CN116870467A - Skill releasing method and device in game and electronic equipment - Google Patents
Skill releasing method and device in game and electronic equipment Download PDFInfo
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- CN116870467A CN116870467A CN202310642719.4A CN202310642719A CN116870467A CN 116870467 A CN116870467 A CN 116870467A CN 202310642719 A CN202310642719 A CN 202310642719A CN 116870467 A CN116870467 A CN 116870467A
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- 238000000034 method Methods 0.000 title claims abstract description 74
- 230000004044 response Effects 0.000 claims abstract description 68
- 238000001816 cooling Methods 0.000 claims description 51
- 230000006399 behavior Effects 0.000 claims description 31
- 230000009471 action Effects 0.000 claims description 23
- 208000027418 Wounds and injury Diseases 0.000 claims description 14
- 230000006378 damage Effects 0.000 claims description 14
- 208000014674 injury Diseases 0.000 claims description 14
- 239000008280 blood Substances 0.000 description 10
- 210000004369 blood Anatomy 0.000 description 10
- 238000011161 development Methods 0.000 description 9
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/822—Strategy games; Role-playing games
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/308—Details of the user interface
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/807—Role playing or strategy games
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Human Computer Interaction (AREA)
- User Interface Of Digital Computer (AREA)
Abstract
The invention provides a skill releasing method, a device and electronic equipment in a game, wherein in response to the first preset condition of the fight behavior of a controlled virtual object controlled by a first terminal device and a target attack object, a target virtual object with a specified skill is determined from game teams to which the controlled virtual object belongs, and a skill reservation control for the specified skill is displayed in a graphical user interface; triggering the skill reservation control and sending a skill reservation request to a second terminal device of the control target virtual object; and responding to the request success information of the skill reservation request, and displaying a skill control corresponding to the designated skill so as to trigger the skill control to release the designated skill through the first terminal equipment. In the mode, when the fight between the controlled virtual object and the target attack object meets the preset condition, the player can borrow the appointed skill to the teammate so as to meet the fight requirement of the controlled virtual object, thereby improving the game winning rate and the game experience of the player.
Description
Technical Field
The present invention relates to the field of interactive game design technologies, and in particular, to a method and an apparatus for releasing skills in a game, and an electronic device.
Background
In a multiplayer online competitive game, when a player character is attacked to leave little blood, teammates belonging to the same game team as the player can rescue the player character by using treatment skills; alternatively, when an opponent character against a player character is attacked to leave little blood volume, the player may defeat the opponent character using defeat skills. When the player has no treatment skills or defeat skills at this time, the player may be helped with a team. However, teammates having a treatment skill or a defeat skill may not see the states of the player character and the opponent character, or the teammates use the corresponding skills in advance to cause the skill to cool, so that the player character is treated or the chance of defeating the opponent character is missed, thereby affecting the game score and the player game experience.
Disclosure of Invention
The invention aims to provide a skill releasing method, a skill releasing device and electronic equipment in a game, so that a player character can reserve appointed skills of teammates in time, and the player character is helped to play a game, thereby being beneficial to improving game achievements and player game experience.
In a first aspect, the present invention provides a method for skill release in a game, where a graphical user interface is provided by a first terminal device; a scene picture of at least part of the game scene is displayed in the graphical user interface; the game scene comprises the following steps: a controlled virtual object controlled by the first terminal device, and a target attack object of the controlled virtual object; the method comprises the following steps: determining a target virtual object with specified skills from game teams to which the controlled virtual object belongs in response to the fight behavior of the controlled virtual object and the target attack object meeting a first preset condition, and displaying a skill reservation control for the specified skills in a graphical user interface; responding to triggering operation aiming at the skill reservation control, and sending a skill reservation request to second terminal equipment of the control target virtual object; responding to the successful request information of the received skill reservation request, and displaying a skill control corresponding to the appointed skill in a graphical user interface; the skill control is used for triggering through the first terminal equipment and releasing the appointed skill.
In a second aspect, the present invention provides a skill release apparatus in a game, providing a graphical user interface through a first terminal device; a scene picture of at least part of the game scene is displayed in the graphical user interface; the game scene comprises the following steps: a controlled virtual object controlled by the first terminal device, and a target attack object of the controlled virtual object; the device comprises: the reservation control display module is used for determining a target virtual object with specified skills from game teams to which the controlled virtual object belongs in response to the fight behavior of the controlled virtual object and the target attack object meeting a first preset condition, and displaying a skill reservation control for the specified skills in the graphical user interface; the reservation request sending module is used for responding to the triggering operation of the skill reservation control and sending a skill reservation request to the second terminal equipment of the control target virtual object; the skill control display module is used for responding to the successful request information of the skill reservation request and displaying a skill control corresponding to the appointed skill in the graphical user interface; the skill control is used for triggering through the first terminal equipment and releasing the appointed skill.
In a third aspect, the present invention provides an electronic device comprising a processor and a memory storing machine executable instructions executable by the processor to implement the skill release method in a game described above.
In a fourth aspect, the present invention provides a computer-readable storage medium storing computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the skill release method in a game described above.
The embodiment of the invention has the following beneficial effects:
the invention provides a skill release method, a device and an electronic device in a game, wherein the skill release method, the device and the electronic device are characterized in that firstly, a target virtual object with specified skill is determined from a game team to which a controlled virtual object belongs in response to the first preset condition of the fight behavior of the controlled virtual object and the target attack object controlled by a first terminal device, a skill reservation control for the specified skill is displayed in a graphical user interface of the first terminal device, the skill reservation control is triggered, and a skill reservation request is sent to a second terminal device for controlling the target virtual object; and then, responding to the request success information of the skill reservation request, and displaying a skill control corresponding to the appointed skill in the first terminal equipment, wherein the skill control is used for triggering through the first terminal equipment and releasing the appointed skill. In the mode, when the fight between the controlled virtual object and the target attack object meets the preset condition, the player can borrow the appointed skill to the teammate, and the fight requirement of the controlled virtual object is met, so that the game winning rate and the game experience of the player are improved.
Additional features and advantages of the invention will be set forth in the description which follows, or in part will be obvious from the description, or may be learned by practice of the invention.
In order to make the above objects, features and advantages of the present invention more comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings that are needed in the description of the embodiments or the prior art will be briefly described, and it is obvious that the drawings in the description below are some embodiments of the present invention, and other drawings can be obtained according to the drawings without inventive effort for a person skilled in the art.
FIG. 1 is a flow chart of a method for skill release in a game according to an embodiment of the present invention;
FIG. 2 is a flow chart of another method of skill release in a game provided by an embodiment of the present invention;
FIG. 3 is a flow chart of another method of skill release in a game provided by an embodiment of the present invention;
FIG. 4 is a schematic diagram of a skill release device in a game according to an embodiment of the present invention;
fig. 5 is a schematic structural diagram of an electronic device according to an embodiment of the present invention.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the embodiments of the present invention more apparent, the technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present invention, and it is apparent that the described embodiments are some embodiments of the present invention, but not all embodiments of the present invention. The components of the embodiments of the present invention 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 invention, as presented in the figures, is not intended to limit the scope of the invention, as claimed, but is merely representative of selected embodiments of the invention. All other embodiments, which can be made by those skilled in the art based on the embodiments of the invention without making any inventive effort, are intended to be within the scope of the invention.
In a multiplayer online competitive game, when a player character is attacked to leave little blood, teammates belonging to the same game team as the player can rescue the player character by using treatment skills; alternatively, when an opponent character against a player character is attacked to leave little blood volume, the player may defeat the opponent character using defeat skills. When the player has no treatment skills or defeat skills at this time, the player may be helped with a team. However, teammates having a treatment skill or a defeat skill may not see the states of the player character and the opponent character, or use the corresponding skills in advance to cause the skill to cool, so that the chance that the player character is treated or defeated is missed, thereby affecting the game score and the game experience of the player.
Based on the above problems, the embodiments of the present invention provide a method, an apparatus, and an electronic device for skill release in a game, where the technology may be applied to a game fight scene, especially a skill release scene when a player character is attacked to leave only little blood volume or an opponent character fighted with the player character is attacked to leave only little blood volume.
The method of skill release in a game in one embodiment of the present disclosure may be run on a local terminal device or a server. When a team adjustment method in a game is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system comprises a server and a client device.
In an alternative embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud game. Taking cloud game as an example, cloud game refers to a game mode based on cloud computing. In the running mode of the cloud game, a running main body of the game program and a game picture presentation main body are separated, the storage and running of the skill release method in the game are completed on a cloud game server, and the function of a client device is used for receiving and sending data and presenting the game picture, for example, the client device can be a display device with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; but the cloud game server which performs information processing is a cloud. When playing a game, a player operates the client 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 client device through a network, and finally decodes the data through the client device and outputs the game pictures.
In an alternative embodiment, taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used for interacting with the player through the graphical user interface, namely, conventionally downloading and installing the game program through the electronic device and running. The manner in which the local 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, or provided to the player by holographic projection. For example, the local 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.
In a possible implementation manner, the embodiment of the present invention provides a method for releasing skills in a game, and a graphical user interface is provided through a terminal device, where the terminal device may be the aforementioned local terminal device or the aforementioned client device in the cloud interaction system. A scene picture of at least part of the game scene is displayed in the graphical user interface; the game scene comprises the following steps: a controlled virtual object controlled by the first terminal device, and a target attack object of the controlled virtual object; as shown in fig. 1, the method comprises the following specific steps:
Step S102, in response to the fight behavior of the controlled virtual object and the target attack object meeting the first preset condition, determining the target virtual object with the specified skill from the game team to which the controlled virtual object belongs, and displaying a skill reservation control for the specified skill in a graphical user interface.
In a specific implementation, a player may control a controlled virtual object through a first terminal device, where the controlled virtual object is a game character in a target game, and the target game is typically a multiplayer game. The target attack object may be an opponent character belonging to a different game team from the controlled virtual object, or may be a monster or a non-player character in the target game. The fight behavior of the controlled virtual object and the target attack object may include, but is not limited to: the distance value between the controlled virtual object and the target attack object, the condition that the controlled virtual object is attacked by the target attack object, the condition that the target attack object is attacked by the controlled virtual object, and the like.
The first preset condition may be determined according to the development requirement, and is not specifically limited herein. For example, the first preset condition may be that the distance between the controlled virtual object and the target attack object is smaller than a preset distance threshold, or that the skill of the controlled virtual object hits the target attack object, or that the skill of the target attack object hits the controlled virtual object, or the like. When the fight behavior of the controlled virtual object and the target attack object meets a first preset condition, the target virtual object with specified skills is determined from the game team to which the controlled virtual object belongs. The specific skills include what skills can be determined according to the development requirements, for example, the specific skills can be the skills of which the disregard distance can directly act on teammates or attack objects, and the skills can be treatment skills or defeat skills.
When the controlled object is in the target attack object, the combat behavior of the controlled object meets the first preset condition, and the target virtual object with the specified skill exists in the game team to which the controlled virtual object belongs, a skill reservation control is displayed in the graphical user interface, and the skill reservation control is used for reserving or borrowing the specified skill owned by the target virtual object. The skill reservation control may be displayed at a designated location of a graphical user interface provided by the first terminal device, where the designated location may be a location in the graphical user interface where no other controls are displayed, or may be a fixed location in the graphical user interface.
And step S104, responding to the triggering operation of the skill reservation control, and sending a skill reservation request to the second terminal equipment of the control target virtual object.
The triggering operation for the skill reservation control can be determined according to the research and development requirements, and the triggering operation can be click operation, long-press operation or sliding operation of a player on the skill reservation control. After the player triggers the skill reservation control, the first terminal device sends a skill reservation request to the second terminal device of the control target virtual object.
After receiving the skill reservation request, the second terminal device may choose to accept the skill reservation request or may choose not to accept the skill reservation request. If the target virtual object accepts the skill reservation request, the second terminal device sends request success information of the skill reservation request to the first terminal device; if the target virtual object does not accept the skill reservation request, the second terminal device sends request failure information of the skill reservation request to the first terminal device, and at this time, the request failure information can be displayed in a graphical user interface provided by the first terminal device so as to prompt the player that the skill reservation request fails.
Step S106, responding to the successful request information of the received skill reservation request, and displaying a skill control corresponding to the appointed skill in the graphical user interface; the skill control is used for triggering through the first terminal equipment and releasing the appointed skill.
When the first terminal device receives the request success information of the skill reservation request, a skill control corresponding to the designated skill is displayed in a graphical user interface provided by the first terminal device, the player triggers the skill control, the designated skill can be released, and after the designated skill is released, the designated skill can act on the controlled virtual object, for example, the controlled virtual object is treated through the designated skill, so that the controlled virtual object returns blood (namely, the life value is improved); the specified skills may also act on the target attack object, i.e. the controlled virtual object attacks the target attack object using the specified skills, so that the target attack object is defeated.
The embodiment of the invention provides a skill release method in a game, which comprises the steps of firstly determining a target virtual object with specified skill from a game team to which a controlled virtual object controlled by a first terminal device belongs in response to the fight behavior of the controlled virtual object and the target attack object meeting a first preset condition, displaying a skill reservation control for the specified skill in a graphical user interface of the first terminal device, triggering the skill reservation control, and sending a skill reservation request to a second terminal device controlling the target virtual object; and then, responding to the request success information of the skill reservation request, and displaying a skill control corresponding to the appointed skill in the first terminal equipment, wherein the skill control is used for triggering through the first terminal equipment and releasing the appointed skill. In the mode, when the fight between the controlled virtual object and the target attack object meets the preset condition, the player can borrow the appointed skill to the teammate, and the fight requirement of the controlled virtual object is met, so that the game winning rate and the game experience of the player are improved.
The embodiment of the invention also provides another skill releasing method in the game, which is realized on the basis of the embodiment, and the method mainly describes a specific process of responding to the fight behavior of the controlled virtual object and the target attack object to meet a first preset condition, determining the target virtual object with the designated skill from the affiliated game team of the controlled virtual object, and displaying a skill reservation control for the designated skill in a graphical user interface (realized by the following steps S202-S204); as shown in fig. 2, the method comprises the following specific steps:
Step S202, in response to the fight behavior of the controlled virtual object and the target attack object meeting the first preset condition, determining the target virtual object with the specified skill from the game team to which the controlled virtual object belongs, and acquiring the game data of the target virtual object.
The game data includes, but is not limited to: the location of the target virtual object in the game map, the number of attack objects present within a specified distance range centered around the target virtual object, and the skill cooling time of a specified skill owned by the target virtual object. In practical application, after the game team is completed, whether the target virtual object with the specified skill exists in the game team to which the controlled virtual object belongs or not can be automatically judged, so that when the fight behavior of the controlled virtual object and the target attack object meets the first preset condition, the game data of the target virtual object is directly obtained.
In a specific embodiment, the first preset condition includes at least one of the following: the distance between the controlled virtual object and the target attack object is smaller than a preset distance threshold value; the skill of the controlled virtual object hits the target attack object; the skills of the target attack object hit the controlled virtual object. The preset distance threshold and the specified distance range may be determined according to the research and development requirements, and are not specifically limited herein.
In practical application, when the distance between the controlled virtual object and the target attack object is preset to a distance threshold value, or when the skill of the controlled virtual object hits the target object, or when the skill of the target attack object hits the controlled virtual object, the controlled virtual object needs to reserve the appointed skill of the teammate.
In an alternative embodiment, only if the controlled virtual object and the target attack object attack each other and continuously fight, the controlled virtual object needs to reserve the designated skills of teammates, and the controlled virtual object fights through the designated skills. Therefore, in order to ensure that the controlled virtual object and the target attack object attack each other and perform continuous fight, the combat behavior of the controlled virtual object and the target attack object needs to meet a first preset condition, that is, the controlled virtual object and the target attack object are within a certain distance, and the skill of the controlled virtual object hits the target attack object or the skill of the target attack object hits the controlled virtual object. By determining the distance between the controlled virtual object and the target attack object, it is possible to determine whether a combat event (the combat event includes a single pick, a group battle, etc.) occurs to the controlled virtual object and the target attack object, and whether the combat is continued with a high probability. If the distance is not determined, the remote skill hit is possible, and the single-side single blood drop is performed at the moment, and then the continuous interactive combat is avoided with a high probability in one minute.
Step S204, in response to the game data of the virtual object meeting the specified condition, a skill reservation control for the specified skill is displayed in the graphical user interface.
The above specified conditions may be determined according to development requirements, and are not particularly limited herein. For example, the specified condition may be that the skill cooling time of the specified skill possessed by the target virtual object is less than the time value at which the controlled virtual object is most quickly defeated by the target attack object; the specified condition may also be that no attack object exists in a specified distance range centered on the position of the target virtual object, where the attack object is an object that the target virtual object needs to attack, and the attack object may be an enemy character or a monster, etc. Specifically, when the game data of the target virtual object meets the specified condition, a skill reservation control is displayed in a graphical user interface provided by the first terminal device, wherein the skill reservation control is used for reserving or borrowing specified skills owned by the target virtual object.
In a specific embodiment, the specific process of step S204 may include: and displaying a skill reservation control for the specified skill at a specified position of the graphical user interface in response to the number of attack objects present within the specified distance range centered on the target virtual object being less than a preset number threshold or the skill cooling time of the specified skill being less than a preset time threshold.
The specific value corresponding to the preset number threshold may be determined according to the development requirement, for example, the preset number threshold may be zero or 2, etc. When the target virtual object is used as a center, the target virtual object is safe in a certain period of time and cannot be attacked by the attack object when the attack object does not exist or fewer attack objects exist in a specified distance range, so that the target virtual object does not need to use specified skills to defend itself, the specified skills can be borrowed for teammates to use, and the attack object can be an enemy character, a monster in a game or the like. Likewise, a specified skill may be borrowed for teammates when the skill cooling time of the specified skill possessed by the target virtual object is less than a preset time threshold, which is typically the time value at which teammates are most quickly defeated by the object under attack. When the target virtual object can borrow the appointed skill to the controlled virtual object, a skill reservation control for the appointed skill is displayed on the first terminal device for controlling the controlled virtual object, and a player can reserve the appointed skill of the target controlled virtual object by triggering the skill reservation control.
In practical applications, the preset time threshold may be determined by the following steps 10-12:
and step 10, acquiring a life value of the controlled virtual object and a skill injury value of the target attack object.
When the game data of the target virtual object meets the specified conditions, the current life value of the controlled virtual object and the skill injury value of the skill which can be used by the target attack object are obtained from the game. The life value may be a blood volume of the virtual object or other life value, and the skill injury value may be a skill power value or injury value, etc.
And step 11, determining the fastest time value of the controlled virtual object defeated by the target attack object according to the life value and the skill injury value.
And step 12, determining the fastest time value as a preset time threshold.
According to the life value of the controlled virtual object and the skill injury value of the target attack object, the fastest time value of the controlled virtual object being defeated by the target attack object, namely the preset time threshold value, can be calculated. In specific implementation, only when the skill cooling time of the specified skill is smaller than a preset time threshold, namely smaller than the fastest time value when the controlled virtual object is knocked down by the target attack object, the controlled virtual object reserves to the specified skill to help the controlled virtual object return blood or knocks down the target attack object.
In an alternative embodiment, a skill cooling countdown is displayed on a skill reservation control displayed in the graphical user interface, the skill cooling countdown being used to indicate skill cooling time for a specified skill corresponding to the skill reservation control, thereby informing the player of the time that the skill is waiting to be available.
Step S206, responding to the triggering operation of the skill reservation control, and sending a skill reservation request for the appointed skill to the second terminal equipment of the control target virtual object.
Step S208, responding to the successful request information of the received skill reservation request, and displaying a skill control corresponding to the appointed skill in a graphical user interface; the skill control is used for triggering through the first terminal equipment and releasing the appointed skill.
When the player receives a skill reservation request for the specified skill on the second terminal device, a skill control corresponding to the specified skill is displayed in a graphical user interface provided by the first terminal device, so that the specified skill is released by triggering the skill control through the first terminal device.
In step S210, in response to the controlled virtual object being defeated or the target attack object being defeated, the skill control corresponding to the specified skill is canceled from being displayed in the graphical user interface.
When the specific skills are not released, if the controlled virtual object is defeated or the target attack object is defeated, the skill control corresponding to the specific skills is canceled from being displayed in the graphical user interface provided by the first terminal device.
According to the skill release method in the game, the game data are required to be acquired in real time, whether the game data meet the condition of triggering the skill reservation request is judged, if yes, the skill reservation request aiming at the appointed skill is sent, and if the skill reservation request is agreed, the appointed skill is borrowed by teammates, so that team experience in the game is enriched, and the game requirement of team fight is met.
The embodiment of the invention also provides another skill releasing method in the game, which is realized on the basis of the embodiment, and the method mainly describes the specific process of responding to the success information of the request of receiving the skill reservation request and displaying the skill control corresponding to the appointed skill in the graphical user interface (realized by the following steps S306-S308); as shown in fig. 3, the method comprises the following specific steps:
in step S302, in response to the engagement behavior of the controlled virtual object and the target attack object meeting the first preset condition, a target virtual object having a specified skill is determined from the game team to which the controlled virtual object belongs, and a skill reservation control for the specified skill is displayed in the graphical user interface.
And step S304, responding to the triggering operation of the skill reservation control, and sending a skill reservation request to the second terminal equipment of the control target virtual object.
The specific implementation manner of the steps S302 to S304 may be implemented by the embodiments of the foregoing manner, which is not described herein again.
Step S306, responding to the successful request information of the skill reservation request, and displaying a skill control corresponding to the appointed skill in a first display mode in a graphical user interface; the first display mode is used for indicating that the specified skill is in a disabled state.
The first display manner may be determined according to the development requirement, for example, the first display manner may be to display a skill control corresponding to the specified skill in a first color, or to display a skill control corresponding to the specified skill with a border, or the like. When a skill control corresponding to the designated skill is displayed on the graphical user interface in a first display mode, the designated skill is indicated to be in a disabled state, and a player cannot trigger the skill control to release the designated skill. Specifically, the player can clearly understand that the specified skill is in the disabled state through the first display mode.
Step S308, in response to the fight behavior of the controlled virtual object and the target attack object meeting a second preset condition, displaying a skill control corresponding to the appointed skill in a second display mode in the graphical user interface; the second display mode is used for indicating that the specified skill is in an available state.
The second display manner is different from the first display manner, and a specific display manner of the second display manner may be determined according to development requirements, for example, the second display manner may be to display a skill control corresponding to a specified skill in a second color (the second color is different from the first color), highlight a skill control corresponding to the specified skill, flash a skill control corresponding to the specified skill, and the like. When the skill control corresponding to the designated skill is displayed on the graphical user interface in the second display mode, the designated skill is indicated to be in an available state, and the player can trigger the skill control to release the designated skill. Specifically, the player can also clearly understand that the specified skill is in the available state through the second display means.
In practical application, when the fight behavior of the controlled virtual object and the target attack object meets a second preset condition, the display mode of the skill control corresponding to the designated skill is switched from the first display mode to the second display mode, so that the player is prompted to switch the designated skill from the disabled state to the available state. Specifically, the second display mode is different from the display mode of the skill control corresponding to the skill owned by the controlled virtual object, so that the specified skill can be distinguished from the skill owned by the controlled virtual object, and the release of the specified skill by the player is facilitated.
The second preset condition may be set according to development requirements, where the second preset condition may be that when skills owned by the controlled virtual object are all in a cooling state, the life value of the target attack object is smaller than the first preset life threshold, and the distance between the controlled virtual object and the target attack object increases in a preset time period, that is, the distance between the controlled virtual object and the target attack object increases in a trend in the preset time period (corresponding to the increase of the relative distance of the next second compared with the previous second); the second preset condition corresponds to a scene in which the target attack object only has few life values left and escapes to the direction away from the controlled virtual object.
The second preset condition may be that when skills owned by the controlled virtual object are all in a cooling state, the life value of the controlled virtual object is smaller than a second preset life threshold, and the distance between the controlled virtual object and the target attack object is shortened in a preset time period, that is, the distance between the controlled virtual object and the target attack object is in a shortening trend in the preset time period (equivalent to that the relative distance of the next second is shortened compared with the previous second); the second preset condition corresponds to a scene that the target attack object continuously attacks the controlled virtual object when the controlled virtual object only has few life values. The specific values of the first preset life value and the second preset life value can be determined according to research and development requirements, and the first preset life value and the second preset life value can be the same or different. The above-mentioned preset period of time may also be determined according to development requirements, and for example, the preset period of time may be 2 seconds or 3 seconds, etc.
Step S310, releasing the specified skills in response to the triggering operation for the skill control.
The triggering operation for the skill control may be a click operation, a long press operation, a sliding operation, or the like of the player on the skill control corresponding to the specified skill through the first terminal device. The player triggers a skill control corresponding to the designated skill to release the designated skill. In an alternative embodiment, the above step S312 may also be implemented by the following steps 20-21:
and step 20, responding to the sliding operation aiming at the skill control, displaying the skill action range of the appointed skill in a graphical user interface, and displaying the target skill release direction determined according to the sliding operation in the skill action range.
The skill control can be in the form of a rocker, and the player pressing the skill control can display the skill action range of the designated skill and the default skill release direction in the graphical user interface; the player continues to slide on the skill control, the skill release direction can be adjusted according to the sliding direction, and the skill release direction can be displayed in the skill action range. When the player stops sliding on the skill control, the skill release direction displayed within the skill action range at this time is determined as the target skill release direction. In particular implementations, the player may be prompted for a currently deployed game interaction event through a skill scope of a specified skill displayed in the graphical user interface.
Specifically, the specific determination mode of the skill action range includes: determining an initial range based on a current moving point of the controlled virtual object and a moving point of the controlled virtual object hitting a target attack object within a specified time period; and adding the initial range and a preset fixed range to obtain the skill action range of the appointed skill. The specific period of time of the above specified period of time may be determined according to development requirements, and for example, the specified period of time may be 1 minute or 30 seconds or the like. The preset fixed range can be determined according to research and development requirements, and the initial range and the preset fixed range are added, so that the action range of the appointed skill can be enlarged, and the appointed skill can be allowed to develop the skill in a certain action range.
And step 21, controlling the designated skills to be released in the target skill releasing direction within the skill action range in response to ending the sliding operation.
The above-mentioned end sliding operation may be an operation in which the player is not triggering a skill control corresponding to the specified skill, for example, the end sliding operation may be an operation in which the player's finger leaves the screen at the mobile end; the end sliding operation may be an operation of stopping triggering a skill control corresponding to the specified skill by a mouse at the mobile terminal. When the player finishes the sliding operation, the specified skill is released in the target skill releasing direction within the skill action range.
In a specific embodiment, when the player triggers the skill control and releases the specified skill, the skill control corresponding to the specified skill is displayed in the graphical user interface of the first terminal device, so that the display control is saved.
In another particular embodiment, in response to the specified skills being released, controlling the specified skills to enter a skill cooling state; and releasing the specified skills in response to ending the skill cooling state for the specified skills and for a triggering operation of the skill control. The specified skills may not be released when they are in a skill cooling state, and may be used herein when they are in a skill cooling state. In this way, the player reserves a designated skill once, and the reserved designated skill can be used for the entire game play, thereby contributing to the improvement of the game winning rate.
The skill releasing method in the game can acquire game data in real time and judge whether specific data conditions trigger skill reservation requests, skill locking or interaction events for prompting deployment. By the method for reserving team mate skill release, team experience in games can be enriched, game requirements of battle fight are met, and the success rate of battle is improved.
Corresponding to the embodiment of the method, the embodiment of the invention also provides a skill releasing device in the game, and a graphical user interface is provided through the first terminal equipment; a scene picture of at least part of the game scene is displayed in the graphical user interface; the game scene comprises the following steps: a controlled virtual object controlled by the first terminal device, and a target attack object of the controlled virtual object; as shown in fig. 4, the apparatus includes:
the reservation control display module 40 is configured to determine, from a game team to which the controlled virtual object belongs, a target virtual object having a specified skill in response to the engagement behavior of the controlled virtual object with the target attack object satisfying a first preset condition, and display a skill reservation control for the specified skill in the graphical user interface.
The reservation request sending module 41 is configured to send a skill reservation request to the second terminal device of the control target virtual object in response to a trigger operation for the skill reservation control.
A skill control display module 42, configured to display a skill control corresponding to the specified skill in the graphical user interface in response to receiving the request success information of the skill reservation request; the skill control is used for triggering through the first terminal equipment and releasing the appointed skill.
The skill releasing device in the game firstly responds to the first preset condition of the fight behavior of the controlled virtual object controlled by the first terminal device and the target attack object, determines the target virtual object with the appointed skill from the affiliated game team of the controlled virtual object, displays the skill reservation control aiming at the appointed skill in the graphical user interface of the first terminal device, triggers the skill reservation control and sends a skill reservation request to the second terminal device controlling the target virtual object; and then, responding to the request success information of the skill reservation request, and displaying a skill control corresponding to the appointed skill in the first terminal equipment, wherein the skill control is used for triggering through the first terminal equipment and releasing the appointed skill. In the mode, when the fight between the controlled virtual object and the target attack object meets the preset condition, the player can borrow the appointed skill to the teammate, and the fight requirement of the controlled virtual object is met, so that the game winning rate and the game experience of the player are improved.
Specifically, the first preset condition includes at least one of the following: the distance between the controlled virtual object and the target attack object is smaller than a preset distance threshold value; the skill of the controlled virtual object hits the target attack object; the skills of the target attack object hit the controlled virtual object.
Further, the reservation control display module 40 is configured to: responding to the first preset condition of the fight behavior of the controlled virtual object and the target attack object, determining a target virtual object with specified skills from the game team to which the controlled virtual object belongs, and acquiring game data of the target virtual object; in response to the game data of the virtual object meeting the specified condition, a skill reservation control for the specified skill is displayed in the graphical user interface.
In a specific implementation, the game data of the target virtual object includes: the number of attack objects present within a specified distance range centered on the target virtual object, and the skill cooling time of the specified skill; the control display module 40 is configured to: and displaying a skill reservation control for the specified skill at a specified position of the graphical user interface in response to the number of attack objects present within the specified distance range centered on the target virtual object being less than a preset number threshold or the skill cooling time of the specified skill being less than a preset time threshold.
In an alternative embodiment, a skills cooling countdown is displayed on the skill reservation control; the skill cooling countdown is used for indicating skill cooling time of specified skill corresponding to the skill reservation control.
Further, the device further comprises a preset time threshold determining module, configured to: acquiring a life value of a controlled virtual object and a skill injury value of a target attack object; determining the fastest time value of the controlled virtual object to be defeated by the target attack object according to the life value and the skill injury value; and determining the fastest time value as a preset time threshold.
Further, the skill control display module 42 is configured to: responding to the request success information of the skill reservation request, and displaying a skill control corresponding to the appointed skill in a first display mode in a graphical user interface; the first display mode is used for indicating that the specified skill is in a disabled state; responding to the fight behavior of the controlled virtual object and the target attack object to meet a second preset condition, and displaying a skill control corresponding to the appointed skill in a second display mode in the graphical user interface; the second display mode is used for indicating that the specified skill is in an available state.
In a specific implementation, the second preset condition includes: when skills owned by the controlled virtual object are in a cooling state, the life value of the target attack object is smaller than a first preset life threshold value, and the distance between the controlled virtual object and the target attack object is increased in a preset time period; or when all the skills possessed by the controlled virtual object are in a cooling state, the life value of the controlled virtual object is smaller than a second preset life threshold value, and the distance between the controlled virtual object and the target attack object is shortened in a preset time period.
In practical applications, the second display mode is different from the display mode of the skill control corresponding to the skill owned by the controlled virtual object.
Further, the device further comprises a skill release module for: and after the request success information of the skill reservation request is received, the skill control corresponding to the designated skill is displayed in the graphical user interface, and then the designated skill is released in response to the triggering operation for the skill control.
Further, the device further comprises a skill cooling module for: after releasing the specified skills in response to a triggering operation for the skill control, controlling the specified skills to enter a skill cooling state in response to the specified skills being released; and releasing the specified skills in response to ending the skill cooling state for the specified skills and for a triggering operation of the skill control.
Specifically, the skill release module is further configured to: responding to the sliding operation aiming at the skill control, displaying the skill action range of the appointed skill in a graphical user interface, and displaying the target skill release direction determined according to the sliding operation in the skill action range; in response to ending the sliding operation, the specified skill is controlled to be released in a target skill releasing direction within the skill action range.
Further, the apparatus further includes a range determining module configured to: determining an initial range based on a current moving point of the controlled virtual object and a moving point of the controlled virtual object hitting a target attack object within a specified time period; and adding the initial range and a preset fixed range to obtain the skill action range of the appointed skill.
In an optional embodiment, the apparatus further includes a control cancel display module configured to: after the skill control corresponding to the specified skill is displayed in the graphical user interface in response to receiving the request success information of the skill reservation request, the skill control corresponding to the specified skill is canceled from being displayed in the graphical user interface in response to the controlled virtual object being defeated or the target attack object being defeated.
The technical effect and the principle of implementation of the skill release device in the game provided by the embodiment of the invention are the same as those of the embodiment of the method, and for the sake of brevity, reference is made to the corresponding content in the embodiment of the method.
An embodiment of the present invention further provides an electronic device, as shown in fig. 5, where the electronic device includes a processor and a memory, where the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the skill release method in the game.
Specifically, a graphical user interface is provided through a first terminal device; a scene picture of at least part of the game scene is displayed in the graphical user interface; the game scene comprises the following steps: a controlled virtual object controlled by the first terminal device, and a target attack object of the controlled virtual object; the skill releasing method in the game comprises the following steps: determining a target virtual object with specified skills from game teams to which the controlled virtual object belongs in response to the fight behavior of the controlled virtual object and the target attack object meeting a first preset condition, and displaying a skill reservation control for the specified skills in a graphical user interface; responding to triggering operation aiming at the skill reservation control, and sending a skill reservation request to second terminal equipment of the control target virtual object; responding to the successful request information of the received skill reservation request, and displaying a skill control corresponding to the appointed skill in a graphical user interface; the skill control is used for triggering through the first terminal equipment and releasing the appointed skill.
According to the skill release method in the game, when the fight between the controlled virtual object and the target attack object meets the preset condition, the player can borrow the appointed skill to the teammate, and the fight requirement of the controlled virtual object is met, so that the game winning rate and the game experience of the player are improved.
In an alternative embodiment, the first preset condition includes at least one of the following: the distance between the controlled virtual object and the target attack object is smaller than a preset distance threshold value; the skill of the controlled virtual object hits the target attack object; the skills of the target attack object hit the controlled virtual object.
In an alternative embodiment, the step of determining, from the game team to which the controlled virtual object belongs, the target virtual object having the specified skill in response to the combat behavior of the controlled virtual object and the target attack object meeting the first preset condition, and displaying, in the graphical user interface, a skill reservation control for the specified skill includes: responding to the first preset condition of the fight behavior of the controlled virtual object and the target attack object, determining a target virtual object with specified skills from the game team to which the controlled virtual object belongs, and acquiring game data of the target virtual object; in response to the game data of the virtual object meeting the specified condition, a skill reservation control for the specified skill is displayed in the graphical user interface.
In an alternative embodiment, the game data of the target virtual object includes: the number of attack objects present within a specified distance range centered on the target virtual object, and the skill cooling time of the specified skill; the step of displaying a skill reservation control for a specified skill in the graphical user interface in response to game data of the target virtual object satisfying a specified condition, comprising: and displaying a skill reservation control for the specified skill at a specified position of the graphical user interface in response to the number of attack objects present within the specified distance range centered on the target virtual object being less than a preset number threshold or the skill cooling time of the specified skill being less than a preset time threshold.
In an alternative embodiment, a skills cooling countdown is displayed on the skill reservation control; the skill cooling countdown is used for indicating skill cooling time of specified skill corresponding to the skill reservation control.
In an alternative embodiment, the above-mentioned preset time threshold is determined by: acquiring a life value of a controlled virtual object and a skill injury value of a target attack object; determining the fastest time value of the controlled virtual object to be defeated by the target attack object according to the life value and the skill injury value; and determining the fastest time value as a preset time threshold.
In an alternative embodiment, the step of displaying, in a graphical user interface, a skill control corresponding to the specified skill in response to receiving the request success information of the skill reservation request includes: responding to the request success information of the skill reservation request, and displaying a skill control corresponding to the appointed skill in a first display mode in a graphical user interface; the first display mode is used for indicating that the specified skill is in a disabled state; responding to the fight behavior of the controlled virtual object and the target attack object to meet a second preset condition, and displaying a skill control corresponding to the appointed skill in a second display mode in the graphical user interface; the second display mode is used for indicating that the specified skill is in an available state.
In an alternative embodiment, the second preset condition includes: when skills owned by the controlled virtual object are in a cooling state, the life value of the target attack object is smaller than a first preset life threshold value, and the distance between the controlled virtual object and the target attack object is increased in a preset time period; or when all the skills possessed by the controlled virtual object are in a cooling state, the life value of the controlled virtual object is smaller than a second preset life threshold value, and the distance between the controlled virtual object and the target attack object is shortened in a preset time period.
In an alternative embodiment, the second display manner is different from a display manner of a skill control corresponding to a skill owned by the controlled virtual object.
In an alternative embodiment, after the step of displaying a skill control corresponding to the specified skill in the graphical user interface in response to receiving the request success information of the skill reservation request, the method further includes: and releasing the specified skills in response to the triggering operation for the skill control.
In an alternative embodiment, after the step of releasing the specified skill in response to the triggering operation for the skill control, the method further includes: controlling the specified skills to enter a skill cooling state in response to the specified skills being released; and releasing the specified skills in response to ending the skill cooling state for the specified skills and for a triggering operation of the skill control.
In an alternative embodiment, the step of releasing the specified skill in response to the triggering operation for the skill control includes: responding to the sliding operation aiming at the skill control, displaying the skill action range of the appointed skill in a graphical user interface, and displaying the target skill release direction determined according to the sliding operation in the skill action range; in response to ending the sliding operation, the specified skill is controlled to be released in a target skill releasing direction within the skill action range.
In an alternative embodiment, the skill coverage is determined by: determining an initial range based on a current moving point of the controlled virtual object and a moving point of the controlled virtual object hitting a target attack object within a specified time period; and adding the initial range and a preset fixed range to obtain the skill action range of the appointed skill.
In an alternative embodiment, after the step of displaying a skill control corresponding to the specified skill in the graphical user interface in response to receiving the request success information of the skill reservation request, the method further includes: responsive to the controlled virtual object being defeated or the target attack object being defeated, displaying a skill control corresponding to the specified skill in the graphical user interface is canceled.
Further, the electronic device shown in fig. 5 further includes a bus 102 and a communication interface 103, and the processor 101, the communication interface 103, and the memory 100 are connected through the bus 102.
The memory 100 may include a high-speed random access memory (RAM, random Access Memory), and may further include a non-volatile memory (non-volatile memory), such as at least one magnetic disk memory. The communication connection between the system network element and at least one other network element is implemented via at least one communication interface 103 (which may be wired or wireless), and may use the internet, a wide area network, a local network, a metropolitan area network, etc. Bus 102 may be an ISA bus, a PCI bus, an EISA bus, or the like. The buses may be classified as address buses, data buses, control buses, etc. For ease of illustration, only one bi-directional arrow is shown in FIG. 5, but not only one bus or type of bus.
The processor 101 may be an integrated circuit chip with signal processing capabilities. In implementation, the steps of the above method may be performed by integrated logic circuits of hardware in the processor 101 or instructions in the form of software. The processor 101 may be a general-purpose processor, including a central processing unit (Central Processing Unit, CPU for short), a network processor (Network Processor, NP for short), etc.; but may also be a digital signal processor (Digital Signal Processing, DSP for short), application specific integrated circuit (Application Specific Integrated Circuit, ASIC for short), off-the-shelf programmable gate array (Field-Programmable Gate Array, FPGA for short), or other programmable logic device, discrete gate or transistor logic device, 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. The steps of the method disclosed in connection with the embodiments of the present invention may be embodied directly in the execution of a hardware decoding processor, or in the execution of a combination of hardware and software modules in a decoding processor. The software modules may be located in a random access memory, flash memory, read only memory, programmable read only memory, or electrically erasable programmable memory, registers, etc. as well known in the art. The storage medium is located in the memory 100 and the processor 101 reads information in the memory 100 and in combination with its hardware performs the steps of the method of the previous embodiments.
The embodiment of the invention also provides a computer readable storage medium, which stores computer executable instructions that, when being called and executed by a processor, cause the processor to implement the skill release method in the game, and the specific implementation can be seen in the method embodiment and will not be repeated here.
Specifically, a graphical user interface is provided through a first terminal device; a scene picture of at least part of the game scene is displayed in the graphical user interface; the game scene comprises the following steps: a controlled virtual object controlled by the first terminal device, and a target attack object of the controlled virtual object; the skill releasing method in the game comprises the following steps: determining a target virtual object with specified skills from game teams to which the controlled virtual object belongs in response to the fight behavior of the controlled virtual object and the target attack object meeting a first preset condition, and displaying a skill reservation control for the specified skills in a graphical user interface; responding to triggering operation aiming at the skill reservation control, and sending a skill reservation request to second terminal equipment of the control target virtual object; responding to the successful request information of the received skill reservation request, and displaying a skill control corresponding to the appointed skill in a graphical user interface; the skill control is used for triggering through the first terminal equipment and releasing the appointed skill.
According to the skill release method in the game, when the fight between the controlled virtual object and the target attack object meets the preset condition, the player can borrow the appointed skill to the teammate, and the fight requirement of the controlled virtual object is met, so that the game winning rate and the game experience of the player are improved.
In an alternative embodiment, the first preset condition includes at least one of the following: the distance between the controlled virtual object and the target attack object is smaller than a preset distance threshold value; the skill of the controlled virtual object hits the target attack object; the skills of the target attack object hit the controlled virtual object.
In an alternative embodiment, the step of determining, from the game team to which the controlled virtual object belongs, the target virtual object having the specified skill in response to the combat behavior of the controlled virtual object and the target attack object meeting the first preset condition, and displaying, in the graphical user interface, a skill reservation control for the specified skill includes: responding to the first preset condition of the fight behavior of the controlled virtual object and the target attack object, determining a target virtual object with specified skills from the game team to which the controlled virtual object belongs, and acquiring game data of the target virtual object; in response to the game data of the virtual object meeting the specified condition, a skill reservation control for the specified skill is displayed in the graphical user interface.
In an alternative embodiment, the game data of the target virtual object includes: the number of attack objects present within a specified distance range centered on the target virtual object, and the skill cooling time of the specified skill; the step of displaying a skill reservation control for a specified skill in the graphical user interface in response to game data of the target virtual object satisfying a specified condition, comprising: and displaying a skill reservation control for the specified skill at a specified position of the graphical user interface in response to the number of attack objects present within the specified distance range centered on the target virtual object being less than a preset number threshold or the skill cooling time of the specified skill being less than a preset time threshold.
In an alternative embodiment, a skills cooling countdown is displayed on the skill reservation control; the skill cooling countdown is used for indicating skill cooling time of specified skill corresponding to the skill reservation control.
In an alternative embodiment, the above-mentioned preset time threshold is determined by: acquiring a life value of a controlled virtual object and a skill injury value of a target attack object; determining the fastest time value of the controlled virtual object to be defeated by the target attack object according to the life value and the skill injury value; and determining the fastest time value as a preset time threshold.
In an alternative embodiment, the step of displaying, in a graphical user interface, a skill control corresponding to the specified skill in response to receiving the request success information of the skill reservation request includes: responding to the request success information of the skill reservation request, and displaying a skill control corresponding to the appointed skill in a first display mode in a graphical user interface; the first display mode is used for indicating that the specified skill is in a disabled state; responding to the fight behavior of the controlled virtual object and the target attack object to meet a second preset condition, and displaying a skill control corresponding to the appointed skill in a second display mode in the graphical user interface; the second display mode is used for indicating that the specified skill is in an available state.
In an alternative embodiment, the second preset condition includes: when skills owned by the controlled virtual object are in a cooling state, the life value of the target attack object is smaller than a first preset life threshold value, and the distance between the controlled virtual object and the target attack object is increased in a preset time period; or when all the skills possessed by the controlled virtual object are in a cooling state, the life value of the controlled virtual object is smaller than a second preset life threshold value, and the distance between the controlled virtual object and the target attack object is shortened in a preset time period.
In an alternative embodiment, the second display manner is different from a display manner of a skill control corresponding to a skill owned by the controlled virtual object.
In an alternative embodiment, after the step of displaying a skill control corresponding to the specified skill in the graphical user interface in response to receiving the request success information of the skill reservation request, the method further includes: and releasing the specified skills in response to the triggering operation for the skill control.
In an alternative embodiment, after the step of releasing the specified skill in response to the triggering operation for the skill control, the method further includes: controlling the specified skills to enter a skill cooling state in response to the specified skills being released; and releasing the specified skills in response to ending the skill cooling state for the specified skills and for a triggering operation of the skill control.
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 computer-readable storage medium. Based on this understanding, the technical solution of the present invention may be embodied essentially or in a part contributing to the prior art or in a part of the technical solution in the form of a software product stored in a storage medium, comprising several instructions for causing a computer device (which may be a personal computer, a terminal device, or a network device, etc.) to perform all or part of the steps of the method according to the embodiments of the present invention. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a random access Memory (RAM, random Access Memory), a magnetic disk, or an optical disk, or other various media capable of storing program codes.
In the description of the present invention, it should be noted that the directions or positional relationships indicated by the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc. are based on the directions or positional relationships shown in the drawings, are merely for convenience of describing the present invention and simplifying the description, and do not indicate or imply that the devices or elements referred to must have a specific orientation, be configured and operated in a specific orientation, and thus should not be construed as limiting the present invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and are not to be construed as indicating or implying relative importance.
Finally, it should be noted that: the above examples are only specific embodiments of the present invention, and are not intended to limit the scope of the present invention, but it should be understood by those skilled in the art that the present invention is not limited thereto, and that the present invention is described in detail with reference to the foregoing examples: any person skilled in the art may modify or easily conceive of the technical solution described in the foregoing embodiments, or perform equivalent substitution of some of the technical features, while remaining within the technical scope of the present disclosure; such modifications, changes or substitutions do not depart from the spirit and scope of the technical solutions of the embodiments of the present invention, and are intended to be included in the scope of the present invention. Therefore, the protection scope of the present invention shall be subject to the protection scope of the claims.
Claims (17)
1. A skill release method in a game, characterized in that a graphical user interface is provided by a first terminal device; a scene picture of at least part of game scenes is displayed in the graphical user interface; the game scene comprises the following steps: a controlled virtual object controlled by the first terminal device, and a target attack object of the controlled virtual object; the method comprises the following steps:
determining a target virtual object with a specified skill from game teams to which the controlled virtual object belongs in response to the combat behavior of the controlled virtual object and the target attack object meeting a first preset condition, and displaying a skill reservation control for the specified skill in the graphical user interface;
responding to triggering operation aiming at the skill reservation control, and sending a skill reservation request to second terminal equipment controlling the target virtual object;
responding to the request success information of the skill reservation request, and displaying a skill control corresponding to the appointed skill in the graphical user interface; the skill control is used for triggering through the first terminal equipment and releasing the appointed skill.
2. The method of claim 1, wherein the first preset condition comprises at least one of: the distance between the controlled virtual object and the target attack object is smaller than a preset distance threshold; the skill of the controlled virtual object hits the target attack object; the skill of the target attack object hits the controlled virtual object.
3. The method of claim 1, wherein the step of determining a target virtual object having a specified skill from a game team to which the controlled virtual object belongs and displaying a skill reservation control for the specified skill in the graphical user interface in response to the engagement of the controlled virtual object with the target attack object satisfying a first preset condition comprises:
responding to the match behavior of the controlled virtual object and the target attack object to meet a first preset condition, determining a target virtual object with specified skills from game teams to which the controlled virtual object belongs, and acquiring game data of the target virtual object;
in response to game data of the virtual object meeting a specified condition, a skill reservation control for the specified skill is displayed in the graphical user interface.
4. A method according to claim 3, wherein the game data of the target virtual object comprises: the number of attack objects present within a specified distance range centered on the target virtual object, and a skill cooling time for the specified skill;
the step of displaying a skill reservation control for the specified skill in the graphical user interface in response to game data of the target virtual object satisfying a specified condition, comprises:
and displaying a skill reservation control for the specified skill at a specified position of the graphical user interface in response to the number of attack objects existing in a specified distance range centered on the target virtual object being less than a preset number threshold or the skill cooling time of the specified skill being less than a preset time threshold.
5. The method of claim 4, wherein a skills cooling countdown is displayed on the skills reservation control; and the skill cooling countdown is used for indicating skill cooling time of the designated skill corresponding to the skill reservation control.
6. The method of claim 4, wherein the preset time threshold is determined by:
Acquiring a life value of the controlled virtual object and a skill injury value of the target attack object;
determining a fastest time value of the controlled virtual object being defeated by the target attack object according to the life value and the skill injury value;
and determining the fastest time value as the preset time threshold value.
7. The method of claim 1, wherein the step of displaying a skill control corresponding to the specified skill in the graphical user interface in response to receiving the request success information for the skill reservation request comprises:
responding to the request success information of the skill reservation request, and displaying a skill control corresponding to the appointed skill in a first display mode in the graphical user interface; the first display mode is used for indicating that the specified skill is in a disabled state;
responding to the fight behavior of the controlled virtual object and the target attack object meeting a second preset condition, and displaying a skill control corresponding to the appointed skill in the graphical user interface in a second display mode; the second display mode is used for indicating that the specified skill is in an available state.
8. The method of claim 7, wherein the second preset condition comprises: when skills owned by the controlled virtual object are in a cooling state, the life value of the target attack object is smaller than a first preset life threshold value, and the distance between the controlled virtual object and the target attack object is increased in a preset time period; or when all the skills possessed by the controlled virtual object are in a cooling state, the life value of the controlled virtual object is smaller than a second preset life threshold, and the distance between the controlled virtual object and the target attack object is shortened in the preset time period.
9. The method of claim 7, wherein the second display is different from a display of a skill control corresponding to a skill possessed by the controlled virtual object.
10. The method of claim 1, wherein the step of displaying a skill control corresponding to the specified skill in the graphical user interface in response to receiving the request success information for the skill reservation request, the method further comprises:
and responding to the triggering operation aiming at the skill control, and releasing the appointed skill.
11. The method of claim 10, wherein after the step of releasing the specified skills in response to a triggering operation for the skills control, the method further comprises:
controlling the specified skills to enter a skill cooling state in response to the specified skills being released;
and ending the skill cooling state in response to the designated skill, and releasing the designated skill for triggering operation of the skill control.
12. The method of claim 10, wherein the step of releasing the specified skills in response to a triggering operation for the skills control comprises:
responding to the sliding operation aiming at the skill control, displaying the skill action range of the appointed skill in the graphical user interface, and displaying the target skill release direction determined according to the sliding operation in the skill action range;
and controlling the specified skill to be released in the target skill releasing direction within the skill action range in response to ending the sliding operation.
13. The method of claim 12, wherein the skill coverage is determined by:
Determining an initial range based on a current moving point of the controlled virtual object and a moving point of the controlled virtual object hitting the target attack object within a specified time period;
and adding the initial range and a preset fixed range to obtain the skill action range of the appointed skill.
14. The method of claim 1, wherein the step of displaying a skill control corresponding to the specified skill in the graphical user interface in response to receiving the request success information for the skill reservation request, the method further comprises:
and in response to the controlled virtual object being defeated or the target attack object being defeated, cancelling display of a skill control corresponding to the specified skill in the graphical user interface.
15. A skill release device in a game, characterized in that a graphical user interface is provided by a first terminal device; a scene picture of at least part of game scenes is displayed in the graphical user interface; the game scene comprises the following steps: a controlled virtual object controlled by the first terminal device, and a target attack object of the controlled virtual object; the device comprises:
The reservation control display module is used for determining a target virtual object with specified skills from game teams to which the controlled virtual object belongs in response to the fight behavior of the controlled virtual object and the target attack object meeting a first preset condition, and displaying a skill reservation control for the specified skills in the graphical user interface;
the reservation request sending module is used for responding to the triggering operation of the skill reservation control and sending a skill reservation request to a second terminal device controlling the target virtual object;
the skill control display module is used for responding to the request success information of the skill reservation request and displaying a skill control corresponding to the appointed skill in the graphical user interface; the skill control is used for triggering through the first terminal equipment and releasing the appointed skill.
16. An electronic device comprising a processor and a memory, the memory storing machine executable instructions executable by the processor, the processor executing the machine executable instructions to implement the method of skill release in a game of any of claims 1-14.
17. A computer readable storage medium storing computer executable instructions which, when invoked and executed by a processor, cause the processor to implement the method of skill release in a game of any of claims 1 to 14.
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CN202310642719.4A CN116870467A (en) | 2023-05-31 | 2023-05-31 | Skill releasing method and device in game and electronic equipment |
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CN202310642719.4A CN116870467A (en) | 2023-05-31 | 2023-05-31 | Skill releasing method and device in game and electronic equipment |
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CN202310642719.4A Pending CN116870467A (en) | 2023-05-31 | 2023-05-31 | Skill releasing method and device in game and electronic equipment |
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