Game skill combo method and apparatus and electronic device

By adding skills to virtual objects with combined relationships in the game, the synergy effects are enriched, solving the problem of the single and limited synergy effects in existing games, and improving the game experience and win rate.

WO2025223048A1PCT designated stage Publication Date: 2025-10-30SHANGHAI NETEASE CUICAN NETWORK TECHNOLOGY CO LTD
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Patent Information

Application Number
PCT/CN2025/080065
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 synergy effect is currently limited to a single game type and lacks personalized expression, which affects the game experience and win rate.

Method used

At the start of a game, virtual objects are grouped according to the game rules, and a first game skill for the first virtual object and a second game skill for the second virtual object are added to enrich the skill synergy effects of virtual objects.

Benefits of technology

It enhances the player's gaming experience and win rate by adding skills to virtual objects with combined relationships, thereby increasing the game's interactivity and collaboration.

✦ Generated by Eureka AI based on patent content.

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    Figure CN2025080065_30102025_PF_FP_ABST
Patent Text Reader

Abstract

A game skill combo method, comprising: at the start of a game match, providing a game scene that comprises a plurality of game factions participating in the game match; in case of the presence of a combination of objects having a combination relationship among a plurality of virtual objects within a same game faction, determining a first virtual object and a second virtual object that are comprised in said combination; and controlling to add a first game skill to the first virtual object, and add a second game skill to the second virtual object, the first game skill being a game skill usable by the first virtual object in the game match, and the second game skill being a game skill usable by the second virtual object in the game match. When virtual objects having a combination relationship are present within a same game faction, the present method will add a first game skill or second game skill to the virtual objects.
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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. 202410519799.9, 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, 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. 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 skill to the first virtual object and the addition of a second game skill to the second virtual object; wherein the first game skill is a game skill that the first virtual object can use in the game, and the second game skill is a game skill that the second virtual object can use in the game.

[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 adding module, configured to control the addition of a first game skill to the first virtual object and a second game skill to the second virtual object; wherein the first game skill is a game skill that the first virtual object can use in the game match, and the second game skill is a game skill that the second virtual object can use in the game match.

[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, device, and electronic device for skill synergy in games. First, in response to a game start command, a game scene corresponding to the game is provided. This 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 skill is added to the first virtual object, and a second game skill is added to the second virtual object. In this method, when virtual objects with a combinatorial relationship exist within the same game faction, a first or second game skill is added to that virtual object, thereby enriching the synergy effects of the game skills of the combined virtual objects, helping to improve the player's gaming experience and increase the 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 showing one type of skill control provided in an embodiment of this disclosure;

[0015] Figure 3 is a schematic diagram showing another skill control provided in an embodiment of this disclosure;

[0016] Figure 4 is a schematic diagram of one type of prompt window provided in an embodiment of this disclosure;

[0017] Figure 5 is a schematic diagram illustrating the generation of one of the second props provided in an embodiment of this disclosure;

[0018] Figure 6 is a schematic diagram of one type of second virtual object transmission provided in an embodiment of this disclosure;

[0019] Figure 7 is a structural schematic diagram of a skill combo device in a game provided in an embodiment of this disclosure;

[0020] Figure 8 is a schematic diagram of the structure of one of the electronic devices provided in the embodiments of this disclosure. Detailed Implementation

[0021] 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.

[0022] 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.

[0023] 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.

[0024] 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.

[0025] 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, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.

[0026] 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:

[0027] 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.

[0028] In practice, the game start command can be determined according to the game rules. Different games typically have different start commands, and these games can be mobile games, PC games, or console games. For example, the start command could be generated by triggering the start button displayed on the game interface, clicking a button on the keyboard, or performing a gesture. After the game starts, a game scene will be provided, displaying multiple game factions participating in the game. These factions are usually 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 faction.

[0029] 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.

[0030] 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.

[0031] 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.

[0032] In an optional embodiment, the object combination includes a main combination object and subordinate combination objects. There is one main combination object and at least one subordinate combination object. That is, a main combination object can form an object combination with one or more subordinate combination objects. The game effects that the main and subordinate combination objects can add when performing skill synergies differ, and the specific game effects can be determined according to the game rules.

[0033] 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.

[0034] Step S106: Add a first game skill to the first virtual object and add a second game skill to the second virtual object; wherein, the first game skill is a game skill that the first virtual object can use in the game, and the second game skill is a game skill that the second virtual object can use in the game.

[0035] In practical applications, which virtual objects in the game have a combination relationship, and which virtual objects in the combination relationship acquire the first game skill and which acquire the second game skill, are all predetermined according to the game rules. Specifically, among virtual objects with a combination relationship, there is a specific virtual object as the main combination object, and one or more virtual objects as subordinate combination objects. The main combination object can acquire the first game skill, and the subordinate combination objects can acquire the second game skill.

[0036] In practical implementation, the first game skill differs from the pre-configured game skills of the first virtual object; similarly, the second game skill differs from the pre-configured game skills of the second virtual object. This allows for the addition of new game skills to the first and second virtual objects that have a combinatorial relationship, enriching their game skills and making players more inclined to choose virtual objects with a combinatorial relationship, thus enhancing the team collaboration experience. It should be noted that the first game skill acquired by the first virtual object is immediately available after the start of the game, but the second game skill acquired by the second virtual object may be available immediately after the start of the game, or it may be unavailable initially, only becoming available after a preset condition is met.

[0037] 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 skill is added to the first virtual object, and a second game skill is added to the second virtual object. The game skill added to each virtual object in a combination relationship is pre-set.

[0038] In addition, the first game skill and the second game skill refer to the additional game effects provided to virtual objects with pre-set combination relationships in the game scene when players in the same game faction select such objects. After activation, the virtual objects with combination relationships provide specific game bonus effects or realize mutual cooperation between objects.

[0039] The skill combo method in the above game will add a first or second game skill to the virtual object when there are virtual objects with a combination relationship in the same game faction. This will enrich the combo effect of the game skills of virtual objects with a combination relationship, which will help improve the player's game experience and increase the game win rate.

[0040] The following examples describe how virtual objects can add game skills, and how the effects of these skills are displayed.

[0041] Specifically, the process of controlling the addition of a first game skill to a first virtual object and a second game skill to a second virtual object includes: controlling the addition of a first game skill to a first virtual object and configuring the first game skill as available; controlling the addition of a second game skill to a second virtual object and configuring the second game skill as unavailable.

[0042] In practical implementation, at the start of a game, the first game skill newly added to the first virtual object is configured as available, meaning the skill can be used by the first virtual object. Conversely, the second game skill newly added to the second virtual object is configured as unavailable, meaning the skill cannot be used by the second virtual object. This can also be understood as the second game skill only being configured as available after a preset availability condition is met. This preset availability condition can be determined based on development needs. For example, it could be that the second virtual object is within the effective range of the first game skill cast in the game scene; it could also be that the second virtual object is close to the first virtual object; or it could be that the first virtual object is located within a certain scene area.

[0043] In specific implementation, when the second game skill is configured to be unavailable, the skill control corresponding to the second game skill is invisible in the graphical user interface, or the skill control corresponding to the second game skill is grayed out. The grayed-out skill control cannot be triggered by the player, thus indicating that the second game skill is in an unavailable state. Figure 2 shows a schematic diagram of the display of a skill control according to an embodiment of this disclosure. Figure 2 is a game screen displayed in the graphical user interface provided by the terminal device controlling the second virtual object. The gray avatar virtual object in the game screen is the first virtual object, and the white avatar virtual object is the second virtual object. The four shapes displayed in the lower right corner of Figure 2 correspond to the skill controls corresponding to the four game skills configured for the second virtual object. Each skill control has a button on the keyboard below it indicating which key to trigger the skill. The five-pointed star is the skill control corresponding to the second game skill, which is triggered by the C key. In Figure 2, the white skill control is in an available state, and the gray skill control is in an unavailable state, that is, the second game skill is in an unavailable state.

[0044] In an optional embodiment, in response to a first virtual object casting a first game skill in the game scene, a virtual item is generated at a first scene location in the game scene, and the first scene range for the virtual item's effect is configured; in response to a second virtual object entering the first scene range, the second virtual object's second game skill is configured to be available. Specifically, after the second virtual object enters the first scene range for the virtual item's effect, the second virtual object's second game skill is adjusted from an unavailable state to an available state, allowing the second virtual object to use the second game skill for game battles.

[0045] In specific implementation, the operation of the first virtual object to release the first game skill in the game scene includes the following: in a touch screen terminal device, the player clicks or long-presses the skill control corresponding to the first game skill in the graphical user interface with their finger; in a non-touch screen terminal device, the player clicks the skill control corresponding to the first game skill displayed in the graphical user interface with a mouse, or triggers a specified key on the keyboard; and the gamepad control operation in a console game, etc.

[0046] Specifically, before the first virtual object casts its first game skill in the game scene, it needs to select a skill casting location within the game scene. This skill casting location is the aforementioned first scene location. This first scene location can be determined by the player triggering a scene location within the game scene, or it can be a scene location selected by a specified control within the game scene. After the first scene location is selected, the first virtual object casts its first game skill in the game scene, generating a virtual item at the first location in the game scene and configuring the first scene range of the virtual item's effect. The virtual item can be a virtual weapon, virtual device, or other virtual model, etc. The first scene range can be a two-dimensional scene range centered on the virtual item, such as a circular, square, or rhomboid area centered on the virtual item, or it can be a three-dimensional scene range centered on the virtual item, such as a spherical, cubic, or cylindrical area centered on the virtual item. One possible implementation is to define the scene range with the virtual prop as the center and a preset distance as the radius as the first scene range; another possible implementation is to define the scene range with the virtual prop as the center and a preset distance as the radius as the first scene range.

[0047] Figure 3 shows a schematic diagram of another skill control provided in this embodiment of the present disclosure. Figure 3 is a game screen displayed in the graphical user interface provided by the terminal device controlling the second virtual object after the first virtual object in Figure 2 casts the first game skill. The virtual object with the gray avatar in the game screen is the first virtual object, and the virtual object with the white avatar is the second virtual object. The cylindrical model in Figure 3 is a virtual prop displayed in the game scene when the first virtual object casts the first game skill. The circular area with the location of the virtual prop as the center in Figure 3 is the first scene range where the virtual prop is effective. When the second virtual object moves into the first scene range, the skill control corresponding to the second game skill, which is displayed as a five-pointed star in the lower right corner of Figure 3, is changed from being grayed out in Figure 2 to being displayed in white, thereby controlling the second game skill to change from an unavailable state to an available state.

[0048] In an optional embodiment, in response to the generation of virtual items in the game scene, a first prompt icon is displayed at a preset position in the game scene. The first prompt icon indicates the position of the virtual item. The specific display position corresponding to the preset position can be determined according to development needs. For example, the preset position can be a location near the virtual item, such as above, to the left, or to the right of the virtual item; the preset position can also be a display area in the graphical user interface. The first prompt icon displayed at the preset position can be an arrow pointing to the virtual item, or it can be a text icon displayed in a certain display area.

[0049] In one specific embodiment, after a virtual item is generated in the game scene, a first prompt icon will be displayed above the virtual item on both the terminal device controlling the first virtual object and the terminal device controlling the second virtual object. This indicates the current location of the virtual item on the second virtual object, allowing it to reach the first scene range where the virtual item is active, thereby activating the second virtual object's second game skill and making it available. Specifically, if the virtual item is not visible within the current field of view of the terminal device controlling the second virtual object, the first prompt icon will also be displayed as an out-of-screen notification, ensuring that the player controlling the second virtual object can see the first prompt icon, thus facilitating faster collaborative cooperation.

[0050] In an optional embodiment, after the control configures the second game skill of the second virtual object to an available state, in response to the second game skill being configured to an available state, the control applies a second game skill effect to the second virtual object; wherein the second game skill effect includes: configuring unlimited resources for the target weapon used by the second virtual object in the game scene, and / or increasing the attack speed.

[0051] In practical implementation, when the second virtual object is within the first scene range where the virtual props are active, the second game skill configuration becomes available. At this time, a second game skill effect can be attached to the second virtual object. This second game skill effect can be determined according to development needs. The second game skill effect could be configuring unlimited resources for the target weapon used by the second virtual object in the game scene. The target weapon can be any weapon that the second virtual object can use, and the unlimited resources can be determined based on the weapon used by the second virtual object. For example, if the target weapon is a virtual gun, the unlimited resources could be unlimited ammunition; if the target weapon is a magnetic ball, the unlimited resources could be unlimited marbles, etc. The second game skill effect could also be configuring an increased attack speed for the target weapon used by the second virtual object in the game scene. For example, if the target weapon is a virtual gun, the second game skill effect could be an increased firing rate of the virtual gun; if the target weapon is a virtual cannon, the second game skill effect could be an increased projection speed of the virtual cannon, etc.

[0052] In an optional embodiment, the virtual item is configured to exist in the game scene for a specified duration, and during this duration, the virtual item is configured to be unattackable. The specified duration can be determined according to development needs; for example, it could be 2 minutes or 60 seconds. The unattackability of the virtual item means that if the virtual item is attacked by other virtual objects, it will not be affected.

[0053] In practical implementation, in response to the end of a specified duration or the second virtual object leaving the first scene area, the control sets the second game skill to an unavailable state and cancels the second game skill effect attached to the second virtual object. Specifically, after the specified duration ends, the virtual item is removed from the game scene, thus the first scene area where the virtual item is effective disappears, and the second game skill changes from an available state to an unavailable state. If the specified duration has not ended, and the virtual item is still displayed in the game scene, and the second virtual object leaves the scene area where the virtual item is effective, the second game skill will also change from an available state to an unavailable state.

[0054] In the above method, when the second game skill configuration is available, the second virtual object can obtain additional game skill effects, thereby increasing the game's win rate.

[0055] The following examples are used to describe the skill effect corresponding to another first game skill.

[0056] Specifically, the aforementioned virtual items include a first item and a second item used in conjunction; the specific process of generating virtual items in the game scene in response to the first virtual object casting a first game skill in the game scene may include: generating the first item at a first location in the game scene and generating the second item at a second location in the game scene in response to the first virtual object casting the first game skill. Specifically, the first and second locations can be any locations in the game scene, and can be determined according to player operation and skill rules. The display form and function of the first and second items can be determined according to development needs.

[0057] In one specific embodiment, the process of generating a first item at a first location in the game scene and generating a second item at a second location in the game scene may include: in response to a first virtual object casting a first game skill at a first location in the game scene, controlling the generation of a first item at the first location in the game scene; and in response to the first virtual object moving to a second location in the game scene during the duration of the first game skill, generating a second item at the second location.

[0058] In practical implementation, when the first virtual object moves to the first position in the game scene, it performs a first trigger operation on the first game skill to release the skill, thereby generating the first item at the first position. The first virtual object continues to move in the game scene, and when it moves to the second position where the player wants to generate the second item and performs a second trigger operation, or when the active release condition of the first game skill is met, the second item is generated at the second position where the second virtual object is currently located. Here, when the active release condition of the skill is met, the current position of the second virtual object is determined as the second position. The active release condition of the skill can be determined according to development needs. For example, the active release condition could be that after the first item is generated at the first position, the distance between the real-time moving position of the first virtual object and the first position reaches the maximum distance threshold preset in the game for the effective use of the second item and the first item together, or the movement time of the first virtual object reaches the maximum skill duration of the first game skill, etc.

[0059] Specifically, the first trigger operation can be a mouse click on the skill control corresponding to the first game skill, or a player's trigger operation on a specified key on the keyboard, where the specified key is the key corresponding to the target game skill (such as the keys "Q", "W", "E", "R", etc.). It can also be a finger click, long press, or swipe operation on the skill control corresponding to the first game skill on the screen. The first trigger operation can also be a player's trigger operation on a specified key on the controller, where the specified key is the key corresponding to the first game skill (such as "L1", "L2", "R1", "R2", "X", "Y", "B", "A", "Up", "Down", "Left", "Right", etc.). The first trigger operation can also be a player's control operation on the joystick on the controller, where the joystick is the left or right joystick corresponding to the target game skill, such as pushing the left joystick up, down, left, or right, or pushing the right joystick up, down, left, or right.

[0060] The first and second trigger operations described above are typically different. The second trigger operation can be a mouse click on an indicator, or a player's action on a specific key on the keyboard (e.g., the key "←", "→", "↑", "↓"). It can also be clicking the left or right mouse button. Alternatively, it can be a touch operation on the indicator on the screen, such as clicking, holding, or swiping. The second trigger operation can also be a player's action on a specific button on the controller (e.g., the button corresponding to the target game skill, such as "L1", "L2", "R1", "R2", "X", "Y", "B", "A", "Up", "Down", "Left", "Right"), or a player's control operation on the controller's joystick (e.g., pushing the left joystick up, down, left, right, or the right joystick up, down, left, right).

[0061] In an optional embodiment, after the first virtual object releases a first game skill at a first location in the game scene and controls the generation of a first item at the first location in the game scene, an item generation prompt window can be displayed on the terminal device controlling the first virtual object. The item generation prompt window includes a first prompt icon for indicating the maximum effective distance between the first item and the second item, and a second prompt icon for prompting the operation command to trigger the generation of the second item.

[0062] In an optional embodiment, the above-mentioned item generation prompt window also includes a cancel control; in response to a trigger operation on the cancel control, the display of the item generation prompt window and the first item is canceled.

[0063] Figure 4 shows a schematic diagram of an item generation prompt window provided in an embodiment of this disclosure. The first identifier is a distance prompt identifier. This distance prompt identifier is used to indicate that the maximum effective distance between the first item and the second item is 30 meters. On the other hand, it is also used to indicate the difference between the distance between the current moving position of the first virtual object and the generated first item and the maximum effective distance by decreasing the value, so that the player controlling the first virtual object can know whether the maximum effective distance for item use has been reached.

[0064] Figure 4 shows the graphical user interface (GUI) provided by the terminal device controlling the first virtual object. The lower left corner of the GUI displays skill controls for multiple game skills corresponding to the first virtual object. The triangles represent the skill controls for the first game skill, which are triggered by pressing the Q key on the keyboard. The gray avatar in Figure 4 represents the first virtual object, and the white avatar represents the second virtual object. After the first virtual object triggers the skill control corresponding to the first game skill, a first item will be generated at the first position where the first virtual object is currently located. This first item is represented by the gray ring shape in Figure 4. Simultaneously with the generation of the first item at the first position, an item generation prompt window is displayed. This is the two circular areas shown in the middle of Figure 4, which are the prompt window display areas. The item generation prompt window displays a confirmation control (equivalent to the operation command indicated by the two prompt icons mentioned above), a cancel control, and a maximum distance threshold of 30 meters. The confirmation control is controlled by the left mouse button, and the cancellation control is controlled by the right mouse button. The fill color displayed in the ring around the item generation prompt window is used to indicate the difference between the current moving position of the first virtual object and the distance between the first generated item and the maximum effective distance. If the fill color is all white, it means the difference is 0. If the fill color is all gray, it means the difference is the maximum effective distance. As the amount of gray in the fill color decreases, the difference gradually decreases.

[0065] Furthermore, in response to the first virtual object casting the first game skill at the first position in the game scene and controlling the generation of the first item at the first position in the game scene, in response to the first virtual object moving in the game scene, the distance between the current moving position of the first virtual object and the first item is determined, and the difference between the distance and the maximum effective distance is determined; in response to the difference being zero, the first virtual object is controlled to generate the second item at the current moving position.

[0066] Before reaching the maximum effective distance, the first virtual object can be controlled to generate a second item in the game scene by triggering the operation command indicated by the second prompt icon. For example, the left mouse button, as shown in Figure 4, can trigger the generation of the second item at the real-time movement position of the first virtual object. Furthermore, if no operation command is detected before reaching the maximum effective distance, and the distance between the current movement position of the first virtual object and the first position reaches the maximum effective distance, the first virtual object can be controlled to directly generate the second item at its current movement position.

[0067] Figure 5 shows a schematic diagram of the generation of a second item according to an embodiment of this disclosure. The left image in Figure 5 shows the change in the item generation prompt window after the first virtual object in Figure 4 moves 15 meters in the game scene. The 15 meters displayed in the item generation prompt window in Figure 5 is the difference between the current moving position of the first virtual object and the first item, and the maximum effective distance. The right image in Figure 5 is a schematic diagram of the operation command prompted by the second prompt icon controlling the first virtual object to generate the second item in the game scene. That is, the right image in Figure 5 shows both the first item and the second item. The second item is a gray ring shape displayed near the position of the first virtual object.

[0068] Furthermore, since the first scene range for the virtual item's effect needs to be configured when generating virtual items in the game scene, the first scene range for the virtual item's effect includes: the second scene range for the first item's effect and the third scene range for the second item's effect. When the second virtual object moves to the first scene range for the first item's effect, or moves to the second scene range for the second item's effect, the second virtual object's second game skill is configured to be available. After the control configures the second virtual object's second game skill to be available, in response to the second virtual object triggering the second game skill, the control teleports the second virtual object from the first position to the second position, or the control teleports the second virtual object from the second position to the first position.

[0069] Specifically, if the second virtual object enters the second scene range where the first prop is active, in response to the second virtual object triggering a second game skill, the second virtual object is controlled to teleport from the first position to the second position. If the second virtual object enters the third scene range where the second prop is active, in response to the second virtual object triggering a second game skill, the second virtual object is controlled to teleport from the second position to the first position. Figure 6 shows a schematic diagram of a second virtual object teleportation provided by an embodiment of this disclosure. In the left image of Figure 6, the second virtual object is located in the second scene range where the first prop is active. When the second virtual object triggers the second game skill, the second virtual object will teleport from the first position where the first prop is located to the second position where the second prop is located, that is, the second virtual object will teleport to the position where the second prop is located in the left image of Figure 6.

[0070] Furthermore, in response to the second virtual object triggering the second game skill, the control sets the second game skill to an unavailable state for a preset duration; in response to the end of the preset duration, the control sets the second game skill to an available state. The specific duration corresponding to the preset duration can be determined according to development needs; for example, the preset duration could be 2 seconds or 3 seconds. In this method, after the second game skill is triggered by the second virtual object and is cast, the second game skill will enter a skill cooldown period, meaning it is unavailable for the preset duration after casting. After the preset duration ends, the second game skill can be used again.

[0071] In the specific implementation, both the first and second items are configured to exist in the game scene for a specified duration, and during the specified duration, both the first and second items are configured to be unattackable.

[0072] In an optional embodiment, not only can the second virtual object be teleported using the first and second props, but the first virtual object can also be teleported using both props. Specifically, within a specified time period, in response to the first virtual object entering the second scene area, the control moves the first virtual object from the first position to the second position; within a specified time period, in response to the first virtual object entering the third scene area, the control moves the first virtual object from the second position to the first position.

[0073] In the above method, by adding a first game skill to the first virtual object, players can be encouraged to choose the first virtual object 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.

[0074] Corresponding to the above method embodiments, this disclosure also provides a skill combo device in a game, as shown in FIG7. The device includes: a scene providing module 70, a combination determining module 71, and a skill adding module 72.

[0075] The scenario providing module 70 is configured to respond to the game start command by providing a game scenario corresponding to the game. The game scenario includes multiple game factions participating in the game, and each game faction includes multiple virtual objects, each virtual object having its own pre-configured game skills. The combination determination module 71 is configured to respond to the existence of a combination of virtual objects with a combination relationship within the same game faction, and determine the first and second virtual objects included in the object combination. The skill addition module 72 is configured to add a first game skill to the first virtual object and a second game skill to the second virtual object; wherein the first game skill is a game skill that the first virtual object can use in the game, and the second game skill is a game skill that the second virtual object can use in the game.

[0076] The skill synergy system in the aforementioned game adds a first or second game skill to virtual objects with a combination relationship within the same game faction. This enriches the synergy effects of the game skills of virtual objects with a combination relationship, helping to enhance the player's gaming experience and increase the win rate.

[0077] Furthermore, the first game skill mentioned above differs from the pre-configured game skills of the first virtual object; the second game skill also differs from the pre-configured game skills of the second virtual object. Through the above embodiments, new game skills can be added to the first and second virtual objects that have a combinatorial relationship, enriching their game skills and making players more inclined to choose virtual objects with a combinatorial relationship, thus helping to improve the team collaboration experience in the game.

[0078] Furthermore, the aforementioned object combination includes a primary combination object and secondary combination objects, with one primary combination object and at least one secondary combination object. Based on the above device, a primary combination object can form an object combination with at least one secondary combination object, so that the primary and secondary combination objects can provide different game effects when performing skill synergies, thereby enriching the synergy effects of game skills.

[0079] 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.

[0080] In an optional embodiment, the skill addition module 72 is configured to: add a first game skill to a first virtual object and configure the first game skill as available; add a second game skill to a second virtual object and configure the second game skill as unavailable.

[0081] Furthermore, the aforementioned device also includes a state adjustment module, which is configured to perform the following actions: in response to a first virtual object casting a first game skill in a game scene, generating a virtual prop at a first scene location in the game scene and configuring the first scene range in which the virtual prop has an effect; and in response to a second virtual object entering the first scene range, controlling the second virtual object's second game skill to be configured as available.

[0082] Furthermore, the aforementioned device also includes an identification and prompting module, configured to: in response to the generation of virtual items in the game scene, control the display of a first prompting icon at a preset position in the game scene. The first prompting icon is used to indicate the location of the virtual item. In this embodiment, displaying the first prompting icon at a preset position in the game scene indicates the current location of the virtual item for the second virtual object, enabling the second virtual object to reach the first scene range where the virtual item functions, thereby activating the second virtual object's second game skill and making the second game skill available. If the virtual item is not visible within the current field of view of the terminal device controlling the second virtual object, the first prompting icon will also be displayed as an out-of-screen prompt, allowing the player controlling the second virtual object to see the first prompting icon, thus achieving cooperative assistance more quickly.

[0083] In an optional embodiment, the above-mentioned device further includes an effect-adding module, which is configured to perform: after controlling the second game skill of the second virtual object to be configured to be available, in response to the second game skill being configured to be available, controlling the addition of a second game skill effect to the second virtual object; wherein the second game skill effect includes: configuring unlimited resources for the target weapon used by the second virtual object in the game scene, and / or increasing the attack speed.

[0084] Through the above embodiments, the second game skill can be switched between an available state and an 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.

[0085] In an optional embodiment, the virtual props include a first prop and a second prop used in conjunction; the state adjustment module is further configured to perform: in response to the first virtual object casting a first game skill in the game scene, generating a first prop at a first position in the game scene and generating a second prop at a second position in the game scene.

[0086] Furthermore, the aforementioned device also includes a skill triggering module, which is configured to perform the following actions: after the control configures the second game skill of the second virtual object to an available state, in response to the second virtual object triggering the second game skill, the control transfers the second virtual object from a first position to a second position, or the control transfers the second virtual object from a second position to a first position.

[0087] Furthermore, the aforementioned state adjustment module is also configured to: in response to the second virtual object triggering the second game skill, control the setting of the second game skill to an unavailable state for a preset duration; in response to the end of the preset duration, control the setting of the second game skill to an available state.

[0088] In an optional embodiment, the aforementioned state adjustment module is further configured to perform: in response to the first virtual object casting a first game skill at a first position in the game scene, control the generation of a first item at the first position in the game scene; in response to a movement control operation on the first virtual object, control the first virtual object to move in the game scene; and in response to the first virtual object moving to a second position in the game scene during the duration of the first game skill, generate a second item at the second position.

[0089] Furthermore, the aforementioned device also includes a distance prompting module, which is configured to perform the following actions: after responding to the first virtual object casting a first game skill at a first location in the game scene and controlling the generation of a first item at the first location in the game scene, displaying an item generation prompting window on the terminal device controlling the first virtual object. The item generation prompting window is used to indicate a first prompting indicator of the maximum effective distance between the first item and the second item, and a second prompting indicator to prompt the operation command to trigger the generation of the second item.

[0090] Furthermore, the aforementioned device also includes a skill casting module, which is configured to: in response to the first virtual object casting a first game skill at a first position in the game scene and controlling the generation of a first item at the first position in the game scene, in response to the first virtual object moving in the game scene, determine the difference between the distance between the current moving position of the first virtual object and the first item and the maximum effective distance; in response to the difference being zero, control the first virtual object to generate a second item at the current moving position.

[0091] In an optional embodiment, the above-mentioned prop generation prompt window further includes a cancellation control; the above-mentioned device further includes a display cancellation module, which is configured to execute: in response to a trigger operation on the cancellation control, control the cancellation of the display of the prop generation prompt window and the first prop.

[0092] In practice, the virtual items are configured to exist in the game scene for a specified duration, and within that duration, they are configured to be unattackable.

[0093] Furthermore, the aforementioned device also includes an effect cancellation module, which is configured to: in response to the end of a specified duration or the second virtual object leaving the first scene area, control the setting of the second game skill to an unavailable state and cancel the second game skill effect attached to the second virtual object.

[0094] In a specific implementation, the first scene range of the virtual prop's effect includes: the second scene range of the first prop's effect and the third scene range of the second prop's effect; the device also includes a prop usage module, used to: within a specified time period, in response to the first virtual object entering the second scene range, control the transmission of the first virtual object from the first position to the second position; within a specified time period, in response to the first virtual object entering the third scene range, control the transmission of the first virtual object from the second position to the first position.

[0095] In the above method, by adding a first game skill to the first virtual object, players can be encouraged to choose the first virtual object 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.

[0096] The skill combo device in the game provided in this disclosure 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.

[0097] This disclosure also provides an electronic device, as shown in FIG8, which 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.

[0098] Specifically, the skill combo method in the aforementioned game 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 a combination of objects 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 skill to the first virtual object and a second game skill to the second virtual object; wherein the first game skill is a game skill that the first virtual object can use in the game, and the second game skill is a game skill that the second virtual object can use in the game.

[0099] The skill combo method in the above game will add a first or second game skill to the virtual object when there are virtual objects with a combination relationship in the same game faction. This will enrich the combo effect of the game skills of virtual objects with a combination relationship, which will help improve the player's game experience and increase the game win rate.

[0100] In an optional embodiment, the first game skill is different from the pre-configured game skill of the first virtual object; the second game skill is different from the pre-configured game skill of the second virtual object. Through these embodiments, new game skills can be added to the first and second virtual objects that have a combinatorial relationship, enriching their game skills and making players more inclined to choose virtual objects with a combinatorial relationship, thus helping to improve the team collaboration experience in the game.

[0101] In an optional embodiment, the above-mentioned 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.

[0102] 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.

[0103] In an optional embodiment, the steps of controlling the addition of a first game skill to a first virtual object and adding a second game skill to a second virtual object include: controlling the addition of a first game skill to a first virtual object and configuring the first game skill as available; controlling the addition of a second game skill to a second virtual object and configuring the second game skill as unavailable.

[0104] In an optional embodiment, the method further includes: in response to the first virtual object casting a first game skill in the game scene, generating a virtual prop at a first scene location in the game scene and configuring the first scene range in which the virtual prop has an effect; in response to the second virtual object entering the first scene range, controlling the second virtual object's second game skill to be configured as available.

[0105] In an optional embodiment, the method further includes: responding to the generation of virtual items in the game scene, controlling the display of a first prompt icon at a preset location in the game scene, the first prompt icon indicating the location of the virtual item. In this embodiment, displaying the first prompt icon at a preset location in the game scene indicates the current location of the virtual item for the second virtual object, enabling the second virtual object to reach the first scene range where the virtual item functions, thereby activating the second virtual object's second game skill and making the second game skill available. If the virtual item is not visible within the current field of view of the terminal device controlling the second virtual object, the first prompt icon will also be displayed as an out-of-screen prompt, allowing the player controlling the second virtual object to see the first prompt icon, thus achieving faster collaborative assistance.

[0106] In an optional embodiment, after controlling the step of configuring the second game skill of the second virtual object to an available state, the method further includes: in response to the second game skill being configured to an available state, controlling the application of a second game skill effect to the second virtual object; wherein the second game skill effect includes: configuring unlimited resources for the target weapon used by the second virtual object in the game scene, and / or increasing its attack speed.

[0107] Through the above embodiments, the second game skill can be switched between an available state and an 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.

[0108] In an optional embodiment, the virtual props include a first prop and a second prop used in conjunction; the step of generating virtual props in the game scene in response to the first virtual object casting a first game skill in the game scene includes: generating a first prop at a first position in the game scene and generating a second prop at a second position in the game scene in response to the first virtual object casting a first game skill in the game scene.

[0109] In an optional embodiment, after the step of controlling the configuration of the second game skill of the second virtual object to an available state, the method further includes: in response to the second virtual object triggering the second game skill, controlling the second virtual object to be transferred from a first location to a second location, or controlling the second virtual object to be transferred from a second location to a first location.

[0110] In an optional embodiment, the method further includes: in response to the second virtual object triggering the second game skill, controlling the second game skill to be set to an unavailable state for a preset duration; and in response to the end of the preset duration, controlling the second game skill to be set to an available state.

[0111] In an optional embodiment, the steps of generating a first item at a first location in the game scene and generating a second item at a second location in the game scene in response to the first virtual object casting a first game skill in the game scene include: controlling the generation of the first item at the first location in the game scene in response to the first virtual object casting a first game skill at the first location in the game scene; and generating the second item at the second location in response to the first virtual object moving to the second location in the game scene during the duration of the first game skill.

[0112] In an optional embodiment, after responding to the first virtual object casting a first game skill at a first location in the game scene and controlling the generation of a first item at the first location in the game scene, the method further includes: displaying an item generation prompt window in the terminal device controlling the first virtual object, wherein the item generation prompt window is used to indicate a first prompt indicator of the maximum effective distance between the first item and the second item and a second prompt indicator for prompting the operation command to trigger the generation of the second item.

[0113] In an optional embodiment, after the step of controlling the generation of a first item at a first position in the game scene in response to the first virtual object casting a first game skill at a first position in the game scene, the method further includes: in response to the first virtual object moving in the game scene, determining the difference between the distance between the current moving position of the first virtual object and the first item and the maximum effective distance; in response to the difference being zero, controlling the first virtual object to generate a second item at the current moving position.

[0114] In an optional embodiment, the above-mentioned item generation prompt window further includes a cancellation control; the above method further includes: responding to a trigger operation on the cancellation control, controlling the cancellation of the display of the item generation prompt window and the first item.

[0115] In an optional embodiment, the virtual item is configured to exist in the game scene for a specified duration, and during the specified duration, the virtual item is configured to be unattackable.

[0116] In an optional embodiment, the method further includes: in response to the end of a specified duration or the second virtual object leaving the first scene area, controlling the setting of the second game skill to an unavailable state and canceling the second game skill effect attached to the second virtual object.

[0117] In an optional embodiment, the first scene range in which the virtual props function includes: the second scene range in which the first props function and the third scene range in which the second props function; the method further includes: within a specified time period, in response to the first virtual object entering the second scene range, controlling the first virtual object to be transferred from the first position to the second position; within a specified time period, in response to the first virtual object entering the third scene range, controlling the first virtual object to be transferred from the second position to the first position.

[0118] In the above method, by adding a first game skill to the first virtual object, players can be encouraged to choose the first virtual object 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.

[0119] Furthermore, the electronic device shown in Figure 8 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.

[0120] 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. The bus can be divided into address bus, data bus, control bus, etc. For ease of illustration, only a single bidirectional arrow is used in Figure 8, but this does not indicate that there is only one bus or one type of bus.

[0121] 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 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 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.

[0122] This disclosure 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 above-mentioned game. For specific implementation details, please refer to the method embodiments, which will not be repeated here.

[0123] Specifically, the skill combo method in the aforementioned game 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 a combination of objects 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 skill to the first virtual object and a second game skill to the second virtual object; wherein the first game skill is a game skill that the first virtual object can use in the game, and the second game skill is a game skill that the second virtual object can use in the game.

[0124] The skill combo method in the above game will add a first or second game skill to the virtual object when there are virtual objects with a combination relationship in the same game faction. This will enrich the combo effect of the game skills of virtual objects with a combination relationship, which will help improve the player's game experience and increase the game win rate.

[0125] In an optional embodiment, the first game skill is different from the pre-configured game skill of the first virtual object; the second game skill is different from the pre-configured game skill of the second virtual object. Through these embodiments, new game skills can be added to the first and second virtual objects that have a combinatorial relationship, enriching their game skills and making players more inclined to choose virtual objects with a combinatorial relationship, thus helping to improve the team collaboration experience in the game.

[0126] In an optional embodiment, the above-mentioned 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.

[0127] 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.

[0128] In an optional embodiment, the steps of controlling the addition of a first game skill to a first virtual object and adding a second game skill to a second virtual object include: controlling the addition of a first game skill to a first virtual object and configuring the first game skill as available; controlling the addition of a second game skill to a second virtual object and configuring the second game skill as unavailable.

[0129] In an optional embodiment, the method further includes: in response to the first virtual object casting a first game skill in the game scene, generating a virtual prop at a first scene location in the game scene and configuring the first scene range in which the virtual prop has an effect; in response to the second virtual object entering the first scene range, controlling the second virtual object's second game skill to be configured as available.

[0130] In an optional embodiment, the method further includes: responding to the generation of virtual items in the game scene, controlling the display of a first prompt icon at a preset location in the game scene, the first prompt icon indicating the location of the virtual item. In this embodiment, displaying the first prompt icon at a preset location in the game scene indicates the current location of the virtual item for the second virtual object, enabling the second virtual object to reach the first scene range where the virtual item functions, thereby activating the second virtual object's second game skill and making the second game skill available. If the virtual item is not visible within the current field of view of the terminal device controlling the second virtual object, the first prompt icon will also be displayed as an out-of-screen prompt, allowing the player controlling the second virtual object to see the first prompt icon, thus achieving faster collaborative assistance.

[0131] In an optional embodiment, after controlling the step of configuring the second game skill of the second virtual object to an available state, the method further includes: in response to the second game skill being configured to an available state, controlling the application of a second game skill effect to the second virtual object; wherein the second game skill effect includes: configuring unlimited resources for the target weapon used by the second virtual object in the game scene, and / or increasing its attack speed.

[0132] Through the above embodiments, the second game skill can be switched between an available state and an 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.

[0133] In an optional embodiment, the virtual props include a first prop and a second prop used in conjunction; the step of generating virtual props in the game scene in response to the first virtual object casting a first game skill in the game scene includes: generating a first prop at a first position in the game scene and generating a second prop at a second position in the game scene in response to the first virtual object casting a first game skill in the game scene.

[0134] In an optional embodiment, after the step of controlling the configuration of the second game skill of the second virtual object to an available state, the method further includes: in response to the second virtual object triggering the second game skill, controlling the second virtual object to be transferred from a first location to a second location, or controlling the second virtual object to be transferred from a second location to a first location.

[0135] In an optional embodiment, the method further includes: in response to the second virtual object triggering the second game skill, controlling the second game skill to be set to an unavailable state for a preset duration; and in response to the end of the preset duration, controlling the second game skill to be set to an available state.

[0136] In an optional embodiment, the steps of generating a first item at a first location in the game scene and generating a second item at a second location in the game scene in response to the first virtual object casting a first game skill in the game scene include: controlling the generation of the first item at the first location in the game scene in response to the first virtual object casting a first game skill at the first location in the game scene; and generating the second item at the second location in response to the first virtual object moving to the second location in the game scene during the duration of the first game skill.

[0137] In an optional embodiment, after responding to the first virtual object casting a first game skill at a first location in the game scene and controlling the generation of a first item at the first location in the game scene, the method further includes: displaying an item generation prompt window in the terminal device controlling the first virtual object, wherein the item generation prompt window is used to indicate a first prompt indicator of the maximum effective distance between the first item and the second item and a second prompt indicator for prompting the operation command to trigger the generation of the second item.

[0138] In an optional embodiment, after the step of controlling the generation of a first item at a first position in the game scene in response to the first virtual object casting a first game skill at a first position in the game scene, the method further includes: in response to the first virtual object moving in the game scene, determining the difference between the distance between the current moving position of the first virtual object and the first item and the maximum effective distance; in response to the difference being zero, controlling the first virtual object to generate a second item at the current moving position.

[0139] In an optional embodiment, the above-mentioned item generation prompt window further includes a cancellation control; the above method further includes: responding to a trigger operation on the cancellation control, controlling the cancellation of the display of the item generation prompt window and the first item.

[0140] In an optional embodiment, the virtual item is configured to exist in the game scene for a specified duration, and during the specified duration, the virtual item is configured to be unattackable.

[0141] In an optional embodiment, the method further includes: in response to the end of a specified duration or the second virtual object leaving the first scene area, controlling the setting of the second game skill to an unavailable state and canceling the second game skill effect attached to the second virtual object.

[0142] In an optional embodiment, the first scene range in which the virtual props function includes: the second scene range in which the first props function and the third scene range in which the second props function; the method further includes: within a specified time period, in response to the first virtual object entering the second scene range, controlling the first virtual object to be transferred from the first position to the second position; within a specified time period, in response to the first virtual object entering the third scene range, controlling the first virtual object to be transferred from the second position to the first position.

[0143] In the above method, by adding a first game skill to the first virtual object, players can be encouraged to choose the first virtual object 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.

[0144] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a portion 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 described in the various embodiments of this disclosure. 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.

[0145] 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.

[0146] Finally, it should be noted that the above-described 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. 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 skill to the first virtual object and a second game skill to the second virtual object; wherein, the first game skill is a game skill that the first virtual object can use in the game, and the second game skill is a game skill that the second virtual object can use in the game.

2. The method according to claim 1, wherein, The first game skill is different from the game skill pre-configured on the first virtual object; the second game skill is different from the game skill pre-configured on the second virtual object.

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 1, wherein, The steps of adding a first game skill to the first virtual object and adding a second game skill to the second virtual object include: The system adds a first game skill to the first virtual object and configures the first game skill to be available. The control adds a second game skill to the second virtual object and configures the second game skill to be unavailable.

6. The method according to claim 5, wherein, The method further includes: In response to the first virtual object casting the first game skill in the game scene, a virtual prop is generated at a first scene location in the game scene, and the first scene range of the virtual prop is configured. In response to the second virtual object entering the first scene area, the control configures the second game skill of the second virtual object to be available.

7. The method according to claim 6, wherein, The method further includes: In response to the generation of the virtual item in the game scene, a first prompt icon is displayed at a preset position in the game scene, the first prompt icon being used to indicate the position of the virtual item.

8. The method according to claim 6, wherein, After the step of controlling the configuration of the second game skill of the second virtual object to an available state, the method further includes: In response to the second game skill configuration being available, control is used to attach the second game skill effect to the second virtual object; The second game skill effect includes: configuring unlimited resources for the target weapon used by the second virtual object in the game scene, and / or increasing its attack speed.

9. The method according to claim 6, wherein, The virtual items include a first item and a second item used together; The step of generating virtual items 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, the first item is generated at a first location in the game scene and the second item is generated at a second location in the game scene.

10. The method according to claim 9, wherein, After the step of controlling the configuration of the second game skill of the second virtual object to an available state, the method further includes: In response to the second virtual object triggering the second game skill, control to teleport the second virtual object from the first location to the second location, or control to teleport the second virtual object from the second location to the first location.

11. The method according to claim 10, wherein, The method further includes: In response to the second virtual object triggering the second game skill, the control sets the second game skill to an unavailable state for a preset duration; In response to the end of the preset duration, the control sets the second game skill to an available state.

12. The method according to claim 9, wherein, The steps of generating the first item at a first location in the game scene and generating the second item at a second location in the game scene in response to the first virtual object casting the first game skill in the game scene include: In response to the first virtual object casting the first game skill at a first location in the game scene, the first item is generated at the first location in the game scene. In response to the first virtual object moving to a second position in the game scene during the duration of the first game skill, the second item is generated at the second position.

13. The method according to claim 12, wherein, After the step of responding to the first virtual object casting the first game skill at a first location in the game scene and controlling the generation of the first item at the first location in the game scene, the method further includes: A prop generation prompt window is displayed in the terminal device controlling the first virtual object. The prop generation prompt window is used to indicate a first prompt icon for the maximum effective distance between the first prop and the second prop, and a second prompt icon for prompting the operation command to trigger the generation of the second prop.

14. The method according to claim 13, wherein, After the step of responding to the first virtual object casting the first game skill at a first location in the game scene and controlling the generation of the first item at the first location in the game scene, the method further includes: In response to the first virtual object moving in the game scene, the difference between the current moving position of the first virtual object and the first prop and the maximum effective distance is determined; In response to the difference being zero, the first virtual object is controlled to generate the second item at the current moving position.

15. The method according to claim 13, wherein, The item generation prompt window also includes a cancel control; the method further includes: In response to a trigger operation on the cancel control, control the cancellation of the display of the item generation prompt window and the first item.

16. The method according to claim 7 or 9, wherein, The virtual item is configured to exist in the game scene for a specified duration, and during the specified duration, the virtual item is configured to be unattackable.

17. The method according to claim 16, wherein, The method further includes: In response to the end of the specified duration or the second virtual object leaving the first scene area, the control sets the second game skill to an unavailable state and cancels the second game skill effect attached to the second virtual object.

18. The method according to claim 16, wherein, The first scene range where the virtual props are applied includes: the second scene range where the first props are applied and the third scene range where the second props are applied; the method further includes: Within the specified time period, in response to the first virtual object entering the second scene area, the control is to transfer the first virtual object from the first location to the second location; Within the specified time period, in response to the first virtual object entering the third scene range, the system controls the transfer of the first virtual object from the second location to the first location.

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 of the same game faction, and to determine the first virtual object and the second virtual object included in the object combination. The skill addition module is configured to add a first game skill to the first virtual object and a second game skill to the second virtual object; wherein, the first game skill is a game skill that the first virtual object can use in the game, and the second game skill is a game skill that the second virtual object can use in the game.

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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