one of the skill landing position of the starting skill and the skill landing position of the flash skill as the position of the virtual character, includes: In response to the virtual character existing in a circular area or a fan-shaped area in the virtual environment whose distance from the player character is less than a distance threshold during the release of the flash skill, at least one of the skill landing position of the starting skill and the skill landing position of the flash skill is displayed as the position of the virtual character; or In response to the virtual character existing in other morphological areas determined with the player character as the center in the virtual environment during the release of the flash skill, at least one of the skill landing position of the starting skill and the skill landing position of the flash skill is displayed as the position of the virtual character; The other morphological areas are morphological areas other than the circular area or the fan-shaped area.
5. The method according to any one of claims 1 to 4, wherein: The virtual character is an enemy virtual character that is closest to the player character in the virtual environment.
6. The method according to any one of claims 1 to 4, wherein: The virtual character is an enemy virtual character with the lowest attribute value in the virtual environment.
7. The method according to any one of claims 1 to 4, wherein: The method further comprises: When the release operation of the flash skill complies with the quick release operation mode, searching for the virtual character in the virtual environment; Among them, the quick release is an operation mode in which the flash direction and / or the flash landing position of the flash skill are not selected.
8. The method according to any one of claims 1 to 7, wherein: In response to the presence of a virtual character in the virtual environment during the release of the flash skill, displaying at least one of the skill landing position of the starting skill and the skill landing position of the flash skill as the position of the virtual character, includes: In response to the presence of a virtual character in the virtual environment during the release of the flash skill, the skill landing point of the starting skill is displayed as the position of the virtual character, and the skill landing point of the flash skill is displayed as a position whose distance from the virtual character is less than or equal to a distance threshold.
9. The method according to any one of claims 1 to 7, wherein: In response to the presence of a virtual character in the virtual environment during the release of the flash skill, displaying at least one of the skill landing position of the starting skill and the skill landing position of the flash skill as the position of the virtual character, includes: In response to the presence of a virtual character in the virtual environment during the release of the flash skill, the skill landing position of the starting skill and the skill landing position of the flash skill are displayed as the position of the virtual character.
10. The method according to any one of claims 1 to 9, wherein: The method further comprises: At least one of the attribute value of the virtual character in the virtual environment, the aura information, and the skill indicator from the player character to the virtual character is displayed.
11. The method according to any one of claims 1 to 9, wherein: The method further comprises: When the flash skill complies with the operation mode of active aiming, or when the virtual character does not exist in the virtual environment, the skill landing position of the starting skill is displayed as the position indicated by the triggering operation of the flash skill; Among them, the active aiming is an operation method of selecting a flash direction and / or a flash landing position of the flash skill.
12. The method according to claim 11, wherein: The skill landing position of the starting skill is displayed as the position indicated by the flash skill release operation, including: Based on the flash skill being in accordance with the operation mode of active aiming, displaying the position where the player character flashes to the skill range through the flash skill; The position of the skill range is used as the skill landing point of the starting skill; Among them, the skill range is at least one of the fixed range length of the flash skill or the default displacement length of the starting skill or the first sum value or the second sum value or the third sum value, the first sum value is the sum of the fixed range length of the flash skill and the default displacement length of the starting skill, the second sum value is the sum of the fixed range length of the flash skill and the first projected displacement length of the starting skill, the third sum value is the sum of the fixed range length of the flash skill and the second projected displacement length of the starting skill, the first projected displacement length is the remaining displacement length of the starting skill along the first direction, and the second projected displacement length is the length of the remaining displacement length projected on the release direction of the flash skill; the remaining displacement length is the difference between the default displacement length of the starting skill and the distance released by the starting skill along the first direction.
13. The method according to any one of claims 1 to 12, wherein: The starting skill is implemented by a first program module, and the flash skill is implemented by a second program module. The method further includes: In response to a release operation for the starting skill, the first program module sends a first message to the second program module, where the first message is used to notify that the starting skill is released; The second program module determines, based on the first message, that a response method of the flash skill is to search for the virtual character in the quick release operation mode.
14. The method according to any one of claims 1 to 12, wherein: The starting skill is implemented by a first program module, and the flash skill is implemented by a second program module. The method further includes: In response to the completion of the release of the starting skill, the first program module sends a second message to the second program module, where the second message is used to notify the completion of the release of the starting skill; Based on the second message, the second program module determines that the response method of the flash skill is to use the position of the skill range of the flash skill as the skill landing point position in the quick release operation mode.
15. A device for releasing game skills, the device comprising: A display module configured to display a player character in a virtual environment; A control module, configured to control the player character to release the starting skill in response to a release operation of the starting skill; A control module, configured to control the player character to release the flash skill in response to receiving a release operation of the flash skill during the release process of the starting skill; The display module is configured to display at least one of the skill landing position of the starting skill and the skill landing position of the flash skill in response to the presence of a virtual character in the virtual environment during the release of the flash skill, which is the position of the virtual character.
16. A computer device, comprising 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 method for releasing a gaming skill as claimed in any one of claims 1 to 14.
17. A computer-readable storage medium, wherein a computer program is stored in the computer-readable storage medium, and when the computer program is executed by a processor, the method for releasing a game skill as described in any one of claims 1 to 14 is implemented.
18. A computer program product, comprising a computer program, wherein the computer program product comprises computer instructions, wherein the computer instructions are stored in a computer-readable storage medium, and a processor reads and executes the computer instructions from the computer-readable storage medium to implement the method for releasing gaming skills as described in any one of claims 1 to 14.
Citation Information
Patent Citations
Control method and device for virtual object in game, electronic equipment and storage medium
CN109806579A
Game skill release method and device and electronic equipment
CN111659107A
Game interaction method and device, and electronic equipment
CN112274927A
Virtual character control method and device and electronic equipment
CN113694511A
Method and device for controlling virtual character to move, storage medium and electronic device
CN114832371A