Skill combination method and apparatus in game, and electronic device

By identifying combinations of virtual objects with relationships during gameplay, game buffs are added to the first virtual object and skills are replaced, solving the problem of single-function skills in existing games and improving the synergy of game skills and player experience.

WO2025223047A1PCT designated stage Publication Date: 2025-10-30SHANGHAI NETEASE CUICAN NETWORK TECHNOLOGY CO LTD
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Patent Information

Application Number
PCT/CN2025/080064
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

Technical Problem

The limited functionality of skills in existing role-playing games reduces the difficulty of skill-based gameplay, leading to a loss of player interest.

Method used

During a game, identify combinations of virtual objects with a relationship, add game buffs to the first virtual object, and replace its configured game skill with the first game skill that has a better effect.

Benefits of technology

It enriches the combo effects of game skills, enhances the attack power of virtual objects and the player's gaming experience, and increases the game's win rate.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

A skill combination method in a game. The method comprises: at the beginning of a game match, providing a game scene including a plurality of game camps participating in the game match; when there is an object combination having a combination relationship among a plurality of virtual objects in the same game camp, determining a first virtual object and a second virtual object which are included in the object combination; and controlling the addition of a first game gain to the first virtual object, and controlling the replacement, with a first game skill, of a specified game skill configured for the second virtual object, wherein the skill effect of the first game skill is superior to that of the specified game skill. In the method, when there are virtual objects having a combination relationship in the same game camp, a game gain is newly added to a virtual object or a specified game skill pre-configured for the virtual object is replaced with a first game skill having a better skill effect, thereby enriching the combination effect of game skills and improving the attack power and attack effect of the virtual objects, and thus facilitating an improvement in the game experience of players and an increase in the game win rate. (FIG. 1)
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Description

Skill combos, devices, and electronic equipment in the game

[0001] Cross-reference to related applications

[0002] This application claims priority to Chinese Patent Application No. 202410519404.5, filed on April 26, 2024, entitled “Method, Apparatus and Electronic Device for Skill Combos in Games”, the entire contents of which are incorporated herein by reference. Technical Field

[0003] This disclosure relates to the field of game design technology, and in particular to a method, apparatus and electronic device for skill combos in a game. Background Technology

[0004] In related technologies, skills in role-playing games typically include self-buff skills, teammate buff skills, or enemy debuff skills. Players can cast teammate buff skills on their teammates to increase their attributes. However, the effect of such skills is relatively simple, which reduces the difficulty of skill-based gameplay and can easily cause players to lose interest in the game. Summary of the Invention

[0005] According to one aspect of this disclosure, a method for skill combos in a game 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 multiple game factions participating in the game, each game faction includes multiple virtual objects, and each virtual object is pre-configured with its own corresponding game skill; in response to the existence of an object combination with a combination relationship among the multiple virtual objects of the same game faction, determining a first virtual object and a second virtual object included in the object combination; controlling the addition of a first game buff to the first virtual object, and controlling the replacement of a specified game skill configured on the second virtual object with the first game skill; wherein the specified game skill is a game skill among the pre-configured game skills of the second virtual object, the first game buff is used to provide a specified buff effect to the first virtual object during the game, and the skill effect of the first game skill is superior to the skill effect of the specified game skill.

[0006] According to one aspect of this disclosure, a skill synergy device in a game 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 multiple game factions participating in the game match, each game faction includes multiple virtual objects, and each virtual object is pre-configured with its own corresponding game skill; a combination determining module, configured to determine a first virtual object and a second virtual object included in the object combination in response to the existence of a combination of objects with a combination relationship among the multiple virtual objects of the same game faction; and a skill conversion module, configured to control the addition of a first game buff to the first virtual object and control the replacement of a specified game skill configured on the second virtual object with the first game skill; wherein the specified game skill is a game skill among the game skills pre-configured on the second virtual object, the first game buff is used to provide a specified buff effect to the first virtual object during the game match, and the skill effect of the first game skill is superior to the skill effect of the specified game skill.

[0007] According to one aspect of this disclosure, an electronic device is provided, comprising a processor and a memory storing machine-executable instructions executable by the processor, the processor executing the machine-executable instructions to implement the skill combo method in the aforementioned game.

[0008] According to one aspect of this disclosure, a computer-readable storage medium is provided that stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the skill combo method in the aforementioned game.

[0009] The embodiments disclosed herein bring the following beneficial effects:

[0010] This disclosure provides a method, apparatus, and electronic device for skill combos in games. First, in response to a game start command, a game scene corresponding to the game is provided. The game scene includes multiple game factions participating in the game, and each game faction includes multiple virtual objects, each virtual object pre-configured with its own corresponding game skill. Then, in response to the existence of a combination of virtual objects with a combinatorial relationship within the same game faction, a first virtual object and a second virtual object are identified within the object combination. Next, a first game buff is added to the first virtual object, and a specified game skill configured on the second virtual object is replaced with the first game skill. The specified game skill is a game skill pre-configured by the second virtual object, and the first game buff provides a specified buff effect to the first virtual object during the game. The skill effect of the first game skill is superior to the skill effect of the specified game skill. In this method, when virtual objects with a combination relationship exist in the same game faction, game buffs will be added to the virtual object or the pre-configured game skill of the virtual object will be replaced with the first game skill with better effect. This will enrich the synergy effect of game skills and improve the attack power and attack effect of virtual objects, which will help improve the player's game experience and increase the game win rate.

[0011] Other features and advantages of this disclosure will be set forth in the following description, or some features and advantages may be inferred from the description or determined without doubt, or may be learned by practicing the techniques described above.

[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 a skill combo method in a game provided by an embodiment of this disclosure;

[0014] Figure 2 is a schematic diagram of one of the first game skills provided in an embodiment of this disclosure;

[0015] Figure 3 is a comparison diagram of one of the specified game skills and the first game skill provided in the embodiments of this disclosure;

[0016] Figure 4 is a schematic diagram of one of the left shield strikes and right punches provided in the embodiments of this disclosure;

[0017] Figure 5 is a schematic diagram of one of the left shield attack and right shield attack provided in the embodiments of this disclosure;

[0018] Figure 6 is a structural schematic diagram of a skill combo device in a game provided in an embodiment of this disclosure;

[0019] Figure 7 is a schematic diagram of the structure of one of the electronic devices provided in the embodiments of this disclosure. Detailed Implementation

[0020] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. The components of the embodiments of this disclosure described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.

[0021] Therefore, the following detailed description of the embodiments of this disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed disclosure, but merely to illustrate selected embodiments of the disclosure. All other embodiments obtained by those skilled in the art based on the embodiments of this disclosure without inventive effort are within the scope of protection of this disclosure.

[0022] In related technologies, synergy effects typically only exist in card games or strategy games, and are relatively rare in other game types, thus limiting the games in which synergy effects can be applied. Furthermore, synergy effects usually trigger specific buffs when a certain number of heroes in a synergy set are present, but the manifestation of these synergy effects is simplistic and lacks personalization.

[0023] To address the aforementioned issues, embodiments of the present invention provide a method, apparatus, and electronic device for skill combos in games. This technology can be applied to various 3D games, especially in skill combo scenarios in team games or card games.

[0024] In one embodiment of this disclosure, the skill combo method in a game can run on a local terminal device or a server. When the skill combo method in a game runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0025] 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 separate. The storage and execution of skill combos in the game 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.

[0026] 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.

[0027] In one possible implementation, this disclosure provides a skill combo method in a game, as shown in Figure 1. The method includes the following specific steps:

[0028] Step S102: In response to the game start command, a game scene corresponding to the game is provided. The game scene includes multiple game factions participating in the game, and each game faction includes multiple virtual objects. Each virtual object is pre-configured with its own corresponding game skills.

[0029] In practical implementation, the game start command mentioned above can be determined according to the game rules. Different games typically have different start commands; this implementation applies to mobile games, PC games, and console games. For example, the game start command could be generated by triggering the start button displayed on the game interface, by clicking a button on the keyboard / controller, or by performing a gesture. After the game starts, a game scene corresponding to the game will be provided, displaying multiple game factions participating in the game. Typically, different game factions are hostile to each other; that is, a virtual object needs to attack virtual objects belonging to a different game faction to achieve victory for that virtual object's faction.

[0030] Specifically, each game faction contains multiple virtual objects, which are typically game characters or virtual vehicles. Each virtual object is pre-configured with game skills, which are the inherent game skills of the virtual object.

[0031] Step S104: In response to the existence of a combination of objects with a composition relationship among multiple virtual objects in the same game faction, determine the first virtual object and the second virtual object contained in the object combination.

[0032] In practice, the relationships between virtual objects in the game are pre-defined according to the game rules. At the start of a game, the system determines the combinations of objects with relationships based on the virtual objects contained in each game faction, and identifies the first and second virtual objects in each combination. Typically, the first and second virtual objects are different virtual objects.

[0033] In an optional embodiment, the object combination includes a main combination object and a secondary combination object. There is one main combination object and at least one secondary combination object. That is, a main combination object can form an object combination with at least one secondary combination object. The game effects that the main and secondary combination objects can add when performing skill synergies differ, and the specific game effects can be determined according to the game rules.

[0034] In one specific embodiment, the first virtual object is the main composite object in the object composition, and the second virtual object is the secondary composite object in the object composition.

[0035] Step S106: Control the addition of a first game buff to the first virtual object, and control the replacement of the specified game skill configured on the second virtual object with the first game skill; wherein, the specified game skill is a game skill among the game skills pre-configured on the second virtual object, the first game buff is used to provide the specified buff effect to the first virtual object in the game, and the skill effect of the first game skill is better than the skill effect of the specified game skill.

[0036] In practical applications, the relationships between virtual objects in the game, which virtual objects are combined, and which of these combined virtual objects receive game buffs and which replace their configured game skills with the first game skill, are all pre-set according to the game rules. Specifically, among virtual objects with a combination relationship, there is one main combination object and one or more secondary combination objects. The main combination object receives the first game buff, and the secondary combination objects can replace their pre-configured game skills with the first game skill.

[0037] In an optional embodiment, the first game skill is determined based on a specified game skill configured from the combined object, and / or the first game skill is determined based on the object attributes corresponding to the main combined object; wherein, the object attributes include at least the object type of the main combined object. In specific implementation, the specified game skill can be any game skill pre-configured from the combined object. This game skill typically needs to be determined according to game rules; for example, the specified game skill can be the ultimate skill corresponding to the combined object, or a special skill corresponding to the combined object, etc. The object attributes can include the object type and object background of the main combined object, etc. The object type indicates the object group and object function to which the main combined object belongs, and the object background indicates the game background that generates the main combined object. For example, if the object type of the main combined object belongs to the freezing category, the first game skill is to convert the water bullets released in the specified game skill into ice bullets; if the object type of the main combined object belongs to the enhanced attack category, then the first game skill is to increase the attack power and attack range of the specified game skill, etc.

[0038] In specific implementation, the first game skill is matched with the skill type of the designated game skill pre-configured by the second virtual object, and the skill effect of the first game skill is better than that of the designated game skill. That is, the first game skill has at least one of the following advantages: compared with the designated game skill, the skill release method of the first game skill is simpler, the attack power of the first game skill is stronger, the attack range of the first game skill is wider, and the first game skill can apply debuffs to enemy objects, etc.

[0039] The newly added game buff for the aforementioned first virtual object has a specified buff effect, which includes at least one of the following: healing buff, damage buff, and defensive buff. Specifically, a healing buff could be an additional percentage of health gained when the first virtual object heals itself, an additional percentage of recovery power gained when the first virtual object uses a potion, or an increased recovery speed for the first virtual object during a game. A damage buff can also be understood as an attack buff; for example, a damage buff could be an increase in the damage dealt to an enemy game faction object by a specified percentage when the first virtual object attacks it. The aforementioned defensive buff may include, but is not limited to, faster mana and health regeneration, direct increase in health, increased armor, and increased attributes.

[0040] In practical applications, before a game begins, players can choose the virtual object they want to control from a list of numerous virtual objects, based on their needs or game prompts. When selecting a virtual object, players can determine if it has a combination relationship with other virtual objects in their game faction. Once all players in the same game faction have selected their desired virtual objects, if there are combination relationships among the multiple virtual objects in that faction, the first virtual object (equivalent to the primary combination object) and the second virtual object (equivalent to the secondary combination object) within that combination need to be identified. Then, a first game buff is added to the first virtual object, and the pre-configured game skill of the second virtual object is replaced with the first game skill. The game buffs that can be added to each virtual object in a combination relationship, or the game skills that need to be replaced and the replacement game skills, are pre-set.

[0041] Additionally, the first game skill and the first game buff refer to the additional game effects provided to virtual objects with pre-defined combinations in the game scene when players in the same game faction select such combinations. After activation, these virtual objects with combinations provide specific game buff effects or enable mutual cooperation between objects.

[0042] The skill combo method in the above game, when there are virtual objects with a combination relationship in the same game faction, will add game buffs to the virtual object or replace the virtual object's pre-configured designated game skill with the first game skill with better effect, thereby enriching the combo effect of game skills and improving the attack power and attack effect of virtual objects, which helps to improve the player's game experience and increase the game win rate.

[0043] The following examples describe how the first game skill is determined based on the object attributes corresponding to the main composite object.

[0044] When replacing the specified game skill configured on the second virtual object with the first game skill, the first game skill can be determined based on the object attributes corresponding to the first virtual object. In an optional embodiment, when the specified game skill is a skill that controls the second virtual object to cause area damage to a specified area in the game scene, and the first virtual object has a target attribute, the first game skill is: controlling the second virtual object to cause area damage to a specified area in the game scene and applying a game debuff corresponding to the target attribute to enemy objects within the specified area; wherein, the enemy objects and the second virtual object belong to different game factions.

[0045] In practical implementation, the designated area can be determined based on player actions. This designated area is also the attack area of ​​the second virtual object in the game scene, and this attack area can be determined based on the player's selected actions. The target attribute of the first virtual object can be ice, fire, wood, or other attributes. The game debuffs are matched with the target attribute. For example, if the target attribute is ice, the game debuffs can include slowing down or freezing enemy objects within the designated area; if the target attribute is fire, the game debuffs can include causing enemy objects to continuously lose health or be burned for a preset duration; if the target attribute is wood, the game debuffs can include immobilizing or binding enemy objects; if the target attribute is other attributes, the game debuffs can include silencing or stunning enemy objects.

[0046] For example, the first virtual object has a freezing attribute, and the second virtual object's pre-configured game skill is to spray water bullets in a specified direction in the game scene, causing area-of-effect damage, that is, causing area damage in a specified area corresponding to the specified direction. In this case, the first game skill, converted from the pre-configured game skill, becomes: spraying ice bullets in a specified direction in the game scene, causing area-of-effect damage, and simultaneously creating a frozen area that slows down enemy objects located within that frozen area.

[0047] In another optional embodiment, when the specified game skill is to control the second virtual object to generate follower objects in the game scene and the first virtual object has a target attribute, the first game skill is: to control the second virtual object to generate follower objects in the game scene and to attach attack effects corresponding to the target attribute to the follower objects. The attack effect matches the target attribute. For example, if the target attribute is the freeze attribute, the attack effect may include the follower object releasing ice bullets to slow down or freeze the enemy object in place; if the target attribute is the fire attribute, the attack effect may be releasing flames or fireballs to continuously reduce the enemy object's health or burn it for a preset duration; if the target attribute is the wood attribute, the attack effect may include imprisoning or binding the enemy object; if the target attribute is another attribute, the attack effect may include silencing or stunning the enemy object.

[0048] For example, the first virtual object has a freezing attribute, and the second virtual object's pre-configured game skill is: to control the second virtual object to generate a follower object at a specified location in the game scene. This specified location can be a scene location selected by the player in the game scene, or a fixed location near the first virtual object, etc. The follower object's attack method can include at least one of the following: assisted attack, active attack, and passive attack. Assisted attack refers to the follower object's attack method assisting the first virtual object in attacking; active attack refers to the follower object actively attacking enemy objects within a preset distance range; and passive attack refers to the follower object counterattacking enemy objects when attacked. In this case, the first game skill, converted from the specified game skill, is: to generate a follower object at a specified location in the game scene, and when this follower object deals damage to an enemy object, it can slow down the enemy object. Figure 2 shows a schematic diagram of a first game skill provided by an embodiment of the present invention. The gray character model in Figure 2 is a second virtual object, and the spider model next to the second virtual object is a follower object. The follower object attacks the enemy object (that is, the character model with a white head in Figure 2).

[0049] In the above method, the first game skill is determined based on the specified game skill and the object attributes of the first virtual object, which can better link the game skills of the first and second virtual objects in the combined object, thereby increasing the attack power of the virtual object and improving the player's gaming experience.

[0050] The following embodiments describe how a first game skill is determined based on a specified game skill configured from a composite object.

[0051] In an optional embodiment, the first game skill and the designated game skill have the same skill type, and the attack range and / or attack power of the first game skill are greater than those of the designated game skill. Specifically, when the first game skill and the designated game skill have the same skill type, it is possible that only the attack range of the first game skill is greater than that of the designated game skill, or only the attack power of the first game skill is greater than that of the designated game skill, or both the attack power and the attack range of the first game skill are greater than those of the designated game skill.

[0052] For example, a designated game skill could be to dispel a specified energy within a second virtual object and damage enemy objects within a first range of the second virtual object. The specified energy could be determined based on the object type of the second virtual object; for example, the specified energy could be dark magic or fire. The first game skill, converted from this designated game skill, would then be: dispel the specified energy within the second virtual object and damage enemy objects within a second range of the second virtual object; the second range is larger than the first range. If the designated game skill is to enter an armor overlimit state, increasing the damage of the impact cannon and the beam ray, where the impact cannon fires a forward-firing nano-energy cannon and the beam ray fires a forward-firing nano-laser; the first game skill, converted from this designated game skill, would then be: when entering an armor overlimit state, increase the damage range and attack power of the impact cannon and the beam ray.

[0053] In another optional embodiment, when the designated game skill is to control a second virtual object to attack using a first item in the game scene, the first game skill is: to control the second virtual object to attack using a second item in the game scene; wherein the attack range and / or attack effect of the second item is superior to that of the first item. Specifically, the first item and the second item are different game items, for example, the first item is a magnetic ball and the second item is a sword; the first item is a water bullet and the second item is an ice bullet, etc.

[0054] For example, the designated game skill of the second virtual object is to launch a magnetic ball forward, while the first game skill is to transform the magnetic ball into a magical steel giant sword to slash and attack in the game scene, triggering sword energy to attack enemy objects. The sword energy explodes upon contact with the enemy object. The sword energy causes one instance of damage upon contact and two instances of area damage upon explosion. The sword itself does not cause damage. Figure 3 shows a comparison of the designated game skill and the first game skill provided in this embodiment of the invention. In Figure 3, the character model with a gray head represents the second virtual object, and the character model with a white head represents the enemy object. The designated game skill triggered by the second virtual object in the left image of Figure 3 is to launch a magnetic ball forward (equivalent to the black dot in Figure 3). The right image of Figure 3 shows the magnetic ball transformed into a magical steel giant sword for slashing attacks after the designated game skill is replaced with the first game skill.

[0055] In another optional embodiment, when the designated game skill is to control the second virtual object to execute a first attack cycle including a first specified number of attacks in the game scene, the first game skill is to control the second virtual object to execute a second attack cycle including a second specified number of attacks in the game scene; wherein, the first specified number of attacks is greater than the second specified number of attacks. The specific number of attacks corresponding to the first and second specified numbers can be determined according to the game rules; for example, the first specified number of attacks can be 4 or 5, and the second specified number of attacks can be 2 or 1, etc.

[0056] In one specific embodiment, the attack methods and / or attack effects corresponding to each attack in the first attack cycle are different; the attack methods and / or attack effects corresponding to each attack in the second attack cycle are also different. Specifically, the aforementioned attack methods may include the attack actions of the second virtual object or the virtual weapons used, etc., and the aforementioned attack effects may include the degree of damage inflicted on the enemy object or the attack power of the second virtual object, etc. For example, the first attack cycle includes a first specified number of attacks, each attack corresponding to a different attack method, and the degree of attack damage gradually increases with the increase of the number of attacks in the first attack cycle. Similarly, the second attack cycle includes a second specified number of attacks, each attack corresponding to a different attack method, and the degree of attack damage gradually increases with the increase of the number of attacks in the second attack cycle.

[0057] In practical implementation, in response to the triggering of a specified game skill, the second virtual object is controlled to execute the first attack in the first attack loop; in response to the first attack hitting the enemy object, the second virtual object continues to execute the second attack in the first attack loop, until the first attack loop is completed. Specifically, during the triggering of the specified game skill, the second virtual object first specifies the first attack in the first attack loop. After the first attack hits the enemy object, the second virtual object executes the second attack in the first attack loop. After the second attack hits the enemy object, the second virtual object executes the third attack in the first attack loop, and so on, until the first specified number of attacks in the first attack loop is completed. In this method, the execution condition of the first attack loop is relatively strict, which is not conducive to the virtual object continuously causing damage to the enemy object.

[0058] In practice, the aforementioned method of triggering a game skill can be a click or long press operation on the skill control corresponding to the game skill displayed in the graphical user interface provided by the touch screen terminal device; it can also be a click or long press operation on a key on the keyboard or mouse corresponding to a non-touch screen terminal device; or it can be a gesture operation or a gamepad operation for a console game.

[0059] Furthermore, in response to a missed attack, the second virtual object is controlled to return to executing the first attack in the first attack loop, until the first attack hits. That is, the second attack in the first attack loop will only be executed if the first attack hits the enemy object; otherwise, the first attack will continue to be executed indefinitely.

[0060] Based on the above description, in response to the triggering of the first game skill, the second virtual object is controlled to execute the first attack in the second attack cycle; in response to the completion of the first attack, the second virtual object continues to execute the second attack in the first attack cycle, until the second attack cycle is completed. That is, when the first game skill is triggered, the second specified number of attacks in the second attack cycle can be executed sequentially, without requiring the previous attack in the second attack cycle to hit the enemy object before executing the next attack. This increases the frequency of use of the second attack cycle. Since the damage of the subsequent attack is higher than that of the previous attack, the first game skill can also increase the damage dealt to the enemy object. The triggering method of the first game skill matches the triggering method of the specified game skill.

[0061] Furthermore, the aforementioned second specified number of attacks refers to a portion of the first specified number of attacks included in the first attack cycle. Specifically, the second specified number of attacks included in the second attack cycle are either the first few attacks or the later few attacks in the first attack cycle. For example, if the first specified number is 4 times and the second specified number is 2 times, then the second specified number of attacks included in the second attack cycle are the last two attacks in the first specified number of attacks included in the first attack cycle.

[0062] In practical applications, before replacing the specified game skill configured on the second virtual object with the first game skill, a first skill control needs to be provided on the terminal device corresponding to the second virtual object. Responding to a trigger operation on the first skill control, the step of replacing the specified game skill configured on the second virtual object with the first game skill is executed. The aforementioned trigger operation on the first skill control can be determined according to development needs. For example, the trigger operation on the first skill control includes: a touch operation on the first skill control, or a trigger operation on a specified physical button or gesture of the first skill control. The physical button can be a key on the keyboard of the terminal device, or a button on the mouse, etc. In this method, the player needs to trigger the first skill control to replace the specified game skill configured on the second virtual object with the first game skill.

[0063] In its specific implementation, the process of replacing the designated game skill configured on the second virtual object with the first game skill includes: replacing the designated game skill configured on the second virtual object with the first game skill within a specified time; and reconfiguring the first game skill back to the designated game skill in response to the end of the specified time. The specific time corresponding to the specified time can be determined according to development needs; for example, the specified time can be 30 seconds or 20 seconds. In this method, the designated game skill is only replaced with the first game skill within the specified time after the first skill control is triggered. After the specified time ends, the first game skill reverts to the designated game skill.

[0064] To facilitate understanding of the above embodiments, under normal circumstances, it is assumed that the designated game skill of the second virtual object consists of 4 attacks in a cycle. When the first 1-2 attacks hit, an enhanced 3-4 attacks will be triggered, where: the 1st attack is a left shield slam (melee attack), the 2nd attack is a right fist punch (melee attack), the 3rd attack is a left shield throw (ranged attack + increased damage), and the 4th attack is a right shield throw (ranged attack + increased damage). This can be understood as the first attack cycle consisting of 4 attacks, with attack damage gradually accumulating as attacks accumulate. A successful hit unlocks subsequent attacks; a missed hit results in a continuous cycle of 1-2 attacks; a successful hit results in a cycle of 1-2-3-4.

[0065] Figure 4 shows a schematic diagram of the left shield strike and right fist strike provided in an embodiment of the present invention, and Figure 5 shows a schematic diagram of the left shield flying strike and right shield flying strike. In Figures 4 and 5, the character model with a gray head represents the second virtual object, the character model with a white head represents the enemy object, and the circular model represents the shield of the second virtual object. Figures 4 and 5 both show the game screen and skill controls displayed in the graphical user interface provided by the terminal device controlling the second virtual object. In Figures 4 and 5, four skill controls are displayed in the lower right corner. These four skill controls correspond to the four game skills of the second virtual object. Below each skill control, the trigger method corresponding to that skill control is displayed. The first skill control from left to right is used to control the release of the first game skill, which is triggered by clicking the left mouse button. The second, third, and fourth skill controls are used to control the release of the pre-configured game skills of the second virtual object. The second skill control is triggered by pressing the W key on the keyboard, the third skill control is triggered by pressing the C key on the keyboard, and the fourth skill control is triggered by pressing the R key on the keyboard. It should be noted that in mobile games, the skill controls for each game skill can be triggered by clicking or long-pressing the skill controls displayed in the graphical user interface.

[0066] During a game, when the first and second virtual objects that are in a combination appear on the field at the same time, the second virtual object triggers the first skill control, replacing the specified game skill with the first game skill. During the duration of the skill effect (equivalent to the specified time mentioned above), the second virtual object's attack skips the setup of 1-2 attack cycles and directly enters the 3-4 attack cycles. That is, the second attack cycle in the first game skill includes two attacks: the first attack is a left shield strike (ranged attack + increased damage), and the second attack is a right shield strike (ranged attack + increased damage), and it does not need to hit, until the skill effect of the second attack cycle ends.

[0067] The following examples describe how a first virtual object triggers a first game gain.

[0068] After a first game buff is added to the first virtual object, if this buff is a damage buff, in response to the first virtual object attacking enemy game faction objects in the game scene, the damage dealt by the first virtual object to the enemy game faction objects will be increased. That is, after the first virtual object receives a damage buff, its attack power will increase by a preset percentage, thereby increasing the damage dealt to enemy game faction objects by a preset percentage. This preset percentage can be determined according to development needs; for example, it could be 15% or 20%.

[0069] After a first game buff is added to the first virtual object, if the first game buff is a healing buff, in response to the first virtual object performing game healing, the game healing speed of the first virtual object is increased. Specifically, the aforementioned healing buff usually means that when the first virtual object or other virtual objects heal or use a potion on the first virtual object, the first virtual object's health will be increased by a preset percentage on top of the normal increase, thereby speeding up the game healing speed of the first virtual object.

[0070] For example, if the first virtual object gains a "+15% Healing Buff," this "+15% Healing Buff" could mean that other virtual objects or the first virtual object heals or uses potions on the first virtual object, resulting in an additional 15% effect. For instance, without a healing buff, the first virtual object can gain 100 health; with a healing buff, it can gain 115 health. It could also refer to a 15% increase in in-game recovery speed (e.g., health regeneration every 5 seconds). If the first virtual object gains a "+15% Damage Buff" synergy buff, this "+15% Damage Buff" means a 15% increase in the first virtual object's attack power, or a 15% increase in damage taken by enemy game faction targets attacked by the first virtual object.

[0071] In the above method, by adding a first game bonus to the first virtual object, players can be encouraged to choose the first virtual object more often for game battles. As a result, teammates in the same game team can also choose a second virtual object that has a combination relationship with the first virtual object to form a team, thereby improving the game win rate and the player's game experience.

[0072] Corresponding to the above method embodiments, this invention also provides a skill combo device in a game, as shown in FIG6. The device includes:

[0073] The scene providing module 60 is configured to respond to the game start command by providing a game scene corresponding to the game match. The game scene includes multiple game factions participating in the game match, and each game faction includes multiple virtual objects, each virtual object having its own pre-configured corresponding game skills. The combination determination module 61 is configured to respond to the existence of a combination of virtual objects with a combination relationship among the multiple virtual objects of the same game faction, and determine the first and second virtual objects included in the object combination. The skill conversion module 62 is configured to control the addition of a first game buff to the first virtual object and control the replacement of a specified game skill configured on the second virtual object with the first game skill; wherein the specified game skill is a game skill among the pre-configured game skills of the second virtual object, and the first game buff is used to provide a specified buff effect to the first virtual object during the game match, with the skill effect of the first game skill being superior to the skill effect of the specified game skill.

[0074] The skill synergy devices in the aforementioned games, when virtual objects with combo relationships exist within the same game faction, add game buffs to the virtual objects or replace the pre-configured game skills of the virtual objects with the first game skill that has a better effect. This enriches the synergy effects of game skills and enhances the attack power and attack effects of virtual objects, which helps to improve the player's gaming experience and increase the game's win rate.

[0075] Specifically, the aforementioned buff effects include at least one of the following: healing buff, damage buff, and defense buff.

[0076] In an optional embodiment, the above-mentioned object combination includes a main combination object and a secondary combination object, wherein there is 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 combined, thereby enriching the combination effects of game skills.

[0077] In practical implementation, the first virtual object is the main composite object in the object composition, and the second virtual object is the secondary composite object in the object composition.

[0078] In an optional embodiment, the first game skill is determined based on a specified game skill configured from the composite object, and / or the first game skill is determined based on the object attribute corresponding to the main composite object; wherein, the object attribute includes at least the object type of the main composite object.

[0079] Furthermore, when the designated game skill is a skill that controls a second virtual object to cause area damage to a designated area in the game scene, and the first virtual object has a target attribute, the first game skill is: controlling the second virtual object to cause area damage to a designated area in the game scene and applying game debuffs corresponding to the target attribute to enemy objects within the designated area; wherein, the enemy objects and the second virtual object belong to different game factions.

[0080] Furthermore, when the designated game skill is to control the second virtual object to generate follower objects in the game scene and the first virtual object has a target attribute, the first game skill is: to control the second virtual object to generate follower objects in the game scene and to attach attack effects corresponding to the target attribute to the follower objects.

[0081] Based on the above device, the first game skill is determined based on the specified game skill and the object attributes of the first virtual object, thereby better linking the game skills of the first and second virtual objects in the combined object, increasing the attack power of the virtual object and enhancing the player's gaming experience.

[0082] Furthermore, the first game skill and the designated game skill are of the same skill type, and the attack range and / or attack power of the first game skill are greater than those of the designated game skill. Based on the above device, the first game skill has a greater attack range and / or attack power than the designated game skill, so that subsequent game buffs can be added to the virtual object or the pre-configured designated game skill of the virtual object can be replaced with the first game skill, which has a better skill effect. This enriches the synergy effect of game skills and enhances the attack power and attack effect of the virtual object, which helps to improve the player's gaming experience and increase the game win rate.

[0083] Furthermore, when the designated game skill is to control the second virtual object to attack using the first item in the game scene, the first game skill is: to control the second virtual object to attack using the second item in the game scene; wherein the attack range and / or attack effect of the second item is superior to that of the first item.

[0084] Furthermore, when the designated game skill is to control the second virtual object to execute a first attack cycle including a first specified number of attacks in the game scene, the first game skill is to control the second virtual object to execute a second attack cycle including a second specified number of attacks in the game scene; wherein, the first specified number of attacks is greater than the second specified number of attacks.

[0085] Furthermore, the aforementioned device also includes a first skill triggering module, which is configured to: in response to the triggering of a specified game skill, control the second virtual object to perform the first attack in the first attack cycle; in response to the first attack hitting, control the second virtual object to continue performing the second attack in the first attack cycle, until the execution of the first attack cycle is completed.

[0086] In a specific implementation, the above-mentioned device also includes a loop execution module, which is configured to execute: in response to the first attack failing, control the second virtual object to return to execute the first attack in the first attack loop until the first attack succeeds.

[0087] Furthermore, the device also includes a second skill triggering module, which is configured to: in response to the triggering of the first game skill, control the second virtual object to perform the first attack in the second attack cycle; in response to the completion of the first attack, control the second virtual object to continue performing the second attack in the first attack cycle until the second attack cycle is completed.

[0088] In practice, the attack methods and / or effects of each attack in the first attack cycle are different; the attack methods and / or effects of each attack in the second attack cycle are also different.

[0089] In an optional embodiment, the second specified number of attacks is a portion of the first specified number of attacks included in the first attack cycle.

[0090] Furthermore, the aforementioned device also includes a skill conversion trigger module, which is configured to perform the following steps: before controlling the replacement of the specified game skill configured on the second virtual object with the first game skill, providing a first skill control in the terminal device corresponding to the second virtual object; and in response to a trigger operation on the first skill control, performing the step of controlling the replacement of the specified game skill configured on the second virtual object with the first game skill.

[0091] Based on the above device, by adding a first game bonus to the first virtual object, players can be encouraged to choose the first virtual object more often for game battles. As a result, teammates in the same game team can also choose a second virtual object that has a combination relationship with the first virtual object to form a team, thereby improving the game win rate and the player's game experience.

[0092] In an optional embodiment, the skill conversion module 62 is configured to: control the replacement of the specified game skill configured on the second virtual object with the first game skill within a specified time; and control the reconfiguration of the first game skill with the specified game skill in response to the end of the specified time.

[0093] In an optional embodiment, the triggering operation for the first skill control includes: a touch operation on the first skill control, or a triggering operation via a designated physical button or gesture on the first skill control. Based on the above device, when a player triggers the first skill control, the designated game skill configured on the second virtual object is replaced with the first game skill, thereby improving the flexibility of activating the synergy effect of game skills.

[0094] The skill combo device in the game provided in this embodiment of the invention has the same implementation principle and technical effect as the aforementioned method embodiment. For the sake of brevity, any parts not mentioned in the device embodiment can be referred to the corresponding content in the aforementioned method embodiment.

[0095] This invention also provides an electronic device, as shown in FIG7. The electronic device includes 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 skill combo method in the above-mentioned game.

[0096] Specifically, the skill combo method in the aforementioned game includes: responding to the game start command, providing a game scene corresponding to the game, wherein the game scene includes multiple game factions participating in the game, each game faction includes multiple virtual objects, and each virtual object is pre-configured with its own corresponding game skill; responding to the existence of an object combination with a combination relationship among the multiple virtual objects in the same game faction, determining the first virtual object and the second virtual object included in the object combination; controlling the addition of a first game buff to the first virtual object, and controlling the replacement of the specified game skill configured on the second virtual object with the first game skill; wherein the specified game skill is a game skill among the game skills pre-configured on the second virtual object, the first game buff is used to provide the specified buff effect to the first virtual object in the game, and the skill effect of the first game skill is superior to the skill effect of the specified game skill.

[0097] The skill combo method in the above game involves adding game buffs to virtual objects with combo relationships within the same game faction, or replacing the pre-configured game skills of virtual objects with the first game skill that has a better effect. This enriches the combo effects of game skills and enhances the attack power and attack effects of virtual objects, which helps to improve the player's gaming experience and increase the game's win rate.

[0098] In an optional embodiment, the specified gain effect includes at least one of the following: healing gain, damage gain, and defense gain.

[0099] In an optional embodiment, the above-mentioned object combination includes a main combination object and a secondary combination object, wherein there is one main combination object and at least one secondary combination object. In this embodiment, 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 their skills are linked, thereby enriching the synergy effects of game skills.

[0100] In an optional embodiment, the first virtual object is the main composite object in the object composition, and the second virtual object is the secondary composite object in the object composition.

[0101] In an optional embodiment, the first game skill is determined based on a specified game skill configured from the composite object, and / or the first game skill is determined based on the object attribute corresponding to the main composite object; wherein, the object attribute includes at least the object type of the main composite object.

[0102] In an optional embodiment, when the designated game skill is a skill that controls the second virtual object to cause area damage to a designated area in the game scene and the first virtual object has a target attribute, the first game skill is: controlling the second virtual object to cause area damage to a designated area in the game scene and applying game debuffs corresponding to the target attribute to enemy objects in the designated area; wherein, the enemy objects and the second virtual object belong to different game factions.

[0103] In an optional embodiment, when the specified game skill is to control the second virtual object to generate follower objects in the game scene and the first virtual object has a target attribute, the first game skill is: to control the second virtual object to generate follower objects in the game scene and to attach attack effects corresponding to the target attribute to the follower objects.

[0104] In the above optional embodiments, the first game skill is determined based on the specified game skill and the object attributes of the first virtual object, so as to better link the game skills of the first virtual object and the second virtual object in the combined object, thereby increasing the attack power of the virtual object and improving the player's game experience.

[0105] In an optional embodiment, the first game skill and the designated game skill are of the same skill type, and the attack range and / or attack power of the first game skill are greater than those of the designated game skill. In this embodiment, the first game skill has a greater attack range and / or attack power than the designated game skill so that subsequent game buffs can be added to the virtual object or the pre-configured designated game skill of the virtual object can be replaced with the first game skill, which has a better skill effect. This enriches the synergy effects of game skills and enhances the attack power and attack effect of the virtual object, helping to improve the player's gaming experience and increase the game win rate.

[0106] In an optional embodiment, when the designated game skill is to control the second virtual object to attack using the first item in the game scene, the first game skill is: to control the second virtual object to attack using the second item in the game scene; wherein the attack range and / or attack effect of the second item is better than that of the first item.

[0107] In an optional embodiment, when the designated game skill is to control the second virtual object to execute a first attack cycle including a first specified number of attacks in the game scene, the first game skill is to control the second virtual object to execute a second attack cycle including a second specified number of attacks in the game scene; wherein, the first specified number of attacks is greater than the second specified number of attacks.

[0108] In an optional embodiment, the method further includes: in response to the triggering of a specified game skill, controlling the second virtual object to perform the first attack in the first attack cycle; in response to the first attack hitting, controlling the second virtual object to continue performing the second attack in the first attack cycle until the execution of the first attack cycle is completed.

[0109] In an optional embodiment, the method further includes: in response to the first attack failing, controlling the second virtual object to return to execute the first attack in the first attack loop until the first attack succeeds.

[0110] In an optional embodiment, the method further includes: in response to the triggering of a first game skill, controlling a second virtual object to execute the first attack in a second attack cycle; in response to the completion of the first attack, controlling the second virtual object to continue executing the second attack in the first attack cycle until the execution of the second attack cycle is completed.

[0111] In an optional embodiment, the attack methods and / or attack effects corresponding to each attack in the first attack cycle are different; the attack methods and / or attack effects corresponding to each attack in the second attack cycle are also different.

[0112] In an optional embodiment, the second specified number of attacks is a portion of the first specified number of attacks included in the first attack cycle.

[0113] In an optional embodiment, before controlling the replacement of the specified game skill configured on the second virtual object with the first game skill, the method further includes: providing a first skill control in the terminal device corresponding to the second virtual object; and responding to a trigger operation on the first skill control to perform the step of controlling the replacement of the specified game skill configured on the second virtual object with the first game skill.

[0114] In an optional embodiment, the step of controlling the replacement of the specified game skill configured on the second virtual object with the first game skill includes: controlling the replacement of the specified game skill configured on the second virtual object with the first game skill within a specified time; and controlling the reconfiguration of the first game skill with the specified game skill in response to the end of the specified time.

[0115] In the above method, by adding a first game bonus to the first virtual object, players can be encouraged to choose the first virtual object more often for game battles. As a result, teammates in the same game team can also choose a second virtual object that has a combination relationship with the first virtual object to form a team, thereby improving the game win rate and the player's game experience.

[0116] In an optional embodiment, the triggering operation for the first skill control includes: a touch operation on the first skill control, or a triggering operation via a specified physical button or gesture on the first skill control. In this method, the player triggers the first skill control, replacing the specified game skill configured on the second virtual object with the first game skill, thereby improving the flexibility of activating the combo effect of game skills.

[0117] Furthermore, the electronic device shown in Figure 7 also includes a bus 102 and a communication interface 103, with the processor 101, the communication interface 103, and the memory 100 connected via the bus 102.

[0118] The memory 100 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 7, but this does not indicate that there is only one bus or one type of bus.

[0119] Processor 101 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 101 or by instructions in software form. The processor 101 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 invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 100, and processor 101 reads information from memory 100 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0120] This invention also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor to implement the skill combo method in the aforementioned game. For specific implementation details, please refer to the method embodiments, which will not be repeated here.

[0121] Specifically, the skill combo method in the aforementioned game includes: responding to the game start command, providing a game scene corresponding to the game, wherein the game scene includes multiple game factions participating in the game, each game faction includes multiple virtual objects, and each virtual object is pre-configured with its own corresponding game skill; responding to the existence of an object combination with a combination relationship among the multiple virtual objects in the same game faction, determining the first virtual object and the second virtual object included in the object combination; controlling the addition of a first game buff to the first virtual object, and controlling the replacement of the specified game skill configured on the second virtual object with the first game skill; wherein the specified game skill is a game skill among the game skills pre-configured on the second virtual object, the first game buff is used to provide the specified buff effect to the first virtual object in the game, and the skill effect of the first game skill is superior to the skill effect of the specified game skill.

[0122] The skill combo method in the above game involves adding game buffs to virtual objects with combo relationships within the same game faction, or replacing the pre-configured game skills of virtual objects with the first game skill that has a better effect. This enriches the combo effects of game skills and enhances the attack power and attack effects of virtual objects, which helps to improve the player's gaming experience and increase the game's win rate.

[0123] In an optional embodiment, the specified gain effect includes at least one of the following: healing gain, damage gain, and defense gain.

[0124] In an optional embodiment, the above-mentioned object combination includes a main combination object and a secondary combination object, wherein there is one main combination object and at least one secondary combination object. In this embodiment, 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 their skills are linked, thereby enriching the synergy effects of game skills.

[0125] In an optional embodiment, the first virtual object is the main composite object in the object composition, and the second virtual object is the secondary composite object in the object composition.

[0126] In an optional embodiment, the first game skill is determined based on a specified game skill configured from the composite object, and / or the first game skill is determined based on the object attribute corresponding to the main composite object; wherein, the object attribute includes at least the object type of the main composite object.

[0127] In an optional embodiment, when the designated game skill is a skill that controls the second virtual object to cause area damage to a designated area in the game scene and the first virtual object has a target attribute, the first game skill is: controlling the second virtual object to cause area damage to a designated area in the game scene and applying game debuffs corresponding to the target attribute to enemy objects in the designated area; wherein, the enemy objects and the second virtual object belong to different game factions.

[0128] In an optional embodiment, when the specified game skill is to control the second virtual object to generate follower objects in the game scene and the first virtual object has a target attribute, the first game skill is: to control the second virtual object to generate follower objects in the game scene and to attach attack effects corresponding to the target attribute to the follower objects.

[0129] In the above optional embodiments, the first game skill is determined based on the specified game skill and the object attributes of the first virtual object, so as to better link the game skills of the first virtual object and the second virtual object in the combined object, thereby increasing the attack power of the virtual object and improving the player's game experience.

[0130] In an optional embodiment, the first game skill and the designated game skill are of the same skill type, and the attack range and / or attack power of the first game skill are greater than those of the designated game skill. In this embodiment, the first game skill has a greater attack range and / or attack power than the designated game skill so that subsequent game buffs can be added to the virtual object or the pre-configured designated game skill of the virtual object can be replaced with the first game skill, which has a better skill effect. This enriches the synergy effects of game skills and enhances the attack power and attack effect of the virtual object, helping to improve the player's gaming experience and increase the game win rate.

[0131] In an optional embodiment, when the designated game skill is to control the second virtual object to attack using the first item in the game scene, the first game skill is: to control the second virtual object to attack using the second item in the game scene; wherein the attack range and / or attack effect of the second item is better than that of the first item.

[0132] In an optional embodiment, when the designated game skill is to control the second virtual object to execute a first attack cycle including a first specified number of attacks in the game scene, the first game skill is to control the second virtual object to execute a second attack cycle including a second specified number of attacks in the game scene; wherein, the first specified number of attacks is greater than the second specified number of attacks.

[0133] In an optional embodiment, the method further includes: in response to the triggering of a specified game skill, controlling the second virtual object to perform the first attack in the first attack cycle; in response to the first attack hitting, controlling the second virtual object to continue performing the second attack in the first attack cycle until the execution of the first attack cycle is completed.

[0134] In an optional embodiment, the method further includes: in response to the first attack failing, controlling the second virtual object to return to execute the first attack in the first attack loop until the first attack succeeds.

[0135] In an optional embodiment, the method further includes: in response to the triggering of a first game skill, controlling a second virtual object to execute the first attack in a second attack cycle; in response to the completion of the first attack, controlling the second virtual object to continue executing the second attack in the first attack cycle until the execution of the second attack cycle is completed.

[0136] In an optional embodiment, the attack methods and / or attack effects corresponding to each attack in the first attack cycle are different; the attack methods and / or attack effects corresponding to each attack in the second attack cycle are also different.

[0137] In an optional embodiment, the second specified number of attacks is a portion of the first specified number of attacks included in the first attack cycle.

[0138] In an optional embodiment, before controlling the replacement of the specified game skill configured on the second virtual object with the first game skill, the method further includes: providing a first skill control in the terminal device corresponding to the second virtual object; and responding to a trigger operation on the first skill control to perform the step of controlling the replacement of the specified game skill configured on the second virtual object with the first game skill.

[0139] In an optional embodiment, the step of controlling the replacement of the specified game skill configured on the second virtual object with the first game skill includes: controlling the replacement of the specified game skill configured on the second virtual object with the first game skill within a specified time; and controlling the reconfiguration of the first game skill with the specified game skill in response to the end of the specified time.

[0140] In the above method, by adding a first game bonus to the first virtual object, players can be encouraged to choose the first virtual object more often for game battles. As a result, teammates in the same game team can also choose a second virtual object that has a combination relationship with the first virtual object to form a team, thereby improving the game win rate and the player's game experience.

[0141] In an optional embodiment, the triggering operation for the first skill control includes: a touch operation on the first skill control, or a triggering operation via a specified physical button or gesture on the first skill control. In this method, the player triggers the first skill control, replacing the specified game skill configured on the second virtual object with the first game skill, thereby improving the flexibility of activating the combo effect of game skills.

[0142] 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 invention, or the part that contributes to related technologies, or a part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, a terminal device, or a network device, etc.) to execute all or part of the steps of the methods of the various embodiments of this invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0143] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0144] Finally, it should be noted that the above embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.

Claims

1. A method for skill combos in a game, the method comprising: In response to the game start command, a game scene corresponding to the game is provided, wherein the game scene includes multiple game factions participating in the game, each game faction includes multiple virtual objects, and each virtual object is pre-configured with its own corresponding game skills; In response to the existence of a combination of objects with a composition relationship among the multiple virtual objects of the same game faction, the first virtual object and the second virtual object included in the object combination are determined; The control adds a first game buff to the first virtual object and controls the replacement of a specified game skill configured on the second virtual object with the first game skill; wherein, the specified game skill is a game skill among the game skills pre-configured on the second virtual object, the first game buff is used to provide a specified buff effect to the first virtual object in the game, and the skill effect of the first game skill is superior to the skill effect of the specified game skill.

2. 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.

3. 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.

4. The method according to claim 3, wherein, The first virtual object is the main composite object in the object combination, and the second virtual object is the secondary composite object in the object combination.

5. The method according to claim 3, wherein, The first game skill is determined based on the specified game skill configured in the sub-combination object, and / or the first game skill is determined based on the object attribute corresponding to the main combination object; wherein, the object attribute includes at least the object type of the main combination object.

6. The method according to claim 5, wherein, When the designated game skill is a skill that controls the second virtual object to cause area damage to a designated area in the game scene and the first virtual object has a target attribute, the first game skill is: controlling the second virtual object to cause area damage to a designated area in the game scene and applying the game debuff corresponding to the target attribute to enemy objects in the designated area; wherein, the enemy objects and the second virtual object belong to different game factions.

7. The method according to claim 5, wherein, When the specified game skill is to control the second virtual object to generate follower objects in the game scene and the first virtual object has a target attribute, the first game skill is: to control the second virtual object to generate follower objects in the game scene and to attach attack effects corresponding to the target attribute to the follower objects.

8. The method according to claim 5, wherein, The first game skill has the same skill type as the designated game skill, and the attack range and / or attack power of the first game skill are greater than those of the designated game skill.

9. The method according to claim 5, wherein, When the specified game skill is to control the second virtual object to attack using the first item in the game scene, the first game skill is: to control the second virtual object to attack using the second item in the game scene; wherein the attack range and / or attack effect of the second item is better than that of the first item.

10. The method according to claim 5, wherein, When the specified game skill is to control the second virtual object to perform a first attack cycle including a first specified number of attacks in the game scene, the first game skill is to control the second virtual object to perform a second attack cycle including a second specified number of attacks in the game scene; wherein, the first specified number of attacks is greater than the second specified number of attacks.

11. The method according to claim 10, wherein, The method further includes: In response to the triggering of the specified game skill, the second virtual object is controlled to perform the first attack in the first attack cycle; In response to the first attack being successful, the second virtual object is controlled to continue executing the second attack in the first attack loop until the first attack loop is completed.

12. The method according to claim 11, wherein, The method further includes: In response to the first attack failing, the second virtual object is controlled to return to executing the first attack in the first attack loop until the first attack succeeds.

13. The method according to claim 10, wherein, The method further includes: In response to the triggering of the first game skill, control the second virtual object to execute the first attack in the second attack cycle; In response to the completion of the first attack, the second virtual object is controlled to continue executing the second attack in the first attack loop until the second attack loop is completed.

14. The method of claim 10, wherein, The attack methods and / or effects of each attack in the first attack cycle are different. The attack methods and / or effects corresponding to each attack in the second attack cycle are also different.

15. The method according to claim 10, wherein, The second specified number of attacks is a subset of the first specified number of attacks included in the first attack cycle.

16. The method of claim 10, wherein, Before the step of replacing the specified game skill configured on the second virtual object with the first game skill, the method further includes: Provide a first skill control in the terminal device corresponding to the second virtual object; In response to a trigger operation on the first skill control, the step of controlling the replacement of the specified game skill configured on the second virtual object with the first game skill is executed.

17. The method according to claim 16, wherein, The step of controlling the replacement of the specified game skill configured on the second virtual object with the first game skill includes: Within a specified time period, control the replacement of the specified game skill configured in the second virtual object with the first game skill; In response to the end of the specified time, the control reconfigures the first game skill to the specified game skill.

18. The method according to claim 16, wherein, The triggering operation for the first skill control includes: a touch operation for the first skill control, or a triggering operation for a specified physical button or gesture for the first skill control.

19. A skill combo device in a game, the device comprising: The scene providing module is configured to respond to the game start command and provide the game scene corresponding to the game. The game scene includes multiple game factions participating in the game. Each game faction includes multiple virtual objects, and each virtual object is pre-configured with its own corresponding game skills. The combination determination module is configured to execute in response to the existence of a combination of objects with a combination relationship among the multiple virtual objects in the same game faction, and to determine the first virtual object and the second virtual object included in the object combination. The skill conversion module is configured to add a first game buff to the first virtual object and control the replacement of a specified game skill configured on the second virtual object with the first game skill; wherein, the specified game skill is a game skill among the game skills pre-configured on the second virtual object, the first game buff is used to provide a specified buff effect to the first virtual object in the game, and the skill effect of the first game skill is superior to the skill effect of the specified game skill.

20. 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 skill combo method in a game as described in any one of claims 1 to 18.

21. A computer-readable storage medium storing computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the skill combo method in a game as described in any one of claims 1 to 18.

Citation Information

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