Game skill interactive control method and apparatus, and electronic device
By responding to combinations of virtual objects in the game and replacing game skill effects, the problem of monotonous synergy effects is solved, and the diversity of game skills and player experience are enhanced.
Patent Information
- Application Number
- PCT/CN2025/080043
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-04-26
- Filing Date
- 2025-02-28
- Publication Date
- 2025-10-30
AI Technical Summary
The current game's character synergy effects are too simplistic, which reduces the difficulty of skill-based gameplay and consumes more game resources.
By responding to the combination of virtual objects in the game scene, the control adds game buffs and skills to the second virtual object, and during the effect of the first skill, the second game skill is triggered in response to the second virtual object, replacing the effect of the first skill with the effect of the second skill which is superior to the effect of the first skill.
It enriches the combo effects of game skills and the ways to release skills, thereby enhancing the player's gaming experience.
Smart Images

Figure CN2025080043_30102025_PF_FP_ABST
Abstract
Description
Interactive control methods, devices, and electronic equipment for game skills
[0001] Cross-references to related applications
[0002] This application claims priority to Chinese Patent Application No. 202410519676.5, filed on April 26, 2024, entitled “Interactive Control Method, Apparatus and Electronic Device for Game Skills”, the entire contents of which are incorporated herein by reference. Technical Field
[0003] This disclosure relates to the field of game technology, and more specifically, to an interactive control method, device, and electronic device for game skills. Background Technology
[0004] In games, character synergy effects are quite common. For example, when a certain number of characters have synergies, their skills will generate specific buffs. However, in this method, character synergies only enhance skill buffs, making the synergy effects rather one-dimensional. This reduces the difficulty of skill-based gameplay, leading to longer game sessions and higher resource consumption. Summary of the Invention
[0005] According to one aspect of this disclosure, an interactive control method for game skills is provided. The method includes: in response to a game start command, providing a game scene corresponding to the game, wherein the game scene includes at least a first game faction participating in the game, the first game faction includes at least a first virtual object and a second virtual object, and the first virtual object is configured with a first game skill; in response to the first virtual object and the second virtual object forming a preset object combination, controlling the addition of a first game buff and a second game skill to the second virtual object; wherein the first game buff is used to: provide a specified buff effect to the second virtual object during the game; in response to the first virtual object casting the first game skill in the game scene, controlling the generation of a corresponding first skill effect in the game scene; during the effect of the first skill, in response to the second virtual object triggering the second game skill, controlling the replacement of the first skill effect with the second skill effect; wherein the second skill effect is superior to the first skill effect.
[0006] According to one aspect of this disclosure, an interactive control device for game skills is provided. The device includes: a scene providing module, configured to provide a game scene corresponding to the game match in response to a game start command, wherein the game scene includes at least a first game faction participating in the game match, the first game faction includes at least a first virtual object and a second virtual object, and the first virtual object is configured with a first game skill; a combination skill adding module, configured to add a first game buff and a second game skill to the second virtual object in response to the first virtual object and the second virtual object forming a preset object combination; wherein the first game buff is used to provide a specified buff effect to the second virtual object during the game match; a first skill release module, configured to generate a corresponding first skill effect in the game scene in response to the first virtual object releasing the first game skill; and a skill effect replacement module, configured to replace the first skill effect with a second skill effect in response to the second virtual object triggering the second game skill during the first skill effect's activation; wherein the second skill effect is superior to the first skill effect.
[0007] According to one aspect of this disclosure, an electronic device is provided, including a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the above-described interactive control method for game skills.
[0008] According to one aspect of this disclosure, a machine-readable storage medium is provided that stores machine-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the aforementioned interactive control method for game skills.
[0009] The embodiments disclosed herein bring the following beneficial effects:
[0010] The aforementioned interactive control method, device, and electronic device for game skills, in response to a game start command, provide a game scene corresponding to the game match. The game scene includes a first game faction, which in turn includes a first virtual object and a second virtual object. The first virtual object is configured with a first game skill. In response to the first and second virtual objects forming an object combination, the control is applied to the second virtual object to activate a second game skill. In response to the first virtual object casting the first game skill in the game scene, the control is applied to generate a corresponding first skill effect in the game scene. During the first skill effect's activation, in response to the second virtual object triggering the second game skill, the control is applied to replace the first skill effect with the second skill effect. The second skill effect is superior to the first skill effect. This method enriches the combo effects and skill release methods of game skills, enhancing the player's gaming experience.
[0011] Other features and advantages of this disclosure will be set forth in the following description and will be apparent in part from the description or may be learned by practicing the disclosure. The objects and other advantages of this disclosure are realized and obtained through the structures particularly pointed out in the description, claims and drawings.
[0012] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0013] Figure 1 is a flowchart of one of the interactive control methods for game skills provided in an embodiment of this disclosure;
[0014] Figure 2 is a schematic diagram of the graphical user interface before and after a skill effect replacement provided in one of the embodiments of this disclosure;
[0015] Figure 3 is a schematic diagram of the graphical user interface before and after another skill effect replacement provided in an embodiment of this disclosure;
[0016] Figure 4 is a schematic diagram of a graphical user interface displaying a crosshair provided in one embodiment of this disclosure;
[0017] Figure 5 is a schematic diagram of the graphical user interface of a first hero's skill casting process according to one of the embodiments of this disclosure;
[0018] Figure 6 is a schematic diagram of a graphical user interface displaying the skill effects of a first hero, provided in an embodiment of this disclosure;
[0019] Figure 7 is a schematic diagram of a graphical user interface displaying the skill effects of a second hero, provided in one embodiment of this disclosure;
[0020] Figure 8 is a schematic diagram of another graphical user interface displaying the skill effects of a second hero provided in an embodiment of this disclosure;
[0021] Figure 9 is a schematic diagram of a graphical user interface displaying the skills of a second hero, provided in one embodiment of this disclosure.
[0022] Figure 10 is a schematic diagram of the graphical user interface of the skill effect of the first hero after being replaced in one of the embodiments of this disclosure;
[0023] Figure 11 is a schematic diagram of the structure of an interactive control device for a game skill provided in an embodiment of this disclosure;
[0024] Figure 12 is a schematic diagram of the structure of one of the electronic devices provided in the embodiments of this disclosure. Detailed Implementation
[0025] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.
[0026] In games, synergy effects typically refer to additional attribute bonuses granted when heroes are paired together in the same team, based on their class, background, or other factors. However, synergy effects are generally only found in card games or strategy games, and are relatively rare in other genres, limiting their applicability. Furthermore, synergy effects usually trigger specific buffs when a certain number of heroes are in a synergy set, but their manifestation is often simplistic and lacks personalization.
[0027] Based on this, the present disclosure provides an interactive control method, device, and electronic device for game skills. This technology can be applied to various two-dimensional or three-dimensional games, and is especially suitable for game scenarios involving multi-character battles.
[0028] In one embodiment of this disclosure, the game skill interaction control method can run on a local terminal device or a server. When the game skill interaction control method runs on a server, it can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0029] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of the game skill interaction control methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0030] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0031] Referring to Figure 1, the interactive control method for game skills provided by this disclosure will be described first. The method includes the following specific steps:
[0032] Step S102: In response to the game start command, provide a game scene corresponding to the game, wherein the game scene includes at least a first game faction participating in the game, the first game faction includes at least a first virtual object and a second virtual object, and the first virtual object is configured with a first game skill.
[0033] The aforementioned game matches typically involve two or more game factions. These factions can be entirely adversarial, or some factions can cooperate; there are no restrictions on this. A single game faction usually contains multiple virtual objects, which can be controlled by the same game account, or different virtual objects can be controlled by different game accounts; there are no restrictions on this either.
[0034] The first and second virtual objects mentioned above are usually different virtual objects with different game skills. There can be one or more first virtual objects and one or more second virtual objects, which can be set according to needs and are not limited here.
[0035] The first and second virtual objects mentioned above can also be the same virtual object, which can usually be configured with different game skills. Multiple virtual objects can be configured with different game skills; the virtual object configured with one game skill is designated as the first virtual object, and the virtual object configured with another game skill is designated as the second virtual object.
[0036] The aforementioned first game skill is usually a game skill pre-configured for the first virtual object, regardless of whether there is a second virtual object in the first game faction.
[0037] Step S104: In response to the first virtual object and the second virtual object forming a preset object combination, control is to add a first game buff and a second game skill to the second virtual object; wherein, the first game buff is used to: provide a specified buff effect to the second virtual object in the game.
[0038] The aforementioned object combinations are typically pre-set by the game system. For example, the game system specifies which virtual objects a player can control can form an object combination. Generally, different virtual objects can form multiple object combinations. For instance, object 1 and object 2 can be set to form an object combination, as can object 5 and object 9; or object 1, object 2, and object 3 can be set to form an object combination, or object 1 and object 2 or object 3 can each form an object combination, etc. The specific settings can be configured according to requirements and are not limited here.
[0039] When a player selects multiple virtual objects that can be combined into a single game faction, they can usually choose whether to combine these two virtual objects. Alternatively, it can be pre-set that as long as multiple virtual objects that can be combined appear in the same game faction, they will be combined; this is not restricted in this case.
[0040] For multiple virtual objects in an object combination, the game system can pre-set which virtual object will receive game buffs and skills. Alternatively, the game system can set multiple schemes; for example, in an object combination consisting of object 1 and object 2, one scheme might add game buffs and skills to object 1, while another might add them to object 2. Players can choose a scheme based on their needs. The virtual object with added game buffs and skills can be called the primary combination object, and the other virtual object can be called the secondary combination object. When a player selects a virtual object in the object combination as the primary combination object, they have selected the scheme for adding game buffs and skills to that virtual object.
[0041] In practical applications, the number of primary composite objects is usually one, and the number of secondary composite objects is at least one, meaning there can be one or more. Based on the above, the second virtual object can be regarded as the primary composite object in the object composition, and the first virtual object can be regarded as the secondary composite object in the object composition.
[0042] The aforementioned buffs can provide the second virtual object with only healing buffs, or only damage buffs, defense buffs, etc.; they can also provide two of the above three buffs simultaneously, or all three buffs simultaneously. Specifically, a healing buff can be that the second virtual object gains an additional percentage of health when healing itself, or an additional percentage of recovery power when using a potion, or an increased recovery speed for the second virtual object in the game. A damage buff can increase the damage taken by enemy objects when the second virtual object attacks them. A defense buff can reduce the damage taken by the second virtual object when attacked by other enemies; the specific reduction amount can be determined based on the value of the defense buff.
[0043] The aforementioned buffs are the benefits gained after the second virtual object is added to the object combination. To balance the bonuses received by the virtual objects in the object combination, the second skill is usually used to enhance the skill effect of the skill released by the first virtual object, and does not affect the second virtual object itself.
[0044] Step S106: In response to the first virtual object casting the first game skill in the game scene, control the generation of the corresponding first skill effect in the game scene.
[0045] The aforementioned first game skill can be one skill or multiple skills; there is no restriction on this. The first game skill can be targeted, such as being released at a specific location in the game scene, or it can be non-targeted, meaning that its release location does not need to be determined.
[0046] The first virtual object can cast its first game skill within the game scene through touch controls or operations generated by a human-computer interaction device. This human-computer interaction device can be a game controller, mouse, keyboard, virtual reality device, head-mounted display, etc., and is not limited here. When the first game skill is cast directionally, its effect typically occurs within the scene area defined at the time of casting. Alternatively, the scene area corresponding to the first skill effect can be preset to be movable, meaning the player can control the movement of the first skill effect within the game scene during its active period. Specific restrictions can be imposed according to requirements and are not limited here.
[0047] When the first game skill is non-targeted, its effect can occur within the scene centered on the first virtual object, or it can directly affect enemy virtual objects that are less than a specified distance threshold from the first virtual object. Specific restrictions can be imposed based on requirements, but are not specified here.
[0048] The aforementioned first skill effect is usually related to the character attributes of the first virtual object. For example, if the first virtual object is a water-type hero, the first skill effect could be a "whirlpool" or "water flow" that creates a damage area in the game scene, damaging enemy virtual objects that approach or come into contact with it. Here, the "whirlpool" or "water flow" can be referred to as the skill object, that is, an object created in the game scene in response to the virtual object casting a game skill, possessing a certain damage effect.
[0049] In step S108, during the effect of the first skill, in response to the second virtual object triggering the second game skill, the control replaces the effect of the first skill with the effect of the second skill; wherein the effect of the second skill is superior to the effect of the first skill.
[0050] Generally, skill effects have a certain duration of effect, that is, the length of time from when the skill effect is cast to when it disappears. The replacement of the first skill effect can only be achieved during the duration of the first skill effect. Therefore, the aforementioned second game skill can be set to triggerable during the duration of the first skill effect. For example, after the first virtual object casts the first game skill effect, a control for triggering the second game skill, or an indicator indicating that the second game skill can be triggered, can be displayed in the graphical user interface; alternatively, after the first virtual object casts the first game skill effect, the control for triggering the second game skill can be set to a triggerable state.
[0051] The second virtual object can trigger a second game skill through touch operations or operations generated by human-computer interaction devices. After the second virtual object triggers the second game skill, the control replaces the effect of the first skill with the effect of the second skill. The first skill effect usually has a corresponding effective area or target. After replacement, the second skill effect must at least be effective in the effective area corresponding to the first skill effect, or act on the target corresponding to the first skill effect.
[0052] In practical applications, it can be configured so that when the second virtual object triggers the second game skill, it must aim at the effective area corresponding to the first skill's effect to achieve the skill replacement effect; alternatively, it can be configured so that the second virtual object only needs to trigger the second game skill without aiming to achieve the skill replacement effect. Since there may be multiple first virtual objects, it can also be configured so that after the second virtual object aims at a specific first virtual object to trigger the second game skill, the skill effect of the targeted first virtual object is replaced.
[0053] For example, if the first skill effect takes effect within a circular area with a radius of 40 centered on the first virtual object, then the second skill effect can take effect within a circular area with a radius of 40, 50, or 60 centered on the first virtual object. That is, the area of effect of the second skill is greater than or equal to the area of effect of the first skill, and must cover the area of effect of the first skill. When the first skill effect acts on an enemy character, the replaced second skill effect must act on that enemy character, and can also act on other enemy characters within a preset distance threshold from that enemy character.
[0054] To reflect the combination relationship between the second and first virtual objects, the second skill effect usually adds an effect related to the character attributes of the second virtual object, based on the first skill effect. For example, if the first virtual object is a water-type hero and the second virtual object is a wood-type hero, and the first skill effect is water flow, then the second skill effect could be launching a "water sword" from the water flow. The "water sword" can be considered a newly added skill object related to the second virtual object. Compared to a simple "water flow," launching a "water sword" increases the overall skill's effective area. Furthermore, it can be set that enemy objects that come into contact with the "water sword" receive more damage than those that come into contact with the "water flow."
[0055] Both methods described above demonstrate that the second skill's effect is superior to the first skill's. One method is that the area of effect of the second skill is larger than that of the first skill; the other is that the damage dealt by the second skill to the enemy is greater than that dealt by the first skill. Either method can be chosen, or both can be considered when setting the second skill's effect. After the replacement, the first virtual object has a greater chance of dealing damage to the enemy, or will deal more damage to enemy objects entering the skill's area of effect.
[0056] The aforementioned interactive control method for game skills, in response to a game start command, provides a game scene corresponding to the game match. The game scene includes a first game faction, which in turn includes a first virtual object and a second virtual object. The first virtual object is configured with a first game skill. In response to the first and second virtual objects forming an object combination, the control is applied to the second virtual object to use a second game skill. In response to the first virtual object casting the first game skill in the game scene, the control is applied to generate the corresponding first skill effect in the game scene. During the first skill effect's activation, in response to the second virtual object triggering the second game skill, the control is applied to replace the first skill effect with the second skill effect. The second skill effect is superior to the first skill effect. This method enriches the combo effects and skill release methods of game skills, enhancing the player's gaming experience.
[0057] The following embodiments provide a specific method for controlling the generation of the corresponding first skill effect in the game scene in response to a first virtual object casting a first game skill in the game scene.
[0058] In practical implementation, skill effects rely on skill objects. These skill objects can be seen as the embodiment of game skills within the game scene. The scope of the skill object within the scene indicates the range of the game skill's effect; the display effect of the skill object can, to some extent, indicate the strength of the skill effect. When the first virtual object casts the first game skill in the game scene, in response to the casting of the first game skill by the first virtual object, control is activated to generate a first skill object within the game scene. This first skill object is used to produce the first skill effect within a specified range within the game scene.
[0059] The specified range can be determined based on the position of the first virtual object itself, or it can be determined based on the scene position corresponding to the operation of casting the game skill; there is no restriction here. There can be one or more specified ranges, specifically related to the settings of the first game skill of the first virtual object; there is no restriction here either.
[0060] The following embodiments provide a specific method for controlling the replacement of the effect of the first skill with the effect of the second skill in response to the triggering of a second game skill by a second virtual object.
[0061] Since skill replacement can only occur while the first skill effect is active, the second game skill can be configured to be unavailable when the first skill effect is not present in the game scene. In response to the first virtual object casting the first game skill in the game scene, the control configures the second virtual object's second game skill to be available. After being configured to be available, a prompt icon or message can be displayed in the graphical user interface controlling the second virtual object to remind the player that the second game skill can be triggered.
[0062] The skill effect corresponding to the first game skill has a certain duration. When the skill effect exists in the game scene for the duration, it will disappear, and the first game skill can be considered to have ended. In response to the end of the first game skill, the control will configure the second game skill of the second virtual object to be in an unavailable state. At this time, the icon corresponding to the second game skill can be displayed in gray, or the control space of the second game skill can be set to an untriggerable state, so that the player cannot trigger the second game skill.
[0063] When the first skill effect takes effect within a designated area in the game scene, to increase the fun, the skill effect can be replaced only when a second virtual object casts a second game skill within the designated area of the first skill effect. When the player controls the second virtual object to cast the second game skill, the casting location needs to be determined; in response to the second virtual object controlling the second game skill to be cast within the designated area, the first skill effect is replaced by the second skill effect, where the second skill effect is located within the designated area. The second skill effect can exist within the designated area, and can also exist simultaneously in other areas outside the designated area. As shown in Figure 3, the left side shows the first virtual object generating the first skill effect, whose area of effect is a circular area; the right side shows the second virtual object triggering the second game skill, causing the second skill effect to replace the first skill effect. The area of effect of the second skill effect is defined by multiple areas centered on the area of effect of the first skill effect; Figure 3 uses four additional areas of effect as an example.
[0064] Since skill effects are implemented based on skill objects, replacing skill effects usually also requires replacing the skill objects. When a second virtual object triggers a second game skill, in response to the second virtual object triggering the second game skill, the control replaces the first skill object with the second skill object. The second skill object is used to generate the second skill effect within a specified range in the game scene. To demonstrate that the second skill effect is the influence of the second virtual object on the first virtual object, the second skill object usually needs to display the character attributes of the second virtual object. For example, if the second virtual object is a fire-type hero, a flame effect can be generated around the first skill object, and then the first skill object with the flame effect is identified as the second skill object. In Figure 3, the first skill object on the left is represented by a water droplet, and the skill object on the right is represented by a water droplet surrounded by flames.
[0065] In the game, a crosshair can be provided through the terminal device of the second virtual object, indicating the aiming direction of the second virtual object. The crosshair is usually displayed in the center of the scene screen. Players can control the crosshair to point to the designated area where the first skill effect is located, as shown in Figure 4. In response to the second virtual object triggering the second game skill, the second game skill is determined to be cast in the designated area, thereby controlling the replacement of the first skill effect with the second skill release effect.
[0066] To demonstrate that the second skill's effect is superior to the first skill's, the area of effect of the second skill can be set to be larger than that of the first skill. For example, the area of effect of the first skill can be a planar region, while the area of effect of the second skill can be a spatial region defined by a preset height parameter, with the area of effect of the first skill as its base, as shown in Figure 2. The circle on the left represents the area of effect of the first skill, and the cylinder on the right represents the area of effect of the second skill. Alternatively, the area of effect of the second skill can be set to be larger than that of the first skill. For example, the area of effect of the first skill can be expanded, and the expanded area can be used as the area of effect of the second skill.
[0067] You can also set the effect of the second skill to be greater than that of the first skill. For example, the damage dealt by the second skill to an enemy may be greater than that dealt by the first skill, or the duration for which the second skill incapacitates an enemy may be greater than that of the first skill. These settings can be customized to your needs and will not be specified here.
[0068] In games, virtual characters are typically equipped with basic skills, ultimate skills, etc. The aforementioned second game skill can be set to be triggered only after the ultimate skill is used. The aforementioned second virtual object can be pre-configured with a third game skill, which is the aforementioned ultimate skill. The third game skill is used to generate a third skill effect in the game scene. The third skill effect can change the state of the second virtual object itself, or it can act on the game scene; the specific settings can be configured according to needs and are not restricted here. It can be restricted that the first virtual object uses the first game skill in the game scene, and after the second virtual object uses the third game skill in the game scene, the control will configure the second virtual object's second game skill to be available. The order in which the first and third game skills are used is not restricted.
[0069] When the second virtual object triggers the second game skill while the first and third skill effects are in effect, the first skill effect can be replaced with the second skill effect in response to the second virtual object triggering the second game skill.
[0070] In some games, when a virtual object unleashes a powerful special attack, its normal skill is replaced with another skill that has a more powerful effect. To distinguish it from the skills mentioned above, the normal skill configured on the second virtual object is called the fourth game skill. The fourth game skill is used to apply the effect of the first skill to a target area within the game scene. This target area can be a region within a certain range centered on the second virtual object, or it can be a target area within the game scene determined by the player controlling the second virtual object through skill casting operations; there are no restrictions here.
[0071] In response to the second virtual object casting a third game skill in the game scene, the control replaces the fourth game skill with a fifth game skill. The fifth game skill generates a third skill object within the game scene, and this third skill object is used to inflict the third skill effect within a specified range. Similar to the target area mentioned above, this specified range can be an area centered on the second virtual object, or it can be an area within the game scene determined by the player controlling the second virtual object through skill casting operations; there are no restrictions here. The third skill object is usually different from both the first and second skill objects. The third skill object typically only reflects the character attributes of the second virtual object; for example, if the second virtual object is a fire-type hero, the third skill object could be a fireball, a fire area, etc.
[0072] In addition to the second virtual object being able to actively trigger a second game skill, replacing the first virtual object's first skill effect with the second skill effect, a passively triggered game skill can also be set for the first virtual object. For convenience, this passive skill will be referred to as the sixth game skill. In response to the first and second virtual objects forming a preset object combination, the control adds a sixth game skill to the first virtual object; wherein, the sixth game skill is used to control the replacement of the first skill effect with the second skill effect when the target triggering condition is met.
[0073] The aforementioned target triggering conditions are usually the interaction between the skill effects of the first virtual object and the second virtual object. For example, the area where the first skill effect of the first virtual object is located partially overlaps with the area where the skill effect of the second virtual object is located, or the distance is less than a specified threshold.
[0074] In some games, after a virtual object uses a skill, the skill's effect is fixed within a predetermined scene. In other games, the skill effects of virtual characters can move along a set trajectory, or be controlled by the player through actions.
[0075] When a first skill object generated by a first game skill cast by a first virtual object can move within the game scene, in response to the first virtual object casting the first game skill in the game scene, control is activated to generate a first skill object that can move within the game scene, and the corresponding first skill effect is generated at the real-time movement position of the first skill object. A third skill object generated by a second virtual object can be fixed in the game scene or controllably movable. During the movement of the first skill object, the first skill object may come into contact with, partially or completely overlap with, the third skill object. In response to the first skill object and the third skill object at least partially overlapping, it is determined that the target triggering condition is met, and control is activated to replace the first skill effect with the second skill effect. When the first skill object includes multiple sub-objects, it is possible that if only one sub-object comes into contact with the third skill object, all sub-objects are replaced with the skill object corresponding to the second skill effect, or only the sub-objects in contact with the third skill object are replaced with the skill object corresponding to the second skill effect; no restriction is imposed here.
[0076] This disclosure also provides another interactive control method for game skills. This method is implemented based on the method shown in Figure 1. The first virtual object and the second virtual character constituting the preset object combination typically possess "synergy skills." "Synergy skills" refer to additional game skills provided to associated virtual characters (also called "hero characters") in the game scene when players in the same faction select a pre-set hero combination with a specific relationship (i.e., the aforementioned "object combination"). These skills, once activated, provide specific game buffs to the associated characters or enable cooperation between characters.
[0077] One type of "synergy skill" is characterized by the mutual influence between heroes' skill casting, causing changes to the original skills or skill effects.
[0078] To explain in detail how the combo skill is implemented, we set the first virtual object as the first hero in the game, who possesses the ultimate skill "Storm" (equivalent to the "first game skill" mentioned above). The effect of this skill is that the first hero transforms into a giant tornado (equivalent to the "first skill object" mentioned above), commanding wind and thunder at a selected location to attract and destroy everything around it.
[0079] As shown in Figure 5, the circular area represents the currently determined area of effect of the giant tornado, with the center of the giant tornado being the location of the first hero. A confirmation control and a zoom-out control are also displayed within this circular area; the former is used to define the current area of effect as the target area, and the latter is used to increase the area of effect of the rectangular tornado. Figure 6 shows a schematic diagram of the effect of generating the giant tornado, which also displays the remaining duration of the skill.
[0080] The second virtual object is designated as the second hero, who possesses the ultimate skill "Supernova" (equivalent to the aforementioned "third game skill"). In the game, if the second hero unleashes their ultimate skill, they enter an enhanced state lasting 8 seconds; during this time, the second hero's corresponding right-click skill is replaced by the skill "Fire Tornado" (equivalent to the aforementioned "fourth game skill"), instead of the original "Flame Stream" skill.
[0081] When the second hero triggers the "Flame Stream" skill, they can aim at a location in the game scene, creating a "flame zone" around that location, as shown in Figure 7. This "flame zone" is usually a flat area; enemy characters will only be damaged when they enter it. Similarly, when the second hero triggers the "Fire Tornado" skill, they can also aim at a location in the game scene, creating a "fire tornado area" around that location, as shown in Figure 8. This "fire tornado area" usually occupies a larger area than the "flame zone" and is typically a three-dimensional space. Compared to enemy characters who can jump over the "flame zone" to avoid its damage, the damage from the "fire tornado area" is much harder to dodge.
[0082] As shown in Figure 9, the bottom right corner displays the control controls for the three skills of the second hero. When controlled via the keyboard, these controls can be replaced by key icons and their corresponding skill icons. Control 3 corresponds to the ultimate skill, and the 4s above control 3 indicates that the ultimate skill has a 4-second cooldown, meaning it can only be used after 4 seconds.
[0083] The first and second heroes can be pre-set as a single entity. In the game, when the first and second heroes are on the same team and appear simultaneously, the first hero will gain an additional passive skill, "Fire Hurricane" (equivalent to the aforementioned "sixth game skill"). This passive skill allows the first hero to absorb the "fire tornado area" created by the "storm" when it passes through the "fire tornado area" created by the second hero in the game scene after releasing the ultimate skill "Storm" (which can be released using the Q key on the keyboard), thus generating a "Fire Hurricane." The skill effect is illustrated in Figure 10. Among them, "Flame Hurricane" has a larger volume range and higher skill damage compared to "Storm". "Fire Tornado" can be generated by the second hero casting the ultimate skill "Supernova" before the first hero casts the ultimate skill and then releasing the "Fire Tornado" skill in the scene, or it can be generated by the second hero casting the ultimate skill "Supernova" after the first hero casts the ultimate skill and then releasing the "Fire Tornado" skill in the scene. As long as the first hero's "Storm" touches the "Fire Tornado", "Flame Hurricane" will be activated and generated.
[0084] For the second hero, there will be an additional active skill, "Torch." When the first hero unleashes their ultimate skill, "Storm," in the game scene, the second hero can actively move the mouse to aim the crosshair at the "Storm" created by the first hero and press the button to trigger the "Torch" skill. This skill will directly trigger the second hero's ultimate skill, "Supernova," and simultaneously transform the first hero's "Storm" into a "Fire Hurricane." In other words, the "Storm" skill button is essentially a new hotkey. The second hero can use this new button to quickly trigger the ultimate skill "Supernova" to coordinate with the first hero's ultimate skill, eliminating the need to cast "Supernova" in the scene and then cast "Fire Tornado" at the first hero's location, making the operation much simpler.
[0085] Corresponding to the above method embodiments, this disclosure provides an interactive control device for game skills, as shown in FIG11. The device includes: a scene providing module 1002, a combination skill adding module 1004, a first skill releasing module 1006, and a skill effect replacement module 1008.
[0086] The scenario providing module 1002 is configured to respond to the game start command by providing a game scenario corresponding to the game, wherein the game scenario includes at least a first game faction participating in the game, and the first game faction includes at least a first virtual object and a second virtual object, the first virtual object being configured with a first game skill; the combination skill adding module 1004 is configured to respond to the first virtual object and the second virtual object forming a preset object combination, controlling the addition of a first game buff and a second game skill to the second virtual object; wherein the first game buff is used to provide a specified buff effect to the second virtual object during the game; the first skill release module 1006 is configured to respond to the first virtual object releasing the first game skill in the game scenario, controlling the generation of the corresponding first skill effect in the game scenario; the skill effect replacement module 1008 is configured to respond to the second virtual object triggering the second game skill during the first skill effect taking effect, controlling the replacement of the first skill effect with the second skill effect; wherein the second skill effect is superior to the first skill effect.
[0087] The aforementioned interactive control device for game skills, in response to a game start command, provides a game scene corresponding to the game match. The game scene includes a first game faction, which in turn includes a first virtual object and a second virtual object. The first virtual object is configured with a first game skill. In response to the first and second virtual objects forming an object combination, the device controls the second virtual object to use a second game skill. In response to the first virtual object casting the first game skill in the game scene, the device controls the generation of a corresponding first skill effect in the game scene. During the first skill effect's activation, in response to the second virtual object triggering the second game skill, the device controls the replacement of the first skill effect with the second skill effect. The second skill effect is superior to the first skill effect. This method enriches the combo effects and skill release methods of game skills, enhancing the player's gaming experience.
[0088] In an optional embodiment, the first skill release module 1006 is further configured to perform: in response to the first virtual object releasing a first game skill in the game scene, control the generation of a first skill object in the game scene, the first skill object being used to generate the first skill effect within a specified range in the game scene.
[0089] In an optional embodiment, the skill effect replacement module 1008 is further configured to: in response to a second game skill being triggered by a second virtual object, control the replacement of a first skill object with a second skill object, the second skill object being used to generate a second skill effect within a specified range in the game scene. Through the aforementioned device module, by triggering a second game skill through a second virtual object and controlling the replacement of the first skill object with the second skill object, the resulting second skill effect enriches the ways to release game skills and enhances the player's gaming experience. Furthermore, when the first skill effect is replaced with the second skill effect, it needs to be accompanied by a replacement of the skill object, thus better reflecting the influence of the second skill effect on the first virtual object.
[0090] In an optional embodiment, the skill effect replacement module 1008 is further configured to perform: the scope of the second skill effect is greater than the scope of the first skill effect, and / or the effect of the second skill effect is greater than the effect of the first skill effect.
[0091] In an optional embodiment, the above-mentioned device further includes: a first skill state configuration module, which is configured to perform: in response to the first virtual object casting a first game skill in the game scene, control the second game skill of the second virtual object to be configured as available.
[0092] In an optional embodiment, the second virtual object is configured with a third game skill, which is used to generate a third skill effect in the game scene; the device further includes a second skill state configuration module, which is configured to execute: in response to the first virtual object casting a first game skill in the game scene and the second virtual object casting a third game skill in the game scene, control the second game skill of the second virtual object to be configured as available.
[0093] The aforementioned device module enables the second game skill to switch between an available and unavailable state. When the second game skill is configured to be available, the second virtual object can obtain additional game skill effects, thereby increasing the game win rate and making the operation simpler.
[0094] In an optional embodiment, the second virtual object is further configured with a fourth game skill, wherein the fourth game skill is used to apply the influence of the first skill within a target area in the game scene; the device further includes a skill replacement module, which is configured to perform: in response to the second virtual object casting a third game skill in the game scene, control the replacement of the fourth game skill with a fifth game skill, wherein the fifth game skill is used to generate a third skill object in the game scene, and the third skill object is used to cause the third skill effect within a specified range.
[0095] In an optional embodiment, the above-mentioned device further includes a third skill state configuration module, which is configured to execute: in response to the end of the first game skill, control the second game skill of the second virtual object to be configured as unavailable.
[0096] In an optional embodiment, the skill effect replacement module 1008 is further configured to: during the process of the first skill effect and the third skill effect taking effect, in response to the second game skill being triggered by the second virtual object, control the replacement of the first skill effect with the second skill effect.
[0097] In an optional embodiment, the first skill effect takes effect within a specified range in the game scene; the skill effect replacement module 1008 is further configured to execute: in response to the second virtual object controlling the second game skill to be released to the specified range, control to replace the first skill effect with the second skill effect, the second skill effect being located within the specified range.
[0098] In an optional embodiment, the graphical user interface of the terminal device corresponding to the second virtual object is provided with a crosshair, which is used to indicate the aiming direction of the second virtual object; the skill effect replacement module 1008 is also configured to perform: when the crosshair points to a specified range, in response to the second virtual object triggering a second game skill, the second game skill is released into the specified range, and the first skill effect is replaced with the second skill release effect.
[0099] In an optional embodiment, the above-mentioned device further includes a skill addition module, which is configured to perform: in response to the first virtual object and the second virtual object forming a preset object combination, control the addition of a sixth game skill to the first virtual object; wherein the sixth game skill is a passively triggered game skill, used to control the replacement of the first skill effect with the second skill effect when the target triggering condition is met.
[0100] In an optional embodiment, the first skill release module 1006 is further configured to: in response to the first virtual object releasing a first game skill in the game scene, control the generation of a first skill object that can move in the game scene, and generate a corresponding first skill effect at the real-time movement position of the first skill object; in response to the first skill object and the third skill object at least partially overlapping, determine that the target triggering condition is met, and control the replacement of the first skill effect with the second skill effect.
[0101] In an optional embodiment, the object combination includes a main combination object and a secondary combination object, with one main combination object and at least one secondary combination object. Based on the above device, a main combination object can form an object combination with at least one secondary combination object, so that the main combination object and the secondary combination object can add different game effects when skills are linked, thereby enriching the linkage effects of game skills.
[0102] In an optional embodiment, the second virtual object is the main composite object in the object composition, and the first virtual object is the secondary composite object in the object composition.
[0103] In an optional embodiment, the specified gain effect includes at least one of the following: healing gain, damage gain, and defense gain.
[0104] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the aforementioned interactive control method for game skills, for example:
[0105] In response to the start of a game, a game scene corresponding to the game is provided. This game scene includes at least one participating game faction, and the first game faction includes at least one first virtual object and one second virtual object. The first virtual object is configured with a first game skill. In response to the first and second virtual objects forming a preset object combination, the system controls the addition of a first game buff and a second game skill to the second virtual object. The first game buff is used to: provide a specified buff effect to the second virtual object during the game; in response to the first virtual object casting its first game skill in the game scene, the system controls the generation of a corresponding first skill effect in the game scene; during the first skill effect's active period, in response to the second virtual object triggering its second game skill, the system controls the replacement of the first skill effect with the second skill effect; the second skill effect is superior to the first skill effect.
[0106] The above methods enrich the combo effects and skill release methods of game skills, thereby enhancing the player's gaming experience.
[0107] Optionally, the above-mentioned step of responding to the first virtual object casting the first game skill in the game scene and controlling the generation of the corresponding first skill effect in the game scene includes: responding to the first virtual object casting the first game skill in the game scene and controlling the generation of a first skill object in the game scene, wherein the first skill object is used to generate the first skill effect within a specified range in the game scene.
[0108] The aforementioned step of responding to a second game skill triggered by a second virtual object and controlling the replacement of the first skill effect with the second skill effect includes: responding to a second game skill triggered by a second virtual object and controlling the replacement of the first skill object with a second skill object, wherein the second skill object is used to generate a second skill effect within a specified range in the game scene. Through the above embodiment, by triggering a second game skill through a second virtual object and controlling the replacement of the first skill object with the second skill object, the resulting second skill effect enriches the ways to release game skills and enhances the player's gaming experience. Furthermore, when the first skill effect is replaced with the second skill effect, it needs to be accompanied by a replacement of the skill object, thus better reflecting the influence of the second skill effect on the first virtual object.
[0109] Optionally, the steps where the effect of the second skill is superior to that of the first skill include: the range of effect of the second skill is greater than the range of effect of the first skill, and / or the effect of the second skill is greater than the effect of the first skill.
[0110] Optionally, before the step of triggering the second game skill in response to the second virtual object, the method further includes: in response to the first virtual object casting the first game skill in the game scene, controlling the second game skill of the second virtual object to be configured as available.
[0111] Optionally, the second virtual object is configured with a third game skill, which is used to generate a third skill effect in the game scene; before the step of responding to the second virtual object triggering the second game skill, the method further includes: responding to the first virtual object casting the first game skill in the game scene and the second virtual object casting the third game skill in the game scene, controlling the second virtual object's second game skill to be configured as available.
[0112] Through the above embodiments, the second game skill can be switched between an available state and an unavailable state. When the second game skill configuration is in an available state, the second virtual object can obtain additional game skill effects, thereby increasing the game win rate and making the operation simpler.
[0113] Optionally, the second virtual object is further configured with a fourth game skill, wherein the fourth game skill is used to apply the effect of the first skill within a target area in the game scene; the method further includes: in response to the second virtual object casting a third game skill in the game scene, controlling the replacement of the fourth game skill with a fifth game skill, wherein the fifth game skill is used to generate a third skill object in the game scene, and the third skill object is used to cause the effect of the third skill within a specified range.
[0114] Optionally, the above method further includes: in response to the end of the first game skill, controlling the second game skill of the second virtual object to be configured as unavailable.
[0115] Optionally, the step of controlling the replacement of the first skill effect with the second skill effect in response to the second game skill being triggered by the second virtual object during the first skill effect's effective period includes: controlling the replacement of the first skill effect with the second skill effect in response to the second game skill being triggered by the second virtual object during the first skill effect and the third skill effect's effective period.
[0116] Optionally, the first skill effect takes effect within a specified range in the game scene; in response to the second virtual object triggering the second game skill, the step of controlling the replacement of the first skill effect with the second skill effect includes: in response to the second virtual object controlling the second game skill to be released to the specified range, controlling the replacement of the first skill effect with the second skill effect, wherein the second skill effect is located within the specified range.
[0117] Optionally, the graphical user interface of the terminal device corresponding to the second virtual object provides a crosshair, which is used to indicate the aiming direction of the second virtual object; the step of controlling the first skill effect to be replaced with the second skill effect in response to the second virtual object controlling the second game skill to be released to a specified range includes: when the crosshair is pointing to the specified range, in response to the second virtual object triggering the second game skill, releasing the second game skill to the specified range, and controlling the first skill effect to be replaced with the second skill release effect.
[0118] Optionally, the above method further includes: in response to the first virtual object and the second virtual object forming a preset object combination, controlling the addition of a sixth game skill to the first virtual object; wherein the sixth game skill is a passively triggered game skill, used to control the replacement of the first skill effect with the second skill effect when the target triggering condition is met.
[0119] Optionally, the steps of responding to the first virtual object casting a first game skill in the game scene and controlling the generation of a corresponding first skill effect in the game scene include: responding to the first virtual object casting a first game skill in the game scene, controlling the generation of a first skill object that can move in the game scene, and generating a corresponding first skill effect at the real-time movement position of the first skill object; responding to the first skill object and the third skill object at least partially overlapping, determining that the target triggering condition is met, and controlling the replacement of the first skill effect with the second skill effect.
[0120] Optionally, the above object combination includes a main combination object and a secondary combination object, with one main combination object and at least one secondary combination object. Based on the above method, a main combination object can form an object combination with at least one secondary combination object, so that the main combination object and the secondary combination object can add different game effects when skills are linked, thereby enriching the linkage effects of game skills.
[0121] Optionally, the second virtual object mentioned above is the primary composite object in the object composition, and the first virtual object is the secondary composite object in the object composition.
[0122] Optionally, the above-specified buff effects include at least one of the following: healing buff, damage buff, and defense buff.
[0123] Referring to Figure 12, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the interactive control method of the game skills described above.
[0124] Furthermore, the electronic device shown in FIG12 also includes a bus 102 and a communication interface 103, and the processor 100, the communication interface 103 and the memory 101 are connected through the bus 102.
[0125] The memory 101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. Buses can be categorized as address buses, data buses, control buses, etc. For ease of illustration, only a single bidirectional arrow is used in Figure 12, but this does not indicate that there is only one bus or one type of bus.
[0126] The processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 100 or by instructions in software form. The processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0127] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions cause the processor to implement the above-mentioned interactive control method for game skills.
[0128] The interactive control method, apparatus, and electronic device for game skills provided in this disclosure include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods in the preceding method embodiments, for example:
[0129] In response to the start of a game, a game scene corresponding to the game is provided. This game scene includes at least one participating game faction, and the first game faction includes at least one first virtual object and one second virtual object. The first virtual object is configured with a first game skill. In response to the first and second virtual objects forming a preset object combination, the system controls the addition of a first game buff and a second game skill to the second virtual object. The first game buff is used to: provide a specified buff effect to the second virtual object during the game; in response to the first virtual object casting its first game skill in the game scene, the system controls the generation of a corresponding first skill effect in the game scene; during the first skill effect's active period, in response to the second virtual object triggering its second game skill, the system controls the replacement of the first skill effect with the second skill effect; the second skill effect is superior to the first skill effect.
[0130] The above methods enrich the combo effects and skill release methods of game skills, thereby enhancing the player's gaming experience.
[0131] Optionally, the above-mentioned step of responding to the first virtual object casting the first game skill in the game scene and controlling the generation of the corresponding first skill effect in the game scene includes: responding to the first virtual object casting the first game skill in the game scene and controlling the generation of a first skill object in the game scene, wherein the first skill object is used to generate the first skill effect within a specified range in the game scene.
[0132] The aforementioned step of controlling the replacement of the first skill effect with the second skill effect in response to the second game skill being triggered by the second virtual object includes: controlling the replacement of the first skill object with the second skill object in response to the second game skill being triggered by the second virtual object, wherein the second skill object is used to generate the second skill effect within a specified range in the game scene. In this embodiment, when the first skill effect is replaced with the second skill effect, the skill object needs to be replaced simultaneously, so as to better reflect the influence of the second skill effect on the first virtual object. Furthermore, when the first skill effect is replaced with the second skill effect, the skill object needs to be replaced simultaneously, so as to better reflect the influence of the second skill effect on the first virtual object.
[0133] Optionally, the steps where the effect of the second skill is superior to that of the first skill include: the range of effect of the second skill is greater than the range of effect of the first skill, and / or the effect of the second skill is greater than the effect of the first skill.
[0134] Optionally, before the step of triggering the second game skill in response to the second virtual object, the method further includes: in response to the first virtual object casting the first game skill in the game scene, controlling the second game skill of the second virtual object to be configured as available.
[0135] Optionally, the second virtual object is configured with a third game skill, which is used to generate a third skill effect in the game scene; before the step of responding to the second virtual object triggering the second game skill, the method further includes: responding to the first virtual object casting the first game skill in the game scene and the second virtual object casting the third game skill in the game scene, controlling the second virtual object's second game skill to be configured as available.
[0136] Through the above embodiments, the second game skill can be switched between an available state and an unavailable state. When the second game skill configuration is in an available state, the second virtual object can obtain additional game skill effects, thereby increasing the game win rate and making the operation simpler.
[0137] Optionally, the second virtual object is further configured with a fourth game skill, wherein the fourth game skill is used to apply the effect of the first skill within a target area in the game scene; the method further includes: in response to the second virtual object casting a third game skill in the game scene, controlling the replacement of the fourth game skill with a fifth game skill, wherein the fifth game skill is used to generate a third skill object in the game scene, and the third skill object is used to cause the effect of the third skill within a specified range.
[0138] Optionally, the above method further includes: in response to the end of the first game skill, controlling the second game skill of the second virtual object to be configured as unavailable.
[0139] Optionally, the step of controlling the replacement of the first skill effect with the second skill effect in response to the second game skill being triggered by the second virtual object during the first skill effect's effective period includes: controlling the replacement of the first skill effect with the second skill effect in response to the second game skill being triggered by the second virtual object during the first skill effect and the third skill effect's effective period.
[0140] Optionally, the first skill effect takes effect within a specified range in the game scene; in response to the second virtual object triggering the second game skill, the step of controlling the replacement of the first skill effect with the second skill effect includes: in response to the second virtual object controlling the second game skill to be released to the specified range, controlling the replacement of the first skill effect with the second skill effect, wherein the second skill effect is located within the specified range.
[0141] Optionally, the graphical user interface of the terminal device corresponding to the second virtual object provides a crosshair, which is used to indicate the aiming direction of the second virtual object; the step of controlling the first skill effect to be replaced with the second skill effect in response to the second virtual object controlling the second game skill to be released to a specified range includes: when the crosshair is pointing to the specified range, in response to the second virtual object triggering the second game skill, releasing the second game skill to the specified range, and controlling the first skill effect to be replaced with the second skill release effect.
[0142] Optionally, the above method further includes: in response to the first virtual object and the second virtual object forming a preset object combination, controlling the addition of a sixth game skill to the first virtual object; wherein the sixth game skill is a passively triggered game skill, used to control the replacement of the first skill effect with the second skill effect when the target triggering condition is met.
[0143] Optionally, the steps of responding to the first virtual object casting a first game skill in the game scene and controlling the generation of a corresponding first skill effect in the game scene include: responding to the first virtual object casting a first game skill in the game scene, controlling the generation of a first skill object that can move in the game scene, and generating a corresponding first skill effect at the real-time movement position of the first skill object; responding to the first skill object and the third skill object at least partially overlapping, determining that the target triggering condition is met, and controlling the replacement of the first skill effect with the second skill effect.
[0144] Optionally, the above object combination includes a main combination object and a secondary combination object, with one main combination object and at least one secondary combination object. Based on the above method, a main combination object can form an object combination with at least one secondary combination object, so that the main combination object and the secondary combination object can add different game effects when skills are linked, thereby enriching the linkage effects of game skills.
[0145] Optionally, the second virtual object mentioned above is the primary composite object in the object composition, and the first virtual object is the secondary composite object in the object composition.
[0146] Optionally, the above-specified buff effects include at least one of the following: healing buff, damage buff, and defense buff.
[0147] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.
[0148] Furthermore, in the description of the embodiments of this disclosure, unless otherwise expressly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in this disclosure based on the specific circumstances.
[0149] If a function is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, or the part that contributes to related technologies, or part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods of the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as a USB flash drive, a portable hard drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.
[0150] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0151] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.
Claims
1. An interactive control method for game skills, the method comprising: In response to a game start command, a game scene corresponding to the game is provided, wherein the game scene includes at least a first game faction participating in the game, the first game faction includes at least a first virtual object and a second virtual object, and the first virtual object is configured with a first game skill; In response to the first virtual object and the second virtual object forming a preset object combination, the system controls the addition of a first game buff and a second game skill to the second virtual object; wherein, the first game buff is used to: provide a specified buff effect to the second virtual object in the game; In response to the first virtual object casting the first game skill in the game scene, control the generation of the corresponding first skill effect in the game scene; During the effect of the first skill, in response to the second virtual object triggering the second game skill, the control replaces the first skill effect with the second skill effect; wherein the second skill effect is superior to the first skill effect.
2. The method according to claim 1, wherein, The step of controlling the generation of a corresponding first skill effect in the game scene in response to the first virtual object casting the first game skill in the game scene includes: In response to the first virtual object casting the first game skill in the game scene, control the generation of a first skill object in the game scene, the first skill object being used to generate the first skill effect within a specified range in the game scene.
3. The method according to claim 2, wherein, The step of controlling the replacement of the first skill effect with the second skill effect in response to the second virtual object triggering the second game skill includes: In response to the second virtual object triggering the second game skill, the control replaces the first skill object with the second skill object, which is used to generate a second skill effect within a specified range in the game scene.
4. The method according to claim 1, wherein, The steps in which the effect of the second skill is superior to the effect of the first skill include: The range of effect of the second skill is greater than that of the first skill, and / or the effect of the second skill is greater than that of the first skill.
5. The method according to claim 1, wherein, Prior to the step of triggering the second game skill in response to the second virtual object, the method further includes: In response to the first virtual object casting the first game skill in the game scene, the control configures the second game skill of the second virtual object to be available.
6. The method according to claim 1, wherein, The second virtual object is configured with a third game skill, which is used to generate a third skill effect in the game scene; Prior to the step of triggering the second game skill in response to the second virtual object, the method further includes: In response to the first virtual object casting the first game skill in the game scene and the second virtual object casting the third game skill in the game scene, the control configures the second game skill of the second virtual object to be available.
7. The method according to claim 6, wherein, The second virtual object is also configured with a fourth game skill, wherein the fourth game skill is used to apply the influence of the first skill within a target area in the game scene; The method further includes: In response to the second virtual object casting the third game skill in the game scene, the control replaces the fourth game skill with a fifth game skill, wherein the fifth game skill is used to generate a third skill object in the game scene, and the third skill object is used to cause a third skill effect within a specified range.
8. The method according to any one of claims 5-7, wherein, The method further includes: In response to the end of the first game skill, the control configures the second game skill of the second virtual object to be unavailable.
9. The method according to claim 6, wherein, The step of controlling the replacement of the first skill effect with the second skill effect in response to the second game skill being triggered by the second virtual object during the first skill effect's activation includes: During the process of the first skill effect and the third skill effect taking effect, in response to the second virtual object triggering the second game skill, the control replaces the first skill effect with the second skill effect.
10. The method according to claim 1, wherein, The effect of the first skill takes effect within a specified range in the game scene; The step of controlling the replacement of the first skill effect with the second skill effect in response to the second virtual object triggering the second game skill includes: In response to the second virtual object controlling the second game skill to be cast towards the specified range, the control replaces the first skill effect with the second skill effect, the second skill effect being located within the specified range.
11. The method according to claim 10, wherein, The graphical user interface of the terminal device corresponding to the second virtual object provides a crosshair, which is used to indicate the aiming direction of the second virtual object; The step of controlling the second game skill to be cast towards the designated range in response to the second virtual object, and controlling the replacement of the first skill effect with the second skill effect, includes: When the crosshair is pointed to the designated range, in response to the second virtual object triggering the second game skill, the second game skill is released into the designated range, and the effect of the first skill is replaced with the effect of the second skill release.
12. The method according to claim 7, wherein, The method further includes: In response to the first virtual object and the second virtual object forming a preset object combination, the system controls the addition of a sixth game skill to the first virtual object; The sixth game skill is a passively triggered game skill, used to control the replacement of the first skill effect with the second skill effect when the target triggering conditions are met.
13. The method according to claim 12, wherein, The step of controlling the generation of a corresponding first skill effect in the game scene in response to the first virtual object casting the first game skill in the game scene includes: In response to the first virtual object casting the first game skill in the game scene, control the generation of a first skill object that can move in the game scene, and generate the corresponding first skill effect at the real-time movement position of the first skill object; In response to the fact that the first skill object and the third skill object at least partially overlap, it is determined that the target triggering condition is met, and the first skill effect is replaced with the second skill effect.
14. The method according to claim 1, wherein, The object composition includes a main composition object and a secondary composition object, wherein there is one main composition object and at least one secondary composition object.
15. The method according to claim 14, wherein, The second virtual object is the main composite object in the object combination, and the first virtual object is the secondary composite object in the object combination.
16. The method according to claim 1, wherein, The specified buff effects include at least one of the following: healing buff, damage buff, and defense buff.
17. An interactive control device for game skills, the device comprising: A scene providing module is configured to respond to a game start command by providing a game scene corresponding to the game match. The game scene includes at least a first game faction participating in the game match. The first game faction includes at least a first virtual object and a second virtual object. The first virtual object is configured with a first game skill. The combination skill addition module is configured to respond to the first virtual object and the second virtual object forming a preset object combination, and control the addition of a first game buff and a second game skill to the second virtual object; wherein, the first game buff is used to: provide a specified buff effect to the second virtual object in the game; The first skill release module is configured to respond to the first virtual object releasing the first game skill in the game scene and control the generation of the corresponding first skill effect in the game scene; The skill effect replacement module is configured to be executed during the first skill effect's active phase. In response to the second virtual object triggering the second game skill, it controls the replacement of the first skill effect with the second skill effect; wherein the second skill effect is superior to the first skill effect.
18. An electronic device comprising a processor and a memory, the memory storing machine-executable instructions executable by the processor, the processor executing the machine-executable instructions to implement the interactive control method for game skills according to any one of claims 1-16.
19. A machine-readable storage medium storing machine-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the interactive control method for game skills according to any one of claims 1-16.
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