CN115350473A - Skill control method and device for virtual object, electronic equipment and storage medium - Google Patents

Skill control method and device for virtual object, electronic equipment and storage medium Download PDF

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Publication number
CN115350473A
CN115350473A CN202211109902.XA CN202211109902A CN115350473A CN 115350473 A CN115350473 A CN 115350473A CN 202211109902 A CN202211109902 A CN 202211109902A CN 115350473 A CN115350473 A CN 115350473A
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virtual
virtual object
skill
elements
release
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徐睿
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Beijing Zitiao Network Technology Co Ltd
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Beijing Zitiao Network Technology Co Ltd
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Priority to CN202211109902.XA priority Critical patent/CN115350473A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0484Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
    • G06F3/04847Interaction techniques to control parameter settings, e.g. interaction with sliders or dials

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • General Engineering & Computer Science (AREA)
  • Theoretical Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The present disclosure provides a skill control method, apparatus, electronic device and storage medium for a virtual object, the skill control method for the virtual object comprising: displaying a virtual scene, wherein the virtual scene comprises a first virtual object and a second virtual object; in response to the skill release of the first virtual object satisfying a preset condition, generating at least one virtual element attached to the first virtual object in the virtual scene; the virtual element is used for causing harm to the second virtual object; in response to the first virtual object hitting the second virtual object, releasing a preset number of virtual elements from the generated at least one virtual element of the first virtual object. According to the embodiment of the application, the virtual elements can be generated in the process of releasing skills of the first virtual object, and the corresponding virtual elements are consumed along with hitting of the second virtual object, so that interestingness of a game can be improved.

Description

Skill control method and device for virtual object, electronic equipment and storage medium
Technical Field
The present disclosure relates to the field of computer technologies, and in particular, to a skill control method and apparatus for a virtual object, an electronic device, and a storage medium.
Background
With the rapid development of computer technology and the popularization of wireless networks, people can play more and more abundant entertainment activities through electronic devices, such as playing various network games through terminal devices, for example, action games, adventure games, shooting games, fighting games, release games, and the like.
At present, common attack controls and various skill controls are usually displayed on each game interface, and a player can control a game character to launch common attacks on a target object through the common attack controls or control the game character to release corresponding skills through the various skill controls so as to achieve better fighting capacity.
However, although there are different attack methods, as the demands of players are increasing, the current attack methods are still monotonous, and therefore, it is a goal to improve the interest of the game in the process of fighting.
Disclosure of Invention
The embodiment of the disclosure at least provides a skill control method and device for a virtual object, an electronic device and a storage medium, which can improve the interest of a game process.
The embodiment of the disclosure provides a skill control method for a virtual object, which includes:
displaying a virtual scene, wherein the virtual scene comprises a first virtual object and a second virtual object;
in response to the skill release of the first virtual object satisfying a preset condition, generating at least one virtual element attached to the first virtual object in the virtual scene; the virtual element is used for causing harm to the second virtual object;
in response to the first virtual object hitting the second virtual object, releasing a preset number of virtual elements from the generated at least one virtual element of the first virtual object.
In the embodiment of the disclosure, when the skill released by the first virtual object meets the preset condition, at least one virtual element attached to the first virtual object may be generated in the virtual scene, and when the first virtual object hits the second virtual object, the corresponding virtual element may be consumed to further damage the second object, so that the virtual element participates in the battle process in addition to the skill and the common attack mode, thereby improving the interest in the battle process and facilitating the game experience of the player.
In a possible embodiment, said at least one virtual element is suspended in said virtual scene and surrounds said first virtual object.
In the embodiment of the disclosure, because at least one virtual element is suspended in the virtual scene and surrounds the first virtual object, the presentation state of the virtual element is associated with the first virtual object, which not only embodies the affiliation of the virtual element and the first virtual object, but also improves the displayed visual effect, thereby being beneficial to improving the visual experience of the player.
In a possible embodiment, the predetermined number is positively correlated to an injury caused by the first virtual object hitting the second virtual object.
In the embodiment of the present disclosure, under the condition that the first virtual object causes a greater damage degree to the second virtual object, the number of consumed virtual elements is greater, and if the number of consumed virtual elements is greater, the second virtual object can be further caused a greater damage, which is further beneficial to arousing the battle annals of the players.
In a possible implementation, after generating at least one virtual element attached to the first virtual object in the virtual scene, the method further includes:
determining a total number of virtual elements currently owned by the first virtual object;
determining a cooling time for the first virtual object to release skills based on a total number of virtual elements currently owned by the first virtual object; the cooling time is inversely related to a total number of virtual elements currently owned by the first virtual object.
In the embodiment of the present disclosure, the more the total number of the virtual elements currently owned by the first virtual object is, the shorter the cooling time for the first virtual object to release the skill is, so that the generated virtual elements may affect the cooling time of the skill, thereby increasing the possibility of diversity for the game and further improving the interest of the game.
In one possible embodiment, the first virtual object hitting the second virtual object comprises: the first virtual object hits the second virtual object by releasing skills; and/or the first virtual object hits the second virtual object through a common attack.
In the embodiment of the present disclosure, the hit of the first virtual object on the second virtual object may refer to a skill hit, a general attack hit, or both, and thus, a specific implementation manner may be selected according to an actual requirement.
In a possible implementation, the virtual element has a preset attack scope, and the method further includes:
and in response to that the second virtual object is located in the attack range of the virtual element released by the first virtual object, causing target damage to the second virtual object through the released virtual element, wherein the degree of the target damage is a damage value corresponding to the released virtual element.
In the embodiment of the present disclosure, only when the second virtual object is within the attack range of the virtual element released by the first virtual object, the released virtual element will cause an injury to the second virtual object, so that the difficulty of causing an injury by releasing the virtual element can be increased, which is beneficial to increasing the sense of participation of a player.
In a possible embodiment, the skills of the first virtual object include a first type of skill and a second type of skill, and the generating at least one virtual element attached to the first virtual object in the virtual scene in response to the release of the skills of the first virtual object satisfying a preset condition comprises:
generating a first number of virtual elements in the virtual scene that are attached to the first virtual object in response to the first type of skill release; alternatively, the first and second electrodes may be,
generating a second number of virtual elements attached to the first virtual object in the virtual scene in response to the second type of skill release to bring the virtual elements attached to the first virtual object to a preset maximum number; wherein the second number is determined by the preset maximum number and the number of existing virtual elements of the first virtual object.
In the embodiment of the disclosure, different types of skills are released, and the number of generated virtual elements is different, so that more choices can be provided for the player, and the player can select to release the corresponding type of skills according to actual conditions.
In one possible embodiment, the method further comprises:
in response to the second type of skill release, controlling the first virtual object to enter a goal state, the goal state having a preset duration;
in response to the first virtual object hitting the second virtual object in the target state, releasing a preset number of virtual elements from the generated at least one virtual element of the first virtual object while randomly generating a different number of virtual elements.
In the embodiment of the disclosure, after the second type skill is released, the first virtual object may enter the goal state and have different generating and consuming modes of the virtual element in the goal state, so that the current fighting state may be changed to provide different game experiences for the player.
In one possible implementation, the virtual element has a release time interval; said releasing a preset number of virtual elements from the generated at least one virtual element of the first virtual object in response to the first virtual object hitting the second virtual object comprises:
responding to the second virtual object hit by the first virtual object, and determining a hit time interval between the current hit time and the previous hit time;
releasing the preset number of virtual elements from the generated at least one virtual element of the first virtual object if the release time interval of the virtual element is less than or equal to the hit time interval.
In the embodiment of the disclosure, because the virtual elements have the release time intervals, the time intervals of two adjacent virtual element releases are limited, and the interest of the game is further improved.
In one possible embodiment, the skills of the first virtual object comprise a third type of skill, the method further comprising:
in response to the third type of skill release, exhibiting a skill release effect of the third type of skill, the skill release effect of the third type of skill being determined by a number of all virtual elements affiliated with the first virtual object; and/or releasing all virtual elements attached to the first virtual object.
In the embodiment of the disclosure, the third type of skill release can consume all virtual elements, and different skill release effects can be generated based on the number of different virtual elements, so that the diversity of skill release effect display is improved, and the visual experience of a player is improved.
In one possible embodiment, the skills of the first virtual object comprise a third type of skill, the method further comprising:
responding to a power-saving operation of the skill control of the third type of skill, and continuously generating a corresponding number of virtual elements according to a preset time interval, wherein the power-saving operation means that the skill control of the third type of skill is continuously triggered and reaches a preset time;
releasing all virtual elements attached to the first virtual object in response to the third type of skill release.
In the embodiment of the disclosure, the virtual elements can be continuously generated during the accumulation of the third type skill, and all the virtual elements attached to the first virtual object are released along with the release of the third type skill, so that different game experiences can be provided for players, and the diversity of the game battle process is increased.
The embodiment of the present disclosure provides a skill control device for a virtual object, including:
the display module is used for displaying a virtual scene, wherein the virtual scene comprises a first virtual object and a second virtual object;
a generating module, configured to generate at least one virtual element attached to the first virtual object in the virtual scene in response to a skill release of the first virtual object satisfying a preset condition; the virtual element is used for causing harm to the second virtual object;
a release module, configured to release a preset number of virtual elements from the generated at least one virtual element of the first virtual object in response to the first virtual object hitting the second virtual object.
In a possible embodiment, the at least one virtual element is suspended in the virtual scene and surrounds the first virtual object.
In a possible embodiment, the predetermined number is positively correlated to an injury caused by the first virtual object hitting the second virtual object.
In a possible implementation, the apparatus further includes a determining module configured to:
determining a total number of virtual elements currently owned by the first virtual object;
determining a cooling time for the first virtual object to release skills based on a total number of virtual elements currently owned by the first virtual object; the cooling time is inversely related to a total number of virtual elements currently owned by the first virtual object.
In one possible embodiment, the first virtual object hitting the second virtual object comprises: the first virtual object hits the second virtual object by releasing skills; and/or the first virtual object hits the second virtual object through a common attack.
In a possible implementation, the virtual element has a preset attack range, and the apparatus further includes an injury module configured to:
and in response to that the second virtual object is located in the attack range of the virtual element released by the first virtual object, causing target damage to the second virtual object through the released virtual element, wherein the degree of the target damage is a damage value corresponding to the released virtual element.
In a possible implementation, the skills of the first virtual object include a first type of skill and a second type of skill, and the generating module is specifically configured to:
generating a first number of virtual elements in the virtual scene that are attached to the first virtual object in response to the first type of skill release; alternatively, the first and second electrodes may be,
generating a second number of virtual elements attached to the first virtual object in the virtual scene in response to the second type of skill release to bring the virtual elements attached to the first virtual object to a preset maximum number; wherein the second number is determined by the preset maximum number and the number of virtual elements existing in the first virtual object.
In a possible implementation, the apparatus further comprises a control module configured to: in response to the second type of skill release, controlling the first virtual object to enter a goal state, the goal state having a preset duration;
the release module is further configured to:
in response to the first virtual object hitting the second virtual object in the target state, releasing a preset number of virtual elements from the generated at least one virtual element of the first virtual object while randomly generating a different number of virtual elements.
In one possible implementation, the virtual element has a release time interval; the generation module is specifically configured to:
responding to the second virtual object hit by the first virtual object, and determining a hit time interval between the current hit time and the previous hit time;
releasing the preset number of virtual elements from the generated at least one virtual element of the first virtual object if the release time interval of the virtual element is less than or equal to the hit time interval.
In one possible embodiment, the skills of the first virtual object include a third type of skill, the release module is further configured to:
in response to the third type of skill release, exhibiting a skill release effect of the third type of skill, the skill release effect of the third type of skill being determined by a number of all virtual elements attached to the first virtual object; and/or releasing all virtual elements attached to the first virtual object.
In a possible embodiment, the skills of the first virtual object comprise a third type of skill, and the generation module is further configured to:
responding to a power accumulation operation aiming at the skill control of the third type skill, and continuously generating a corresponding number of virtual elements according to a preset time interval, wherein the power accumulation operation means that the skill control of the third type skill is continuously triggered and reaches a preset time;
the release module is further configured to: releasing all virtual elements attached to the first virtual object in response to the third type of skill release.
An embodiment of the present disclosure provides an electronic device, including: a processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, the processor and the memory communicate with each other via the bus when the electronic device runs, and the machine-readable instructions are executed by the processor to perform the skill control method for the virtual object according to any of the above embodiments.
The embodiment of the present disclosure provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the computer program performs the skill control method for a virtual object described in any one of the above embodiments.
In order to make the aforementioned objects, features and advantages of the present disclosure more comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the drawings required for use in the embodiments will be briefly described below, and the drawings herein incorporated in and forming a part of the specification illustrate embodiments consistent with the present disclosure and, together with the description, serve to explain the technical solutions of the present disclosure. It is to be understood that the following drawings depict only certain embodiments of the disclosure and are therefore not to be considered limiting of its scope, for those skilled in the art to which the disclosure pertains without the benefit of the inventive faculty, and that additional related drawings may be derived therefrom.
Fig. 1 illustrates a schematic diagram of an executive body of a skill control method of a virtual object provided by some embodiments of the present disclosure;
FIG. 2 illustrates a flow chart of a method for skill control of a virtual object provided by some embodiments of the present disclosure;
FIG. 3 illustrates a schematic diagram of a first display interface provided by some embodiments of the present disclosure;
FIG. 4 illustrates a schematic diagram of a second display interface provided by some embodiments of the present disclosure;
FIG. 5 illustrates a schematic diagram of a third display interface provided by some embodiments of the present disclosure;
FIG. 6 illustrates a schematic view of a fourth display interface provided by some embodiments of the present disclosure;
FIG. 7 illustrates a flow chart of a method for releasing a virtual element provided by some embodiments of the present disclosure;
FIG. 8 illustrates a schematic diagram of the scope of attack of a virtual element provided by some embodiments of the present disclosure;
fig. 9 shows a schematic structural diagram of a skill control apparatus for a virtual object provided by some embodiments of the present disclosure;
fig. 10 is a schematic structural diagram of a skill control device for another virtual object provided in some embodiments of the present disclosure;
fig. 11 illustrates a schematic diagram of an electronic device provided by some embodiments of the present disclosure.
Detailed Description
To make the objects, technical solutions and advantages of the embodiments of the present disclosure more apparent, the technical solutions in the embodiments of the present disclosure will be described clearly and completely with reference to the drawings in the embodiments of the present disclosure, and it is obvious that the described embodiments are only a part of the embodiments of the present disclosure, not all of the embodiments. The components of the embodiments of the present disclosure, generally described and illustrated in the figures herein, can be arranged and designed in a wide variety of different configurations. Thus, the following detailed description of the embodiments of the present disclosure, presented in the figures, is not intended to limit the scope of the claimed disclosure, but is merely representative of selected embodiments of the disclosure. All other embodiments, which can be derived by a person skilled in the art from the embodiments of the disclosure without making any creative effort, shall fall within the protection scope of the disclosure.
It should be noted that: like reference numbers and letters refer to like items in the following figures, and thus, once an item is defined in one figure, it need not be further defined and explained in subsequent figures.
The term "and/or" herein merely describes an associative relationship, meaning that three relationships may exist, e.g., a and/or B, may mean: a exists alone, A and B exist simultaneously, and B exists alone. In addition, the term "at least one" herein means any one of a plurality or any combination of at least two of a plurality, for example, including at least one of a, B, C, and may mean including any one or more elements selected from the group consisting of a, B, and C.
With the rapid development of computer technology and the popularization of wireless networks, people can play more and more abundant entertainment activities through electronic devices, such as playing various network games through terminal devices. The network game is an entertainment mode which takes the internet as a medium, performs information interaction through data intercommunication between a client on the electronic equipment and a background server, completes dynamic information transmission between the client and the background server and between the client and achieves the effects of entertainment and communication.
Research shows that the current various games usually have fighting modes of common attack and skill attack, but as the requirements of players are continuously improved, the existing attacking modes are monotonous, so that the method for improving the interestingness in the game fighting process is a target pursued by the industry all the time.
Based on the research, the present disclosure provides a skill control method for a virtual object, which may display a virtual scene, where the virtual scene includes a first virtual object and a second virtual object, and in response to a skill release of the first virtual object satisfying a preset condition, at least one virtual element attached to the first virtual object is generated in the virtual scene; the virtual element is used for causing harm to the second virtual object; a preset number of virtual elements may also be released from the generated at least one virtual element of the first virtual object in response to the first virtual object hitting the second virtual object. Therefore, the virtual elements can be generated in the process of releasing the skills of the first virtual object, and the corresponding virtual elements are released (consumed) along with hitting of the second virtual object, so that the attack mode can be diversified, and the interestingness of the game can be improved.
The above-mentioned drawbacks are the results of the inventor after practical and careful study, and therefore, the discovery process of the above-mentioned problems and the solutions proposed by the present disclosure to the above-mentioned problems should be the contribution of the inventor in the process of the present disclosure.
To facilitate understanding of the present embodiment, a detailed description is first given of an execution subject of the skill control method for a virtual object provided in the embodiments of the present disclosure. Specifically, referring to fig. 1, the main execution body of the skill control method for the virtual object is an electronic device 100, where the electronic device 100 may include a terminal device and a server. For example, the method may be applied to a terminal device, where the terminal device may be the smart phone 10, the desktop computer 20, the notebook computer 30, and the like shown in fig. 1, and may also be a smart watch, a tablet computer, a vehicle-mounted device, a VR (Virtual Reality)/AR (Augmented Reality) device, and the like, which are not shown in fig. 1, without limitation.
The method may also be applied to the server 40 or may be applied to an implementation environment consisting of the terminal and the server 40. The server 40 may be an independent physical server, a server cluster or a distributed system formed by a plurality of physical servers, or a cloud server providing basic cloud computing services such as cloud service, a cloud database, cloud computing, cloud storage, big data, an artificial intelligence platform, and the like.
It should be noted that, in some embodiments, the server 40 may communicate with the smart phone 10, the desktop computer 20, and the notebook computer 30 respectively through the network 50. Network 50 may include various types of connections, such as wire, wireless communication links, or fiber optic cables, to name a few.
By way of example, a cloud game is taken as an example for explanation, in an operation mode of the cloud game, an operation main body of a game program and a game picture presentation main body are separated, storage and operation of a data processing method of the game are completed on a cloud game server, and a terminal device is used for receiving and sending data and presenting a game picture. When a game is played, a player operates the terminal device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, data such as a game picture and the like are coded and compressed, the data are returned to the terminal device through a network, and finally the data are decoded through the terminal device and the game picture is output.
In an alternative embodiment, the terminal device is used to interact with the player through a graphical user interface while the game is running on the terminal device, i.e. the game program is downloaded and installed and run conventionally through the terminal device. The manner in which the terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal device, or it may be provided to the player through holographic projection. Illustratively, a terminal device may include a display screen for presenting a graphical user interface including a game screen and a processor for running the game, generating the graphical user interface, and controlling display of the graphical user interface on the display screen. That is, the skill control method of the virtual object may be implemented by means of a processor calling computer readable instructions stored in a memory.
The skill control method for the virtual object provided in the embodiments of the present application is described in detail below with reference to the accompanying drawings. Referring to fig. 2, a flowchart of a skill control method for a virtual object provided in an embodiment of the present disclosure is shown, where the skill control method for the virtual object includes the following steps S101 to S103:
s101, displaying a virtual scene, wherein the virtual scene comprises a first virtual object and a second virtual object.
Referring to fig. 3, a schematic view of a first display interface provided in the embodiment of the present disclosure is shown. In the present embodiment, the display interface is a game screen of a game application. Optionally, the virtual scene is a scene for a player to control a virtual object to complete game logic, and the virtual scene may be a simulated environment of a real world, or a semi-simulated semi-fictional virtual environment, or a purely fictional virtual environment. The virtual environment may be sky, land, ocean, etc., wherein the land includes environmental elements such as desert, city, etc. Furthermore, the virtual scene may be any one of a two-dimensional (2D) virtual scene and a three-dimensional (3D) virtual scene, for example, for a Multiplayer Online Battle Arena (MOBA) or DNF (dungeon fighter) type game of 2D or 3D, the virtual scene is a 2D or 3D terrain scene for the virtual object to fight, such as the virtual scene may include: elements such as mountains, lines, rivers, underground cities, duplicates, etc. of the canyon style.
As shown in fig. 3, the virtual scene includes a first virtual object 60 and a second virtual object 70, where the first virtual object 60 refers to a dynamic object that can be controlled by a player in the virtual scene, and the second virtual object 70 may be an object that can be controlled by the player, or an NPC (non-player character), which is not limited specifically. In the embodiment of the present disclosure, the first virtual object 60 and the second virtual object 70 are in a hostile relationship, that is, the first virtual object 60 and the second virtual object 70 may attack each other and hurt each other. In other embodiments, the first virtual object 60 and the second virtual object 70 may be in a teammate relationship and may be in a team attack on a common enemy.
Alternatively, the first virtual object 60 may be a virtual character, a virtual animal, an animation character, or the like. The virtual object is a character controlled by a user through an input device. In one possible implementation, the user can control the first virtual object 60 to move in the virtual scene, e.g., control the first virtual object 60 to run, jump, crawl, etc., and can also control the first virtual object 60 to fight other virtual objects (e.g., the second virtual object 70) using skills, virtual props, etc., provided by the application.
In order to control the first virtual object 60, a common attack control 80 and a plurality of skill controls 90 corresponding to the first virtual object 60 are also displayed on the display interface. Alternatively, the general attack controls 80 and the plurality of skill controls 90 may be displayed on top of a virtual scene.
Alternatively, the player may control the first virtual object 60 to launch an attack via the general attack control 80. Illustratively, the attack instruction may be triggered by a trigger operation acting on the common attack control 80, and the first virtual object 60 is controlled to execute an attack operation in the virtual scene according to the attack instruction. The specific attack behavior is related to the type of the trigger operation, and the type of the trigger operation includes, but is not limited to, a single-click trigger operation, a double-click trigger operation, a long-press trigger operation, a sliding trigger operation, and the like. For example, when the player clicks the general attack control 80, the first virtual object 60 may be controlled to launch the attack of the single flat a, and when the player presses the general attack control 80 for a long time, the first virtual object 60 may be controlled to launch the attack of the continuous flat a. In addition, the display position of the common attack control 80 can be adjusted according to specific requirements.
A skill in a game may be understood as an operation that a virtual object (character) in the game triggers in order to achieve a certain attack, a certain function, or a certain effect. For example, skills in a game can be divided into a plurality of skills such as attack, defense, control and the like, each kind of skill can comprise a plurality of specific skills, for example, attack skills can comprise skills such as boxing, kicking and the like; defensive skills may include lattice, roll over, etc. skills; the control skills may include body-building, freezing, etc. skills.
In particular, in the event that the skill control 90 is triggered, the first virtual object 60 may be controlled to release the corresponding skill. It will be appreciated that different skill controls 90 correspond to different skills, for example, a skill 1 control corresponds to a freezing skill, a skill 2 control corresponds to a custom skill, a skill n control corresponds to a skill n, etc.
In some embodiments, the skill controls 90 may be arranged in a preset manner, for example, the skill controls 90 may be arranged in an arc shape, or may be arranged on a straight line, or may be arranged in other manners, which is not specifically limited herein, and the display icons corresponding to different skill controls may be different, and each skill control may also display a corresponding skill description.
Referring to fig. 4, at least one skill slot 91 may be further displayed on the display interface, and in the case that a plurality of skill controls 90 respectively correspond to different types of skills, the same type of skill control 90 may be placed in one skill slot 91, so that each skill slot 91 corresponds to at least one type of skill control 80. For example, if both skill 1 and skill 2 controls correspond to a first type of skill (e.g., thunder properties), then the skill 1 and skill 2 controls may be placed in the skill slot 91. Therefore, the neatness and the attractiveness of the display interface can be improved, the skill controls of different types of skill attributes can be conveniently distinguished by the player, and the same type of skill can be conveniently released.
S102, responding to the fact that the skill release of the first virtual object meets a preset condition, and generating at least one virtual element attached to the first virtual object in the virtual scene; the virtual element is used for causing harm to the second virtual object.
It can be understood that during the process of the first virtual object 60 and the second virtual object 70, the virtual object 60 may be controlled to continuously launch a common attack or release a skill, and in the case that the skill released by the first virtual object 60 satisfies a preset condition, referring to fig. 5, at least one virtual element a attached to the first virtual object 60 may be generated in a virtual scene. The virtual element a is used to damage the second virtual object 70, and the specific damage degree may be set according to an actual requirement, for example, it may be 50, 60, or 80, and a larger value represents a larger damage degree of the virtual element a.
Optionally, the skill release of the first virtual object 60 satisfies a preset condition, which means that the skill released by the first virtual object 60 belongs to a preset type of skill. For example, if the preset type of skill is a reye skill, it is determined that the skill release meets the preset condition under the condition that the skill released by the first virtual object 60 is the reye skill; if the preset type of skill is a wind system skill, determining that the skill release meets the preset condition under the condition that the skill released by the first virtual object 60 is the wind system skill; of course, the preset type of skill may include one type of skill, or may include multiple types of skills, which is not limited herein.
Optionally, the skill release of the first virtual object 60 meets the preset condition, which means that the number of times that the first virtual object 60 releases a certain skill reaches a preset number of times, for example, when the number of times that the X skill is released reaches a preset number of times (3 times), it is determined that the skill release meets the preset condition, of course, it may also be determined that a certain skill release reaches the preset number of times within a preset time, it may also be determined that the types of skills released within the preset time reach a preset number, for example, 3 different skills are released within a preset time (1 minute), and it is determined that the skill release meets the preset condition. Therefore, the specific preset conditions may be set according to different games, and are not limited herein.
In some optional embodiments, as shown in fig. 5, the at least one virtual element a is suspended in the virtual scene and surrounds the first virtual object 60, so that the presentation state of the virtual element a is associated with the first virtual object 60, which not only can embody the affiliation between the virtual element a and the first virtual object 60, but also can improve the visual effect of the display, which is beneficial to improving the visual experience of the player.
The manner of the at least one virtual element a surrounding the first virtual object 60 is not particularly limited, and optionally, the at least one virtual element a may surround a certain portion uniformly or non-uniformly, for example, more surrounds the left side of the first virtual object 60 and less surrounds the right side; the first virtual object 60 may be surrounded at different positions, for example, around the head of the first virtual object 60, or around the limbs or the waist of the first virtual object 60.
S103, responding to the first virtual object hitting the second virtual object, and releasing a preset number of virtual elements from at least one generated virtual element of the first virtual object.
Illustratively, the first virtual object 60 may hit the second virtual object 70 during the battle. Specifically, the first virtual object 60 may hit the second virtual object 70 through a release skill, the first virtual object 60 may hit the second virtual object 70 through a normal attack, or a combination of the two, that is, as long as the first virtual object 60 attacks the second virtual object 70, a hit may be calculated, regardless of whether an injury is caused. In other embodiments, hitting the first virtual object 60 against the second virtual object 70 is a hit and causes damage to the second object.
Illustratively, after the first virtual object 60 hits the second virtual object 70, a preset number of virtual elements a may be released from the generated at least one virtual element a of the first virtual object 60. The preset number may be 1, 2 or more, and is not limited specifically. If the first virtual object 60 already has 6 virtual elements, as shown in fig. 5, 2 virtual elements a can be released after the first virtual object 60 hits the second virtual object 70, and at this time, 4 virtual elements a remain, as shown in fig. 6.
In addition, the specific form of the virtual element a is not limited, and in the embodiment of the present disclosure, the virtual element a exists in the form of a sphere, and in other embodiments, the virtual element a may exist in other forms, such as a hexahedron, a prism, and the like, and may also exist in the form of an animal or plant.
Optionally, the preset number is positively correlated to the damage caused by the first virtual object 60 hitting the second virtual object 70, that is, the number of the consumed virtual elements a is larger when the degree of damage caused by the first virtual object 60 to the second virtual object 70 is larger. For example, if a first virtual object 60 hits a second virtual object 70 but causes no harm, then a virtual element A may be consumed; if slight damage is caused, 2 virtual elements A are consumed; if a serious injury is caused, 4 virtual elements A are consumed, so that the second virtual object 70 can be further more injured by double superposition, and the fighting will be activated.
In the embodiment of the present disclosure, when the skill released by the first virtual object 60 satisfies a preset condition, at least one virtual element a attached to the first virtual object 60 may be generated in the virtual scene, and when the first virtual object 60 hits the second virtual object 70, the corresponding virtual element a may be consumed to further damage the second object 70, so that the participation of the virtual element is performed in addition to the skill and the common attack manner during the battle process, which may further improve the interest during the battle process, and is beneficial to improve the game experience of the player.
In a possible embodiment, the method adds a diversity possibility to the game, and further increases the interest of the game, and after at least one virtual element a attached to the first virtual object 60 is generated in the virtual scene, the method further includes the following steps (I) to (II):
(I) Determining a total number of virtual elements currently owned by the first virtual object;
(II) determining a cooling time for the first virtual object to release skills based on a total number of virtual elements currently owned by the first virtual object; the cooling time is inversely related to a total number of virtual elements currently owned by the first virtual object.
The cooling time (CD) is set to limit the number of times the player uses skill in a certain period of time. For example, if the cooling time of the X skill is 30 seconds, the X skill cannot be used within the next 30 seconds after the use of the skill, and the X skill can be used again after 30 seconds.
In the embodiment of the present disclosure, the larger the total number of virtual elements a currently owned by the first virtual object 60 is, the shorter the cooling time of the first virtual object 60 for releasing the technology is, for example, as shown in fig. 5, the cooling time of the releasing technology may be 20 seconds in the case where the first virtual object 60 owns 6 virtual elements a, while as shown in fig. 6, the cooling time of the releasing technology may be 30 seconds in the case where the first virtual object 60 owns 4 virtual elements a.
In some embodiments, similar to the skill cooling time, the virtual elements have release time intervals, and referring to fig. 7, for step S103, when a preset number of virtual elements are released from the generated at least one virtual element of the first virtual object in response to the first virtual object hitting the second virtual object, the following steps S1031 to S1032 may be included:
and S1031, responding to the second virtual object hit by the first virtual object, and determining a hit time interval between the current hit time and the previous hit time.
S1032, in case that the release time interval of the virtual element is less than or equal to the hit time interval, releasing the preset number of virtual elements from the generated at least one virtual element of the first virtual object.
In the foregoing step, when the first virtual object hits the second virtual object, a hit time interval (e.g. 20 seconds) between the current hit time and the previous hit time needs to be determined, and if the hit time interval is smaller than a release time interval (e.g. 30 seconds) of the virtual elements, at this time, the second virtual object is hit but the virtual elements are not released, and only if the release time interval of the virtual elements is smaller than or equal to the hit time interval, the predetermined number of virtual elements are released from at least one generated virtual element of the first virtual object.
It should be noted that, in this embodiment, if a virtual element is not released in a previous adjacent hit, when determining a hit time interval, it is necessary to determine a hit time interval between the current hit time and a previous hit (a hit corresponding to a most recently released virtual element) time, that is, the previous hit may be a previous hit adjacent to the current hit, or may be a hit before the current hit but not adjacent to the current hit. For example, if an adjacent hit (e.g., M hit) before the current hit correspondingly releases a virtual element, the hit time interval between the current hit and the M hit may be directly determined, and if the M hit does not release the virtual element, the adjacent hit (e.g., N hit) before the M hit needs to be determined forward, and if the N hit releases the virtual element, the hit time interval between the current hit and the N hit needs to be determined.
In other embodiments, in order to increase the complexity of the game and bring a stronger sense of participation to the player, the virtual element has a preset attack range, that is, after the first virtual object releases the virtual element, the second virtual object is not necessarily damaged, but only when the second virtual object is within the attack range of the virtual element released by the first virtual object, the second virtual object can be damaged by the released virtual element. And the target damage degree is a damage value corresponding to the released virtual element.
For example, referring to fig. 8, if the first virtual object 60 is controlled to release the virtual element A1, and the attack range of the virtual element A1 is a circular range with the virtual element a as a center and the radius R as a radius, at this time, if the second virtual object 70 is located within the circular range, the virtual element A1 may cause a corresponding damage to the second virtual object 70, and if the damage value of the virtual element A1 is 120, a target damage with a damage value of 120 may be caused to the second virtual object 70.
The effects of the release of different types of skills on the game play status will be described in detail below.
Wherein the unused types of skills may be skills of different skill attributes, such as a Lei's skill attribute skill to one type of skill, and a fire's skill attribute skill to another type of skill; in addition, the different types of skills may also be different certain skills, such as an X skill as a first type of skill, a Y skill as a second type of skill, and a Z skill as a third type of skill.
Illustratively, the skills of the first virtual object comprise a first type of skill and a second type of skill, and whether the first type of skill or the second type of skill is released, the skill release is determined to meet the preset condition, but the number of the specifically generated virtual elements is different. For example, if the first type skill is released, a first number (e.g., 1 or 2) of virtual elements are generated, and if the second type skill is released, a second number of virtual elements are generated, so that the number of virtual elements owned by the first virtual object reaches a maximum value, that is, the second type skill is a skill for enabling the first virtual object to reach a full virtual element state instantly, so that different numbers of virtual elements are generated by releasing different types of skill classes, more choices can be provided for a player, the player can select to release a corresponding type of skill according to an actual situation, and further diversity of game control is improved.
Specifically, if the maximum number of virtual elements owned by the first virtual object is 6, the number of virtual elements of the first virtual object can be made 6 as long as the second skill is released, regardless of the number of virtual elements owned before. For example, if the first virtual object has 1 virtual element before, after the second skill is released, 5 virtual elements are generated, so that the number of virtual elements of the first virtual object reaches 6; if the first virtual object has 3 virtual elements before, after the second skill is released, 3 virtual elements are generated, so that the number of the virtual elements of the first virtual object reaches 6. That is, the second number is determined by a preset maximum number and the number of virtual elements already existing in the first virtual object.
Therefore, in this embodiment, the generating, in response to the skill release of the first virtual object satisfying a preset condition, at least one virtual element attached to the first virtual object in the virtual scene includes: generating a first number of virtual elements in the virtual scene that are attached to the first virtual object in response to the first type of skill release; or, in response to the second type of skill release, generating a second number of virtual elements attached to the first virtual object in the virtual scene to bring the virtual elements attached to the first virtual object to a preset maximum number; wherein the second number is determined by the preset maximum number and the number of virtual elements existing in the first virtual object.
In some embodiments, in the case that the first virtual object releases the second type of skill, the first virtual object may also be controlled to enter a target state, which has a preset duration, which may be set according to specific needs, such as 1 minute or 3 minutes. In an initial time in the target state, the first virtual object has the maximum number of virtual elements, and in the duration of the target state, if the first virtual object hits the second virtual object, a preset number of virtual elements are released from at least one generated virtual element of the first virtual object, and simultaneously, different numbers (e.g., 0, 1, or 3) of virtual elements are randomly generated.
That is, in the target state, if the first virtual object attacks an enemy (second virtual object), not only the virtual elements are released, but also a different number of virtual elements can be generated with a certain probability, even in a special state, if the number of consumed virtual elements is the same as the number of generated virtual elements, the number of virtual elements owned by the first virtual object is always maintained at the maximum number although the first virtual object hits the second virtual object within the duration time of the target state, so that the rhythm and the fighting state of the battle can be changed in the target state, different game experiences can be provided for the player, and the interest of the game is further improved.
In some embodiments, the skills of the first virtual object include a third type of skill, and in the case of controlling the first virtual object to release the third type of skill, all virtual elements attached to the first virtual object may be released. That is, no matter the first virtual object currently possesses several (3 or 5) virtual elements, as long as the third type skill is released, all the skills currently possessed by the first virtual object can be released, so that the interest of the game can be further improved.
Optionally, the skill release effect of the third type of skill may also be determined based on the number of all virtual elements attached to the first virtual object, and the corresponding skill release effect may be exhibited while the third type of skill is released. Wherein the skill release effect is related to the number of virtual elements attached to the first virtual object.
Illustratively, the skill release effect is positively correlated to the number of virtual elements attached to the first virtual object. For example, if the first virtual object currently has 0 to 2 virtual elements, the corresponding skill release effect is a small thundercloud; if the first virtual object currently has 3-5 virtual elements, the corresponding skill release effect is medium thundercloud; if the first virtual object currently has 6 virtual elements, the corresponding skill release effect is large thundercloud. Of course, in other embodiments, the skill releasing effect and the number of virtual elements attached to the first virtual object may also be in other relationships, such as a negative correlation or a normal distribution relationship, which is not limited herein. Wherein, the normal distribution relation means that when the number of the virtual elements is larger (e.g. 5-6) or smaller (e.g. 0-1), the corresponding skill release effects are similar, and when the number of the virtual elements is in the middle number (e.g. 2-4), the corresponding skill release effects are different.
In other embodiments, a corresponding number (e.g., 1 or 2) of virtual elements may be continuously generated at a preset time interval (e.g., 1 second) in response to a power-up operation (e.g., a long-press operation) on the skill control of the third type skill, where the power-up operation means that the skill control of the third type skill is continuously triggered for a preset time, and in a case that the skill control of the third type skill is triggered (e.g., lifted after a long-press), the third type skill is released, and at the same time, all virtual elements attached to the first virtual object are released.
In the embodiment of the disclosure, the virtual elements can be continuously generated during the accumulation period of the third type skill, and all the virtual elements attached to the first virtual object are released along with the release of the third skill, so that different game experiences can be provided for the player, and the diversity of the game fighting process is increased.
It will be understood by those skilled in the art that in the method of the present invention, the order of writing the steps does not imply a strict order of execution and any limitations on the implementation, and the specific order of execution of the steps should be determined by their function and possible inherent logic.
Based on the same technical concept, the embodiment of the present disclosure further provides a skill control device for a virtual object corresponding to the skill control method for the virtual object, and since the principle of the device in the embodiment of the present disclosure for solving the problem is similar to the skill control method for the virtual object in the embodiment of the present disclosure, the implementation of the device may refer to the implementation of the method, and repeated details are not described again.
Referring to fig. 9, there is shown a schematic diagram of a skill control apparatus 500 for a virtual object according to an embodiment of the present disclosure, the apparatus including:
a display module 501, configured to display a virtual scene, where the virtual scene includes a first virtual object and a second virtual object;
a generating module 502, configured to generate at least one virtual element attached to the first virtual object in the virtual scene in response to a skill release of the first virtual object satisfying a preset condition; the virtual element is used for causing harm to the second virtual object;
a releasing module 503, configured to, in response to the first virtual object hitting the second virtual object, release a preset number of virtual elements from the generated at least one virtual element of the first virtual object.
In a possible embodiment, said at least one virtual element is suspended in said virtual scene and surrounds said first virtual object.
In a possible embodiment, the predetermined number is positively correlated to an injury caused by the first virtual object hitting the second virtual object.
In a possible implementation, referring to fig. 10, the apparatus further includes a determining module 504, where the determining module 504 is configured to:
determining a total number of virtual elements currently owned by the first virtual object;
determining a cooling time for the first virtual object to release skills based on a total number of virtual elements currently owned by the first virtual object; the cooling time is inversely related to a total number of virtual elements currently owned by the first virtual object.
In one possible implementation, the first virtual object hitting the second virtual object includes: the first virtual object hits the second virtual object by a release skill; and/or the first virtual object hits the second virtual object through a common attack.
In a possible implementation, the virtual element has a preset attack scope, and the apparatus further includes a damage module 505, where the damage module 505 is configured to:
and in response to that the second virtual object is located in the attack range of the virtual element released by the first virtual object, causing target damage to the second virtual object through the released virtual element, wherein the degree of the target damage is a damage value corresponding to the released virtual element.
In a possible implementation, the skills of the first virtual object include a first type of skill and a second type of skill, and the generating module 502 is specifically configured to:
generating a first number of virtual elements in the virtual scene that are attached to the first virtual object in response to the first type of skill release; alternatively, the first and second electrodes may be,
generating a second number of virtual elements attached to the first virtual object in the virtual scene in response to the second type of skill release to bring the virtual elements attached to the first virtual object to a preset maximum number; wherein the second number is determined by the preset maximum number and the number of virtual elements existing in the first virtual object.
In a possible implementation, the apparatus further includes a control module 506, and the control module 506 is configured to:
in response to the second type of skill release, controlling the first virtual object to enter a target state, the target state having a preset duration;
the release module 503 is further configured to:
in response to the first virtual object hitting the second virtual object in the target state, releasing a preset number of virtual elements from the generated at least one virtual element of the first virtual object while randomly generating a different number of virtual elements.
In one possible implementation, the virtual element has a release time interval; the generating module 502 is specifically configured to:
responding to the second virtual object hit by the first virtual object, and determining a hit time interval between the current hit time and the previous hit time;
releasing the preset number of virtual elements from the generated at least one virtual element of the first virtual object if the release time interval of the virtual element is less than or equal to the hit time interval.
In a possible implementation, the skills of the first virtual object include a third type of skill, and the releasing module 503 is further configured to:
in response to the third type of skill release, exhibiting a skill release effect of the third type of skill, the skill release effect of the third type of skill being determined by a number of all virtual elements attached to the first virtual object; and/or releasing all virtual elements attached to the first virtual object.
In a possible implementation, the skills of the first virtual object include a third type of skill, and the generating module 502 is further configured to:
responding to a power-saving operation of the skill control of the third type of skill, and continuously generating a corresponding number of virtual elements according to a preset time interval, wherein the power-saving operation means that the skill control of the third type of skill is continuously triggered and reaches a preset time;
the release module 503 is further configured to:
releasing all virtual elements attached to the first virtual object in response to the third type of skill release.
The description of the processing flow of each module in the device and the interaction flow between the modules may refer to the related description in the above method embodiments, and will not be described in detail here.
Based on the same technical concept, the embodiment of the disclosure also provides an electronic device. Referring to fig. 11, a schematic structural diagram of an electronic device 700 provided in the embodiment of the present disclosure includes a processor 701, a memory 702, and a bus 703. The memory 702 is used for storing execution instructions and includes a memory 7021 and an external memory 7022; the memory 7021 is also referred to as an internal memory and temporarily stores operation data in the processor 701 and data exchanged with an external memory 7022 such as a hard disk, and the processor 701 exchanges data with the external memory 7022 via the memory 7021.
In this embodiment, the memory 702 is specifically configured to store application program codes for executing the scheme of the present application, and is controlled by the processor 701 to execute. That is, when the electronic device 700 is operated, the processor 701 and the memory 702 communicate with each other through the bus 703, so that the processor 701 executes the application program code stored in the memory 702, thereby executing the method described in any of the foregoing embodiments.
The Memory 702 may be, but is not limited to, a Random Access Memory (RAM), a Read Only Memory (ROM), a Programmable Read-Only Memory (PROM), an Erasable Read-Only Memory (EPROM), an electrically Erasable Read-Only Memory (EEPROM), and the like.
The processor 701 may be an integrated circuit chip having signal processing capabilities. The Processor may be a general-purpose Processor, including a Central Processing Unit (CPU), a Network Processor (NP), and the like; but may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field Programmable Gate Array (FPGA) or other programmable logic device, discrete gate or transistor logic device, discrete hardware components. The various methods, steps, and logic blocks disclosed in the embodiments of the present invention may be implemented or performed. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like.
It is to be understood that the illustrated structure of the embodiment of the present application does not specifically limit the electronic device 700. In other embodiments of the present application, the electronic device 700 may include more or fewer components than shown, or combine certain components, or split certain components, or a different arrangement of components. The illustrated components may be implemented in hardware, software, or a combination of software and hardware.
The embodiments of the present disclosure also provide a computer-readable storage medium, on which a computer program is stored, where the computer program is executed by a processor to perform the steps of the skill control method for a virtual object in the above method embodiments. The storage medium may be a volatile or non-volatile computer-readable storage medium.
The embodiments of the present disclosure further provide a computer program product, where the computer program product carries a program code, and instructions included in the program code may be used to execute the steps of the skill control method for a virtual object in the foregoing method embodiments, which may be specifically referred to the foregoing method embodiments, and are not described herein again.
The computer program product may be implemented by hardware, software or a combination thereof. In an alternative embodiment, the computer program product is embodied in a computer storage medium, and in another alternative embodiment, the computer program product is embodied in a Software product, such as a Software Development Kit (SDK), or the like.
It is clear to those skilled in the art that, for convenience and brevity of description, the specific working processes of the system and the apparatus described above may refer to the corresponding processes in the foregoing method embodiments, and are not described herein again. In the several embodiments provided in the present disclosure, it should be understood that the disclosed system, apparatus, and method may be implemented in other ways. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units is only one logical division, and there may be other divisions when actually implemented, and for example, a plurality of units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection of devices or units through some communication interfaces, and may be in an electrical, mechanical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one position, or may be distributed on multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present disclosure may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit.
The functions, if implemented in software functional units and sold or used as a stand-alone product, may be stored in a non-transitory computer-readable storage medium executable by a processor. Based on such understanding, the technical solution of the present disclosure may be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present disclosure. And the aforementioned storage medium includes: u disk, removable hard disk, read only memory, random access memory, magnetic or optical disk, etc. for storing program codes.
Finally, it should be noted that: the above-mentioned embodiments are merely specific embodiments of the present disclosure, which are used for illustrating the technical solutions of the present disclosure and not for limiting the same, and the scope of the present disclosure is not limited thereto, and although the present disclosure is described in detail with reference to the foregoing embodiments, those skilled in the art should understand that: any person skilled in the art can modify or easily conceive of the technical solutions described in the foregoing embodiments or equivalent technical features thereof within the technical scope of the present disclosure; such modifications, changes and substitutions do not depart from the spirit and scope of the embodiments disclosed herein, and they should be construed as being included therein. Therefore, the protection scope of the present disclosure shall be subject to the protection scope of the claims.

Claims (14)

1. A method for skill control of a virtual object, comprising:
displaying a virtual scene, wherein the virtual scene comprises a first virtual object and a second virtual object;
generating at least one virtual element attached to the first virtual object in the virtual scene in response to the skill release of the first virtual object satisfying a preset condition; the virtual element is used for causing harm to the second virtual object;
in response to the first virtual object hitting the second virtual object, releasing a preset number of virtual elements from the generated at least one virtual element of the first virtual object.
2. The method of claim 1, wherein the at least one virtual element is suspended in the virtual scene and surrounds the first virtual object.
3. The method of claim 1, wherein the predetermined number positively correlates to damage caused by the first virtual object hitting the second virtual object.
4. The method of claim 1, wherein after generating at least one virtual element attached to the first virtual object in the virtual scene, the method further comprises:
determining a total number of virtual elements currently owned by the first virtual object;
determining a cooling time for the first virtual object to release skills based on a total number of virtual elements currently owned by the first virtual object; the cooling time is inversely related to a total number of virtual elements currently owned by the first virtual object.
5. The method of claim 1, wherein the first virtual object hitting the second virtual object comprises: the first virtual object hits the second virtual object by a release skill; and/or the first virtual object hits the second virtual object through a common attack.
6. The method of claim 1, wherein the virtual element has a preset attack scope, the method further comprising:
and responding to the second virtual object being positioned in the attack range of the virtual element released by the first virtual object, and causing target injury to the second virtual object through the released virtual element, wherein the degree of the target injury is an injury value corresponding to the released virtual element.
7. The method of claim 1, wherein the skills of the first virtual object comprise a first type of skill and a second type of skill, and wherein generating at least one virtual element in the virtual scene that is attached to the first virtual object in response to the release of the skills of the first virtual object satisfying a preset condition comprises:
generating a first number of virtual elements in the virtual scene that are attached to the first virtual object in response to the first type of skill release; alternatively, the first and second electrodes may be,
generating a second number of virtual elements attached to the first virtual object in the virtual scene in response to the second type of skill release to bring the virtual elements attached to the first virtual object to a preset maximum number; wherein the second number is determined by the preset maximum number and the number of existing virtual elements of the first virtual object.
8. The method of claim 7, further comprising:
in response to the second type of skill release, controlling the first virtual object to enter a goal state, the goal state having a preset duration;
in response to the first virtual object hitting the second virtual object in the target state, releasing a preset number of virtual elements from the generated at least one virtual element of the first virtual object while randomly generating a different number of virtual elements.
9. The method of claim 1, wherein the virtual element has a release time interval; the releasing a preset number of virtual elements from the generated at least one virtual element of the first virtual object in response to the first virtual object hitting the second virtual object comprises:
responding to the second virtual object hit by the first virtual object, and determining a hit time interval between the current hit time and the previous hit time;
releasing the preset number of virtual elements from the generated at least one virtual element of the first virtual object if the release time interval of the virtual element is less than or equal to the hit time interval.
10. The method of claim 1, wherein the skills of the first virtual object comprise a third type of skill, the method further comprising:
in response to the third type of skill release, exhibiting a skill release effect of the third type of skill, the skill release effect of the third type of skill being determined by a number of all virtual elements affiliated with the first virtual object; and/or releasing all virtual elements attached to the first virtual object.
11. The method of claim 1, wherein the skills of the first virtual object comprise a third type of skill, the method further comprising:
responding to a power-saving operation of the skill control of the third type of skill, and continuously generating a corresponding number of virtual elements according to a preset time interval, wherein the power-saving operation means that the skill control of the third type of skill is continuously triggered and reaches a preset time;
releasing all virtual elements attached to the first virtual object in response to the third type of skill release.
12. A skill control apparatus for a virtual object, comprising:
the system comprises a display module, a processing module and a display module, wherein the display module is used for displaying a virtual scene, and the virtual scene comprises a first virtual object and a second virtual object;
a generating module, configured to generate at least one virtual element attached to the first virtual object in the virtual scene in response to a skill release of the first virtual object satisfying a preset condition; the virtual element is used for causing harm to the second virtual object;
a release module, configured to release a preset number of virtual elements from the generated at least one virtual element of the first virtual object in response to the first virtual object hitting the second virtual object.
13. An electronic device, comprising: a processor, a memory and a bus, the memory storing machine-readable instructions executable by the processor, the processor and the memory communicating over the bus when the electronic device is running, the machine-readable instructions when executed by the processor performing the method of controlling skills of virtual objects according to any of claims 1-11.
14. A computer-readable storage medium, having stored thereon a computer program which, when executed by a processor, performs a method of skill control of a virtual object as claimed in any one of claims 1 to 11.
CN202211109902.XA 2022-09-13 2022-09-13 Skill control method and device for virtual object, electronic equipment and storage medium Pending CN115350473A (en)

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