Skill release method and apparatus, device, and storage medium
By marking and releasing prompt information on the team members' skills of the captain in the multiplayer online tactical competitive game, the problem of poor release of players' skills is solved, and the team's execution efficiency and communication efficiency are improved.
Patent Information
- Application Number
- PCT/CN2025/079048
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-02-29
- Filing Date
- 2025-02-25
- Publication Date
- 2025-09-04
AI Technical Summary
In multiplayer online tactical competitive games, inexperienced players are not familiar with the behavioral patterns of teammates during team battles, resulting in poor skill release and low execution efficiency. The noisy game environment and language barriers lead to errors in command delivery.
The captain marks the skills of the team members in the team, displays the marking number to indicate the order of release, and sends release prompt information to simplify communication between the captain and the team members and achieves the orderly release of skills.
It reduces the error and time delay in information communication, improves the team's execution efficiency in a virtual environment, and simplifies the communication process between the captain and the team members.
Smart Images

Figure CN2025079048_04092025_PF_FP_ABST
Abstract
Description
Skill release method, device, equipment and storage medium
[0001] This application claims priority to Chinese patent application number 202410232516.2, filed on February 29, 2024, entitled “Skill Release Method, Device, Equipment and Storage Medium”, the entire contents of which are incorporated herein by reference. Technical Field
[0002] The present application relates to the field of human-computer interaction, and in particular to a skill release method, device, equipment and storage medium. Background Art
[0003] In Multiplayer Online Battle Arena (MOBA) games, virtual characters are usually equipped with multiple skills, and multiple players can cooperate to control the virtual characters to release skills during combat.
[0004] In the relevant technology, in the current game environment, players rely on voice commands or text messages to coordinate the release of teammates' skills when fighting in a team. This requires multiple players to effectively convey and receive instructions in the game. This method requires multiple players to have high gaming experience and real-time communication capabilities.
[0005] However, for inexperienced players, unfamiliarity with their teammates' behavior patterns may lead to poor coordination and inefficient execution. In addition, the noisy game environment and players' unfamiliarity with the language may interfere with the transmission of instructions, leading to execution errors. Summary of the Invention
[0006] This application provides a skill release method, apparatus, device, and storage medium. The technical solution is as follows:
[0007] According to one aspect of the present application, a skill release method is provided, which is executed by a first client, and the method includes: displaying skill icons of skills possessed by at least two team member virtual characters, wherein the team member virtual characters are virtual characters controlled by team member objects belonging to the same team; in response to marking operations on at least two skills in sequence, displaying the mark serial numbers corresponding to the at least two skills in a marking order, wherein the mark serial numbers are used to indicate the recommended release order of the current skill among the at least two skills; and triggering the sending of release prompt information to the team member objects corresponding to each skill in the at least two skills in sequence according to the mark serial numbers, wherein the release prompt information is used to instruct the team member objects to release the skills.
[0008] According to one aspect of the present application, a skill release method is provided, which is executed by a second client and includes: displaying a skill icon of a skill possessed by a team member's virtual character; displaying release prompt information on the skill, wherein the release prompt information is used to indicate that the team commander recommends releasing the skill; and releasing the skill in response to a triggering operation on the skill icon.
[0009] According to one aspect of the present application, a skill release device is provided, the device comprising: a display module for displaying skill icons of skills possessed by at least two team member virtual characters, the team member virtual characters being virtual characters controlled by team member objects belonging to the same team; a display module for displaying, in response to marking operations on at least two skills in sequence, mark numbers corresponding to the at least two skills in a marking order, the mark numbers being used to indicate a recommended release order of the current skill among the at least two skills; a sending module for triggering the sending of release prompt information to the team member objects corresponding to each of the at least two skills in sequence according to the mark numbers, the release prompt information being used to instruct the team member objects to release the skills.
[0010] According to one aspect of the present application, a skill releasing device is provided, which includes: a display module for displaying skill icons of skills possessed by a team member virtual character, wherein the team member virtual character is a virtual character controlled by a team member object belonging to the same team; a display module for displaying release prompt information on the skill, wherein the release prompt information is used to indicate that the team commander recommends releasing the skill; and a release module for releasing the skill in response to a triggering operation on the skill icon.
[0011] 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 skill release method described above.
[0012] 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 skill release method described above.
[0013] 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. A processor reads and executes the computer instructions from the computer-readable storage medium to implement the skill release method as described above.
[0014] The beneficial effects of the technical solutions provided in the embodiments of the present application include at least:
[0015] The embodiment of the present application provides a skill release method. In response to a marking operation for at least two skills, the marking sequence numbers corresponding to the at least two skills are displayed in the marking order. The marking sequence numbers are used to indicate the recommended release order of the current skill among the at least two skills. Release prompt information is sequentially triggered to be sent to the team member object corresponding to each of the at least two skills according to the marking sequence numbers. The release prompt information is used to instruct the team member object to release the skill. By having the team leader mark the skills of the team members, the order in which the team members are commanded to release the skills is realized. The release prompt information is used to prompt the team member object that the captain recommends the team member to release the skill. There is no need for the captain and the team members to frequently perform voice conversations or text chats to transmit information suggesting the team members to release the skill. This simplifies the communication and command process between the captain and the team members, reduces errors and time delays in information transmission, and improves the efficiency of the team in performing virtual competitions in a virtual environment. BRIEF DESCRIPTION OF THE DRAWINGS
[0016] FIG1 shows a schematic diagram of the architecture of a computer system provided by an exemplary embodiment of the present application;
[0017] FIG2 is a schematic diagram showing a skill release method provided by an exemplary embodiment of the present application;
[0018] FIG3 shows a flow chart of a skill release method provided by an exemplary embodiment of the present application;
[0019] FIG4 shows a schematic diagram of a skill release method provided by an exemplary embodiment of the present application;
[0020] FIG5 is a schematic diagram showing a skill release method provided by an exemplary embodiment of the present application;
[0021] FIG6 shows a flow chart of a skill release method provided by an exemplary embodiment of the present application;
[0022] FIG7 shows a schematic diagram of a skill release method provided by an exemplary embodiment of the present application;
[0023] FIG8 shows a flow chart of a skill release method provided by an exemplary embodiment of the present application;
[0024] FIG9 is a schematic diagram showing a skill release method provided by an exemplary embodiment of the present application;
[0025] FIG10 shows a flow chart of a skill release method provided by an exemplary embodiment of the present application;
[0026] FIG11 is a schematic diagram showing a skill release method provided by an exemplary embodiment of the present application;
[0027] FIG12 shows a flow chart of a skill release method provided by an exemplary embodiment of the present application;
[0028] FIG13 is a schematic diagram showing a skill release method provided by an exemplary embodiment of the present application;
[0029] FIG14 is a schematic diagram showing a skill release method provided by an exemplary embodiment of the present application;
[0030] FIG15 shows a flow chart of a skill release method provided by an exemplary embodiment of the present application;
[0031] FIG16 shows a structural block diagram of a skill release device provided by an exemplary embodiment of the present application;
[0032] FIG17 shows a structural block diagram of a skill release device provided by an exemplary embodiment of the present application;
[0033] FIG18 shows a schematic diagram of the device structure of a computer device provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION
[0034] It should be noted that before collecting the user's relevant data and during the process of collecting the user's relevant data, this application can display a prompt interface, pop-up window or output voice prompt information. The prompt interface, pop-up window or voice prompt information is used to remind the user that its relevant data is currently being collected, so that this application only starts to execute the relevant steps of obtaining the user's relevant data after obtaining the user's confirmation operation on the prompt interface or pop-up window. Otherwise (that is, when the user's confirmation operation on the prompt interface or pop-up window is not obtained), the relevant steps of obtaining the user's relevant data are terminated, that is, the user's relevant data is not obtained. In other words, all user data collected by this application are collected with the user's consent and authorization, and the collection, use and processing of relevant user data need to comply with the relevant laws, regulations and standards of the relevant countries and regions.
[0035] First, let’s introduce the relevant terms involved in this application:
[0036] A virtual environment is the virtual environment displayed (or provided) when an application is running on a terminal. This virtual world can be a simulation of the real world, a three-dimensional world that is partially simulated and partially fictional, or a purely fictional three-dimensional world. The virtual environment can be any of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment. Optionally, the virtual environment is also used for virtual environment battles between at least two virtual characters, and the virtual environment contains virtual resources that can be used by the at least two virtual characters.
[0037] Virtual character: refers to an movable object in a virtual environment controlled by artificial intelligence (AI). The movable object can be at least one of a virtual person, a virtual animal, and an animated character. Optionally, when the virtual world is a three-dimensional virtual world, the virtual character can be a three-dimensional virtual model, and each virtual character has its own shape and volume in the three-dimensional virtual world and occupies a part of the space in the three-dimensional virtual world. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and 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.
[0038] Figure 1 shows 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 device 110, a server 120, and a second terminal device 130. The first terminal device 110 has a client 111 installed and running that supports a virtual environment. The client 111 may be a multiplayer online battle program. When the first terminal device 110 runs the client 111, the user interface of the client 111 is displayed on the screen of the first terminal device 110. The client 111 may 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 illustrated as a MOBA game. The first terminal device 110 is a terminal used by the first user 112. The first user 112 uses the first terminal device 110 to control the first virtual character in the virtual environment to perform activities, or to operate the virtual items owned by the second virtual character. The first virtual character can be referred to as the virtual character of the first user 112. The first user 112 can assemble, disassemble, uninstall, and other operations on the virtual items owned by the first virtual character, and this application does not limit this. Schematically, the first virtual character is a game virtual character, such as a simulated human character or an anime character. In the embodiment of the present application, the client 111 is used as the first client for example. Optionally, the first client is usually the client corresponding to the captain of the team, or it can be the client of a team member with command authority.
[0039] The second terminal device 130 has a client 131 installed and running that supports a virtual environment. This client 131 can be a multiplayer online game program. When the second terminal device 130 runs client 131, the user interface of client 131 is displayed on the screen of the second terminal device 130. This 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 device 130 is used by the second user 113. The second user 113 uses this second terminal device 130 to control a second virtual character in the virtual environment to perform activities and manipulate virtual items owned by the second virtual character. The second virtual character can be referred to as the virtual character of the second user 113. For example, the second virtual character is a game virtual character, such as a simulated human character or an anime character. In this embodiment, the second client 131 is used as an example. Alternatively, the second client can be a client corresponding to an ordinary team member without command authority.
[0040] Optionally, the first virtual character and the second virtual character are in the same virtual environment. Optionally, the first virtual character and the second virtual character may belong to the same camp, the same team, the same organization, have a friendship relationship, or have temporary communication permissions. Optionally, the clients installed on the first terminal device 110 and the second terminal device 130 are the same, or the clients installed on the two terminals are the same type of clients on different operating system platforms (Android or IOS). The first terminal device 110 may generally refer to one of a plurality of terminals, and the second terminal device 130 may generally refer to another of a plurality of terminals. This embodiment is only illustrated by taking the first terminal device 110 and the second terminal device 130 as an example. The device types of the first terminal device 110 and the second terminal device 130 are the same or different, and the device types include: at least one of a smart phone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop computer, and a desktop computer.
[0041] FIG1 shows only two terminals, but in different embodiments, multiple other terminals 140 may be connected to the server 120. Optionally, one or more terminals 140 may be terminals corresponding to developers, and a development and editing platform for a client supporting a virtual environment may be installed on the terminal 140. The developer may edit and update the client on the terminal 140 and transmit the updated client installation package to the server 120 via a wired or wireless network. The first terminal device 110 may then download the client installation package from the server 120 to update the client.
[0042] The server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. The server 120 is used to provide background services for the client 111. Optionally, the server 120 undertakes the main computing work, and the first terminal device 110 undertakes the secondary computing work; or, the server 120 undertakes the secondary computing work, and the first terminal device 110 undertakes the main computing work; or, a distributed computing architecture is used between the server 120 and the first terminal device 110 for collaborative computing. Optionally, the server 120 includes a processor 121, a user account database 122, a battle service module 123, and a user-oriented 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 device 110 and other terminals 140, 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 engage in battles, 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 device 110 and / or other terminals 140 via a wireless network or a wired network. The first terminal device 110, the second terminal device 130, and the other terminals 140 are connected to the server 120 via a wireless network or a wired network.
[0043] In some embodiments, the first terminal device 110 and the second terminal device 130 transmit the user's operation data during the game to the server 120. The server 120 receives the operation data and processes the operation data to obtain a processing result. The server 120 transmits the processing result to the first terminal device 110 and the second terminal device 130 respectively.
[0044] In this method, the first terminal device 110 can control the first virtual character to release skills in the virtual environment. It also sends a skill release prompt to the second terminal device 130 in the game, so that the second terminal device 130 can control the second virtual character to release skills in the virtual environment. Compared to the common problems of audio lag, language barriers, and ambient noise in voice communication between users, this method helps improve communication efficiency and is not affected by the user's gaming environment, showing good universality. Please refer to the following for details on this method.
[0045] 2 shows a schematic diagram of a skill release method provided by an exemplary embodiment of the present application, which is described by taking the method executed by a client 111 supporting a virtual environment as an example.
[0046] In related technologies, team combat requires multiple players to coordinate and release skills. For example, multiple players communicate through voice or text messages to coordinate with teammates to control the release of skills. This requires multiple players to effectively transmit and receive instructions in the game, which requires players to have high gaming experience and real-time communication capabilities. However, when players are inexperienced or communication between multiple players is not real-time, execution errors may occur.
[0047] To address the above issues, an embodiment of the present application provides a skill release method, in which the team leader marks the skills of the team members and directs the team members in the order of releasing skills according to the marked order, helping the team members to intuitively grasp which skills should be released and when to release them, thereby simplifying the communication and command process between multiple players.
[0048] With reference to FIG2 , the skill release method of the embodiment of the present application is briefly described:
[0049] Displaying the command controls 10 located in the virtual scene.
[0050] Among them, the command control 10 includes an on state and an off state. The command control is used by the team leader or a team member with command authority to turn on or off the command authority. Optionally, as shown in Figure (1) in Figure 2, the command control 10 is an interface element, usually consisting of text and a switch button. The team leader or a team member with command authority in team combat can turn on or off the command authority in real time through the command control 10. The embodiment of the present application mainly uses the example of the team leader turning on the command authority to illustrate.
[0051] In response to starting a command operation on the command control 10 , skill icons 20 of skills possessed by at least two team member virtual characters are displayed.
[0052] The team member avatar is a avatar that is in the same team as the team leader. The skill icon 20 includes the skill name and skill status of each skill.
[0053] The skill name is the specific name of the skill possessed by the virtual character currently in the alive state. For example, as shown in Figure (2) in Figure 2, taking a team battle of 4 as an example, in the initial battle, in response to the captain triggering the command control 10, the game interface corresponding to the captain will display skill icons 20 of the skills possessed by at least two team member virtual characters.
[0054] A skill state refers to the current state of a skill possessed by a virtual character in the game. Optionally, a skill state includes a ready state or a cooldown state. The ready state indicates that the skill is ready to be released or used immediately. The cooldown state indicates that the skill is cooling down and requires a preset time before it can be used again.
[0055] In response to a click operation on a skill in the Ready state, the skill is switched to the Marked state 30 .
[0056] Optionally, when the captain clicks on a skill in the ready state, the skill is switched to the marked state 30, and at the same time, the current mark number is displayed in the upper right corner of the skill icon corresponding to the skill, and the mark number is used to indicate the recommended release order of the current skill among at least two skills. Optionally, the captain can continuously mark multiple skills in the ready state, switch multiple skills to the marked state 30, and at the same time display the current mark number in the upper right corner of the skill icon corresponding to the multiple skills, and update the mark number to n+1, where n is the number of marked skills still in the sequence before this marking. For example, with reference to Figure (2) in Figure 2, the captain clicks on the first skill in the ready state, switches the first skill mark to the marked state, and the mark number of the first skill is 1. The captain clicks on the second skill in the ready state, switches the second skill mark to the marked state, and the mark number of the second skill is 2. The release order of the skill with mark number 1 is higher than that of the skill with mark number 2.
[0057] Optionally, after the team leader marks at least two skills in sequence, the marking serial number is displayed in the upper right corner of the marked skill, and the release prompt information is triggered in sequence to send to the team members corresponding to each skill in the at least two skills according to the marking serial number.
[0058] Taking the marked skills mentioned above as an example, a release prompt message is first sent to the team member corresponding to the skill with the marking number 1. The release prompt message is used to instruct the team member to release the skill with the marking number 1. After the team member releases the skill with the marking number 1, the skill with the marking number 2 becomes the skill with the marking number 1. A release prompt message is sent to the team member corresponding to the skill with the original marking number 2 (now the marking number 1). The release prompt message is used to instruct the team member to release the skill with the original marking number 2 (now the marking number 1).
[0059] When you click on a skill that is in a cooldown state, a tooltip indicating the skill's current state is displayed.
[0060] When a skill is on cooldown, a cooldown progress circle is typically displayed on the skill icon to indicate the skill's cooldown progress. Optionally, the cooldown progress circle displays the ratio of the current remaining time to the total cooldown time, visually demonstrating the skill's cooldown progress.
[0061] Optionally, when the captain clicks a skill that is on cooldown, a prompt appears at the top of the captain's game interface, indicating the remaining cooldown time for the skill. Optionally, the prompt may be displayed in text form, such as "Skill is cooling down...", or the prompt may be a countdown progress bar indicating the remaining cooldown time for the skill.
[0062] For the team leader or players with command authority:
[0063] FIG3 shows a flow chart of a skill release method provided by an exemplary embodiment of the present application. The method can be executed by a first client. The method is applied to the terminal device 110 shown in FIG1 for example. The method includes the following steps 220, 240, and 260:
[0064] Step 220: Displaying skill icons of skills possessed by at least two team member virtual characters;
[0065] In some embodiments, a terminal device runs a first client supporting a virtual environment. The game interface of the first client displays skill icons for at least two team member virtual characters within the virtual environment, each of which possesses a skill. The virtual environment is a virtual environment for multiple virtual characters to compete against each other. The multiple virtual characters include a captain virtual character and team member virtual characters, and the captain virtual character and team member virtual characters belong to the same team. The captain virtual character refers to a virtual character controlled by the captain, while the team member virtual characters are other virtual characters controlled by team members. Team member virtual characters are virtual characters controlled by team member objects belonging to the same team. A team member object also refers to a team member account or team member user.
[0066] It should be noted that in the following embodiments, when a team leader sends instructions to team members, this can be understood as the team leader sending instructions to team member accounts via the team leader account. The team leader is the person with command authority and can be either the team leader or a team member with command authority. This application primarily uses the team leader as an example, but this does not constitute a limitation on the team leader. In some embodiments, the skills possessed by the team leader's avatar and team member's avatars can be displayed via skill icons. Skill icons typically refer to icons or buttons representing different skills on the game interface. Skill icons facilitate quick identification and selection of corresponding skills by the team leader or team member. Optionally, the team leader or team member can activate the corresponding skill by clicking on the skill icon. Skill icons can optionally come in various shapes and colors, typically associated with the characteristics or effects of the corresponding skill. For example, an "explosion" skill may have an explosion icon, a "bomb" skill may have a bomb icon, and a "speed" skill may have a run icon. Optionally, the skill icon also includes the corresponding skill name, which is the name of the skill possessed by the currently active avatar. Optionally, the skill icon also includes the skill status corresponding to the skill, where the skill status includes a ready state and a cooldown state. The skill status refers to the current availability or releasability of a skill.
[0067] In some embodiments, taking the example of a team consisting of n virtual characters, during the initial combat, skill icons of the skills possessed by each of the n virtual characters are displayed on the game interface corresponding to the first client. When the team contains n-1 surviving virtual characters, skill icons of the skills possessed by each of the n-1 virtual characters are displayed on the game interface corresponding to the first client, where n is a positive integer.
[0068] In one possible implementation, a skill icon corresponding to a skill in a ready state in a virtual environment is displayed on a game interface of the first client. The skill in a ready state indicates that the skill can be used or released immediately.
[0069] In some embodiments, the captain virtual character and team member virtual characters may possess a first preset number of skills. Each virtual character may possess a second preset number of skills. The skills of different virtual characters may be the same or different, and this application is not limited thereto. For example, as shown in FIG4 , the game interface 301 corresponding to the first client displays skill icons 302 for each of the four virtual characters, including the captain virtual character. Each skill icon includes a corresponding graphic and skill name. For example, skill icons corresponding to different skill names such as "Teleport," "Explosion," "Teleport," and "Transfer" may be displayed on the game interface 301. Alternatively, different virtual characters may possess the same skill, such as the second and third team member virtual characters in the team member list 303 both possessing the "Locator" skill. Alternatively, different virtual characters may possess different skills, such as the second team member virtual character in the team member list 303 possessing the "Locator" and "Transfer" skills, while the fourth team member virtual character possessing the "Bomb" and "Explosion" skills. In some embodiments, skill icons for the skills of at least two team member virtual characters are displayed on the game interface corresponding to the first client, and the team leader may mark at least two skills. Optionally, the team commander can choose to mark different skills of the same team member virtual character, or can choose to mark the skills of different team member virtual characters. Among them, the team commander can be the team leader, or a team member with command authority. In the embodiment of this application, the team leader is mainly used as an example for illustration.
[0070] Step 240: In response to the marking operations on the at least two skills in sequence, displaying the mark numbers corresponding to the at least two skills in the marking order;
[0071] The tag sequence number is used to indicate the recommended release order of the current skill among at least two skills.
[0072] In some embodiments, the at least two skills include at least two skills corresponding to different team member virtual characters; or at least two skills corresponding to the team leader virtual character and the team member virtual character.
[0073] In some embodiments, in response to sequentially marking at least two skills, the mark numbers corresponding to the at least two skills are displayed in the marking order. Optionally, the marking operations for the at least two skills include, but are not limited to, a click operation, a long press operation, a slide operation, a touch operation, a key operation, a gesture operation, and any combination of at least two of the above operations.
[0074] For example, taking the sequential marking operation of two skills as an example, in one possible implementation, the sequential marking operation of the two skills includes clicking the first skill and the second skill in sequence, or sliding from the skill icon corresponding to the first skill to the skill icon corresponding to the second skill to connect them in sequence through a sliding operation.
[0075] In some embodiments, the team leader sequentially marks at least two skills possessed by each team member's avatar displayed on the game interface. After at least two skills are marked, they transition to a marked state. The marked state is the state in which a skill has been selected by the team leader. In some embodiments, after a team member obtains command authority, the team member with command authority can also select and mark skills possessed by other team members' avatars.
[0076] The embodiment of the present application is described by taking the team leader performing the marking operation as an example.
[0077] In some embodiments, the marked skills will usually have a visual change or mark to indicate that the skill has been selected. Exemplarily, when a skill is in a marked state, the visual prominence of the skill icon corresponding to the skill will be higher than that of an unmarked skill. Optionally, the border color of the skill icon corresponding to the marked skill changes: the skill icon corresponding to the marked skill may have a colored border to distinguish it from other unmarked skills, or the skill icon corresponding to the marked skill will be highlighted: the skill icon corresponding to the marked skill may have a flashing effect or be highlighted, or the skill icon corresponding to the marked skill will be marked with a symbol: a small marking symbol, such as a check mark or an asterisk, is added to the marked skill icon to indicate that the skill has been selected. The above is only an exemplary illustration, and this application does not limit the display of skills after they are marked.
[0078] In some embodiments, when at least two skills are marked, their corresponding marking numbers are displayed in a local area of the skill icon or around the skill icon in the order in which they were marked. The marking numbers indicate the recommended release order of the current skill among the at least two skills. Optionally, the marking numbers also indicate the priority of the marked skills.
[0079] For example, as shown in FIG5 , the captain marks two skills respectively in the game interface 401. In response to the captain's marking operations on the two skills in turn, the marking serial numbers are displayed in the local area of the skill icon 402 corresponding to the "transfer" skill and the skill icon 403 corresponding to the "explosion" skill. For example, the captain first marks the "transfer" skill and then marks the "explosion" skill. The marking serial number corresponding to the "transfer" skill is 1, and the marking serial number corresponding to the "explosion" skill is 2. The marking serial numbers indicate the release order of each skill. The release order of the skill with marking serial number 1 is earlier than the release order of the skill with marking serial number 2.
[0080] Step 260: triggering the sending of release prompt information to the team member object corresponding to each skill of at least two skills in sequence according to the mark sequence number.
[0081] The release prompt information is used to instruct the team member object to release a skill. For example, the release prompt information is prompt information for the team member object to perform a virtual activity of releasing a skill, and is used to prompt the team leader or a team member with command authority to recommend releasing a skill to the team member object.
[0082] In some embodiments, after the team leader marks at least two skills, the first client will save the marking operation and send the data to the server. The server will return the data corresponding to the first client operation to the second client. Specifically, the server triggers the sending of release prompt information to the team members corresponding to each marked skill in the order of the marking serial number to guide the team members to release the skills.
[0083] For example, the captain marks three skills in the game, and these three skills correspond to three different team members. The marking number of the first skill is 1, the marking number of the second skill is 2, and the marking number of the third skill is 3. The server will send release prompt information to these three team members in turn to ensure that these three team members release the corresponding skills at the correct time.
[0084] In some embodiments, the release prompt information can be conveyed in different ways. For example, the release prompt information can be conveyed through visual indication: a preset logo, icon or animation is displayed in the team member's game interface to prompt the team member to release the skill. The visual indication can use different colors, shapes or dynamic effects to distinguish the release prompt information corresponding to different skills; or, the release prompt information can be conveyed through audio prompt: a preset sound effect or voice prompt is used to inform the team member when to release the skill. The audio prompt can correspond to different sounds or voices to distinguish the release prompt information corresponding to different skills; or, the release prompt information can be conveyed through text message indication: a text message is displayed on the team member's game interface to inform the team member when to release the skill. The text message can indicate the order or timing of releasing the skill in a concise and clear manner. The above is only an exemplary illustration of the release prompt information, and this application does not limit the release prompt information.
[0085] In one optional implementation, a release prompt message is used to change the release state of a skill. Exemplarily, a second client receiving the release prompt message switches the skill to a pending release state in response to receiving the release prompt message. By displaying a skill indicator for the skill in a virtual environment, indicating the skill's release location, the player object is prompted to release the skill. Furthermore, a timer is associated with the skill in the pending release state. When the timer reaches a threshold, the skill is released in the virtual environment. Exemplarily, the timer stops counting in response to a cancel operation on the player object. The timer corresponding to the skill provides a functional entry for automatically releasing the skill. The cancel operation on the player object grants the authority to cancel the skill release. This enables the player object and the team leader or player with command authority on the team that sent the release prompt message to jointly execute the skill release, providing a new skill release method. This simplifies the communication and command process between the team leader and players, enabling the team leader or player with command authority on the team to execute the skill release on another player object, providing a new human-computer interaction method and enhancing the gaming experience for both the team leader and players.
[0086] In summary, the method provided in the embodiments of the present application, in response to a marking operation for at least two skills, displays the marking sequence numbers corresponding to each of the at least two skills in the marking order. The marking sequence numbers indicate the recommended release order of the current skill among the at least two skills. Release prompts are then sent to the team members corresponding to each of the at least two skills in sequence according to the marking sequence numbers. The release prompts instruct the team members to release the skills. By allowing the team leader to mark the skills of team members and direct the order in which the team members release their skills, the communication and command process between the team leader and team members is simplified, information transmission errors and time delays are reduced, and the gaming experience of the team leader and team members is improved.
[0087] In some embodiments, a command control is also displayed on the captain's game interface. In response to the operation of triggering the command control, skill icons of the skills possessed by at least two team members' virtual characters are displayed. As shown in FIG6 , the method further includes step 210:
[0088] Step 210: Displaying a command control, which is used to enable or disable command authority;
[0089] The command control includes an on state and an off state, and is used by the team leader to turn on or off the command authority. Optionally, the team leader can be the team leader, or the team leader can be a team member with command authority.
[0090] In some embodiments, the team leader is determined at the start of the game, and the method for determining the team leader can be selected based on the needs of the game design. Optionally, the team leader can be set as the team captain by default, which is a simple and direct setting method; or, the team leader can be a team member designated by the team captain, who can designate a team member to serve as the team leader; or, the team leader can be a team member of a specified type of virtual character, and the game can automatically determine the team leader based on the characteristics and responsibilities of the different virtual characters in the team. For example, a mage may be better at dealing damage, while a support may be better at supporting teammates. The team leader can be selected based on the team's needs in different situations. Alternatively, the team leader can be determined by voting. Before the game begins, the team members can vote to select the team leader, and the team leader can be determined based on the criterion of receiving the most votes. Optionally, the team leader can be replaced and determined during the game. For example, the team leader can be determined based on the current highest economy, where the current highest economy can refer to the highest gold coins, resources, or wealth currently owned; or, the team leader can be determined based on the current highest number of enemy virtual characters killed; or, the team leader can be determined based on the current highest KDA (Kill / Death / Assist). The above is only an illustrative example of determining the team leader, and this application does not limit the method of determining the team leader. The embodiments of this application are mainly illustrated by taking the team leader as the captain.
[0091] In some embodiments, the command control is an interactive interface element, typically presented as text, a switch button, or other interactive form. Optionally, by clicking or toggling the command control, the team leader can toggle the command mode on and off in real time.
[0092] Optionally, when the captain provides a command control to enable command authority, the server will load the skill icons and skill status of the currently active team member's virtual character and feedback the results to the first client. The captain can then mark at least two skills displayed on the game interface in sequence. When the captain turns off command authority, the captain will be restricted to the role of an ordinary team member, no longer having command authority and unable to mark the skills of the team member's virtual character.
[0093] Optionally, the command control comprises text and a switch button, and the visual prominence of the command control when it is in an on state is higher than the visual prominence of the command control when it is in an off state.
[0094] For example, as shown in Figure 7, the captain displays a command control 502 on the game interface 501. The command control 502 consists of text and a switch button. The initial default state of the command control 502 is the off state. When the captain clicks the command control 502, the command control 502 switches from the off state to the on state, which is used for the captain to enable command authority.
[0095] The above step 220 can be replaced by step 220a:
[0096] Step 220a: In response to a start command operation on the command control, skill icons of the skills possessed by at least two team member virtual characters are displayed.
[0097] In some embodiments, in response to a command activation operation on the command control, skill icons for the skills possessed by at least two team member virtual characters are displayed. Optionally, the command activation operation on the command control includes, but is not limited to, a click operation, a long press operation, a slide operation, a touch operation, a key operation, a gesture operation, and any combination of at least two of the above operations.
[0098] In some embodiments, the team leader triggers the start command operation on the command control, and skill icons of at least two team member virtual characters, each of which has a skill, are displayed on the game interface corresponding to the team leader. Optionally, at least two team member virtual characters are virtual characters in a survival state.
[0099] For the relevant content of the skill icon, please refer to the relevant content of the above step 220, which will not be repeated here.
[0100] In summary, the method provided by the embodiments of the present application displays a command control on the captain's game interface. This command control is used to enable or disable command authority. The captain can quickly enable command authority through this command control. In response to the command enable operation on the command control, skill icons of at least two team members' virtual characters are displayed, each of which has a skill. By displaying the skill icons of the team members' virtual characters, the captain can more clearly understand the skills possessed by the team members' virtual characters and mark them according to the displayed skills. This method reduces the time required for communication between the captain and team members and improves combat efficiency.
[0101] In some embodiments, skill icons of skills possessed by at least two team member virtual characters are displayed, wherein the skills include two states, namely, ready (state) and cooling (state).
[0102] Ready (status):
[0103] When a skill is in the Ready state, it means that the skill is ready and can be used or released immediately. The leader or team members can trigger the skill directly without waiting for additional time.
[0104] Cooling(status):
[0105] When a skill is on cooldown, it means it has been used and needs to wait for a cooldown period before it can be used again. During the cooldown period, the team leader or team members cannot trigger the skill and must wait for the cooldown period to end before using or releasing the skill again.
[0106] FIG8 shows a flow chart of a skill release method provided by an exemplary embodiment of the present application. The above step 240 can be replaced by step 240a:
[0107] For skills in the Ready state:
[0108] Step 240a: In response to the marking operations on at least two skills in sequence and the skill status of at least two skills being ready, the mark numbers corresponding to the at least two skills are displayed in the marking order.
[0109] The skill status refers to the current availability or releasability of a skill. Optionally, the skill status includes a ready state and a cooldown state.
[0110] In some embodiments, optionally, the team leader can mark multiple skills in the ready state in turn, switch the multiple skills to the marked state, and display the current marking sequence number in the local area or around the skill icons corresponding to the multiple skills (for example, the upper right corner), and update the marking sequence number to n+1, where n is the number of marked skills that are still in the marking sequence number before this marking.
[0111] Take the example of the captain marking two skills in sequence.
[0112] Optionally, the team leader marks two skills in the Ready state in sequence. The team leader first selects the first skill in the Ready state and performs a marking operation on the first skill, including performing at least one of a click, a long press, a swipe, a touch, a key press, or a gesture on the skill icon corresponding to the first skill. Optionally, after marking the first skill, the first skill switches from the Ready state to the Marked state, and a corresponding marking number is displayed in a local area of the skill icon corresponding to the first skill or around the skill icon. For example, the marking number for the first skill is 1. After the first skill is successfully marked, the team leader selects the second skill in the Ready state and performs a marking operation on it, including performing at least one of a click, a long press, a swipe, a touch, a key press, or a gesture on the skill icon corresponding to the second skill. Optionally, after marking the second skill, the second skill switches from the Ready state to the Marked state, and a corresponding marking number is displayed in a local area of the skill icon corresponding to the second skill or around the skill icon. For example, the marking number for the second skill is 2. The tag number is used to indicate the recommended release order of the current skill among at least two skills. For example, the release order of the first skill with the tag number 1 is earlier than the release order of the second skill with the tag number 2.
[0113] In some embodiments, the team leader sequentially selects and marks at least two ready skills and specifies the order in which the at least two skills are released. This helps the team release skills in an orderly manner during combat, improving combat efficiency and tactical flexibility.
[0114] For skills on cooldown:
[0115] In response to a triggering operation for a first skill and the first skill is on cooldown, a prompt indicating that the first skill is on cooldown is displayed.
[0116] The first skill is on cooldown. Skills on cooldown can only be used again after a preset time.
[0117] In some embodiments, when a skill is on cooldown, a cooldown progress circle is typically displayed on the skill icon corresponding to the skill, indicating the cooldown progress of the skill. Optionally, the cooldown progress circle may display the ratio of the current remaining time to the total cooldown time to visually demonstrate the progress of the skill's cooldown. For example, if the skill has a total cooldown of 10 seconds and 5 seconds have already passed, the cooldown progress circle may display halfway through the cooldown, or display the percentage of the current remaining time to the total cooldown time, such as 50%.
[0118] In some embodiments, in response to a marking operation on the first skill, the team leader's triggering operation for the first skill includes at least one of a click operation, a long press operation, a slide operation, a touch operation, a key operation, and a gesture operation on the skill icon corresponding to the first skill. Optionally, when the first skill is on cooldown, in response to the marking operation on the first skill, a prompt indicating that the first skill is on cooldown is displayed on the team leader's game interface.
[0119] In some embodiments, a prompt message is used to inform the team leader that the first skill is currently in a cooldown state. Optionally, the prompt message can be displayed via text, an icon, a progress bar, or the like. Optionally, the prompt message can be displayed in a portion of the game interface to indicate the remaining cooldown time for the first skill. Optionally, the prompt message is displayed in text form, for example, "Skill Cooldown" or "Skill Needs to be Used in X Seconds," or the prompt message is displayed in the form of a progress bar. The length and color of the progress bar typically change accordingly with the remaining cooldown time, allowing the team leader to more accurately judge the cooldown progress of the first skill.
[0120] For example, as shown in Figure 9, the first skill 602 is a "transfer" skill, and the first skill 602 is in a cooling state. In response to the trigger operation for the "transfer" skill, a prompt message 603 is displayed on the captain's game interface 601. The prompt message 603 is "Skill cooling down...", and the prompt message 603 is used to prompt that the first skill 602 cannot be marked within the preset time (cooling time).
[0121] In summary, the method provided in the embodiment of the present application divides skill states into a ready state and a cooldown state. When a skill is in the ready state, in response to marking operations on at least two skills in sequence and the skill states of at least two skills are ready, the mark numbers corresponding to the at least two skills are displayed in the marking order; when the skill state is in the cooldown state, in response to a triggering operation on the first skill and the state of the first skill is cooldown, a prompt message indicating that the first skill is cooldown is displayed. Through marking operations and the display of skill states, the team leader can clearly understand the status of each skill. Through clear mark numbers, operational errors caused by confusion among team members due to skill states can be reduced, thereby improving the smoothness of the game.
[0122] FIG10 shows a flow chart of a skill release method provided by an exemplary embodiment of the present application. The above step 260 can be replaced by steps 260a and 260b:
[0123] Step 260a: triggering sending a release prompt message to the player object corresponding to the skill with the first mark sequence number;
[0124] The release prompt information is used to instruct the team member object to release the skill with the first mark number.
[0125] Optionally, the team leader can continuously mark multiple skills in the Ready state, switching them to the Marked state. Simultaneously, the Marked Number corresponding to the current skill is displayed in a local area or around the skill icons corresponding to the multiple skills, and the Marked Number is updated to n+1, where n is the number of marked skills still in the Marked Number before the current marking. Optionally, the Marked Number can indicate the priority of the currently marked skill among the marked skills. By setting the Marked Number, the priority of each marked skill in the release order can be determined, ensuring that the team releases skills in the preset order.
[0126] For example, after three skills in the Ready state are marked, the skill with the first marking number has a priority of 1, the skill with the second marking number has a priority of 2, and the skill with the third marking number has a priority of 3. Skills with higher marking numbers are recommended for release over skills with lower marking numbers. For example, the skill with the first marking number is recommended for release over the skills with the second and third marking numbers, and the skill with the second marking number is recommended for release over the skill with the third marking number.
[0127] In some embodiments, when the team leader triggers a skill with a first tag number, the team leader's client detects the triggering operation and sends a trigger request for the skill with the first tag number to the server. The trigger request includes relevant information about the skill with the first tag number, such as the identifier of the skill with the first tag number and the player corresponding to the skill with the first tag number. After receiving the trigger request from the team leader's client, the server processes it accordingly, determines the player corresponding to the skill with the first tag number, and sends a release prompt to that player. In some embodiments, the team leader can mark skills and trigger the release prompt in two different ways. For example, consider the case where the team leader marks two skills. Optionally, the team leader can mark both skills consecutively before triggering them: the team leader can first mark the first skill, then mark the second skill, and finally trigger the release prompts for both skills in order of their tag numbers. Alternatively, the team leader can mark and trigger both skills in a step-by-step manner: the team leader can also choose to mark the first skill first and trigger its release prompt, then mark the second skill and trigger its release prompt. It should be noted that the skills marked above are all in a ready state to ensure that the skills can be released immediately.
[0128] Step 260b: After the skill with the first mark number is released, the mark numbers corresponding to the remaining skills in at least two skills are reduced by one, and the previous step is executed again.
[0129] The remaining skills are the skills that have not yet been released from at least two skills. In some embodiments, once the skill with the first marking number is released, the marking numbers of the remaining skills are decremented by one, and the previous steps are repeated. Each time a skill with a marking number is released, the marking numbers of the remaining skills are updated accordingly. For example, when the team leader continuously marks multiple skills in the ready state, the first skill has the first marking number, and the second and third skills have the second and third marking numbers, respectively. The team leader triggers the release prompt for the first skill. After the first skill is released, the marking numbers of the second and third skills are decremented by one, meaning the second skill becomes the first marking number, and the third skill becomes the second marking number. The team leader then chooses to continue triggering the release prompt for the second skill. After the second skill is released, the marking number of the third skill is decremented by one, meaning the third skill becomes the first marking number. Optionally, if there are other skills that need to be released, the marking numbers of these skills need to be decremented again, meaning the marking number of the nth skill with marking number n becomes n-1. The above steps are repeated until all skills have been released.
[0130] For example, with reference to FIG11, as shown in FIG11 (1), the captain marks two skills in the game interface 701. The first skill 702 corresponds to the "transfer" skill, and the second skill 703 corresponds to the "explosion" skill. The mark number of the "transfer" skill is 1, and the mark number of the "explosion" skill is 2. After the "transfer" skill with the mark number 1 is released, the mark number corresponding to the "transfer" skill disappears, and the mark number corresponding to the "explosion" skill becomes 1, as shown in FIG11 (2). In some embodiments, when there is a target skill that is not released in advance according to the marking order, the target skill is removed from the at least two skills, and the mark numbers of other skills in the at least two skills that are released later than the target skill are reduced by one. Among them, the target skill refers to the skill that is not released according to the mark number. If the target skill is released in advance in the queue, the background system corresponding to the first client will remove the target skill from the at least two skills. This ensures that the target skill will not be released repeatedly or interfere with the release of subsequent skills. By eliminating target skills released prematurely and adjusting the mark numbers of other skills, the order of skill release can be ensured to be correct.
[0131] In some embodiments, the at least two skills include at least two skills corresponding to different team member avatars; or at least two skills corresponding to the captain avatar and team member avatars. By categorizing the at least two skills in the game and corresponding them to different team member avatars or the captain avatar, appropriate skill combinations can be selected based on specific circumstances. This approach provides players with more tactical options and combinations.
[0132] For example, when the team leader continuously marks multiple skills in the ready state, after the third skill with a mark number of 3 is released, the target skill becomes the third skill. The third skill is removed from the skills to be released, and the mark numbers of skills with a mark number less than 3 are reduced by one. The mark numbers of skills with a mark number greater than 3 remain unchanged. For example, the mark numbers of the first skill with a mark number of 1 and the second skill with a mark number of 2 remain unchanged, the mark number of the fourth skill with a mark number of 4 becomes 3, and the mark number of the nth skill with a mark number of n becomes n-1.
[0133] In one possible implementation, after the skill with the first mark is released, the mark numbers corresponding to the remaining skills remain unchanged on the captain's game interface, and the skill icon corresponding to the skill with the first mark is given a lower visual prominence than the skill icons corresponding to the remaining skills. For example, after the skill with the first mark is released, the skill icon corresponding to the first mark turns green, indicating that the skill has been released. Alternatively, an icon, such as a check mark, may be displayed in a portion of the skill icon corresponding to the skill with the first mark, indicating that the skill has been released.
[0134] In summary, the method provided by the embodiments of the present application allows the team leader to trigger a skill to instruct the team members to release the corresponding skill with the corresponding tag number. After receiving the team leader's trigger signal, the server will send a release prompt message to the corresponding team member based on the set tag number and the corresponding relationship. This process ensures that the release order and priority of skills are reasonably controlled, thereby achieving a more efficient, coordinated and strategic combat method.
[0135] For ordinary team members (without command authority):
[0136] FIG12 shows a flowchart of a skill release method provided by an exemplary embodiment of the present application. The method is executed by a second client and is illustrated by applying the method to the terminal device 130 shown in FIG1 . The method includes the following steps 320 , 340 , and 360 :
[0137] Step 320: Displaying skill icons of skills possessed by the team member's virtual character;
[0138] In some embodiments, a second client supporting a virtual environment is running in the terminal device, and a game interface of the second client displays skill icons of skills possessed by a virtual character of a team member in the virtual environment.
[0139] A team member avatar refers to a avatar controlled by a team member. In the game, the team member avatars can form a team to collaborate on completing tasks. Optionally, the team member avatars can be of different types, each with different skills and combat styles.
[0140] In some embodiments, the skills possessed by a team member's avatar can be displayed via skill icons. Skill icons typically refer to icons or buttons used to represent different skills on the game interface. Skill icons are used to help team members quickly identify and select the corresponding skills. Skill icons can come in various shapes and colors and are generally associated with the characteristics or effects of the corresponding skill. For example, an explosion skill may have an explosion icon, a bomb skill may have a bomb icon, and a speed skill may have a run icon. Optionally, the skill icon also includes the corresponding skill name.
[0141] In some embodiments, different team member virtual characters may have the same skills or different skills, and the skills possessed by the same team member virtual character may be the same or different, which is not limited in this application.
[0142] Step 340: Display release prompt information on the skill;
[0143] Among them, the release prompt information is used to instruct the team commander to recommend the release of skills. Optionally, the team commander can be the captain of the team, or the team commander is a team member with command authority. The embodiment of the present application is illustrated by taking the team commander as the captain. In some embodiments, the release prompt information is triggered in sequence according to the mark sequence number to be sent to the team member corresponding to each skill of at least two skills; wherein, the mark sequence number is obtained by the team commander marking at least two skills in sequence, and the mark sequence number is used to indicate the recommended release order of the current skill among the at least two skills. By having the team commander mark the skills and triggering the release in sequence according to the mark sequence number, the tactical coordination between team members can be enhanced. The team commander can decide the order of skill release according to the changes in the battle situation and the status of the team members, so as to better deal with the combat situation.
[0144] In some embodiments, the release prompt information is displayed at the corresponding skill position on the game interface of the team member corresponding to the skill with the first mark number. In some embodiments, the release prompt information can be conveyed in different ways. Exemplarily, the release prompt information can be through visual indication: a preset logo, icon or animation is displayed in the team member's game interface to prompt the team member to release the skill. The visual indication can use different colors, shapes or dynamic effects to distinguish the release prompt information corresponding to different skills; or, the release prompt information can be through audio prompt: a preset sound effect or voice prompt is used to inform the team member when to release the skill. The audio prompt can correspond to different sounds or voices to distinguish the release prompt information corresponding to different skills; or, the release prompt information can be through text message indication: a text message is displayed on the team member's game interface to inform the team member when to release the skill. The text message can indicate the order or timing of releasing the skill in a concise and clear manner. Optionally, the release prompt information can be a combination of the above-mentioned indication methods. The above is only an exemplary example of the release prompt information, and this application does not limit the release prompt information.
[0145] In some embodiments, the release prompt information includes at least one of the following: an avatar of the team leader; a text prompt information for suggesting the release of a skill. Optionally, the avatar of the team leader is displayed on top of the skill button, so that the players can intuitively understand that the current release prompt information comes from the team leader, thereby improving the credibility and execution efficiency of the release prompt information. A text prompt is displayed on top of the skill button, indicating the skill currently recommended by the team leader, so that the players clearly understand the operations that need to be performed. For example, as shown in Figure 13, a skill release prompt 803 is displayed above the skill icon 802 on the player's game interface 801. The skill release prompt 803 includes the avatar of the team leader and a text prompt information for suggesting the release of the skill. The text prompt information displayed next to the avatar of the team leader is "The captain recommends using" or "The captain recommends releasing this skill now." Optionally, the players can perform corresponding operations based on the skill release prompt 803.
[0146] Step 360: In response to the triggering operation on the skill icon, release the skill.
[0147] In some embodiments, based on the release prompt information sent by the team leader, in response to a team member's triggering operation on a skill icon, the team member's virtual character's skill is released. Optionally, the triggering operation on the skill icon includes but is not limited to: a click operation, a long press operation, a slide operation, a touch operation, a key operation, a gesture operation, and any combination of at least two of the above operations.
[0148] In some embodiments, the team leader selects and marks a skill to be released during the game. The server then transmits a release prompt to the team member corresponding to the skill marked with number 1. The release prompt sent by the team leader is displayed on the team member's game interface. The team member releases the skill by triggering the skill icon. When the team member's client's backend system detects the team member's triggering operation, the skill of the team member's virtual character is released.
[0149] Optionally, after a player releases a skill according to the skill release prompt, the skill release prompt disappears on the player's game interface, indicating that the skill has been released. Simultaneously, the skill switches to a cooldown state, and the skill cooldown progress is displayed on the skill icon corresponding to the skill. With reference to Figure 14 , after a player releases a skill according to the skill release prompt, a skill icon 902 is displayed on the player's game interface 901. Skill icon 902 indicates the skill's cooldown state after release and displays the skill's cooldown progress, such as showing a ratio of the current remaining time to the total cooldown time of 98%.
[0150] In some embodiments, when the skill corresponding to the skill with the first tag number is released, the tag number corresponding to the skill will disappear from the sequence of marked skills, the tag number corresponding to the skill with the second tag number will become the first tag number, the tag number corresponding to the skill with the third tag number will become the second tag number, and the tag number corresponding to the skill with the nth tag number will become the n-1th tag number.
[0151] To sum up, the method provided in the embodiment of the present application displays an energy-saving icon indicating that the team member's virtual character has skills, displays the team commander's portrait and text prompt information for suggesting the release of skills on top of the skill icon, and releases skills by responding to the trigger operation of the skill icon. Team members can release skills intuitively and quickly through skill release instructions, reducing operational complexity and improving the team members' gaming experience.
[0152] FIG15 shows a flow chart of a skill release method provided by an exemplary embodiment of the present application. The method is executed by a first terminal and a second terminal, and the method includes at least one of the following steps:
[0153] Step 1: Start;
[0154] Step 2: Determine if the player is the team leader. After the player enters the game, determine if the current player is the team leader. If the current player is the team leader, proceed to step 3. If the current player is a team member, proceed to step 11.
[0155] Step 3: Display the command control; if the current player is the captain of the team, the command control is displayed on the captain's game interface, and the command control is used to turn on or off the captain's command authority.
[0156] Step 4: Detect that the command control is in the start state; optionally, the command control includes an on state and an off state. When the command control is in the on state, the team leader has the command authority of the team. The command control is in the off state by default.
[0157] Step 5: Display the skills possessed by the team member avatars; optionally, display skill icons for the skills possessed by at least two team member avatars. The team leader avatar and the team member avatars may possess a first preset number of skills. Each avatar may possess a second preset number of skills, and the skills of different avatars may be the same or different.
[0158] Step 6: Detecting that a skill is triggered; optionally, the team leader triggers the skill corresponding to the skill icon by performing a trigger operation on the skill icon.
[0159] Step 7: Determine the skill status; optionally, the skill status includes a ready state and a cooldown state. When a skill is in the ready state, it means that the skill is ready and can be used or released immediately. When a skill is in the cooldown state, it means that the skill has been used and needs to wait for a cooldown period before it can be used again.
[0160] When the skill state is in the cooldown state, execute step 8; when the skill state is in the ready state, execute step 9.
[0161] Step 8: Display prompt information; when a skill is in a cooldown state, the captain clicks on the skill, and a prompt information will be displayed on the captain's game interface. The prompt information can be displayed in the form of text, icons, progress bars, etc. The prompt information is used to inform the captain that the current skill is in a cooldown state.
[0162] Step 9: Mark the skill; when the skill is in the ready state, the captain clicks on the skill to perform the marking operation on the skill.
[0163] Step 10: Display the marked status; when the skill is in the ready state, the team leader clicks on the skill to perform the marking operation on the skill, switching the skill from the ready state to the marked state. At the same time, the marking number is displayed in the local area or around the skill icon corresponding to the skill.
[0164] Step 11: Detecting release prompt information; wherein the release prompt information is used to instruct the team commander to suggest releasing a skill.
[0165] In some embodiments, the team leader sends a release prompt message to the team members corresponding to each skill of at least two skills in sequence according to the marked sequence number.
[0166] Step 12: Determine whether the mark number is 1; the team member determines whether the mark number of the marked skill is 1. If the mark number is 1, it means that the skill is recommended to be released first. If the mark number is not 1, execute step 13. If the mark number is 1, execute step 14.
[0167] Step 13: The interface is unresponsive; if the team member's current skill mark number is not 1, no other prompt information will be displayed on the game interface.
[0168] Step 14: Display a skill release prompt. If the team member's current skill is marked with a skill number of 1, a skill release prompt is displayed above the skill icon on the game interface. Optionally, the skill release prompt may include a portrait of the team leader or a text prompt suggesting the skill release.
[0169] Step 15: Use skills; optionally, release skills in response to a team member triggering the skill icon.
[0170] Step 16: The release prompt disappears. Optionally, after a player releases a skill according to the skill release prompt, the skill release prompt disappears on the player's game interface to indicate that the skill has been released. Simultaneously, the skill's tag number corresponding to the nth tag number is changed to the n-1th tag number.
[0171] Step 17: Detect that the skill marked with sequence number 1 is used; optionally, the server uploads the information of the second client to the first client and conveys the information that the skill marked with sequence number 1 is used to the team leader's client.
[0172] Step 18: The skill marked with number 1 disappears, and the marking numbers of other skills decrease by 1. When the skill marked with number 1 is detected to be used, the team leader removes the skill marked with number 1 from the marked energy saving, and the marking numbers of subsequent marked skills are reduced by 1.
[0173] FIG16 shows a block diagram of a skill release device provided by one embodiment of the present application. The device has the function of implementing the above-mentioned skill release method example. 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 FIG16 , the device 1600 can include: a display module 1610 and a sending module 1620:
[0174] Display module 1610 is used to execute step 220 in the embodiment of Figure 3; the team member virtual character is a virtual character controlled by a team member object belonging to the same team; display module 1610 is used to execute step 240 in the embodiment of Figure 3; the mark serial number is used to indicate the recommended release order of the current skill among the at least two skills; sending module 1620 is used to execute step 260 in the embodiment of Figure 3; the release prompt information is used to instruct the team member object to release the skill.
[0175] In some embodiments, the sending module 1620 further includes a sending submodule and a computing submodule.
[0176] In an optional example, the sending submodule is used to execute step 260a in the embodiment of Figure 10; the release prompt information is used to instruct the team member object to release the skill with the first mark number; the calculation submodule is used to execute step 260b in the embodiment of Figure 10; wherein, the remaining skills are the skills that have not yet been released among the at least two skills.
[0177] In an optional example, the display module 1610 is configured to execute step 240a in the embodiment of FIG. 8 .
[0178] In an optional example, the display module 1610 is used to display a prompt message indicating that the first skill is in cooling down in response to a triggering operation on the first skill and the status of the first skill is in cooling down.
[0179] In an optional example, the display module 1610 is used to execute step 210 in the embodiment of FIG. 6 ; the display module 1610 is used to execute step 220a in the embodiment of FIG. 6 .
[0180] In some optional embodiments, apparatus 1600 further includes a removal module. In one optional example, the removal module is configured to, if a target skill is not released in advance according to the marking order, remove the target skill from the at least two skills, and decrement the marking sequence of other skills in the at least two skills that are released later than the target skill by one. In one optional example, the at least two skills include: at least two skills corresponding to different team member virtual characters; or at least two skills corresponding to the team leader virtual character and a team member virtual character.
[0181] FIG17 shows a block diagram of a skill release device provided by an embodiment of the present application. The device has the function of implementing the above-mentioned skill release method example, and the function can be implemented by hardware, or the corresponding software can be implemented by hardware. The device can be the server introduced above, or it can be set in the server. As shown in FIG17 , the device 1700 may include: a display module 1710 and a release module 1720: the display module 1710 is used to execute step 320 in the embodiment of FIG12 ; the team member virtual character is a virtual character controlled by a team member object belonging to the same team; the display module 1710 is used to execute step 340 in the embodiment of FIG12 ; the release prompt information is used to indicate that the team commander recommends releasing the skill; the release module 1720 is used to execute step 360 in the embodiment of FIG12 .
[0182] In one optional example, the release prompt information includes at least one of the following: an image of the team leader; or a text prompt suggesting the release of the skill. In another optional example, the release prompt information is triggered and sent to the team members corresponding to each of the at least two skills in sequence according to a mark sequence number; wherein the mark sequence number is obtained by the team leader marking the at least two skills in sequence, and the mark sequence number indicates the recommended release order of the current skill among the at least two skills.
[0183] It should be noted that the specific limitations of the one or more skill-releasing device embodiments provided above can be found in the limitations of the skill-releasing method described above and will not be repeated here. Each module of the aforementioned device may be implemented in whole or in part through software, hardware, or a combination thereof. Each module may be embedded in hardware or independent of a computer device's processor, or may be stored in software within a computer device's memory, allowing the processor to call and execute corresponding operations of each module.
[0184] The serial numbers of the above embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.
[0185] An embodiment of the present application also provides a computer device, which includes: a processor and a memory, wherein the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the skill release method provided by the above-mentioned method embodiments.
[0186] FIG18 shows a block diagram of a computer device 1800 according to an exemplary embodiment of the present application. The computer device 1800 may be a portable mobile terminal, such as a smartphone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), or an MP4 player (Moving Picture Experts Group Audio Layer IV). The computer device 1800 may also be referred to as a user device, a portable terminal, or other similar names. Typically, the computer device 1800 includes a processor 1801 and a memory 1802.
[0187] The processor 1801 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1801 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 1801 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1801 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1801 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0188] The memory 1802 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 1802 may also include a high-speed random access memory and a 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 1802 is used to store at least one instruction, which is used to be executed by the processor 1801 to implement the gift giving method based on the live broadcast room provided in the embodiment of the present application.
[0189] In some embodiments, computer device 1800 may optionally include a peripheral device interface 1803 and at least one peripheral device. The processor 1801, memory 1802, and peripheral device interface 1803 may be connected via a bus or signal lines. Each peripheral device may be connected to the peripheral device interface 1803 via a bus, signal lines, or circuit board. Specifically, the peripheral device includes at least one of a radio frequency circuit 1804, a touchscreen display 1805, a camera assembly 1806, an audio circuit 1807, and a power supply 1808. The peripheral device interface 1803 may be used to connect at least one I / O (Input / Output)-related peripheral device to the processor 1801 and memory 1802. In some embodiments, the processor 1801, memory 1802, and peripheral device interface 1803 are integrated on the same chip or circuit board. In other embodiments, any one or two of the processor 1801, memory 1802, and peripheral device interface 1803 may be implemented on separate chips or circuit boards, although this embodiment is not limiting. The radio frequency circuit 1804 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1804 communicates with communication networks and other communication devices via electromagnetic signals. The radio frequency circuit 1804 may also include circuitry related to NFC (Near Field Communication). The touch screen display 1805 is used to display a user interface (UI). This UI may include graphics, text, icons, videos, or any combination thereof. The camera assembly 1806 is used to capture images or videos. Optionally, the camera assembly 1806 includes a front-facing camera and a rear-facing camera. The audio circuit 1807 is used to provide an audio interface between the user and the computer device 1800. The audio circuit 1807 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment and convert them into electrical signals for input to the processor 1801 for processing, or to the radio frequency circuit 1804 for voice communication. The power supply 1808 is used to power the various components of the computer device 1800. The power supply 1808 may be AC, DC, a disposable battery, or a rechargeable battery.
[0190] In some embodiments, the computer device 1800 also includes one or more sensors 1809. These one or more sensors 1809 include, but are not limited to, an accelerometer 1810, a gyroscope 1811, a pressure sensor 1812, an optical sensor 1813, and a proximity sensor 1814. The accelerometer 1810 can detect the magnitude of acceleration along the three coordinate axes of the coordinate system established by the computer device 1800. The pressure sensor 1812 can be located on the side frame of the computer device 1800 and / or below the touchscreen display 1805. It detects signals indicating a user is gripping the computer device 1800 and / or controls operable controls on the user interface based on pressure applied to the touchscreen display 1805. The optical sensor 1813 is used to detect ambient light intensity. The proximity sensor 1814, also known as a distance sensor, is typically located on the front of the computer device 1800. The proximity sensor 1814 is used to detect the distance between the user and the front of the computer device 1800. Those skilled in the art will appreciate that the above structure does not limit the computer device 1800 , and the computer device 1800 may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0191] The present application also provides a computer-readable storage medium storing at least one computer program, which is loaded and executed by a processor to implement the skill release methods provided in the above-mentioned method embodiments. The present application also provides a computer program product, which includes at least one computer program stored in a computer-readable storage medium; the at least one computer program is read and executed by a processor of a computer device from the computer-readable storage medium, causing the computer device to perform the skill release methods provided in the above-mentioned method embodiments.
[0192] It should be understood that the "multiple" mentioned in this article refers to two or more. "And / or" describes the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent three situations: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects are in an "or" relationship. In addition, the step numbers described in this article only illustrate a possible execution sequence between the steps. In some other embodiments, the above steps may not be executed in the order of the numbers, such as two steps with different numbers are executed at the same time, or two steps with different numbers are executed in the opposite order to the diagram. The embodiments of the present application do not limit this.
[0193] 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.
Claims
1. A skill release method, performed by a first client, comprising: Displaying skill icons of skills possessed by at least two team member virtual characters, wherein the team member virtual characters are virtual characters controlled by team member objects belonging to the same team; In response to marking operations on at least two skills in sequence, displaying mark numbers corresponding to the at least two skills in the marking order, the mark numbers indicating a recommended release order of the current skill among the at least two skills; Sending release prompt information to the team member object corresponding to each skill of the at least two skills is triggered in sequence according to the mark sequence number, and the release prompt information is used to instruct the team member object to release the skill.
2. The method according to claim 1, wherein The sending of release prompt information to the player object corresponding to each of the at least two skills in sequence according to the mark sequence number, wherein the release prompt information is used to instruct the player object to release the skill, includes: Triggering sending the release prompt information to the player object corresponding to the skill with the first mark sequence number, the release prompt information is used to instruct the player object to release the skill with the first mark sequence number; After the skill with the first mark number is released, the mark numbers corresponding to the remaining skills in the at least two skills are reduced by one, and the previous step is performed again; The remaining skills are the skills that have not been released among the at least two skills.
3. The method according to claim 2, wherein: In response to the marking operations on the at least two skills in sequence, displaying the mark numbers corresponding to the at least two skills in the marking order includes: In response to marking operations on the at least two skills in sequence and the skill status of the at least two skills being ready, the mark serial numbers corresponding to the at least two skills are displayed in the marking order.
4. The method according to claim 3, wherein: The method further comprises: In response to a triggering operation on a first skill and the status of the first skill being on cooldown, a prompt message indicating that the first skill is on cooldown is displayed.
5. The method according to any one of claims 1 to 4, wherein: The method further comprises: Displaying a command control, wherein the command control is used to turn on or off command authority; The skill icons showing the skills of at least two team member virtual characters include: In response to a start-command operation on the command control, skill icons of the skills possessed by the at least two team member virtual characters are displayed.
6. The method according to any one of claims 1 to 4, wherein: The method further comprises: If there is a target skill that is not released in advance according to the marking order, the target skill is removed from the at least two skills, and the marking sequence numbers of other skills in the at least two skills that are released later than the target skill are reduced by one.
7. The method according to any one of claims 1 to 4, wherein: The at least two skills include: At least two skills corresponding to different said team member virtual characters; or, At least two skills corresponding to the team leader virtual character and the team member virtual characters.
8. A skill release method, the method being executed by a second client, the method comprising: Displaying skill icons of skills possessed by team member virtual characters, wherein the team member virtual characters are virtual characters controlled by team member objects belonging to the same team; Displaying release prompt information on the skill, wherein the release prompt information is used to indicate to the team leader that it is recommended to release the skill; In response to a triggering operation on the skill icon, the skill is released.
9. The method according to claim 8, wherein The release prompt information includes at least one of the following: A portrait of the team leader; A text prompt message used to suggest the use of the skill.
10. The method according to claim 8, wherein The release prompt information is triggered to be sent to the team member object corresponding to each skill of the at least two skills in sequence according to the mark sequence number; The marking sequence number is obtained by the team commander marking the at least two skills in sequence, and the marking sequence number is used to indicate the recommended release order of the current skill among the at least two skills.
11. A skill releasing device, comprising: A display module, configured to display skill icons of skills possessed by at least two team member virtual characters, wherein the team member virtual characters are virtual characters controlled by team member objects belonging to the same team; A display module is configured to, in response to marking operations on at least two skills in sequence, display mark numbers corresponding to the at least two skills in a marking order, wherein the mark numbers are used to indicate a recommended release order of the current skill among the at least two skills; The sending module is used to trigger the sending of release prompt information to the team member object corresponding to each skill of the at least two skills in sequence according to the mark sequence number, and the release prompt information is used to instruct the team member object to release the skill.
12. A skill releasing device, comprising: A display module, configured to display skill icons of skills possessed by a team member virtual character, wherein the team member virtual character is a virtual character controlled by a team member object belonging to the same team; A display module, configured to display release prompt information on the skill, wherein the release prompt information is used to indicate to the team commander that it is recommended to release the skill; A release module is used to release the skill in response to a triggering operation on the skill icon.
13. 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 skill release method according to any one of claims 1 to 7 or any one of claims 8 to 10.
14. 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 skill release method according to any one of claims 1 to 7 or any one of claims 8 to 10 is implemented.
15. A computer program product, comprising 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 skill release method according to any one of claims 1 to 7 or any one of claims 8 to 10.
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