Game skill interaction control method and apparatus, and electronic device
By generating and linking multiple skill effect areas in the game scene, the problem of insufficient playability caused by independent virtual character skills is solved, and the game's fun and resource utilization are improved.
Patent Information
- Application Number
- PCT/CN2025/083188
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-04-26
- Filing Date
- 2025-03-18
- Publication Date
- 2025-10-30
AI Technical Summary
In existing games, virtual character skills are independent and calculated separately, resulting in simple and rigid skills, which reduces the game's playability and fun, leading to low player retention and serious waste of resources.
By generating the first skill's effective area in the game scene and connecting it in response to the second skill's release command, a linked second skill's effective area is formed, exerting corresponding influence and realizing the linkage between different skills.
This increased the game's fun and player retention rate, and improved the utilization rate of game system resources.
Smart Images

Figure CN2025083188_30102025_PF_FP_ABST
Abstract
Description
Interactive control methods, devices, and electronic equipment for game skills
[0001] Cross-references to related applications
[0002] This application claims priority to Chinese Patent Application No. 202410519523.0, filed on April 26, 2024, entitled “Interactive Control Method, Apparatus and Electronic Device for Game Skills”, the entire contents of which are incorporated herein by reference. Technical Field
[0003] This disclosure relates to the field of game technology, and more specifically, to an interactive control method, device, and electronic device for game skills. Background Technology
[0004] In games, virtual characters can possess multiple skills. These skills are typically independent of each other, and the damage dealt by a single skill cast is calculated separately. This approach makes character skills relatively simple and rigid, lacking in playability and fun, resulting in low appeal and potentially low player retention rates. Consequently, game servers may become idle, leading to wasted resources. Summary of the Invention
[0005] In view of this, the purpose of this disclosure is to provide an interactive control method, device, and electronic device for game skills, so that different skills can be linked together, increasing the fun of the game, improving player retention rate to a certain extent, and improving the utilization rate of game system resources.
[0006] In a first aspect, embodiments of this disclosure provide an interactive control method for game skills, which provides a graphical user interface through a terminal device; the graphical user interface displays at least a portion of a game scene; the game scene includes a controlled virtual object; the controlled virtual object has a first skill and a second skill; the method includes: in response to a release command for the first skill, generating a corresponding first skill effect area in the game scene and applying the first skill effect within the first skill effect area; when there are multiple first skill effect areas in the game scene, in response to a release command for the second skill, connecting at least a portion of the first skill effect areas based on their scene positions in the game scene, to generate a second skill effect area in the game scene formed by connecting at least a portion of the first skill effect areas, and applying the second skill effect within the second skill effect area.
[0007] Secondly, embodiments of this disclosure provide an interactive control device for game skills, which provides a graphical user interface through a terminal device; the graphical user interface displays at least a portion of a game scene; the game scene includes a controlled virtual object; the controlled virtual object has a first skill and a second skill; the device includes: a first skill influence application module configured to execute, in response to a release command for the first skill, generate a corresponding first skill effect area in the game scene and apply the first skill influence within the first skill effect area; a second skill influence application module configured to execute, when multiple first skill effect areas exist in the game scene, in response to a release command for the second skill, connect at least a portion of the first skill effect areas based on their scene positions in the game scene, to generate a second skill effect area in the game scene formed by connecting at least a portion of the first skill effect areas, and apply the second skill influence within the second skill effect area.
[0008] Thirdly, embodiments of this disclosure provide an electronic device, including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-described interactive control method for game skills.
[0009] Fourthly, embodiments of this disclosure provide a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are invoked and executed by a processor, the machine-executable instructions cause the processor to implement the aforementioned interactive control method for game skills.
[0010] The embodiments disclosed herein bring the following beneficial effects:
[0011] The aforementioned interactive control method, device, and electronic device for game skills, in response to a release command for a first skill, generate a corresponding first skill effect area in the game scene and apply the first skill's influence within that area. When multiple first skill effect areas exist in the game scene, in response to a release command for a second skill, connect at least a portion of the first skill effect areas based on their location within the game scene to generate a second skill effect area formed by connecting at least a portion of the first skill effect areas, and apply the second skill's influence within that area. This method enables interaction between different skills, increasing the game's fun factor, improving player retention to some extent, and increasing the utilization rate of game system resources.
[0012] Other features and advantages of this disclosure will be set forth in the following description and will be apparent in part from the description or may be learned by practicing the disclosure. The objects and other advantages of this disclosure are realized and obtained through the structures particularly pointed out in the description, claims and drawings.
[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 from these drawings without creative effort.
[0015] Figure 1 is a flowchart of an interactive control method for game skills provided in one of the embodiments of this disclosure;
[0016] Figure 2 is a graphical user interface diagram of a single triggering of a first skill to generate multiple first skill action areas, provided in one of the embodiments of this disclosure.
[0017] Figure 3 is a schematic diagram of a graphical user interface displaying a crosshair provided in one of the embodiments of this disclosure;
[0018] Figure 4 is a schematic diagram of a graphical user interface for displaying the area of action of a second skill provided in one of the embodiments of this disclosure;
[0019] Figure 5 is a schematic diagram of another graphical user interface for displaying the second skill's operating area provided in one of the embodiments of this disclosure;
[0020] Figure 6 is a schematic diagram of another graphical user interface for displaying the second skill's operating area provided in one of the embodiments of this disclosure;
[0021] Figure 7 is a schematic diagram of another graphical user interface for displaying the second skill's operating area provided in one of the embodiments of this disclosure;
[0022] Figure 8 is a schematic diagram of another graphical user interface displaying a second skill function area provided in one of the embodiments of this disclosure;
[0023] Figure 9 is a schematic diagram of a graphical user interface showing the skill effect area generated after the first hero casts the first skill, provided in one of the embodiments of this disclosure;
[0024] Figure 10 is a schematic diagram of a graphical user interface showing the skill effect area generated after a first hero casts a second skill, provided in one of the embodiments of this disclosure;
[0025] Figure 11 is a schematic diagram of a graphical user interface showing the skill effect area generated after the first hero casts the fourth skill, provided in one of the embodiments of this disclosure;
[0026] Figure 12 is a schematic diagram of the structure of an interactive control device for game skills provided in one of the embodiments of this disclosure;
[0027] Figure 13 is a schematic diagram of the structure of an electronic device provided in one of the embodiments of this disclosure. Detailed Implementation
[0028] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.
[0029] In games, virtual characters typically have independent skills, and the damage dealt by each skill is calculated separately. This skill design makes hero skills relatively simple and rigid, lacking in playability and fun, reducing their appeal, leading to a decrease in the number of players, and easily causing game servers to idle, thus wasting system resources.
[0030] Based on this, the present disclosure provides an interactive control method, device, and electronic device for game skills, which can be applied to game scenarios involving virtual characters with multiple skills.
[0031] In one embodiment of this disclosure, the game skill interaction control method can run on a local terminal device or a server. When the game skill interaction control method runs on a server, it can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0032] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of the game skill interaction control methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0033] 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.
[0034] Referring to Figure 1, the interactive control method for game skills provided in this disclosure will be described first. A graphical user interface is provided through a terminal device; the graphical user interface displays at least a portion of the game scene; the game scene includes a controlled virtual object; the controlled virtual object has a first skill and a second skill; the method includes the following steps:
[0035] Step S102: In response to the release command for the first skill, generate the corresponding area of effect of the first skill in the game scene and apply the effect of the first skill within the area of effect of the first skill.
[0036] The aforementioned release command can be generated by the player through touch operations on the touch screen. For example, a control control for the first skill can be set on the graphical user interface of a mobile device. The player can generate a release command for the first skill by triggering the control control.
[0037] The aforementioned release commands can also be generated by players operating human-computer interaction devices connected to their terminal devices. These devices can be keyboards, mice, game controllers, etc., and are not limited here. Triggering a button on a keyboard, mouse, or game controller can generate a release command for the first skill. Alternatively, the keyboard and mouse can be used in combination to generate release commands for the first skill. For example, the first skill can be triggered by a key on the keyboard, and the position of the corresponding icon on the graphical user interface can be changed by moving the mouse. When the left or right mouse button is clicked, the position of the corresponding icon in the game scene on the graphical user interface is used as the target position, and the first skill is released at that target position.
[0038] The aforementioned first skill can be a non-directional skill, meaning that when casting the first skill, there is no need to determine the direction or location of the casting. Typically, the effective area of a non-directional skill is a certain radius centered on the caster. In this case, if the controlled virtual object wants to create an effective area for the first skill in a different region, it needs to be moved to the desired location and the skill cast.
[0039] The aforementioned first skill can also be a directional skill, meaning that when casting the first skill, the corresponding casting location needs to be determined. In this case, touch controls or dragging the mouse icon are usually required to determine the aiming position in the game scene, which will then serve as the casting location for the first skill. In this scenario, players can create multiple effective areas for the first skill in the game scene by changing the aiming position and casting the first skill at that location.
[0040] After casting the first skill, only one area of effect (APE) can be created in the game scene, or multiple APEs can be created directly. For example, when the first skill is a non-directional skill, after casting it, multiple areas at a specified distance from the controlled virtual object will be designated as APEs, as shown in Figure 2, which illustrates three APEs. Multiple APEs can take effect simultaneously, or they can take effect in a preset order with specified intervals. The specific settings can be configured according to requirements and are not limited here. APEs typically have a certain duration. This duration usually refers to the time from the creation of the APE to its disappearance.
[0041] The aforementioned first skill effect generally refers to the effect on enemy and / or friendly targets entering the area of effect of the first skill. Specific effects may include reducing the enemy's health or combat power, or increasing the friendly target's health or a certain advantageous attribute, etc., without limitation.
[0042] Step S104: When there are multiple first skill effect areas in the game scene, in response to the release command for the second skill, at least some of the first skill effect areas are connected based on their scene positions in the game scene, so as to generate a second skill effect area in the game scene formed by connecting at least some of the first skill effect areas, and apply the second skill effect to the second skill effect area.
[0043] In a game scenario, the multiple areas of effect for the first skill are typically determined after a controlled virtual object casts its first skill. When other virtual objects with the same attributes as the controlled virtual object exist within the controlled virtual object's faction, these multiple areas of effect for the first skill can be partially or entirely generated after the other virtual objects cast their first skills. This can be configured according to requirements and will not be discussed here.
[0044] Similar to the first skill, players can activate the first skill via touch controls or a human-computer interaction device connected to a terminal device. Since the second skill requires multiple areas of effect of the first skill in the game scene to function, multiple areas of effect of the first skill can exist in the game scene, making the second skill triggerable. The second skill may have a cooldown period; it can also be made triggerable if both the cooldown period of the second skill has ended and multiple areas of effect of the first skill exist in the game scene.
[0045] During the process of connecting multiple primary skill effect areas, all primary skill effect areas can be connected, or only some primary skill effect areas can be connected. The connection process can be viewed as connecting the primary skill effect areas with lines, and the lines can be regarded as channels.
[0046] If it is necessary to connect all the areas of effect of the first skill, the areas of effect of the first skill can be connected sequentially according to the order in which they were generated. In order to form an encircling area of effect, the earliest generated area of effect and the latest generated area of effect of the first skill also need to be connected. As shown in Figure 3, the controlled virtual object generates area 1, area 2, area 3 and area 4 in the game scene in chronological order. After connecting the four areas, the resulting area of effect of the second skill is represented by the shaded area.
[0047] Alternatively, one can disregard the generation time of the first skill's effective area and instead generate a closed shape based on the location of each first skill's effective area, typically referring to the center location, with the constraint that the lines connecting the points do not intersect. The area within this closed shape can be considered the second skill's effective area. This method can be implemented using algorithms related to mathematical graphics. As shown in Figure 4, the second skill's effective area determined in this way is represented by the shaded region.
[0048] When the centers of multiple first-skill effect areas lie on the same straight line, or when there are only two first-skill effect areas, it is difficult to generate a closed shape based on each first-skill effect area. In this case, the line connecting the centers of the two first-skill effect areas can be used as the diameter to generate a circle, thus achieving connectivity between the two first-skill effect areas, as shown in Figure 5. When the centers of multiple first-skill effect areas lie on the same straight line, the line connecting the centers of the farthest first-skill effect areas can be selected as the diameter to form a circle, which is equivalent to achieving connectivity between only a portion of the first-skill effect areas. Alternatively, the line connecting the centers of adjacent first-skill effect areas can be used as the diameter to form multiple circles, achieving connectivity between as many first-skill effect areas as possible, as shown in Figure 6. The area within the aforementioned circles can be considered as the second effect area.
[0049] The number of first skill effect areas that can be connected can also be preset. For example, only three first skill effect areas can be connected, and the second skill effect area formed based on the connection of these three first skill effect areas should cover the first skill effect areas used as much as possible. As shown in Figure 7, when there are four first skill effect areas in the game scene, the second effect area formed after connection is represented by the shaded area.
[0050] The aforementioned second skill area can be a planar region corresponding to the closed shape formed by connecting the first skill areas, or it can be a spatial region with this area as its base and a preset height; there are no restrictions here. The effects of the second skill are similar to those of the first skill, affecting enemy and / or friendly targets. The effects of the second skill are usually greater than those of the first skill.
[0051] The aforementioned second skill's area of effect usually also has a preset duration. Casting the second skill can affect the duration of the first skill's area of effect, for example, resetting its duration or causing both areas to disappear simultaneously. Casting the second skill may also not affect the duration of the first skill's area of effect. In this case, the effects of the first and second skills may appear individually or simultaneously in the game scene. In areas simultaneously encompassed by both the first and second skill's areas of effect, their effects can usually be cumulative.
[0052] The aforementioned interactive control method for game skills, in response to a command to cast a first skill, generates a corresponding area of effect for the first skill in the game scene and applies the first skill's influence within that area. When multiple areas of effect exist in the game scene, in response to a command to cast a second skill, at least a portion of the areas of effect are connected based on their positions within the game scene to generate a second area of effect formed by connecting these connected areas. The second skill's influence is then applied to this second area. This method enables interaction between different skills, increasing the game's fun factor, improving player retention, and enhancing the utilization of game system resources.
[0053] The following embodiment provides a specific method for generating a second skill effect area in the game scene when there are multiple first skill effect areas in the game scene, in response to a second skill release command, connecting at least a portion of the first skill effect areas based on their scene positions in the game scene, so as to generate a second skill effect area in the game scene formed by connecting at least a portion of the first skill effect areas, and applying the second skill effect to the second skill effect area.
[0054] Since the second skill can only be effective when multiple areas of effect for the first skill exist in the game scene, the second skill is set to be triggerable when the number of areas of effect for the first skill in the game scene is greater than or equal to a preset threshold. This threshold can be set according to requirements. For example, if a circular area can be defined as the second skill's area of effect by connecting the centers of two areas of effect for the first skill, then the threshold can be set to 2; if a triangle needs to be formed by connecting the centers of three areas of effect for the second skill to be defined, then the threshold can be set to 3.
[0055] When a controlled virtual object casts a second skill, it is necessary to determine the target skill's effective area from among the multiple first skill effective areas, based on their positions within the game scene. These target skill effective areas can be varied, including factors such as the distance between first skill effective areas, the number of first skill effective areas, and the shape of the enclosed second skill effective area. Specific settings can be configured according to requirements and are not limited here.
[0056] In one scenario, the effective areas of a first skill that are far apart can be restricted from being connected. In this case, the relative distance between each first skill's effective area and other first skill's effective areas can be determined based on their location within the game scene; this relative distance is typically the distance between the centers of the first skill's effective areas. Then, based on the relative distance and a preset distance threshold, a target skill's effective area is determined from among the multiple first skill's effective areas. As shown in Figure 8, there are 5 skill's effective areas in the scene, where the distance between effective area 1 and effective area 2 is less than the preset distance threshold, and the distance between effective areas 3, 4, and 5 is also less than the preset distance threshold. In this case, two sets of target skill's effective areas can be determined, or one set can be selected from the two sets of first skill's effective areas that meet the preset conditions as the target skill's effective area.
[0057] When there are more than two target skill effect areas, these areas can be connected to generate a second skill effect area in the game scene, formed by connecting the centers of the target skill effect areas. When there are more than two target skill effect areas, connecting the centers of these areas usually forms a closed shape, such as a triangle, quadrilateral, or other polygon. As shown in Figure 8, effect areas 3, 4, and 5 form a triangular second skill effect area.
[0058] When there are two target skill effect areas, the target skill effect areas are connected, and a second skill effect area with the diameter of the connected target skill effect area is generated in the game scene. When there are two target skill effect areas, the connection between the centers of the target skill effect areas can only form a line segment. In order to generate a closed shape, a circular area can be generated with this line segment as the diameter, and this circular area or a cylindrical space with this circular area as the base is used as the second skill effect area. As shown in Figure 8, effect area 1 and effect area 2 form a circular second skill effect area.
[0059] In practical implementation, the aforementioned third skill application area can be at least one planar closed shape obtained by connecting the target skill application area, i.e., a planar region; or, at least one scene space region enclosed by at least one planar closed shape and preset height parameters. For example, when the connecting area is a circular region, the second skill application area can be the circular region, or it can be a cylindrical space region with the circular region as the ground.
[0060] In one implementation, the lines connecting the areas affected by the first skill do not intersect. This limitation is mainly used when there are a large number of areas affected by the first skill that enclose the area affected by the second skill, ensuring that the area affected by the second skill is a closed shape.
[0061] When the area affected by the second skill is a planar region enclosed by lines connecting the centers of the areas affected by the first skill, enemy targets can still jump over this area without being affected by the second skill. To enrich the game experience, in response to the command to cast the second skill, at least some of the areas affected by the first skill are connected based on their positions in the game scene. This generates a third skill area in the game scene, formed by connecting adjacent areas affected by the first skill, and applies the third skill's effect to this third skill area. In short, the third skill area is formed by connecting adjacent areas affected by the first skill.
[0062] The aforementioned third skill's effective area can be the area formed by connecting lines between the first skill's effective areas; these first skill's effective areas are usually connected by lines, and this connected area can be a scene location formed at a distance less than a specified distance from the connecting line. Alternatively, the aforementioned third skill's effective area can be a scene space area enclosed by the connected area and preset height parameters, with the connected area as the base, forming a scene space area based on the preset height parameters, similar to an effect wall.
[0063] The area of effect of the first skill typically has a preset duration. Since multiple areas of effect of the first skill usually appear at different times, their disappearance times also differ. After a player casts a second skill, to ensure that the areas of effect of the first and second skills take effect simultaneously, in response to the formation of the second skill's area of effect, at least a portion of the first skill's area of effect that surrounds it is identified, and the duration of the first skill's influence applied to that portion of the area of effect is updated. That is, the second skill only affects the area of effect of the first skill that surrounds it, without affecting other areas of effect that do not surround it. As shown in Figure 7, the duration of area 3 is not affected.
[0064] There are several ways to affect the duration of the first skill's effect area. One such way is to control the reset of the duration of the first skill's effect applied to at least a portion of the first skill's effect area. For example, if the duration of the first skill's effect is 10 seconds, and when the controlled virtual character casts the second skill, the duration of the first skill's effect is reduced to only 4 seconds, then the duration of the first skill's effect is reset to 10 seconds.
[0065] One possible method of influence is to control the duration of the first skill's effect applied within at least a portion of the first skill's area of effect to end when the second skill's effect applied within the second skill's area of effect ends. For example, if the first skill's effect lasts 10 seconds, and when the controlled virtual character casts the second skill, the first skill's effect lasts only 4 seconds, while the second skill's effect lasts 8 seconds, then the remaining duration of the first skill's effect is set to 8 seconds.
[0066] The first and second skills mentioned above can be considered as the normal skills of the controlled virtual object. A third skill, commonly known as the "ultimate skill," can also be set for the controlled virtual object. The third skill is in a triggerable state under certain conditions, which are usually time-based conditions. The cooldown time of the ultimate skill is usually quite long.
[0067] When the first skill's effective area is typically a planar region of a first specified size, in response to a control command for the third skill, the first skill is switched to a preset fourth skill. Similar to the generation method of the aforementioned skill casting commands, players can cast the fourth skill in various ways. In response to a control command for the fourth skill, a corresponding fourth skill effective area is generated in the game scene, and the fourth skill's effect is applied within that area. To distinguish ultimate skills from normal skills, the fourth skill's effective area includes a scene space defined by a planar region of a second specified size and a preset height parameter; the second specified size is larger than the first specified size. The influence of the fourth skill is usually greater than that of the first skill.
[0068] This disclosure also provides another interactive control method for game skills. This method is implemented based on the method shown in Figure 1.
[0069] Let's call a virtual character "Hero 1". This hero has a first skill called "Blazing Flames". When Hero 1 uses this skill in the game scene, it leaves a flame area (called "Flame Domain" in the game) at the hit location, dealing damage to enemy characters within that area, as shown in Figure 9. The lower right corner of Figure 9 shows the control controls for Hero 1's three skills. When controlled via keyboard, these controls can be replaced by key icons and their corresponding skill icons. Control 3 corresponds to the ultimate skill. The "4s" above control 3 indicates that the ultimate skill has a 4-second cooldown, meaning it can only be used after 4 seconds.
[0070] The graphical user interface provides a crosshair indicator that indicates the aiming direction of game skills. Players can change the aiming direction of the crosshair by moving their main hero around the game scene, thereby changing the hit location of the game skills. This skill has no cooldown (CD). However, due to the 2-second animation time when the skill is cast, and the 6-second duration of the fire zone in the game scene (after which it disappears), the above settings limit the number of fire zones that can typically exist in the scene at any given time to a maximum of three.
[0071] The first hero also possesses a second skill called "Blazing Cage." When the first hero casts this skill in the game scene, it connects (also known as "connecting") the generated fire areas, creating a wall of fire between every two fire areas (equivalent to the "third skill's area of effect" mentioned above). This results in a cage-like area enclosed by multiple walls of fire (equivalent to the "second skill's area of effect," which can be called the "Blazing Cage" in the game). As shown in Figure 10, the circular area represents the fire domain, the three gray planes represent the walls of fire, and the planar triangle represents the Blazing Cage. In practical applications, the effects corresponding to each area of effect are usually displayed, such as the fire domain being displayed as red and sparking, and the walls of fire being displayed as flames, etc., which is restricted here. When only two fire areas exist in the game scene, only one wall of fire can be generated, and the cage area cannot be generated.
[0072] Both the fire wall and the cage area deal damage to enemy characters. The fire wall is a horizontal line with a vertical height and a defined area; an enemy character will take damage each time they pass through it. The cage area has three damage zones: the apex of the triangle, the interior of the triangle, and the sides of the triangle. The apex deals "Flame Domain" damage, the sides deal "Fire Wall" damage, and the interior deals area-of-effect damage. These three types of damage can stack, determined by the player's position within the enemy area; for example, if a player is between the fire wall and the interior, the damage is the sum of both.
[0073] The first hero also has a third skill called "Supernova." When the first hero uses this skill in the game, they enter a strengthened state for 8 seconds. In this strengthened state, the hero will unleash flames that damage enemies who come into contact with them. Simultaneously, the first hero's first skill will be replaced by a fourth skill called "Fire Tornado." When the first hero uses the fourth skill, a fire tornado will be generated at the target location, as shown in Figure 11. The fourth skill is similar to the first skill; both can be used by aiming the crosshair at the location in the game scene to unleash the fire tornado.
[0074] The first skill's fire area is usually a flat area, and enemy characters can jump or leap over it without taking damage. However, a fire tornado is a spatial area defined by the ground and a preset height, making it difficult for enemy characters to jump over; they must detour around it. Furthermore, the fire tornado has a larger area and deals more damage.
[0075] Corresponding to the above method embodiments, this disclosure provides an interactive control device for game skills, as shown in FIG12, which provides a graphical user interface through a terminal device; the graphical user interface displays at least a portion of the game scene; the game scene includes a controlled virtual object; the controlled virtual object has a first skill and a second skill; the device includes:
[0076] The first skill effect application module 1202 is configured to execute a response to the release command for the first skill, generate a corresponding first skill effect area in the game scene, and apply the first skill effect within the first skill effect area;
[0077] The second skill effect application module 1204 is configured to, when there are multiple first skill effect areas in the game scene, respond to the release command for the second skill, connect at least a portion of the first skill effect areas based on their scene positions in the game scene, so as to generate a second skill effect area in the game scene formed by connecting at least a portion of the first skill effect areas, and apply the second skill effect to the second skill effect area.
[0078] The aforementioned interactive control device for game skills, in response to a command to release a first skill, generates a corresponding area of effect for the first skill in the game scene and applies the first skill's influence within that area. When multiple areas of effect exist in the game scene, in response to a command to release a second skill, it connects at least a portion of the first skill areas based on their positions within the game scene, thereby generating a second skill area in the game scene formed by connecting at least a portion of the first skill areas, and applying the second skill's influence within that area. This method enables interaction between different skills, increasing the game's fun factor, improving player retention to some extent, and enhancing the utilization of game system resources.
[0079] The above method also includes: a third skill effect application module, configured to execute in response to a casting command for a second skill, connecting at least a portion of the first skill effect areas based on their scene locations in the game scene, to generate a third skill effect area in the game scene formed by connecting adjacent first skill effect areas, and applying a third skill effect to the third skill effect area.
[0080] The first skill effect applied within the first skill effect area has a preset first duration; the device further includes: an effect duration update module, configured to perform an action in response to the formation of a second skill effect area, determine at least a portion of the first skill effect area that surrounds the second skill effect area, and control the update of the duration of the first skill effect applied within the at least portion of the first skill effect area.
[0081] The aforementioned duration update module is also configured to: control the reset of the duration of the first skill effect applied within at least a portion of the first skill's area of effect; or control the update of the duration of the first skill effect applied within at least a portion of the first skill's area of effect to end when the second skill effect applied within the second skill's area of effect ends.
[0082] The aforementioned first skill effect application module is also configured to perform the following: based on the scene position of each first skill effect area in the game scene, determine the target skill effect area whose positional relationship meets the preset conditions from multiple first skill effect areas; in response to more than two target skill effect areas, connect the target skill effect areas to generate a second skill effect area in the game scene formed by connecting the target skill effect areas; in response to two target skill effect areas, connect the target skill effect areas and generate a second skill effect area in the game scene with the connected target skill effect area as its diameter.
[0083] The aforementioned first skill effect application module is also configured to perform: determining the relative distance between each first skill effect area and other first skill effect areas based on the scene position of each first skill effect area in the game scene; and determining the target skill effect area from multiple first skill effect areas based on the relative distance and a preset distance threshold.
[0084] The third skill's effective area is the area connected to the first skill's effective area; or the second skill's effective area is the scene space area enclosed by the connected area and a preset height parameter.
[0085] The lines connecting the areas affected by the first skill do not overlap.
[0086] The aforementioned second skill's effective area includes: at least one planar closed shape obtained by connecting the target skill's effective area; or, at least one scene space area enclosed by at least one planar closed shape and a preset height parameter.
[0087] The aforementioned device further includes a state setting module, configured to set the second skill to a triggerable state in response to the number of first skill action areas existing in the game scene being greater than or equal to a preset number threshold.
[0088] The aforementioned controlled virtual object also possesses a third skill; the third skill is in a triggerable state under specified conditions; the area of effect of the first skill includes a planar area of a first specified size;
[0089] The aforementioned device further includes: a skill switching module configured to execute a control command in response to the release of a third skill, switching the first skill to a preset fourth skill; and a fourth skill effect application module configured to execute a control command in response to the release of a fourth skill, generating a corresponding fourth skill effect area in the game scene and applying the fourth skill effect within the fourth skill effect area; wherein the fourth skill effect area includes a scene space determined by a planar area of a second specified size and a preset height parameter; the second specified size is larger than the first specified size.
[0090] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the aforementioned interactive control method for game skills, for example:
[0091] In response to the command to cast the first skill, a corresponding area of effect for the first skill is generated in the game scene, and the influence of the first skill is applied within the area of effect. When there are multiple areas of effect for the first skill in the game scene, in response to the command to cast the second skill, at least some of the areas of effect for the first skill are connected based on their positions in the game scene, so as to generate a second area of effect for the second skill in the game scene, which is formed by connecting at least some of the areas of effect for the first skill, and the influence of the second skill is applied within the area of effect for the second skill.
[0092] The above methods enable different skills to work together, increasing the game's fun and, to some extent, improving player retention and the utilization of game system resources.
[0093] Optionally, the above method further includes: in response to a casting command for a second skill, connecting at least a portion of the first skill's effective areas based on their scene locations in the game scene, to generate a third skill's effective area in the game scene formed by connecting adjacent first skill's effective areas, and applying the third skill's influence to the third skill's effective area.
[0094] Optionally, the first skill effect applied within the first skill's effective area has a preset first duration; the method further includes: in response to the formation of the second skill's effective area, determining at least a portion of the first skill's effective area that surrounds the second skill's effective area, and controlling the updating of the duration of the first skill effect applied within the at least portion of the first skill's effective area.
[0095] Optionally, the step of updating the duration of the first skill effect applied within at least a portion of the first skill's area of effect includes: resetting the duration of the first skill effect applied within at least a portion of the first skill's area of effect; or updating the duration of the first skill effect applied within at least a portion of the first skill's area of effect to end when the second skill effect applied within the second skill's area of effect ends.
[0096] Optionally, the step of connecting at least a portion of the first skill effect areas based on their scene positions in the game scene to generate a second skill effect area in the game scene formed by connecting at least a portion of the first skill effect areas includes: determining target skill effect areas whose positional relationships satisfy preset conditions from multiple first skill effect areas based on their scene positions in the game scene; connecting the target skill effect areas to generate a second skill effect area in the game scene formed by connecting the target skill effect areas; and connecting the target skill effect areas to generate a second skill effect area in the game scene with the connected target skill effect areas as its diameter, in response to two target skill effect areas.
[0097] Optionally, the above step of determining the target skill's effective area from multiple first skill effective areas based on the scene location of each first skill's effective area in the game scene includes: determining the relative distance between each first skill's effective area and other first skill effective areas based on the scene location of each first skill's effective area in the game scene; and determining the target skill's effective area from multiple first skill effective areas based on the relative distance and a preset distance threshold.
[0098] Optionally, the third skill's effective area is the area connected to the first skill's effective areas; or the second skill's effective area is the scene space area enclosed by the connected area and a preset height parameter.
[0099] Optionally, the lines connecting the areas affected by the first skill do not overlap.
[0100] Optionally, the aforementioned second skill's effective area includes: at least one planar closed shape obtained by connecting the target skill's effective area; or, at least one scene space area enclosed by at least one planar closed shape and preset height parameters.
[0101] Optionally, the above method also includes: in response to the number of first skill effect areas in the game scene being greater than or equal to a preset number threshold, setting the second skill to a triggerable state.
[0102] Optionally, the controlled virtual object also has a third skill; the third skill is in a triggerable state under specified conditions; the area of effect of the first skill includes a planar area of a first specified size;
[0103] Optionally, the above method further includes: in response to a control command for the release of the third skill, switching the first skill to a preset fourth skill; in response to a control command for the release of the fourth skill, generating a corresponding fourth skill effect area in the game scene and applying the fourth skill effect within the fourth skill effect area; wherein, the fourth skill effect area includes a scene space determined by a planar area of a second specified size and a preset height parameter; the second specified size is larger than the first specified size.
[0104] Referring to Figure 13, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the interactive control method of the game skills described above.
[0105] Furthermore, the electronic device shown in FIG13 also includes a bus 102 and a communication interface 103, and the processor 100, the communication interface 103 and the memory 101 are connected through the bus 102.
[0106] The memory 101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. 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 13, but this does not indicate that there is only one bus or one type of bus.
[0107] The processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 100 or by instructions in software form. The processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0108] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions cause the processor to implement the above-mentioned interactive control method for game skills.
[0109] The interactive control method, apparatus, and electronic device for game skills provided in this disclosure include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments, for example:
[0110] In response to the command to cast the first skill, a corresponding area of effect for the first skill is generated in the game scene, and the influence of the first skill is applied within the area of effect. When there are multiple areas of effect for the first skill in the game scene, in response to the command to cast the second skill, at least some of the areas of effect for the first skill are connected based on their positions in the game scene, so as to generate a second area of effect for the second skill in the game scene, which is formed by connecting at least some of the areas of effect for the first skill, and the influence of the second skill is applied within the area of effect for the second skill.
[0111] The above methods enable different skills to work together, increasing the game's fun and, to some extent, improving player retention and the utilization of game system resources.
[0112] Optionally, the above method further includes: in response to a casting command for a second skill, connecting at least a portion of the first skill's effective areas based on their scene locations in the game scene, to generate a third skill's effective area in the game scene formed by connecting adjacent first skill's effective areas, and applying the third skill's influence to the third skill's effective area.
[0113] Optionally, the first skill effect applied within the first skill's effective area has a preset first duration; the method further includes: in response to the formation of the second skill's effective area, determining at least a portion of the first skill's effective area that surrounds the second skill's effective area, and controlling the updating of the duration of the first skill effect applied within the at least portion of the first skill's effective area.
[0114] Optionally, the step of updating the duration of the first skill effect applied within at least a portion of the first skill's area of effect includes: resetting the duration of the first skill effect applied within at least a portion of the first skill's area of effect; or updating the duration of the first skill effect applied within at least a portion of the first skill's area of effect to end when the second skill effect applied within the second skill's area of effect ends.
[0115] Optionally, the step of connecting at least a portion of the first skill effect areas based on their scene positions in the game scene to generate a second skill effect area in the game scene formed by connecting at least a portion of the first skill effect areas includes: determining target skill effect areas whose positional relationships satisfy preset conditions from multiple first skill effect areas based on their scene positions in the game scene; connecting the target skill effect areas to generate a second skill effect area in the game scene formed by connecting the target skill effect areas; and connecting the target skill effect areas to generate a second skill effect area in the game scene with the connected target skill effect areas as its diameter, in response to two target skill effect areas.
[0116] Optionally, the above step of determining the target skill's effective area from multiple first skill effective areas based on the scene location of each first skill's effective area in the game scene includes: determining the relative distance between each first skill's effective area and other first skill effective areas based on the scene location of each first skill's effective area in the game scene; and determining the target skill's effective area from multiple first skill effective areas based on the relative distance and a preset distance threshold.
[0117] Optionally, the third skill's effective area is the area connected to the first skill's effective areas; or the second skill's effective area is the scene space area enclosed by the connected area and a preset height parameter.
[0118] Optionally, the lines connecting the areas affected by the first skill do not overlap.
[0119] Optionally, the aforementioned second skill's effective area includes: at least one planar closed shape obtained by connecting the target skill's effective area; or, at least one scene space area enclosed by at least one planar closed shape and preset height parameters.
[0120] Optionally, the above method also includes: in response to the number of first skill effect areas in the game scene being greater than or equal to a preset number threshold, setting the second skill to a triggerable state.
[0121] Optionally, the controlled virtual object also has a third skill; the third skill is in a triggerable state under specified conditions; the area of effect of the first skill includes a planar area of a first specified size;
[0122] Optionally, the above method further includes: in response to a control command for the release of the third skill, switching the first skill to a preset fourth skill; in response to a control command for the release of the fourth skill, generating a corresponding fourth skill effect area in the game scene and applying the fourth skill effect within the fourth skill effect area; wherein, the fourth skill effect area includes a scene space determined by a planar area of a second specified size and a preset height parameter; the second specified size is larger than the first specified size.
[0123] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.
[0124] Furthermore, in the description of the embodiments of this disclosure, unless otherwise expressly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in this disclosure based on the specific circumstances.
[0125] 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 solutions of this disclosure, in essence, or the parts that contribute to the prior art, or parts of the technical solutions, can be embodied in the form of software products. These computer software products are stored in a storage medium and include several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods 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.
[0126] 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.
[0127] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.
Claims
1. An interactive control method for game skills, providing a graphical user interface through a terminal device; the graphical user interface displays at least a portion of the game scene; The game scene includes a controlled virtual object; the controlled virtual object has a first skill and a second skill; the method includes: In response to the command to cast the first skill, a corresponding area of effect for the first skill is generated in the game scene and the effect of the first skill is applied within the area of effect for the first skill. When multiple first skill effect areas exist in the game scene, in response to the release command for the second skill, at least a portion of the first skill effect areas are connected based on their scene positions in the game scene to generate a second skill effect area in the game scene formed by connecting the at least a portion of the first skill effect areas, and the second skill effect is applied to the second skill effect area.
2. The method according to claim 1, wherein, The method further includes: In response to a command to cast the second skill, at least a portion of the first skill's effective areas are connected based on their respective scene locations in the game scene to generate a third skill's effective area in the game scene, formed by connecting adjacent first skill's effective areas, and a third skill's influence is applied to the third skill's effective area.
3. The method according to claim 1 or 2, wherein, The effect of the first skill applied within the area of effect of the first skill has a preset first duration; The method further includes: In response to the formation of the second skill effect area, the first skill effect area that encloses at least a portion of the second skill effect area is determined, and the duration of the first skill effect applied within the at least a portion of the first skill effect area is updated.
4. The method according to claim 3, wherein, The step of controlling the updating of the duration of the first skill effect applied within at least a portion of the first skill's area of effect includes: Control resets the duration of the first skill effect applied within at least a portion of the first skill's area of effect; or The control updates the duration of the first skill effect applied within at least a portion of the first skill's area of effect to end when the second skill effect applied within the second skill's area of effect ends.
5. The method according to claim 1, wherein, The step of connecting at least a portion of the first skill effect areas based on their scene positions in the game scene to generate a second skill effect area in the game scene formed by connecting the at least a portion of the first skill effect areas includes: Based on the scene location of each of the first skill's effective areas in the game scene, a target skill's effective area whose positional relationship satisfies a preset condition is determined from multiple first skill's effective areas; In response to the fact that there are more than two target skill effect areas, the target skill effect areas are connected to generate a second skill effect area in the game scene, which is formed by connecting the target skill effect areas. In response to the fact that there are two target skill effect areas, the target skill effect areas are connected, and a second skill effect area with the diameter of the connected target skill effect area is generated in the game scene.
6. The method according to claim 5, wherein, Based on the scene location of each of the first skill's effective areas in the game scene, the step of determining a target skill's effective area from multiple first skill effective areas that satisfies preset conditions includes: Based on the scene location of each first skill's area of effect in the game scene, determine the relative distance between each first skill's area of effect and other first skill's areas of effect; Based on the relative distance and a preset distance threshold, the target skill's effective area is determined from multiple first skill effective areas.
7. The method according to claim 2, wherein, The third skill's effective area is the area connected by the lines between the first skill's effective areas; or The second skill's effective area is the scene space area enclosed by the connecting area and the preset height parameters.
8. The method according to claim 7, wherein, The lines connecting the areas affected by the first skill do not intersect.
9. The method according to claim 8, wherein, The area of effect of the second skill includes: The result of connecting the skill's effective area is at least one closed planar figure; or At least one scene space region is obtained by combining the at least one planar closed shape and the preset height parameters.
10. The method according to claim 1, wherein, The method further includes: In response to the number of areas in the game scene where the first skill has an effect being greater than or equal to a preset threshold, the second skill is set to a triggerable state.
11. The method according to claim 1, wherein, The controlled virtual object also has a third skill; the third skill is in a triggerable state under specified conditions. The first skill's effective area includes a planar region of a first specified size; The method further includes: In response to the control command for the release of the third skill, the first skill is switched to a preset fourth skill; In response to the control command for the release of the fourth skill, a corresponding area of effect for the fourth skill is generated in the game scene and the effect of the fourth skill is applied within the area of effect of the fourth skill. The fourth skill's effective area includes a scene space defined by a planar region of a second specified size and a preset height parameter; the second specified size is larger than the first specified size.
12. An interactive control device for game skills, providing a graphical user interface via a terminal device; the graphical user interface displays at least a portion of the game scene; The game scene includes a controlled virtual object; the controlled virtual object has a first skill and a second skill; the device includes: The first skill effect application module is configured to execute a response to a casting command for the first skill, generate a corresponding first skill effect area in the game scene, and apply the first skill effect within the first skill effect area; The second skill effect application module is configured to, when there are multiple first skill effect areas in the game scene, respond to the release command for the second skill, connect at least a portion of the first skill effect areas based on the scene position of each first skill effect area in the game scene, so as to generate a second skill effect area in the game scene formed by connecting the at least a portion of the first skill effect areas, and apply the second skill effect to the second skill effect area.
13. An electronic device comprising a processor and a memory, the memory storing machine-executable instructions executable by the processor, the processor executing the machine-executable instructions to implement the interactive control method for game skills according to any one of claims 1-11.
14. A machine-readable storage medium storing machine-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the interactive control method for game skills according to any one of claims 1-11.
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