CN115999145A - 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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CN115999145A
CN115999145A CN202211384801.3A CN202211384801A CN115999145A CN 115999145 A CN115999145 A CN 115999145A CN 202211384801 A CN202211384801 A CN 202211384801A CN 115999145 A CN115999145 A CN 115999145A
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target
skill
release
time
virtual object
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施韵
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Shanghai Muli Network Technology Co ltd
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Shanghai Muli Network Technology Co ltd
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Abstract

The present disclosure provides a skill control method, apparatus, electronic device and storage medium for a virtual object, where the skill control method for the virtual object includes: displaying the virtual object and at least one skill control corresponding to the virtual object, wherein each skill control is used for releasing corresponding skill after triggering; controlling the virtual object to release the target skill in response to the triggering operation of the target skill control; responding to the target skill release meeting a preset condition, controlling the virtual object to enter a target state and playing target music with a preset rhythm; in the target state, the target skill corresponds to preset superposition release times; and responding to the matching of the superposition release time and the beat of the target music in the superposition release process of the target skills, and reducing the cooling time for releasing the target skills next time after the target state is ended. According to the embodiment of the application, the interest of the game can be improved.

Description

Skill control method and device for virtual object, electronic equipment and storage medium
Technical Field
The disclosure relates to the technical field of computers, and in particular relates to a skill control method and device for a virtual object, electronic equipment and a storage medium.
Background
With rapid development of computer technology and popularization of wireless networks, entertainment activities that people can play through electronic devices are becoming more and more abundant, such as playing various network games through terminal devices. Among them, competitive games such as multiplayer online tactical competition games (Multiplayer Online Battle Arena, MOBA) are favored by many users because of the team combat involving many people.
At present, in the related game, a user can control a character to release corresponding skills by triggering a skill control in the combat process so as to complete corresponding combat tasks. However, although this method can realize the release of skill, the skill release method is single, and the interest of the game is reduced.
Disclosure of Invention
The embodiment of the disclosure provides at least a skill control method, a skill control device, electronic equipment and a storage medium for a virtual object, which can promote the interest of a game process.
The embodiment of the disclosure provides a skill control method of a virtual object, which comprises the following steps:
displaying the virtual object and at least one skill control corresponding to the virtual object, wherein each skill control is used for releasing corresponding skill after triggering;
controlling the virtual object to release the target skill in response to the triggering operation of the target skill control;
Responding to the target skill release meeting a preset condition, controlling the virtual object to enter a target state and playing target music with a preset rhythm; in the target state, the target skill corresponds to preset superposition release times;
and responding to the matching of the superposition release time and the beat of the target music in the superposition release process of the target skills, and reducing the cooling time for releasing the target skills next time after the target state is ended.
In the embodiment of the disclosure, when the target skill release meets the preset condition, the virtual object can be controlled to enter a target state and play target music, the target skill can be overlapped and released in the target state, and when the time of overlapped and released is matched with the beat of the target music, the cooling time for releasing the target skill next time can be reduced. Therefore, not only is a mechanism for releasing target skills increased to realize continuous release, but also the skill release is combined with the rhythm of music, so that the skill release is more interesting. In addition, the cooling time for releasing the target skills next time can be reduced by releasing the skills, so that the participation interests of the user can be better improved.
In one possible implementation manner, the responding to the target skill superposition release process that the superposition release time matches the beat of the target music, reduces the cooling time of next releasing the target skill after the target state is ended, and includes:
and in response to the time that the release time continuously matches the beat of the target music exceeds a first preset threshold value in the target skill superposition release process, reducing the cooling time of releasing the target skill next time after the target state is ended.
In the embodiment of the disclosure, the cooling time for releasing the target skills next time is reduced only when the time of releasing is continuously matched with the beat of the target music for times exceeding the first preset threshold, so that the interest points of the user can be further stimulated, and the participation interests of the user are improved.
In a possible implementation manner, the reduction amplitude of the cooling time is positively correlated with the number of continuous matching times, so that the interest of the user in overlaying and releasing skills can be further stimulated, and the interest of the user is improved.
In one possible embodiment, the method further comprises:
And in response to matching of the superposition release time with the beat of the target music in the superposition release process of the target skills, increasing the superposition release times corresponding to the target skills in the target state.
In the embodiment of the disclosure, when the time of overlapping and releasing the target skill is matched with the beat of the target music, the overlapping and releasing times corresponding to the target skill in the target state can be increased, so that the interest point of the user can be improved from another angle, and the participation interest of the user is further improved.
In a possible implementation manner, in the response to the matching of the time of the superposition release with the beat of the target music in the superposition release process of the target skill, increasing the superposition release times corresponding to the target skill in the target state includes:
and in response to the time of continuous matching of the release time and the beat of the target music exceeding a second preset threshold value in the target skill superposition release process, increasing the superposition release time corresponding to the target skill in the target state.
In the embodiment of the disclosure, the overlapping release times corresponding to the target skills in the target state are increased only when the release time continuously matches the beat of the target music by more than a second preset threshold, so that the operation difficulty can be improved, and the interest of the user in overlapping the release target skills is further stimulated.
In one possible embodiment, the method further comprises:
and responding to the matching of the time of the superposition release and the beat of the target music in the superposition release process of the target skills, and increasing the skill effect of the current release of the target skills. In this way, the interest of the user in superimposing and releasing the skills can be stimulated from the viewpoint of improving the skill effect, and the interest of the user in participating in the game can be improved from multiple aspects.
In one possible embodiment, the method further comprises:
and in response to the time of continuous matching of the release time and the beat of the target music exceeding a third preset threshold value in the target skill superposition release process, increasing the skill effect of the virtual object for releasing other skills. Therefore, the rhythmicity of the user on the target skill operation in the target state can be further stimulated, so that the interest of the game is enhanced.
In one possible embodiment, the method further comprises:
and in the target state, generating a rhythm prompt sign based on the rhythm of the target music so as to prompt a user to release the target skill in the corresponding beat. Therefore, the target skill is prompted to be released by the user in a mode of generating the rhythm prompt, and the accuracy of target skill release hit beats can be improved.
In one possible embodiment, the method further comprises:
in the target state, responding to matching of the time of superposition release and the beat of the target music in the superposition release process of the target skill, and generating a corresponding first mark; and/or the number of the groups of groups,
and in the target state, responding to the fact that the time of superposition release is not matched with the beat of the target music in the superposition release process of the target skills, and generating a corresponding second mark.
In the embodiment of the disclosure, whether the beat is hit or not is prompted by generating the first mark and the second mark, so that the user can be intuitively prompted on the number of times of hit and the number of times of miss beat in the process of overlapping and releasing.
In one possible embodiment, the method further comprises:
and after the target state is ended, controlling the first identifier and/or the second identifier to restore to the initial state. Thus, the next time the target state is entered, a new identifier is generated to prompt the user.
The embodiment of the disclosure provides a skill control device for a virtual object, which comprises:
the object display module is used for displaying the virtual object and at least one skill control corresponding to the virtual object, and each skill control is used for releasing corresponding skill after triggering;
The skill releasing module is used for responding to the triggering operation of the target skill control and controlling the virtual object to release the target skill;
the state control module is used for responding to the target skill release to meet a preset condition, controlling the virtual object to enter a target state and playing target music with a preset rhythm; in the target state, the target skill corresponds to preset superposition release times;
and the target adjustment module is used for responding to the matching of the superposition release time and the beat of the target music in the superposition release process of the target skills, and reducing the cooling time for releasing the target skills next time after the target state is ended.
In one possible implementation manner, the target adjustment module is specifically configured to:
and in response to the time that the release time continuously matches the beat of the target music exceeds a first preset threshold value in the target skill superposition release process, reducing the cooling time of releasing the target skill next time after the target state is ended.
In one possible embodiment, the magnitude of the decrease in cooling time is positively correlated with the number of consecutive matches.
In one possible implementation, the target adjustment module is further configured to:
And in response to matching of the superposition release time with the beat of the target music in the superposition release process of the target skills, increasing the superposition release times corresponding to the target skills in the target state.
In a possible implementation manner, the target adjustment module is further specifically configured to:
and in response to the time of continuous matching of the release time and the beat of the target music exceeding a second preset threshold value in the target skill superposition release process, increasing the superposition release time corresponding to the target skill in the target state.
In one possible implementation, the target adjustment module is further configured to:
and responding to the matching of the time of the superposition release and the beat of the target music in the superposition release process of the target skills, and increasing the skill effect of the current release of the target skills.
In one possible implementation, the target adjustment module is further configured to:
and in response to the time of continuous matching of the release time and the beat of the target music exceeding a third preset threshold value in the target skill superposition release process, increasing the skill effect of the virtual object for releasing other skills.
In a possible implementation manner, the object display module is further configured to:
And in the target state, generating a rhythm prompt sign based on the rhythm of the target music so as to prompt a user to release the target skill in the corresponding beat.
In a possible implementation manner, the object display module is further configured to:
in the target state, responding to matching of the time of superposition release and the beat of the target music in the superposition release process of the target skill, and generating a corresponding first mark; and/or the number of the groups of groups,
and in the target state, responding to the fact that the time of superposition release is not matched with the beat of the target music in the superposition release process of the target skills, and generating a corresponding second mark.
In a possible implementation manner, the object display module is further configured to:
and after the target state is ended, controlling the first identifier and/or the second identifier to restore to the initial state.
The embodiment of the disclosure provides an electronic device, comprising: the system comprises a processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, the processor and the memory are communicated through the bus when the electronic device runs, and the machine-readable instructions are executed by the processor to execute the skill control method of the virtual object in any embodiment.
The disclosed embodiments provide a computer readable storage medium having a computer program stored thereon, which when executed by a processor performs the skill control method of a virtual object described in any of the above embodiments.
The foregoing objects, features and advantages of the disclosure will be more readily apparent from the following detailed description of the preferred embodiments taken in conjunction with the accompanying drawings.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the drawings required for the embodiments are briefly described below, which are incorporated in and constitute a part of the specification, these drawings showing embodiments consistent with the present disclosure and together with the description serve to illustrate the technical solutions of the present disclosure. It is to be understood that the following drawings illustrate only certain embodiments of the present disclosure and are therefore not to be considered limiting of its scope, for the person of ordinary skill in the art may admit to other equally relevant drawings without inventive effort.
FIG. 1 illustrates a schematic diagram of an execution body of a skill control method for a virtual object provided by some embodiments of the present disclosure;
FIG. 2 illustrates a flow chart of a method of skill control of a virtual object provided by some embodiments of the present disclosure;
FIG. 3 illustrates a schematic diagram of a game screen provided by some embodiments of the present disclosure;
FIG. 4 illustrates a schematic diagram of another game screen provided by some embodiments of the present disclosure;
FIG. 5 illustrates a schematic diagram of yet another game screen provided by some embodiments of the present disclosure;
FIG. 6 illustrates a schematic diagram of a skill control apparatus for virtual objects provided by some embodiments of the present disclosure;
fig. 7 illustrates a schematic diagram of an electronic device provided by some embodiments of the present disclosure.
Detailed Description
For the purposes of making 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 clearly and completely described below with reference to the drawings in the embodiments of the present disclosure, and it is apparent that the described embodiments are only some embodiments of the present disclosure, but not all embodiments. The components of the embodiments of the present disclosure, which are generally described and illustrated in the figures herein, may be arranged and designed in a wide variety of different configurations. Thus, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the disclosure, as claimed, but is merely representative of selected embodiments of the disclosure. All other embodiments, which can be made by those skilled in the art based on the embodiments of this disclosure without making any inventive effort, are intended to be within the scope of this disclosure.
It should be noted that: like reference numerals and letters denote like items in the following figures, and thus once an item is defined in one figure, no further definition or explanation thereof is necessary in the following figures.
The term "and/or" is used herein to describe only one relationship, meaning that there may be three relationships, e.g., a and/or B, which may mean: a exists alone, A and B exist together, 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 rapid development of computer technology and popularization of wireless networks, entertainment activities that people can play through electronic devices, such as playing various network games through terminal devices, are becoming more and more abundant. The network game takes the Internet as a medium, and performs information interaction through data intercommunication between a client on the electronic equipment and a background server, so as to complete dynamic information transfer between the client and the background server and between the client and the client, thereby achieving an entertainment mode with entertainment and communication effects.
It has been found that competitive games are favored by many users due to the team combat involving multiple people. At present, in the related game, a user can control a character to release corresponding skills by triggering a skill control in the combat process so as to complete corresponding combat tasks. However, although this method can realize the release of skill, the skill release method is single, and the interest of the game is reduced.
Based on the above study, the disclosure provides a skill control method for a virtual object, which can control the virtual object to release target skill under the condition that a skill control of the target skill is triggered, and control the virtual object to enter a target state and play target music with a preset rhythm in response to the target skill release meeting a preset condition; in the target state, the target skill corresponds to preset superposition release times; and then, responding to the matching of the time of the superposition release and the beat of the target music in the superposition release process of the target skills, and reducing the cooling time of next release of the target skills after the target state is ended. Therefore, not only is a mechanism for releasing target skills increased to realize continuous release, but also the skill release is combined with the rhythm of music, so that the skill release is more interesting. In addition, the cooling time for releasing the target skills next time can be reduced by releasing the skills, so that the participation interests of the user can be better improved.
For the convenience of understanding the present embodiment, first, an execution body of a skill control method for a virtual object provided in the embodiment of the present disclosure will be described in detail. Specifically, referring to fig. 1, the subject of execution of the skill control method of 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, which may be the smart phone 10, the desktop computer 20, the notebook computer 30, etc. shown in fig. 1, or may be a smart watch, a tablet computer, a vehicle-mounted device, a VR (Virtual Reality)/AR (augmented Reality ) device, etc. not shown in fig. 1, without limitation.
The method may also be applied to the server 40 or may be applied in 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 services, cloud databases, cloud computing, cloud storage, big data, artificial intelligence platforms, and the like.
In some embodiments, the server 40 may communicate with the smart phone 10, the desktop computer 20, and the notebook computer 30 via the network 50. The network 50 may include various connection types, such as wired, wireless communication links, or fiber optic cables, among others.
Illustratively, taking a cloud game as an example, in the 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 functions of terminal equipment are used for receiving and transmitting data and presenting a game picture. When playing the game, the 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, codes and compresses data such as game pictures and the like, returns the data to the terminal device through a network, and finally decodes the data through the terminal device and outputs the game pictures.
In an alternative embodiment, the terminal device is used to interact with the player via a graphical user interface when the game is running on the terminal device, i.e. the game program is conventionally downloaded and installed via the terminal device and run. 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 by holographic projection. By way of example, the terminal device may include a display screen for presenting a graphical user interface including game visuals, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen. That is, the skill control method of the virtual object may be implemented by a processor invoking computer readable instructions stored in a memory.
The following describes a method for controlling skills of a virtual object according to an embodiment of the present application in detail with reference to the accompanying drawings. Referring to fig. 2, a flowchart of a method for controlling skills of a virtual object according to an embodiment of the present disclosure is shown, where the method for controlling skills of a virtual object includes the following steps S101 to S104:
s101, displaying the virtual object and at least one skill control corresponding to the virtual object, wherein each skill control is used for releasing the corresponding skill after triggering.
Referring to fig. 3, a schematic diagram of a game screen according to an embodiment of the disclosure is shown. The game screen includes a virtual object 10a, a normal attack control 10b corresponding to the virtual object 10a, and a plurality of skill controls 10c. In some embodiments, virtual object 10a may exist in a virtual scene, referring to a dynamic object that may be controlled in the virtual scene.
Optionally, the virtual scene is a scene for controlling the virtual object by the player to complete game logic, and the virtual scene may be a simulation environment for the real world, or a semi-simulation and semi-fictional virtual environment, or a pure fictional virtual environment. The virtual environment may be sky, land, sea, etc., wherein the land includes environmental elements such as deserts, cities, etc. Further, 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 2D or 3D MOBA game or a DNF (Dungeon filter, city and warrior) type game, the virtual scene is a 2D or 3D terrain scene for a virtual object to fight, for example, the virtual scene may include: mountain, line, river, underground city, copy, etc. elements of the canyon style.
Alternatively, the virtual object 10a may be a virtual character, a virtual animal, a cartoon character, or the like. The virtual object is a character that a user (also called a player) controls through an input device. In one possible implementation, the user can control the virtual object 10a to move in the virtual scene, e.g., control the virtual object 10a to run, jump, crawl, etc., and also control the virtual object 10a to fight other virtual objects using skills, virtual props, etc., provided by the application.
Optionally, a common attack control 10b and a plurality of skill controls 10c may be displayed over the virtual scene. The player can control the virtual object 10a to launch an attack through the common attack control 10b, or control the virtual object 10a to release the corresponding skill through the skill control 10 c. For example, if the skill 1 control is triggered, controlling the virtual object 10a to release skill 1; if the skill 2 control is triggered, the virtual object 10a is controlled to release skill 2.
A skill, among other things, can be understood as an operation that a virtual object (character) in a game triggers to achieve a certain offensive force, to achieve a certain specific function, or to achieve a certain specific effect. For example, skills in a game can be divided into a plurality of types of attack, defense, control and the like, each type of skill can comprise a plurality of specific skills, for example, attack skills can comprise boxing, kicking and the like; defensive skills may include skill such as blocking, tumbling, etc.; control skills may include skills such as sizing, freezing, and the like. In different games, skills 1, 2, n, etc. can be set according to actual needs.
S102, responding to triggering operation of a target skill control, and controlling the virtual object to release target skills.
Illustratively, in the case where the target skill is skill 2, the virtual object 10a may be controlled to release skill 2 in response to a triggering operation for the skill 2 control. Of course, in other embodiments, the target skill may be any other skill, and is not limited herein.
When the terminal device is a touch device, the triggering operation includes, but is not limited to, a single click operation, a double click operation, a long press operation, a sliding operation, and the like; when the terminal device is configured with a mouse and a keyboard, for example, when the terminal device is a desktop computer or a notebook computer, the triggering operation may also be a triggering operation input by the player through the mouse or the keyboard, which is not particularly limited in the embodiment of the present application.
S103, responding to the target skill release meeting a preset condition, controlling the virtual object to enter a target state and playing target music with a preset rhythm; and in the target state, the target skill corresponds to preset superposition release times.
Illustratively, the target skill release meeting the preset condition may be that the released target skill hits an enemy, or that the released target skill hits other target objects, which may be specific targets (such as monster) in the virtual scene, or may be objects generated by other skills (such as stones generated by skill 1 release), which is not limited herein.
In the case that the target skill release satisfies the preset condition and satisfies the preset condition, the virtual object may be controlled to enter the target state and play target music with a preset tempo, for example, four beats of target music with BPM (Beat Per Minute) of 240 may be played. In addition, the rhythm of the target music may be determined according to the actual requirement, for example, the rhythm may be a weak-strong rule, a strong-weak-strong-weak rule, or a strong-weak rule.
In this target state, the release target skill may be superimposed, and release of the target skill has no cooling time when the number of superimposed times is not full. The preset stacking release times may be set according to actual requirements, for example, the stacking release times may be 5 times, 4 times, 7 times, and the like, which are not limited herein.
And S104, responding to the matching of the superposition release time and the beat of the target music in the superposition release process of the target skills, and reducing the cooling time for releasing the target skills next time after the target state is ended.
Illustratively, the cycle is performed in units of 1 second and the rhythm of the law of weak-strong in every second is described as an example, if the target skill is released for the first 750 milliseconds (three weak beats) in 1 second, the timing of release of the target skill is regarded as not matching the beat of the target music, and if the target skill is released for the last 250 milliseconds (strong beats) in 1 second, the timing of release of the target skill is regarded as matching the beat of the target music, that is, the target skill release beat.
Specifically, in the process of continuously releasing the target skills, if the time of releasing the skills is matched with the beat of the target music, the target skills are explained to release the beat, so that the cooling time (Cool Down, CD) for releasing the target skills next time after the target state is ended can be reduced as a reward for the beat. For example, if the target skill cooling time is 5 seconds, it may be reduced to 4 seconds or 3 seconds.
Wherein the cooling time is set to limit the number of times the skill is used by the player in a period of time. For example, if the cooling time of the target skill is 5 seconds, the target skill cannot be used within the next 5 seconds after the target skill is used, and can be reused after 5 seconds in normal cases. In the target state, if the stacking release times are 5 times, 5 times of target skills can be continuously released, no cooling time exists in the 5 times of stacking release times, and after the target state is finished, namely, after the stacking release times are used, the target skills can be reused after the cooling time is 5 seconds.
In the embodiment of the disclosure, when the target skill release meets the preset condition, the virtual object can be controlled to enter a target state and play target music, the target skill can be overlapped and released in the target state, and when the time of overlapped and released is matched with the beat of the target music, the cooling time for releasing the target skill next time can be reduced. Therefore, not only is a mechanism for releasing target skills increased to realize continuous release, but also the skill release is combined with the rhythm of music, so that the skill release is more interesting. In addition, the cooling time for releasing the target skills next time can be reduced by releasing the skills, so that the participation interests of the user can be better improved.
In some embodiments, in response to the target skill overlay release process, the time of the overlay release matches the beat of the target music, and reducing the cooling time for next release of the target skill after the target state is over may include: and in response to the time that the release time continuously matches the beat of the target music exceeds a first preset threshold value in the target skill superposition release process, reducing the cooling time of releasing the target skill next time after the target state is ended. That is, only when the time of release and the number of times of continuous matching of the beats of the target music exceed the first preset threshold, the cooling time for releasing the target skills next time is reduced, and the user participation degree can be further improved through the increased difficulty of the game.
The first preset threshold value is smaller than or equal to the superposition release times. Specifically, the first preset threshold may be set according to actual requirements, for example, if beat matching is difficult, a smaller first preset threshold may be set, and if beat matching is easy, a larger first preset threshold may be set.
Optionally, the magnitude of the decrease in cooling time is positively correlated with the number of consecutive matches. That is, the greater the number of consecutive matches, the greater the magnitude of the decrease in cooling time. For example, if 2 times of matching are consecutively performed, the cooling time is reduced by 1 second, and if 3 times of matching are consecutively performed, the cooling time is reduced by 2 seconds. Therefore, the interest of the user in overlaying and releasing skills can be further stimulated, and the interest of the user is improved.
In a possible implementation manner, in order to further improve the participation interests of the user and realize diversity of rewards, in the process of stacking and releasing the target skills, if the stacking and releasing time is matched with the beat of the target music, the stacking and releasing times corresponding to the target skills in the target state can be increased. For example, if the original preset stacking release number is 5 times, the stacking release number may be increased to 6 times, 7 times or 8 times, and the relationship between the specific increasing amplitude and the matching number is not limited. For example, the same number of times (such as 1 time) can be added for each matching; the number of matches may be increased more and more, for example, if the number of matches is increased 1 for the first time, 2 times for the second time, and 4 times for the third time.
Optionally, in order to improve the difficulty of the operation, further excite the user's interest, in the process of stacking and releasing the target skill, the stacking and releasing times corresponding to the target skill in the target state may be increased if the time of releasing is continuously matched with the beat of the target music beyond a second preset threshold. That is, in this embodiment, the number of superimposed releases corresponding to the target skill in the target state can be increased only when the number of times the release timing is continuously matched with the tempo of the target music exceeds the second preset threshold. The second preset threshold may be the same as or different from the first preset threshold, and is not limited herein.
Optionally, the method may further include: and responding to the matching of the time of the superposition release and the beat of the target music in the superposition release process of the target skills, and increasing the skill effect of the current release of the target skills. The step of adding the skill effect of releasing the target skill at this time can be to add the injury value of releasing the target skill at this time, or to add other skill effects on the basis of the original skill effect, such as making enemy dizziness or keeping the enemy in place for a few seconds. Therefore, the interest of the user in overlaying and releasing the skills can be stimulated from the angle of improving the skill effect, and the user participation degree is improved from multiple aspects.
Still alternatively, the method may further include: and in response to the time of continuous matching of the release time and the beat of the target music exceeding a third preset threshold value in the target skill superposition release process, increasing the skill effect of the virtual object for releasing other skills. The third preset threshold may be the same as or different from the first preset threshold and the second preset threshold, which is not specifically limited herein. The skill effect is similar to that of the previous embodiment, and will not be described again.
Furthermore, it should be noted that other skills refer to other skills than the target skills, and other skills may include general attacks and general skills. For example, if the number of times that the time of release continuously matches with the beat of the target music exceeds the third preset threshold in the target skill stacking release process, the skill effect of the common attack can be increased when the common attack behavior is launched after the target state is ended, so that the user can be further stimulated to control the operation rhythm of the target skill in the target state, and the interest of the game is further enhanced.
It can be appreciated that if the target skill hits the beat of the target music in the stacking and releasing process, other additional effects, such as improving the richness or rhythm sense of the target music, can be added, so as to bring more fun to the user.
For example, referring to fig. 4, in the target state, a tempo prompt 10d may also be generated based on the tempo of the target music to prompt the user to release the target skill at the corresponding beat. Taking the foregoing cycle rhythm of 1 second as an example, a rhythm indicator 10d is generated every 250 milliseconds, so 4 rhythm indicators are generated at intervals within 1 second, and the user releases the target skill while (or within the vicinity of) generating the 4 th rhythm indicator (strong rhythm), so that the release time of the target skill can be matched with the beat of the target music, and thus, the user is prompted to release the target skill by generating the rhythm indicator, and the accuracy of target skill release hit beat can be improved.
It should be noted that, in the embodiment of the present disclosure, the presentation style of the tempo prompt is not limited, and for example, a specific geometric shape may be used, and an animal and plant pattern may be used, so long as the prompt effect can be played for the user.
In some embodiments, referring to fig. 5, in the target state, in response to matching, in the target skill overlay release process, the time of the overlay release with the beat of the target music, a corresponding first identifier 20a may be generated to prompt the user that the target skill release hits the beat of the target music; and/or in the target state, in response to that the time of superposition release is not matched with the beat of the target music in the target skill superposition release process, generating a corresponding second identifier 20b to prompt the user that the target skill release is not hit in the beat of the target music.
The second mark 20b is different from the first mark 20a in pattern content, so that the user can be intuitively prompted through the first mark 20a and the second mark 20b to release the number of beats in the middle and the number of beats in the middle of the target skill in the process of superposition release. Specifically, as shown in fig. 5, if there are 3 first markers 20a and 2 second markers 20b, it may be determined that there are 3 beats and 2 beats without beats in the process of superimposing and releasing 5 target skills.
The display forms of the first identifier 20a and the second identifier 20b are not limited, for example, as shown in fig. 5, the corresponding identifier may be generated after each time of releasing the target skill, and the identifier is continuously displayed until the target state is over, so that the user can intuitively know the accumulated number of beats in the middle and the accumulated number of beats not in the middle when the target state is over. Of course, it is also possible to present the first logo 20a in the form of a flash, for example, in case the target skill release is adapted to the tempo of the target music, but after a preset time (e.g. 1 second) the first logo 20a will disappear. Under the display form, in order to improve the visual experience of a user when beating, a large and vivid mark can be generated, for example, the mark can be an animal head portrait, and the mark can be also matched with corresponding sound to prompt.
Alternatively, the first identifier 20a and/or the second identifier 20b may be generated by a process that is not available, for example, the first identifier 20a and/or the second identifier 20b are added to a certain area of the game screen; the first identifier 20a and/or the second identifier 20b may be generated by changing the presentation style based on a preset basic identifier, for example, the basic identifiers corresponding to the first identifier 20a and the second identifier 20b may be displayed on the game screen in advance, and then the color (such as the lighting effect) of the corresponding identifiers may be changed in the case of a hit or a miss.
Thus, in one possible embodiment, in order to facilitate regeneration of the identifier for prompting the user when the target state is next entered, the first identifier 20a and/or the second identifier 20b may be further controlled to return to the initial state after the target state is ended.
In addition, the display position of the first mark 20a and/or the second mark 20b is not particularly limited. For example, the display may be fixed in a preset area (upper left in fig. 5) of the game screen; the display may also be made based on the location of the virtual object 10 a. Specifically, the display may be performed within a preset range centered on the virtual object 10a and always maintain a relative positional relationship with the virtual object 10a, that is, in the vicinity of the virtual object 10a (e.g., under the state bar of the virtual object 10 a) and may move with the virtual object 10 a.
In the embodiment of the disclosure, the music rhythm and the skill release are combined, so that the interestingness of the skill release operation is improved, and in addition, various additional effects are realized by whether the skill release beats or not, such as the reduction of cooling time, the increase of the stacking release times, the increase of the skill effect and the like, so that the participation interests of users can be improved.
It will be appreciated by those skilled in the art that in the above-described method of the specific embodiments, the written order of steps is not meant to imply a strict order of execution but rather should be construed according to the function and possibly inherent logic of the steps.
Based on the same technical concept, the embodiments of the present disclosure further provide a skill control device for a virtual object corresponding to a skill control method for a virtual object, and since the principle of solving the problem by the device in the embodiments of the present disclosure is similar to that of the skill control method for the virtual object in the embodiments of the present disclosure, implementation of the device may refer to implementation of the method, and repeated parts will not be repeated.
Referring to fig. 6, a schematic diagram of a virtual object skill control apparatus 600 according to an embodiment of the disclosure is provided, where the apparatus includes:
The object display module 601 is configured to display a virtual object and at least one skill control corresponding to the virtual object, where each skill control is configured to release a corresponding skill after triggering;
a skill release module 602, configured to control the virtual object to release a target skill in response to a trigger operation of a target skill control;
a state control module 603, configured to control the virtual object to enter a target state and play target music with a preset rhythm in response to the target skill release meeting a preset condition; in the target state, the target skill corresponds to preset superposition release times;
and the target adjustment module 604 is configured to reduce a cooling time for releasing the target skill next after the target state is ended in response to the time of the superposition release matching the beat of the target music in the superposition release process of the target skill.
In one possible implementation, the target adjustment module 604 is specifically configured to:
and in response to the time that the release time continuously matches the beat of the target music exceeds a first preset threshold value in the target skill superposition release process, reducing the cooling time of releasing the target skill next time after the target state is ended.
In one possible embodiment, the magnitude of the decrease in cooling time is positively correlated with the number of consecutive matches.
In one possible implementation, the target adjustment module 604 is further configured to:
and in response to matching of the superposition release time with the beat of the target music in the superposition release process of the target skills, increasing the superposition release times corresponding to the target skills in the target state.
In one possible implementation, the target adjustment module 604 is further specifically configured to:
and in response to the time of continuous matching of the release time and the beat of the target music exceeding a second preset threshold value in the target skill superposition release process, increasing the superposition release time corresponding to the target skill in the target state.
In one possible implementation, the target adjustment module 604 is further configured to:
and responding to the matching of the time of the superposition release and the beat of the target music in the superposition release process of the target skills, and increasing the skill effect of the current release of the target skills.
In one possible implementation, the target adjustment module 604 is further configured to:
and in response to the time of continuous matching of the release time and the beat of the target music exceeding a third preset threshold value in the target skill superposition release process, increasing the skill effect of the virtual object for releasing other skills.
In a possible implementation, the object display module 601 is further configured to:
and in the target state, generating a rhythm prompt sign based on the rhythm of the target music so as to prompt a user to release the target skill in the corresponding beat.
In a possible implementation, the object display module 601 is further configured to:
in the target state, responding to matching of the time of superposition release and the beat of the target music in the superposition release process of the target skill, and generating a corresponding first mark; and/or the number of the groups of groups,
and in the target state, responding to the fact that the time of superposition release is not matched with the beat of the target music in the superposition release process of the target skills, and generating a corresponding second mark.
In a possible implementation, the object display module 601 is further configured to:
and after the target state is ended, controlling the first identifier and/or the second identifier to restore to the initial state.
The process flow of each module in the apparatus and the interaction flow between the modules may be described with reference to the related descriptions in the above method embodiments, which are not described in detail herein.
Based on the same technical concept, the embodiment of the disclosure also provides electronic equipment. Referring to fig. 7, a schematic structural diagram of an electronic device 700 according to an embodiment of the disclosure includes a processor 701, a memory 702, and a bus 703. The memory 702 is configured to store execution instructions, including a memory 7021 and an external memory 7022; the memory 7021 is also referred to as an internal memory, and is used for temporarily storing 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 the embodiment of the present application, the memory 702 is specifically configured to store application program codes for executing the solution of the present application, and the processor 701 controls the execution. That is, when the electronic device 700 is in operation, communication between the processor 701 and the memory 702 via the bus 703 causes the processor 701 to execute the application code stored in the memory 702, thereby performing the methods described in any of the previous embodiments.
The Memory 702 may be, but is not limited to, random access Memory (Random Access Memory, RAM), read Only Memory (ROM), programmable Read Only Memory (Programmable Read-Only Memory, PROM), erasable Read Only Memory (Erasable Programmable Read-Only Memory, EPROM), electrically erasable Read Only Memory (Electric Erasable Programmable Read-Only Memory, EEPROM), etc.
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 (Central Processing Unit, CPU), a network processor (Network Processor, NP), etc.; but also Digital Signal Processors (DSPs), application Specific Integrated Circuits (ASICs), field Programmable Gate Arrays (FPGAs) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. The disclosed methods, steps, and logic blocks 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 structure illustrated in the embodiments of the present application does not constitute a specific limitation on the electronic device 700. In other embodiments of the present application, electronic device 700 may include more or fewer components than shown, or certain components may be combined, or certain components may be split, or different arrangements of components. The illustrated components may be implemented in hardware, software, or a combination of software and hardware.
The disclosed embodiments also provide a computer readable storage medium having stored thereon a computer program which, when executed by a processor, performs the steps of the skill control method of a virtual object in the method embodiments described above. Wherein the storage medium may be a volatile or nonvolatile computer readable storage medium.
The embodiments of the present disclosure further provide a computer program product, where the computer program product carries program code, where instructions included in the program code may be used to perform steps of a skill control method of a virtual object in the foregoing method embodiments, and specifically refer to the foregoing method embodiments and are not described herein in detail.
Wherein the above-mentioned computer program product may be realized in particular by means of hardware, software or a combination thereof. In an alternative embodiment, the computer program product is embodied as a computer storage medium, and in another alternative embodiment, the computer program product is embodied as a software product, such as a software development kit (Software Development Kit, SDK), or the like.
It will be clear to those skilled in the art that, for convenience and brevity of description, specific working procedures of the above-described system and apparatus may refer to corresponding procedures in the foregoing method embodiments, which are not described herein again. In the several embodiments provided in the present disclosure, it should be understood that the disclosed systems, devices, and methods may be implemented in other manners. The above-described apparatus embodiments are merely illustrative, for example, the division of the units is merely a logical function division, and there may be other manners of division in actual implementation, and for example, multiple units or components may be combined or integrated into another system, or some features may be omitted, or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be through some communication interface, device or unit indirect coupling or communication connection, which may be in electrical, mechanical or other form.
The units described as separate units may or may not be physically separate, and units shown as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
In addition, each functional unit in each embodiment of the present disclosure may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in one unit.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a non-volatile computer readable storage medium executable by a processor. Based on such understanding, the technical solution of the present disclosure may be embodied in essence or a part contributing to the prior art or a part of the technical solution, or in the form of a software product stored in a storage medium, including several instructions to cause a computer device (which may be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in the embodiments of the present disclosure. And the aforementioned storage medium includes: various media capable of storing program codes, such as a U disk, a mobile hard disk, a read-only memory, a random access memory, a magnetic disk or an optical disk.
Finally, it should be noted that: the foregoing examples are merely specific embodiments of the present disclosure, and are not intended to limit the scope of the disclosure, but the present disclosure is not limited thereto, and those skilled in the art will appreciate that while the foregoing examples are described in detail, it is not limited to the disclosure: any person skilled in the art, within the technical scope of the disclosure of the present disclosure, may modify or easily conceive changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features thereof; such modifications, changes or substitutions do not depart from the spirit and scope of the technical solutions of the embodiments of the disclosure, and are intended to be included within the scope of the present disclosure. Therefore, the protection scope of the present disclosure shall be subject to the protection scope of the claims.

Claims (13)

1. A skill control method for a virtual object, comprising:
displaying the virtual object and at least one skill control corresponding to the virtual object, wherein each skill control is used for releasing corresponding skill after triggering;
controlling the virtual object to release the target skill in response to the triggering operation of the target skill control;
responding to the target skill release meeting a preset condition, controlling the virtual object to enter a target state and playing target music with a preset rhythm; in the target state, the target skill corresponds to preset superposition release times;
and responding to the matching of the superposition release time and the beat of the target music in the superposition release process of the target skills, and reducing the cooling time for releasing the target skills next time after the target state is ended.
2. The method of claim 1, wherein the responding to the target skill overlay release process that the overlay release time matches the beat of the target music, reducing the cooling time for the next release of the target skill after the target state is over, comprises:
and in response to the time that the release time continuously matches the beat of the target music exceeds a first preset threshold value in the target skill superposition release process, reducing the cooling time of releasing the target skill next time after the target state is ended.
3. The method of claim 2, wherein the magnitude of the decrease in cooling time is positively correlated with the number of consecutive matches.
4. The method according to claim 1, wherein the method further comprises:
and in response to matching of the superposition release time with the beat of the target music in the superposition release process of the target skills, increasing the superposition release times corresponding to the target skills in the target state.
5. The method of claim 4, wherein the responding to the target skill overlay release process that the overlay release time matches the beat of the target music, increasing the overlay release times corresponding to the target skill in the target state, comprises:
and in response to the time of continuous matching of the release time and the beat of the target music exceeding a second preset threshold value in the target skill superposition release process, increasing the superposition release time corresponding to the target skill in the target state.
6. The method according to any one of claims 1-5, further comprising:
and responding to the matching of the time of the superposition release and the beat of the target music in the superposition release process of the target skills, and increasing the skill effect of the current release of the target skills.
7. The method according to any one of claims 1-5, further comprising:
and in response to the time of continuous matching of the release time and the beat of the target music exceeding a third preset threshold value in the target skill superposition release process, increasing the skill effect of the virtual object for releasing other skills.
8. The method according to any one of claims 1-5, further comprising:
and in the target state, generating a rhythm prompt sign based on the rhythm of the target music so as to prompt a user to release the target skill in the corresponding beat.
9. The method according to any one of claims 1-5, further comprising:
in the target state, responding to matching of the time of superposition release and the beat of the target music in the superposition release process of the target skill, and generating a corresponding first mark; and/or the number of the groups of groups,
and in the target state, responding to the fact that the time of superposition release is not matched with the beat of the target music in the superposition release process of the target skills, and generating a corresponding second mark.
10. The method according to claim 9, wherein the method further comprises:
And after the target state is ended, controlling the first identifier and/or the second identifier to restore to the initial state.
11. A skill control apparatus for a virtual object, comprising:
the object display module is used for displaying the virtual object and at least one skill control corresponding to the virtual object, and each skill control is used for releasing corresponding skill after triggering;
the skill releasing module is used for responding to the triggering operation of the target skill control and controlling the virtual object to release the target skill;
the state control module is used for responding to the target skill release to meet a preset condition, controlling the virtual object to enter a target state and playing target music with a preset rhythm; in the target state, the target skill corresponds to preset superposition release times;
and the target adjustment module is used for responding to the matching of the superposition release time and the beat of the target music in the superposition release process of the target skills, and reducing the cooling time for releasing the target skills next time after the target state is ended.
12. 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 in communication over the bus when the electronic device is running, the machine-readable instructions when executed by the processor performing the skill control method of a virtual object as claimed in any one of claims 1-10.
13. A computer readable storage medium, characterized in that the computer readable storage medium has stored thereon a computer program which, when executed by a processor, performs the skill control method of a virtual object according to any of claims 1-10.
CN202211384801.3A 2022-11-07 2022-11-07 Skill control method and device for virtual object, electronic equipment and storage medium Pending CN115999145A (en)

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