Game skill synergizing method and apparatus, and electronic device

By adding game buffs and skills to combinations of virtual objects from the same game faction, the problem of limited skill variety in existing games has been solved, improving the gaming experience and win rate.

WO2025223059A9PCT designated stage Publication Date: 2026-01-22SHANGHAI NETEASE CUICAN NETWORK TECHNOLOGY CO LTD
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Patent Information

Application Number
PCT/CN2025/080806
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-04-26
Filing Date
2025-03-05
Publication Date
2026-01-22

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Abstract

A game skill synergizing method and apparatus, and an electronic device. The method comprises: in response to an object combination having a combination relationship being present among a plurality of virtual objects in the same game faction, determining a first virtual object and a second virtual object included in the object combination (S104); and controlling the addition of a first game buff to the first virtual object, and controlling the addition of a first game skill to the second virtual object, wherein the first game buff is used for providing a specified buff effect for the first virtual object in a game match, and the first game skill is a game skill that can be used by the second virtual object in the game match (S106). When virtual objects having a combination relationship are present in the same game faction, a game buff or a game skill is added to the virtual objects, thereby enriching the synergy effect of game skills and enriching game skills possessed by virtual objects, and thus helping to enhance the game experience of players and increase the game winning rate. (FIG. 1)
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Description

Skill combos, devices, and electronic equipment in the game

[0001] Cross-references to related applications

[0002] This application claims priority to Chinese patent application No. 202410519737.8, filed on April 26, 2024, entitled “Method, Apparatus and Electronic Device for Skill Combos in Games”, the entire contents of which are incorporated herein by reference. Technical Field

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

[0004] In related technologies, skills in role-playing games are usually self-buff skills, teammate buff skills, or enemy debuff skills. Players can cast teammate buff skills on their teammates to increase their teammates' attribute values. The function of such skills is relatively simple, which reduces the difficulty of skill competition in the game, resulting in longer game sessions and a greater consumption of game resources. Summary of the Invention

[0005] The purpose of this disclosure is to provide a method, device, and electronic device for skill combos in games, in order to enrich the synergy effects of game skills and enhance the player's gaming experience.

[0006] Firstly, this disclosure provides a method for skill combos in a game. The method includes: responding 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 configured with its own corresponding game skill; responding to the existence of a combination of objects with a combination relationship among the multiple virtual objects of the same game faction, determining a first virtual object and a second virtual object included in the object combination; controlling the addition of a first game buff to the first virtual object and the addition of a first game skill to the second virtual object; wherein the first game buff is used to provide a specified buff effect to the first virtual object during the game, and the first game skill is a game skill that the second virtual object can use during the game.

[0007] Secondly, this disclosure provides a skill synergy device in a game, comprising: 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 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 relationship among multiple virtual objects in the same game faction; and a skill adding module configured to add a first game buff to the first virtual object and add a first game skill to the second virtual object; wherein the first game buff is used to provide a specified buff effect to the first virtual object in the game match, and the first game skill is a game skill that the second virtual object can use in the game match.

[0008] Thirdly, this disclosure provides an electronic device including a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the skill combo method in the above-mentioned game.

[0009] Fourthly, this disclosure provides a computer-readable storage medium storing computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the skill combo method in the aforementioned game.

[0010] The embodiments disclosed herein bring the following beneficial effects:

[0011] This disclosure provides a method, device, and electronic device for skill combos in games. First, in response to a game start command, a game scene corresponding to the game is provided. This game scene includes multiple game factions participating in the game, and each faction includes multiple virtual objects, each equipped 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 combination. Next, a first game buff is added to the first virtual object, and a first game skill is added to the second virtual object. The first game buff provides a specified buff effect to the first virtual object during the game, and the first game skill is a game skill that the second virtual object can use during the game. In this method, when virtual objects with a combinatorial relationship exist within the same game faction, a game buff or a game skill is added to that virtual object, thereby enriching the combo effects of game skills and the game skills possessed by virtual objects. This simplifies user operations for implementing skill combos, reduces terminal or server load, and helps improve the player's gaming experience and increase the win rate.

[0012] 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.

[0013] 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

[0014] To more clearly illustrate the technical solutions in the specific embodiments or related technologies of this disclosure, the accompanying drawings used in the description of the specific embodiments or related technologies will be briefly introduced below. Obviously, the accompanying drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0015] Figure 1 is a flowchart of a skill combo method in a game provided in one of the embodiments of this disclosure;

[0016] Figure 2 is a schematic diagram of an object resurrection provided in one of the embodiments of this disclosure;

[0017] Figure 3 is a schematic diagram of refreshing the pre-configured game skills of a second virtual object according to one of the embodiments of this disclosure;

[0018] Figure 4 is a schematic diagram of the release of a first game skill provided in one of the embodiments of this disclosure;

[0019] Figure 5 is a schematic diagram of a second virtual object attack object afterimage provided in one of the embodiments of this disclosure;

[0020] Figure 6 is a schematic diagram of the structure of a skill combo device in a game provided in one of the embodiments of this disclosure;

[0021] Figure 7 is a schematic diagram of the structure of an electronic device provided in one of the embodiments of this disclosure. Detailed Implementation

[0022] 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.

[0023] 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.

[0024] 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.

[0025] In view of the above problems, the present disclosure provides a method, device and electronic device for skill combos in games. This technology can be applied to various three-dimensional games, especially in the scenario of skill combos in team games or card games.

[0026] 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.

[0027] 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.

[0028] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0029] 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:

[0030] Step S102: In response to the game start command, provide the 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 configured with its own corresponding game skills.

[0031] In practice, the game start command can be determined according to the game rules. Different games typically have different start commands, which 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, performing a gesture, or triggering a controller in a console game. After the game starts, a game scene will be provided, displaying multiple game factions participating in the match. These factions are usually hostile, meaning a virtual object needs to attack virtual objects belonging to a different faction to help its faction win.

[0032] 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.

[0033] 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.

[0034] In practice, the composition 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 first and second virtual objects in each object combination based on the virtual objects contained in each game faction and the combinations of objects with composition relationships. Usually, the first and second virtual objects are different virtual objects.

[0035] In an optional embodiment, the object combination includes a main combination object and a secondary combination object. There is one main combination object and at least one secondary combination object. That is, a main combination object can form an object combination with at least one secondary combination object. The game effects that the main and secondary combination objects can add when performing skill synergies differ, and the specific game effects can be determined according to the game rules.

[0036] 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.

[0037] Step S106: Control the addition of a first game buff to the first virtual object and the addition of a first game skill to the second virtual object; wherein, the first game buff is used to provide a specified buff effect to the first virtual object in the game, and the first game skill is a game skill that the second virtual object can use in the game.

[0038] In practical applications, which virtual objects in the game have a combination relationship, and which virtual objects in the combination relationship receive game buffs and which receive new game skills, are all pre-set 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 receives the first game buff, and the subordinate combination objects receive the first new game skill.

[0039] In an optional embodiment, the first game skill is determined based on the target game skill corresponding to the main combination object, and / or the first game skill is determined based on the object attribute corresponding to the main combination object; wherein, the target game skill is a game skill pre-configured for the main combination object, and the object attribute includes at least the object type of the main combination object. In specific implementation, the target game skill can be any game skill pre-configured for the main combination object, and this game skill usually needs to be determined according to the game rules. For example, the target game skill can be the ultimate skill corresponding to the main combination object, or it can be a special skill corresponding to the main combination object, etc. The object attribute can include the object type and object background of the main combination object, etc. Here, the object type is used to indicate the object group and object function to which the main combination object belongs, and the object background is used to indicate the game background that generates the main combination object. For example, if the object type of the main combination object is the Queen of the Underworld, and the first game skill is to resurrect the sub-combination object from the underworld; and the object attribute of the main combination object is to make the host stronger, then the first game skill could be to form a spiked shell on the outside of the sub-combination object, etc.

[0040] In practice, the aforementioned first game skill differs from the pre-configured game skill of the second virtual object. That is, when a first virtual object and a second virtual object with a combinatorial relationship exist within the same game faction, the first game skill added to the second virtual object is completely different from the pre-configured game skill; it's equivalent to adding a new game skill to the second virtual object. The first game skill added to the second virtual object can be a passively triggered game skill, meaning it automatically triggers when the target triggering conditions are met; or it can be an actively triggered game skill, meaning it requires manual activation by the player.

[0041] The newly added game buff for the aforementioned first virtual object has a specified buff effect, which includes at least one of the following: healing buff, damage buff, and defensive buff. Specifically, a healing buff could be an additional percentage of health gained when the first virtual object heals itself, an additional percentage of recovery power gained when the first virtual object uses a potion, or an increased recovery speed for the first virtual object during a game. A damage buff can also be understood as an attack buff; for example, a damage buff could be an increase in the damage dealt to an enemy game faction object by a specified percentage when the first virtual object attacks it. The aforementioned defensive buff may include, but is not limited to, faster mana and health regeneration, direct increase in health, increased armor, and increased attributes.

[0042] In practical applications, before a game begins, players can choose the virtual object they want to control from a large list of 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 determined. Then, a first game buff is added to the first virtual object, and a new game skill is added to the second virtual object. The game buffs or skills that can be added to each virtual object in a combination relationship are pre-set.

[0043] Additionally, the first game skill and the first game buff refer to the additional game skills provided to virtual objects with pre-defined combinations in the game scene when players in the same game faction select such combinations. These skills are used to provide specific game buff effects or enable cooperation between virtual objects after activation.

[0044] The skill combo method in the above game, when there are virtual objects with a combination relationship in the same game faction, will add game buffs or game skills to the virtual object, thereby enriching the combo effect of game skills and the game skills possessed by virtual objects, which helps to improve the player's game experience and increase the game win rate.

[0045] The following examples describe a game skill in which the first game skill is a passively triggered game skill.

[0046] Specifically, the aforementioned first game skill is a passively triggered game skill, used to control the second virtual object to perform a target game behavior in the game when the target triggering conditions are met. The target triggering conditions can be determined based on development needs and the first game skill corresponding to the second virtual object. These conditions can include at least one of the following: the second virtual object experiencing a specified game event, the second virtual object being in a specified game state, and the first virtual object performing a specified game behavior. In practice, the specified game event, specified game state, and specified game behavior can all be determined based on development needs or game rules. For example, the specified game event could be the second virtual object being killed, frozen, or stunned; the specified game state could be a resurrected state, a frozen state, or a healed state; and the specified game behavior could be the first virtual object killing another virtual object, the first virtual object attacking a specified game item, or the first virtual object using a specified skill.

[0047] For example, if the first game skill acquired by the second virtual object is immediate resurrection, then the target triggering condition for this first game skill could be that the first virtual object performs an action or encounters a virtual object while the second virtual object is in the resurrection phase; if the first game skill acquired by the second virtual object is resurrection after a preset time, then the target triggering condition for this first game skill could be that the second virtual object is killed; if the first game skill acquired by the second virtual object is active healing, then the target triggering condition for this first game skill could be that the second virtual object's health is lower than a preset health threshold.

[0048] In an optional embodiment, the first game skill is to control the second virtual object to perform a target game behavior in the game when the target triggering condition is met. Therefore, the first game skill can be: when the second virtual object is defeated, control the second virtual object to revive in the game. The target triggering condition corresponding to the first game skill is the defeat of the second virtual object, and the target game behavior performed by the second virtual object in the game is reviving in the game.

[0049] In practical implementation, the process of controlling the resurrection of the second virtual object during a game when it is defeated can include: in response to the second virtual object's defeat, controlling the second virtual object to enter a soul state and configuring the second virtual object in the soul state to be able to move within the game scene; in response to the second virtual object in the soul state selecting a target resurrection location within the game scene, controlling the second virtual object to resurrect at the target resurrection location. When the second virtual object is in the soul state, it becomes a soul entity that can move freely within the game scene. The target resurrection location can be a scene location selected by the player within the game scene, or it can be a fixed location within the game scene.

[0050] In practical applications, the movement of a second virtual object in its spirit state differs from that in its living state. A living second virtual object refers to one that the player can control during gameplay. Players typically control its movement within the game environment using touch controls, keyboard, or mouse, and this movement includes running, jumping, and walking. For example, if the second virtual object lacks flight capabilities, it can only move on a two-dimensional plane within the game environment based on player input. However, when the second virtual object dies and triggers its first game skill, entering a spirit state, it can be additionally equipped with flight capabilities, allowing free movement in the three-dimensional space of the game environment. Movement methods for a spirit-state second virtual object can also include floating, drifting, or flying within the game environment.

[0051] In one specific embodiment, the process of controlling the second virtual object in the soul state to select a target resurrection location in the game scene and resurrect at that location can include: starting a timer in response to the second virtual object entering the soul state; determining the real-time movement position of the second virtual object within a preset time period in response to its movement in the game scene; and determining the current position of the second virtual object as the selected target resurrection location in response to a location selection command. Specifically, when the second virtual object enters the soul state, the system starts a timer and displays a countdown in the graphical user interface provided by the terminal device controlling the second virtual object to remind the player to select a target resurrection location and resurrect before the countdown ends. The preset time matches the countdown time, and the specific duration of the preset time can be determined according to development needs; for example, the preset time can be 10 seconds or 20 seconds. Since the second virtual object in its soul state can move freely in the game scene, its real-time position is random at any given moment. Players can choose a resurrection location by moving within the game scene within the preset time. Once a resurrection location is selected, executing the corresponding operation will trigger a location selection command, thereby selecting a scene location in the game scene as the target resurrection location. The location selection command can be sent by the player by triggering the target scene location in the game scene, or it can be sent by the player clicking the target scene location in the game scene and triggering the resurrection control, etc.

[0052] Figure 2 shows a schematic diagram of object resurrection provided in an embodiment of this disclosure. Figure 2 is the content displayed in the graphical user interface provided by the terminal device controlling the second virtual object. The left image of Figure 2 is a schematic diagram of the second virtual object entering the soul state after being killed. In this diagram, the character model shown by the dotted line is the second virtual object, and the character models shown by the solid line are other virtual objects in the game scene. The right image of Figure 2 is a schematic diagram of the second virtual object resurrecting and entering the survival state after the target resurrection location of the second virtual object is determined based on the location selection command. In this diagram, the character model shown by the gray avatar is the resurrected second virtual object. The circle displayed in the center of the left image of Figure 2 is used to indicate the countdown corresponding to the preset time, so as to remind the player to select the target resurrection location and resurrect before the countdown ends. That is, the second virtual object needs to trigger the confirmation control in Figure 2 within the preset time to realize the resurrection of the second virtual object. The confirmation control can be triggered by the right mouse button. A cancellation control is also displayed in the center, which is triggered by the left mouse button. When the player clicks the cancellation control, the second virtual object cancels the soul state and enters the normal death and resurrection process. The four shapes shown in the lower right corner of Figure 2 correspond to the skill controls for the four game skills configured in the second virtual object. Each skill control displays the key on the keyboard to trigger the skill. Specifically, the game skill corresponding to the triangle control is triggered by the Q key, the game skill corresponding to the circle control is triggered by the W key, the game skill corresponding to the pentagram control is triggered by the C key, and the game skill corresponding to the polygon control is triggered by the R key.

[0053] In an optional embodiment, in response to the timer exceeding a preset time and no location selection command being triggered, the second virtual object in a soul state is controlled to release from the soul state, and the second virtual object released from the soul state is controlled to revive in the game according to preset rules. In specific implementation, when the player has exceeded the preset time and has not yet triggered the location selection command, the second virtual object in a soul state releases from the soul state; that is, the soul of the second virtual object dissipates, and it continues to revive in the game according to the preset rules. The preset rules are the normal death and revival process for the second virtual object in the game, and these preset rules are determined according to the game rules. This can also be understood as the second virtual object reviving in the game according to preset rules when it has not acquired a new first game skill. For example, a virtual object that dies within 5 minutes of the game needs to wait 10 seconds to revive at its faction's spawn point; a virtual object that dies after 10 minutes of the game needs to wait 20 seconds to revive at its faction's spawn point, and so on.

[0054] In another optional embodiment, the first game skill is to control the second virtual object to perform the target game behavior in the game when the target triggering condition is met. That is, the first game skill is to control the second virtual object to revive in the game when the second virtual object is defeated and the first virtual object kills an enemy game faction object in the game scene; wherein, the enemy game faction object is a virtual object in the game scene that does not belong to the same game faction as the first virtual object. The enemy game faction object can be any virtual object that does not belong to the same game faction as the first virtual object.

[0055] In a specific implementation, when the second virtual object is defeated and the first virtual object kills an enemy game faction object in the game scene, the specific process of controlling the second virtual object to revive in the game may include: in response to the second virtual object being defeated, controlling the second virtual object to enter a revival waiting state; wherein, in the revival waiting state, the graphical user interface provided by the terminal device controlling the second virtual object displays the revival waiting time; in response to the first virtual object killing an enemy game faction object in the game scene, controlling the graphical user interface to cancel the display of the revival waiting time, and controlling the second virtual object to revive at the location where the second virtual object was defeated.

[0056] Specifically, when the second virtual object is defeated, it enters a resurrection phase, meaning it enters a resurrection waiting state. The second virtual object typically waits to resurrect at its defeat location, usually automatically resurrecting after a preset time. Because the second virtual object has a newly added first game skill, it will immediately resurrect on the spot after the first virtual object uses any game skill to kill an enemy player.

[0057] In practical implementation, if a game faction's combination of objects includes a first virtual object and multiple second virtual objects, the first virtual object can gain a first game buff, and each second virtual object can gain a first game skill. The first game skill gained by each second virtual object may be the same or different, depending on the game rules and development requirements. In one specific embodiment, if each second virtual object in the object combination gains the same first game skill, then when multiple virtual objects are in a resurrection waiting state, in response to the first virtual object killing an enemy game faction object, multiple second virtual objects are controlled to resurrect simultaneously on the spot.

[0058] Furthermore, the newly acquired first game skill for the second virtual object is unrelated to whether the first virtual object is alive in the game scene. This can also be understood as follows: if the second virtual object acquires the first game skill in the current game, then the second virtual object will always possess that first game skill throughout the entire game. In other words, the effective time of the first game skill is independent of whether the first virtual object is alive in the game scene, thereby increasing the win rate and improving the player's gaming experience.

[0059] The following examples describe a method where the first game skill is an actively triggered game skill.

[0060] In one optional embodiment, the aforementioned first game skill is an actively triggered game skill. The game system responds to the release operation of the first game skill by controlling the second virtual object to release the first game skill in the game scene, thereby adding a first game effect to the pre-configured game skill of the second virtual object. Specifically, different first game skills correspond to different first game effects, and the first game effect corresponding to each first game skill can be determined according to the game rules.

[0061] In practical implementation, the aforementioned release operation for the first game skill includes: clicking or long-pressing a specified control in the graphical user interface provided by the terminal device controlling the second virtual object; clicking a specified button or mouse button provided by the terminal device controlling the second virtual object; triggering an operation on a controller corresponding to a console game; or performing a gesture by the player. The specified button can be the X key, C key, or E key on a keyboard, and the specified mouse button can be the left mouse button, right mouse button, or center mouse button. Specifically, the skill triggering operation may differ for different game skills and for different terminal devices, depending on the game rules.

[0062] In specific implementation, the process of adding a first game influence to the game skills pre-configured on the second virtual object includes: controlling the refresh of the game skills pre-configured on the second virtual object so that all the game skills pre-configured on the second virtual object are in a triggerable state; and / or controlling the target virtual props released by the second virtual object in the game scene to be invisible to the enemy game faction objects.

[0063] In one specific embodiment, when a player performs a release operation on the first game skill, all the game skills pre-configured on the second virtual object are refreshed, so that all the game skills pre-configured on the second virtual object are in a triggerable state. This allows the player to trigger any game skill in a triggerable state, saving the skill cooldown time and helping to improve the player's gaming experience.

[0064] Figure 3 shows a schematic diagram of refreshing the pre-configured game skills of a second virtual object according to an embodiment of this disclosure. Figure 3 is a schematic diagram of the graphical user interface provided by the terminal device controlling the second virtual object. In Figure 3, the character model corresponding to the gray avatar is the second virtual object, and the character model corresponding to the white avatar is the first virtual object. The lower right corner displays four skill controls corresponding to the four game skills configured by the second virtual object. Among them, the skill controls displayed in gray are in an untriggerable state, and the skill controls displayed in white are in a triggerable state. The game skill corresponding to the triangle control is the first game skill. Moreover, when the player triggers the skill control corresponding to the first game skill, all the game skills possessed by the second virtual object are in a triggerable state. That is, as shown in the image on the right side of Figure 3, all skill controls are displayed in white and are in a triggerable state.

[0065] In another specific embodiment, when a player performs a release operation targeting the first game skill, the target virtual item released by the second virtual object in the game scene is invisible to the enemy game faction objects; that is, the target virtual item gains an invisibility effect. The specific target virtual item can be determined according to development needs. For example, the second virtual object is pre-configured with game skill 1 and game skill 2. Game skill 1 throws a target virtual item forward, which then attaches to the ground. This target virtual item can serve as a ricochet target. Game skill 2 is used to place an attack item with a ricocheting ability (this attack item can be a virtual item or a virtual marble, etc.) in the game scene. This attack item can ricochet between the enemy game faction objects and the target virtual item, continuously damaging the enemy game faction objects. When the second virtual object releases the first game skill, the target virtual object released through game skill 1 will become invisible in the game scene, preventing the enemy game faction from escaping the target virtual object and thus helping to improve the game's win rate.

[0066] In another optional embodiment, the first game skill is an actively triggered game skill. In response to the release operation of the first game skill, the second virtual object is controlled to become invisible to enemy game faction objects in the game scene and dashes towards a designated enemy game faction object to inflict damage. The designated enemy game faction object can be determined by the player; that is, the player can choose any enemy game faction object in the game scene to attack. Because the second virtual object enters an invisible state when using the first game skill and dashes towards the attacking enemy game faction object, it can accurately damage the enemy game faction object, and the enemy game faction object has difficulty detecting the attack target. This helps to increase the second virtual object's win rate and enhance the player's gaming experience.

[0067] In another optional embodiment, the first game skill is an actively triggered game skill. In response to a release operation targeting the first game skill, the skill immobilizes and prevents the second virtual object from being attacked, and forces enemy game objects within a preset distance from the second virtual object to undergo displacement and inflicts damage on the displaced enemy game objects. The preset distance range can be determined according to development needs; for example, it could be 0.5 meters or 1 meter.

[0068] For example, when the second virtual object releases the first game skill, a spiked shell forms around the second virtual object, which damages the surrounding enemy game faction objects and pushes them away (equivalent to forced displacement). Afterwards, it will remain in an immobile but invincible state for a period of time. This invincible state is equivalent to the aforementioned unattackable state, that is, even if a virtual object attacks the second virtual object, it will not cause damage to the second virtual object.

[0069] Figure 4 shows a schematic diagram of the release of a first game skill according to an embodiment of this disclosure. In Figure 4, the gray avatars represent the second virtual object, and the white avatars represent the enemy game faction objects. Each virtual object has a health bar above its head; the more gray areas in the health bar, the more health the virtual object has. The left image in Figure 4 shows the game interface when the second virtual object has not released the first game skill. The right image in Figure 4 shows the game interface when the second virtual object has released the first game skill. In this game interface, the second virtual object forms a spiked shell around its body, damaging surrounding enemy game faction objects and reducing their health.

[0070] In another optional embodiment, the aforementioned first game skill is an actively triggered game skill. In response to a release operation targeting the first game skill, the system controls the second virtual object to launch a target virtual weapon towards multiple enemy game faction objects; the system also controls the target virtual weapon to bounce between multiple enemy game faction objects, causing damage to the hit enemy game faction objects. The specific type of weapon used for the target virtual weapon can be determined based on the object type corresponding to the second virtual object and the game rules.

[0071] In another optional embodiment, the first game skill is an actively triggered game skill. In response to a pre-configured game skill in the game scene by a first virtual object, the second virtual object's first game skill is adjusted to a triggerable state. In response to a release operation on the triggerable first game skill, the second virtual object is controlled to release the first game skill during the game. The skill effect of the first game skill is at least partially the same as the skill effect of the designated game skill. The designated game skill is typically one of the pre-configured game skills of the first virtual object; this designated game skill can be the first virtual object's ultimate skill or any other game skill. The first game skill added to the second virtual object is at least partially the same as the designated game skill possessed by the first virtual object, thus matching the skill release effect of the first game skill with the skill release effect of the designated game skill.

[0072] In practice, the above-mentioned methods for releasing a designated game skill and the operation for releasing the first game skill can be a click or long press operation on the skill control of the graphical user interface provided by the touch screen terminal device; it can also be a click or long press operation on a key on the keyboard or mouse corresponding to a non-touch screen terminal device; or it can be a gesture operation or a gamepad operation of a console game, etc.

[0073] In practice, at the start of a game, the first game skill added to the second virtual object is in an untriggerable state. When the first virtual object releases the specified game skill, the first game skill is adjusted to a triggerable state, thus making it easier for the second virtual object to use game skills that match the first virtual object.

[0074] In one specific embodiment, the skill effect of the aforementioned first game skill and / or designated game skill includes: in response to the movement of an enemy game faction object in the game scene, controlling the generation of object afterimages visible to the first virtual object and / or the second virtual object in the game scene, and configuring the object afterimages to cause damage to the corresponding enemy game faction object when attacked by the first virtual object and / or the second virtual object. The aforementioned object afterimages are periodically generated motion afterimages on the movement trajectory of enemy faction objects moving in the game scene. The shape of the motion afterimage matches the shape of the enemy faction object's object model, but the display color of the motion afterimage differs from the shape of the enemy faction object's object model, thus distinguishing which are object models and which are object afterimages in the game scene. Since the object afterimages do not move in real time, the second virtual object can attack quickly and accurately to cause damage to the enemy faction object.

[0075] In an optional embodiment, in response to the end of the skill effect of the specified game skill, the first game skill of the second virtual object is adjusted to an untriggerable state. That is, after the effect of the specified game skill ends, no object afterimage will be displayed on the terminal devices corresponding to the first and second virtual objects, thus the first game skill of the second virtual object is unavailable.

[0076] Figure 5 shows a schematic diagram of a second virtual object attacking object afterimages according to an embodiment of this disclosure. The first gray-displayed character model on the right side of Figure 5 is the object model of an enemy game faction object. The three character models behind this object model, displayed as dashed lines, are object afterimages periodically displayed by the first virtual object along its movement trajectory. The number of these object afterimages displayed in the game scene can be determined based on the length of the movement trajectory or development needs. For example, a fixed format of object afterimages can be displayed in the game scene, or the longer the movement trajectory, the more object afterimages are displayed along it. The gray-headed character model holding a pistol in Figure 5 is the second virtual object, which can attack the object afterimages of enemy game faction objects.

[0077] The following examples describe how a first virtual object triggers a first game gain.

[0078] After a first game buff is added to the first virtual object, if this buff is a damage buff, in response to the first virtual object attacking enemy game faction objects in the game scene, the damage dealt by the first virtual object to the enemy game faction objects will be increased. That is, after the first virtual object receives a damage buff, its attack power will increase by a preset percentage, thereby increasing the damage dealt to enemy game faction objects by a preset percentage. This preset percentage can be determined according to development needs; for example, it could be 15% or 20%.

[0079] After a first game buff is added to the first virtual object, if the first game buff is a healing buff, in response to the first virtual object performing game healing, the game healing speed of the first virtual object is increased. Specifically, the aforementioned healing buff usually means that when the first virtual object or other virtual objects heal or use a potion on the first virtual object, the first virtual object's health will be increased by a preset percentage on top of the normal increase, thereby speeding up the game healing speed of the first virtual object.

[0080] For example, if the first virtual object gains a "+15% Healing Buff," this "+15% Healing Buff" could mean that other virtual objects or the first virtual object heals or uses potions on the first virtual object, resulting in an additional 15% effect. For instance, without a healing buff, the first virtual object can gain 100 health; with a healing buff, it can gain 115 health. It could also refer to a 15% increase in in-game recovery speed (e.g., health regeneration every 5 seconds). If the first virtual object gains a "+15% Damage Buff" synergy buff, this "+15% Damage Buff" means a 15% increase in the first virtual object's attack power, or a 15% increase in damage taken by enemy game faction targets attacked by the first virtual object.

[0081] In the above method, by adding a first game bonus to the first virtual object, players can be encouraged to select 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.

[0082] Corresponding to the above method embodiments, this disclosure provides a skill combo device in a game, as shown in FIG6. The device includes:

[0083] The scene providing module 30 is configured to respond to the game start command and provide a game scene corresponding to the game. The game scene includes multiple game factions participating in the game, and each game faction includes multiple virtual objects, each of which is configured with its own corresponding game skills.

[0084] The combination determination module 31 is configured to perform an action in response to the existence of a combination of objects with a combination relationship among multiple virtual objects in the same game faction, and to determine the first virtual object and the second virtual object included in the object combination.

[0085] A new skill module 32 is added, which is configured to perform control to add a first game buff to the first virtual object and a first game skill to the second virtual object; wherein, the first game buff is used to provide a specified buff effect to the first virtual object in the game, and the first game skill is a game skill that the second virtual object can use in the game.

[0086] The skill combo method in the above game, when there are virtual objects with a combination relationship in the same game faction, will add game buffs or game skills to the virtual object, thereby enriching the combo effect of game skills and the game skills possessed by virtual objects, which helps to improve the player's game experience and increase the game win rate.

[0087] In practice, the first game skill mentioned above is different from the game skill pre-configured on the second virtual object.

[0088] Furthermore, the above object combination includes a main combination object and a secondary combination object, with one main combination object and at least one secondary combination object.

[0089] Furthermore, the first virtual object mentioned above is the main composite object in the object composition, and the second virtual object is the secondary composite object in the object composition.

[0090] Furthermore, the aforementioned first game skill is determined based on the target game skill corresponding to the main combination object, and / or the first game skill is determined based on the object attributes corresponding to the main combination object; wherein, the target game skill is a game skill pre-configured for the main combination object, and the object attributes include at least the object type of the main combination object.

[0091] In practice, the aforementioned buff effects include at least one of the following: healing buff, damage buff, and defense buff.

[0092] In an optional embodiment, the first game skill is a passively triggered game skill, used to control the second virtual object to perform the target game behavior in the game when the target triggering conditions are met.

[0093] In an optional embodiment, the above-described device further includes a behavior triggering module configured to perform: when the second virtual object is defeated, control the second virtual object to revive in the game.

[0094] In an optional embodiment, the above-mentioned behavior triggering module is further configured to perform: in response to the second virtual object being killed, control the second virtual object to enter a soul state and configure the second virtual object in the soul state to be able to move in the game scene; in response to the second virtual object in the soul state selecting a target resurrection location in the game scene, control the second virtual object to resurrect at the target resurrection location.

[0095] In its specific implementation, the aforementioned behavior triggering module is also configured to: start timing in response to the second virtual object entering the soul state; determine the real-time movement position of the second virtual object in the game scene within a preset time period in response to the second virtual object in the soul state moving; and determine the current position of the second virtual object as the selected target resurrection position in response to the position selection instruction.

[0096] Furthermore, the aforementioned device also includes a timeout resurrection module, configured to: in response to the timer exceeding a preset time and no position selection command being triggered, control the second virtual object in the soul state to release from the soul state, and control the second virtual object released from the soul state to resurrect in the game according to preset rules.

[0097] Furthermore, the movement method of the second virtual object in the soul state is different from that of the second virtual object in the living state.

[0098] In its specific implementation, the aforementioned behavior triggering module is also configured to execute: when the second virtual object is killed and the first virtual object kills an enemy game faction object in the game scene, control the second virtual object to revive in the game; wherein, the enemy game faction object is a virtual object in the game scene that does not belong to the same game faction as the first virtual object.

[0099] Furthermore, the aforementioned behavior triggering module is also configured to: in response to the second virtual object being killed, control the second virtual object to enter a resurrection waiting state; wherein, in the resurrection waiting state, control the graphical user interface provided by the terminal device of the second virtual object to display the resurrection waiting time; in response to the first virtual object killing an enemy game faction object in the game scene, control the graphical user interface to cancel the display of the resurrection waiting time, and control the second virtual object to resurrect at the location where the second virtual object was killed.

[0100] In an optional embodiment, the first game skill is an actively triggered game skill, and the device further includes a skill release module configured to perform: responding to a release operation for the first game skill, controlling the second virtual object to release the first game skill in the game scene, so as to add a first game effect to the game skill pre-configured on the second virtual object.

[0101] Furthermore, the aforementioned additional game influence on the pre-configured game skills of the second virtual object includes: controlling the refresh of the pre-configured game skills of the second virtual object so that all the pre-configured game skills of the second virtual object are in a triggerable state; and / or controlling the target virtual items released by the second virtual object in the game scene to be invisible to the enemy game faction objects.

[0102] Furthermore, the aforementioned first game skill is an actively triggered game skill, and the aforementioned skill release module is also configured to: respond to the release operation for the first game skill, control the second virtual object to be invisible to the enemy game faction object in the game scene, and dash towards the designated enemy game faction object to deal damage to the designated enemy game faction object.

[0103] In an optional embodiment, the first game skill is an actively triggered game skill, and the skill release module is configured to: respond to the release operation of the first game skill, control the second virtual object to be immobile and unattackable, and force enemy game faction objects within a preset distance range from the second virtual object to be displaced and to cause damage to the forced displaced enemy game faction objects.

[0104] In an optional embodiment, the first game skill is an actively triggered game skill, and the skill release module is further configured to perform: responding to the release operation for the first game skill, controlling the second virtual object to launch a target virtual weapon toward multiple enemy game faction objects; controlling the target virtual weapon to bounce between multiple enemy game faction objects, and causing damage to the enemy game faction objects that are bounced.

[0105] In an optional embodiment, the first game skill is an actively triggered game skill, and the skill release module is further configured to: respond to the first virtual object releasing a specified game skill in the game scene, control the second virtual object to adjust the first game skill to a triggerable state; respond to the release operation for the first game skill in the triggerable state, control the second virtual object to release the first game skill in the game; wherein, the skill effect of the first game skill is at least partially the same as the skill effect of the specified game skill.

[0106] Furthermore, the skill effects of the aforementioned first game skill and / or designated game skill include: in response to the movement of an enemy game faction object in the game scene, controlling the generation of object afterimages visible to the first virtual object and / or the second virtual object in the game scene, and configuring the object afterimages to cause damage to the corresponding enemy game faction object when attacked by the first virtual object and / or the second virtual object.

[0107] Furthermore, the aforementioned device also includes a state adjustment module configured to perform: in response to the end of the skill effect of a specified game skill, adjust the first game skill of the second virtual object to an untriggerable state.

[0108] 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.

[0109] This disclosure also provides an electronic device, as shown in FIG7, 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.

[0110] Specifically, the skill combo method in the aforementioned game includes: responding to the game start command, providing a game scene corresponding to the game, wherein the game scene includes multiple game factions participating in the game, each game faction includes multiple virtual objects, and each virtual object is configured with its own corresponding game skill; responding to the existence of an object combination with a combination relationship among the multiple virtual objects in the same game faction, determining the first virtual object and the second virtual object included in the object combination; controlling the addition of a first game buff to the first virtual object and the addition of a first game skill to the second virtual object; wherein the first game buff is used to provide a specified buff effect to the first virtual object in the game, and the first game skill is a game skill that the second virtual object can use in the game.

[0111] The skill combo method in the above game, when there are virtual objects with a combination relationship in the same game faction, will add game buffs or game skills to the virtual object, thereby enriching the combo effect of game skills and the game skills possessed by virtual objects, which helps to improve the player's game experience and increase the game win rate.

[0112] In an optional embodiment, the first game skill described above is different from the game skill pre-configured on the second virtual object.

[0113] In an optional embodiment, the above object combination includes a main combination object and a secondary combination object, wherein the number of main combination objects is one and the number of secondary combination objects is at least one.

[0114] 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.

[0115] In an optional embodiment, the first game skill is determined based on the target game skill corresponding to the main combination object, and / or the first game skill is determined based on the object attribute corresponding to the main combination object; wherein, the target game skill is a game skill pre-configured for the main combination object, and the object attribute includes at least the object type of the main combination object.

[0116] In an optional embodiment, the specified gain effect includes at least one of the following: healing gain, damage gain, and defense gain.

[0117] In an optional embodiment, the first game skill is a passively triggered game skill, used to control the second virtual object to perform the target game behavior in the game when the target triggering conditions are met.

[0118] In an optional embodiment, the above-mentioned control of the second virtual object to perform the target game behavior in the game when the target triggering condition is met includes: when the second virtual object is killed, controlling the second virtual object to revive in the game.

[0119] In an optional embodiment, the above-mentioned control of the second virtual object to revive in the game when the second virtual object is destroyed includes: in response to the second virtual object being destroyed, controlling the second virtual object to enter a soul state and configuring the second virtual object in the soul state to be able to move in the game scene; in response to the second virtual object in the soul state selecting a target revival location in the game scene, controlling the second virtual object to revive at the target revival location.

[0120] In an optional embodiment, the above-mentioned response of the second virtual object in the soul state selecting a target resurrection location in the game scene and controlling the second virtual object to resurrect at the target resurrection location includes: starting a timer in response to the second virtual object entering the soul state; determining the real-time movement position of the second virtual object in the game scene in response to the second virtual object in the soul state moving within a preset time; and determining the current position of the second virtual object as the selected target resurrection location in response to the position selection command.

[0121] In an optional embodiment, the method further includes: in response to the timer exceeding a preset time and no position selection instruction being triggered, controlling the second virtual object in the soul state to release from the soul state, and controlling the second virtual object that has released from the soul state to revive in the game according to preset rules.

[0122] In an optional embodiment, the movement mode of the second virtual object in the spirit state is different from that of the second virtual object in the living state.

[0123] In an optional embodiment, the above-mentioned control of the second virtual object to perform the target game behavior in the game when the target triggering condition is met includes: when the second virtual object is killed and the first virtual object kills the enemy game faction object in the game scene, controlling the second virtual object to revive in the game scene; wherein, the enemy game faction object is a virtual object in the game scene that does not belong to the same game faction as the first virtual object.

[0124] In an optional embodiment, when the second virtual object is defeated and the first virtual object kills an enemy game faction object in the game scene, controlling the second virtual object to revive in the game includes: in response to the second virtual object being defeated, controlling the second virtual object to enter a revival waiting state; wherein, in the revival waiting state, controlling the graphical user interface provided by the terminal device of the second virtual object to display the revival waiting time; in response to the first virtual object killing an enemy game faction object in the game scene, controlling the graphical user interface to cancel the display of the revival waiting time, and controlling the second virtual object to revive at the location where the second virtual object was defeated.

[0125] In an optional embodiment, the first game skill is an actively triggered game skill, and the above method further includes: responding to the release operation of the first game skill, controlling the second virtual object to release the first game skill in the game scene, so as to add the first game influence to the game skill pre-configured on the second virtual object.

[0126] In an optional embodiment, the step of adding a first game influence to the game skills pre-configured on the second virtual object includes: controlling the refresh of the game skills pre-configured on the second virtual object so that all the game skills pre-configured on the second virtual object are in a triggerable state; and / or controlling the target virtual props released by the second virtual object in the game scene to be invisible to the enemy game faction objects.

[0127] In an optional embodiment, the first game skill is an actively triggered game skill, and the above method further includes: responding to the release operation of the first game skill, controlling the second virtual object to be invisible to the enemy game faction object in the game scene, and dashing towards the designated enemy game faction object to cause damage to the designated enemy game faction object.

[0128] In an optional embodiment, the first game skill is an actively triggered game skill, and the above method further includes: responding to the release operation of the first game skill, controlling the second virtual object to be immobile and unattackable, and causing enemy game faction objects within a preset distance range from the second virtual object to be forcibly displaced and causing damage to the enemy game faction objects that are forcibly displaced.

[0129] In an optional embodiment, the first game skill is an actively triggered game skill, and the above method further includes: responding to the release operation of the first game skill, controlling the second virtual object to launch a target virtual weapon toward multiple enemy game faction objects; controlling the target virtual weapon to bounce between multiple enemy game faction objects, and causing damage to the enemy game faction objects that are bounced.

[0130] In an optional embodiment, the first game skill is an actively triggered game skill, and the above method further includes: responding to the first virtual object releasing a specified game skill in the game scene, controlling the first game skill of the second virtual object to be adjusted to a triggerable state; responding to the release operation of the first game skill in the triggerable state, controlling the second virtual object to release the first game skill in the game; wherein, the skill effect of the first game skill is at least partially the same as the skill effect of the specified game skill.

[0131] In an optional embodiment, the skill effect of the first game skill and / or the designated game skill includes: in response to the movement of an enemy game faction object in the game scene, controlling the generation of an object afterimage visible to the first virtual object and / or the second virtual object in the game scene, and configuring the object afterimage to cause damage to the corresponding enemy game faction object when attacked by the first virtual object and / or the second virtual object.

[0132] In an optional embodiment, the method further includes: in response to the end of the skill effect of the specified game skill, controlling the first game skill of the second virtual object to be adjusted to an untriggerable state.

[0133] Furthermore, the electronic device shown in Figure 7 also includes a bus 102 and a communication interface 103, with the processor 101, the communication interface 103, and the memory 100 connected via the bus 102.

[0134] 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 7, but this does not indicate that there is only one bus or one type of bus.

[0135] 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.

[0136] 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.

[0137] Specifically, the skill combo method in the aforementioned game includes: responding to the game start command, providing a game scene corresponding to the game, wherein the game scene includes multiple game factions participating in the game, each game faction includes multiple virtual objects, and each virtual object is configured with its own corresponding game skill; responding to the existence of an object combination with a combination relationship among the multiple virtual objects in the same game faction, determining the first virtual object and the second virtual object included in the object combination; controlling the addition of a first game buff to the first virtual object and the addition of a first game skill to the second virtual object; wherein the first game buff is used to provide a specified buff effect to the first virtual object in the game, and the first game skill is a game skill that the second virtual object can use in the game.

[0138] The skill combo method in the above game, when there are virtual objects with a combination relationship in the same game faction, will add game buffs or game skills to the virtual object, thereby enriching the combo effect of game skills and the game skills possessed by virtual objects, which helps to improve the player's game experience and increase the game win rate.

[0139] In an optional embodiment, the first game skill described above is different from the game skill pre-configured on the second virtual object.

[0140] In an optional embodiment, the above object combination includes a main combination object and a secondary combination object, wherein the number of main combination objects is one and the number of secondary combination objects is at least one.

[0141] 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.

[0142] In an optional embodiment, the first game skill is determined based on the target game skill corresponding to the main combination object, and / or the first game skill is determined based on the object attribute corresponding to the main combination object; wherein, the target game skill is a game skill pre-configured for the main combination object, and the object attribute includes at least the object type of the main combination object.

[0143] In an optional embodiment, the specified gain effect includes at least one of the following: healing gain, damage gain, and defense gain.

[0144] In an optional embodiment, the first game skill is a passively triggered game skill, used to control the second virtual object to perform the target game behavior in the game when the target triggering conditions are met.

[0145] In an optional embodiment, the above-mentioned control of the second virtual object to perform the target game behavior in the game when the target triggering condition is met includes: when the second virtual object is killed, controlling the second virtual object to revive in the game.

[0146] In an optional embodiment, the above-mentioned control of the second virtual object to revive in the game when the second virtual object is destroyed includes: in response to the second virtual object being destroyed, controlling the second virtual object to enter a soul state and configuring the second virtual object in the soul state to be able to move in the game scene; in response to the second virtual object in the soul state selecting a target revival location in the game scene, controlling the second virtual object to revive at the target revival location.

[0147] In an optional embodiment, the above-mentioned response of the second virtual object in the soul state selecting a target resurrection location in the game scene and controlling the second virtual object to resurrect at the target resurrection location includes: starting a timer in response to the second virtual object entering the soul state; determining the real-time movement position of the second virtual object in the game scene in response to the second virtual object in the soul state moving within a preset time; and determining the current position of the second virtual object as the selected target resurrection location in response to the position selection command.

[0148] In an optional embodiment, the method further includes: in response to the timer exceeding a preset time and no position selection instruction being triggered, controlling the second virtual object in the soul state to release from the soul state, and controlling the second virtual object that has released from the soul state to revive in the game according to preset rules.

[0149] In an optional embodiment, the movement mode of the second virtual object in the spirit state is different from that of the second virtual object in the living state.

[0150] In an optional embodiment, the above-mentioned control of the second virtual object to perform the target game behavior in the game when the target triggering condition is met includes: when the second virtual object is killed and the first virtual object kills the enemy game faction object in the game scene, controlling the second virtual object to revive in the game scene; wherein, the enemy game faction object is a virtual object in the game scene that does not belong to the same game faction as the first virtual object.

[0151] In an optional embodiment, when the second virtual object is defeated and the first virtual object kills an enemy game faction object in the game scene, controlling the second virtual object to revive in the game includes: in response to the second virtual object being defeated, controlling the second virtual object to enter a revival waiting state; wherein, in the revival waiting state, controlling the graphical user interface provided by the terminal device of the second virtual object to display the revival waiting time; in response to the first virtual object killing an enemy game faction object in the game scene, controlling the graphical user interface to cancel the display of the revival waiting time, and controlling the second virtual object to revive at the location where the second virtual object was defeated.

[0152] In an optional embodiment, the first game skill is an actively triggered game skill, and the above method further includes: responding to the release operation of the first game skill, controlling the second virtual object to release the first game skill in the game scene, so as to add the first game influence to the game skill pre-configured on the second virtual object.

[0153] In an optional embodiment, the step of adding a first game influence to the game skills pre-configured on the second virtual object includes: controlling the refresh of the game skills pre-configured on the second virtual object so that all the game skills pre-configured on the second virtual object are in a triggerable state; and / or controlling the target virtual props released by the second virtual object in the game scene to be invisible to the enemy game faction objects.

[0154] In an optional embodiment, the first game skill is an actively triggered game skill, and the above method further includes: responding to the release operation of the first game skill, controlling the second virtual object to be invisible to the enemy game faction object in the game scene, and dashing towards the designated enemy game faction object to cause damage to the designated enemy game faction object.

[0155] In an optional embodiment, the first game skill is an actively triggered game skill, and the above method further includes: responding to the release operation of the first game skill, controlling the second virtual object to be immobile and unattackable, and causing enemy game faction objects within a preset distance range from the second virtual object to be forcibly displaced and causing damage to the enemy game faction objects that are forcibly displaced.

[0156] In an optional embodiment, the first game skill is an actively triggered game skill, and the above method further includes: responding to the release operation of the first game skill, controlling the second virtual object to launch a target virtual weapon toward multiple enemy game faction objects; controlling the target virtual weapon to bounce between multiple enemy game faction objects, and causing damage to the enemy game faction objects that are bounced.

[0157] In an optional embodiment, the first game skill is an actively triggered game skill, and the above method further includes: responding to the first virtual object releasing a specified game skill in the game scene, controlling the first game skill of the second virtual object to be adjusted to a triggerable state; responding to the release operation of the first game skill in the triggerable state, controlling the second virtual object to release the first game skill in the game; wherein, the skill effect of the first game skill is at least partially the same as the skill effect of the specified game skill.

[0158] In an optional embodiment, the skill effect of the first game skill and / or the designated game skill includes: in response to the movement of an enemy game faction object in the game scene, controlling the generation of an object afterimage visible to the first virtual object and / or the second virtual object in the game scene, and configuring the object afterimage to cause damage to the corresponding enemy game faction object when attacked by the first virtual object and / or the second virtual object.

[0159] In an optional embodiment, the method further includes: in response to the end of the skill effect of the specified game skill, controlling the first game skill of the second virtual object to be adjusted to an untriggerable state.

[0160] 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, or the part that contributes to related technologies, 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, terminal device, or 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.

[0161] 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.

[0162] 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 skill cooperation method in a game, the method comprising: in response to a game session start instruction, providing a game scene corresponding to the game session, wherein the game scene comprises a plurality of game camps participating in the game session, each game camp comprises a plurality of virtual objects, and each virtual object is configured with a corresponding game skill; in response to the existence of an object combination with a combination relationship in the plurality of virtual objects of the same game camp, determining a first virtual object and a second virtual object included in the object combination; controlling to add a first game gain to the first virtual object and a first game skill to the second virtual object; wherein the first game gain is used to provide a specified gain effect for the first virtual object in the game session, and the first game skill is a game skill available for the second virtual object in the game session.

2. The method of claim 1, wherein, The first game skill is different from the game skill pre-configured for the second virtual object.

3. The method of claim 1, wherein, The object combination comprises a master combination object and at least one slave combination object, and the number of master combination objects is one.

4. The method of claim 3, wherein, The first virtual object is the master combination object in the object combination, and the second virtual object is the slave combination object in the object combination.

5. The method of claim 3, wherein, The first game skill is determined based on a target game skill corresponding to the master combination object, and / or the first game skill is determined based on an object attribute corresponding to the master combination object; wherein the target game skill is a game skill pre-configured for the master combination object, and the object attribute at least includes an object type of the master combination object.

6. The method of claim 1, wherein, The specified gain effect includes at least one of the following: healing gain, damage gain, and defense gain.

7. The method of claim 1, wherein, The first game skill is a passive trigger type game skill, which is used to control the second virtual object to perform a target game behavior in the game session when a target trigger condition is met.

8. The method of claim 7, wherein, The control of the second virtual object to perform a target game behavior in the game session when a target trigger condition is met, comprises: when the second virtual object is killed, controlling the second virtual object to revive in the game session.

9. The method of claim 8, wherein, The control of the second virtual object to revive in the game session when the second virtual object is killed, comprises: in response to the death of the second virtual object, controlling the second virtual object to enter a soul state and configuring the second virtual object in the soul state to be movable in the game scene; in response to the second virtual object in the soul state selecting a target revival position in the game scene, controlling the second virtual object to revive at the target revival position.

10. The method of claim 9, wherein, The control of the second virtual object to revive at the target revival position in response to the second virtual object in the soul state selecting a target revival position in the game scene, comprises: in response to the second virtual object entering the soul state, starting a timer; In response to the second virtual object in the soul state moving in the game scene within a preset time, a real-time moving position of the second virtual object is determined; and in response to a position selection instruction, a current position of the second virtual object is determined as the selected target resurrection position.

11. The method of claim 10, wherein, The method further comprises: In response to the timing exceeding the preset time and the position selection instruction not being triggered, the second virtual object in the soul state is controlled to be removed from the soul state, and the second virtual object removed from the soul state is controlled to perform resurrection in the game session according to a preset rule.

12. The method of claim 9, wherein, The moving manner of the second virtual object in the soul state is different from the moving manner of the second virtual object in the survival state.

13. The method of claim 7, wherein, The method further comprises: In response to the second virtual object being killed and the first virtual object killing an enemy game team object in the game scene, the second virtual object is controlled to perform resurrection in the game session. The enemy game team object is a virtual object in the game scene that does not belong to the same game team as the first virtual object.

14. The method of claim 13, wherein, The method further comprises: In response to the second virtual object being killed, the second virtual object is controlled to enter a resurrection waiting state; in the resurrection waiting state, a graphical user interface provided by a terminal device of the second virtual object displays a resurrection waiting duration; In response to the first virtual object killing the enemy game team object in the game scene, the graphical user interface stops displaying the resurrection waiting duration, and the second virtual object is controlled to perform resurrection at the position where the second virtual object is killed.

15. The method of claim 1, wherein, The first game skill is an active trigger type game skill, and the method further comprises: In response to a release operation for the first game skill, the second virtual object is controlled to release the first game skill in the game scene, so as to add a first game influence to the game skill preconfigured for the second virtual object.

16. The method of claim 15, wherein, The step of adding a first game influence to the game skill preconfigured for the second virtual object comprises: controlling to refresh the game skill preconfigured for the second virtual object, so that the game skill preconfigured for the second virtual object is in a triggerable state; and / or controlling a target virtual prop released by the second virtual object in the game scene to be invisible to the enemy game team object.

17. The method of claim 1, wherein, The first game skill is an active trigger type game skill, and the method further comprises: In response to a release operation for the first game skill, the second virtual object is controlled to be invisible to the enemy game team object in the game scene, and to sprint towards a specified enemy game team object to cause damage to the specified enemy game team object.

18. The method of claim 1, wherein, The first game skill is an active trigger type game skill, and the method further comprises: In response to a release operation for the first game skill, the second virtual object is controlled to be immovable and unattackable, and enemy game team objects within a preset distance range from the second virtual object are forced to displace and are caused to be damaged.

19. The method of claim 1, wherein, The first game skill is an active trigger game skill, and the method further includes: In response to a release operation for the first game skill, the second virtual object is controlled to emit a target virtual weapon towards a plurality of enemy game team objects; The target virtual weapon is controlled to be launched between the plurality of enemy game team objects, and the enemy game team objects hit by the launch are caused to be damaged.

20. The method of claim 1, wherein, The first game skill is an active trigger game skill, and the method further includes: In response to the first virtual object casting a specified game skill in the game scene, the first game skill of the second virtual object is controlled to be adjusted to a triggerable state; In response to a release operation for the first game skill in the triggerable state, the second virtual object is controlled to release the first game skill in the game match; The skill effect of the first game skill is at least partially the same as the skill effect of the specified game skill.

21. The method of claim 20, wherein, The skill effect of the first game skill and / or the specified game skill includes: In response to an enemy game team object moving in the game scene, an object residual image visible to the first virtual object and / or the second virtual object is generated in the game scene, and the object residual image is configured to cause damage to the corresponding enemy game team object when the first virtual object and / or the second virtual object attacks.

22. The method of claim 20, wherein, The method further includes: In response to the end of the skill effect of the specified game skill, the first game skill of the second virtual object is controlled to be adjusted to a non-triggerable state.

23. A skill cooperation device in a game, the device comprising: a scene providing module configured to provide a game scene corresponding to a game match in response to a game match start instruction, wherein the game scene includes a plurality of game teams participating in the game match, each game team includes a plurality of virtual objects, and each virtual object is configured with a corresponding game skill; a combination determining module configured to determine a first virtual object and a second virtual object included in an object combination having a combination relationship among the plurality of virtual objects of the same game team in response to the existence of the object combination; a skill adding module configured to control a first game gain to be added to the first virtual object and a first game skill to be added to the second virtual object; wherein the first game gain is used to provide a specified gain effect for the first virtual object in the game match, and the first game skill is a game skill that can be used by the second virtual object in the game match. 24.An electronic device comprising a processor and a memory, the memory storing machine executable instructions that are executable by the processor, the processor executing the machine executable instructions to implement the method of skill coordination in a game according to any one of claims 1 to 22. 25.A computer readable storage medium storing computer executable instructions that, when called and executed by a processor, cause the processor to implement the method of skill coordination in a game according to any one of claims 1 to 22.