WO2022083451A1 - 虚拟对象的技能选择方法、装置、设备、介质及程序产品 - Google Patents
虚拟对象的技能选择方法、装置、设备、介质及程序产品 Download PDFInfo
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- 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
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
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- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
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- 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
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/533—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
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- A63—SPORTS; GAMES; AMUSEMENTS
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Definitions
- the embodiments of the present application relate to the field of virtual environments, and in particular, to a method, apparatus, device, medium and program product for skill selection of virtual objects.
- a battle game is a game in which multiple user accounts compete in the same scene.
- the battle game may be a multiplayer online battle arena game (Multiplayer Online Battle Arena Games, MOBA), in which the player can control the virtual object to release skills in the MOBA game, so as to attack the hostile virtual object.
- MOBA Multiplayer Online Battle Arena Games
- a virtual prop is released to cause damage to the attacking object within the triggering range of the prop function, and the skill can undergo level evolution, for example: when the virtual object is upgraded from the first level to the second level
- the player can choose one of the three skills configured by the virtual object to upgrade the level to increase the attribute value of the skill, so as to improve the attack effect of the skill.
- the embodiments of the present application provide a method, apparatus, device, medium and program product for selecting skills for virtual objects, which can improve the diversity of skill combinations in virtual games.
- the technical solution is as follows:
- a method for selecting skills for virtual objects applied to computer equipment, the method comprising:
- At least two second skill identifiers are displayed, and the second skill corresponding to the second skill identifier is the same as the second skill.
- the first skill is replaced with a second skill corresponding to the target second skill identifier.
- a device for selecting skills for virtual objects comprising:
- a display module configured to display a first skill identifier of a first skill, where the first skill is a skill configured by the virtual object of the first level in the virtual game;
- the display module is further configured to display at least two second skill identifiers in response to the virtual object changing from the first level to the second level in the virtual game, and the second skill identifiers correspond to The second skill corresponds to the second level, and the at least two second skill identifiers include a target second skill identifier;
- a receiving module configured to replace the first skill with a second skill corresponding to the target second skill identifier in response to the selection operation on the target second skill identifier.
- a computer device in another aspect, includes a processor and a memory, the memory stores at least one instruction, at least a section of a program, a code set or an instruction set, the at least one instruction, the at least one A piece of program, the code set or the instruction set is loaded and executed by the processor to implement the skill selection method for virtual objects as provided in the above embodiments.
- a computer-readable storage medium stores at least one instruction, at least one piece of program, code set or instruction set, the at least one instruction, the at least one piece of program,
- the code set or instruction set is loaded and executed by the processor to implement the skill selection method for virtual objects as provided in the above-described embodiments.
- a computer program product or computer program comprising computer instructions stored in a computer-readable storage medium.
- the processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the method for skill selection of virtual objects described in any of the foregoing embodiments.
- the selected second skill replaces the first skill as the skill after the virtual object evolves, since the second skill is obtained from at least two candidates Selected from the second skill, it increases the diversity of skill evolution, improves the strategy of virtual games, avoids the problem of weak strategy in virtual games due to the relatively single skill configuration, and improves players' ability in virtual games. experience in the game.
- FIG. 1 is a schematic interface diagram of a skill triggering process provided by an exemplary embodiment of the present application
- Fig. 2 is the interface schematic diagram when carrying out skill evolution in the related art
- FIG. 3 is a schematic diagram of an interface during skill evolution provided by an exemplary embodiment of the present application.
- FIG. 4 is a structural block diagram of a computer system provided by an exemplary embodiment of the present application.
- FIG. 5 is a flowchart of a method for selecting skills for virtual objects provided by an exemplary embodiment of the present application
- FIG. 6 is a schematic diagram of displaying a second skill identifier in the form of a switching path provided based on the embodiment shown in FIG. 5;
- FIG. 7 is a flowchart of a method for selecting skills for virtual objects provided by another exemplary embodiment of the present application.
- FIG. 8 is a schematic diagram of a skill collocation situation provided based on the embodiment shown in FIG. 7;
- FIG. 9 is a schematic diagram of a virtual game interface provided based on the embodiment shown in FIG. 7;
- FIG. 10 is a flowchart of a method for selecting skills for virtual objects provided by another exemplary embodiment of the present application.
- FIG. 11 is a schematic diagram of a display interface for configuration prompt information provided based on the embodiment shown in FIG. 10;
- FIG. 12 is an overall flow chart of a method for selecting skills for virtual objects provided by an exemplary embodiment of the present application.
- FIG. 13 is a structural block diagram of an apparatus for selecting skills for virtual objects provided by an exemplary embodiment of the present application.
- FIG. 14 is a structural block diagram of a virtual object skill selection device provided by another exemplary embodiment of the present application.
- FIG. 15 is a structural block diagram of a terminal provided by an exemplary embodiment of the present application.
- Virtual environment is the virtual environment displayed (or provided) by the application when it is run on the terminal.
- the virtual environment may be a simulated environment of the real world, a semi-simulated and semi-fictional environment, or a purely fictional environment.
- the virtual environment may be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment, which is not limited in this application.
- Virtual object refers to the movable object in the virtual environment.
- the movable object may be a virtual character, a virtual animal, an animation character, etc., such as a character or an animal displayed in a three-dimensional virtual environment.
- the virtual object is a three-dimensional solid model created based on animation skeleton technology.
- Each virtual character has its own shape and volume in the three-dimensional virtual environment, and occupies a part of the space in the three-dimensional virtual environment.
- the embodiment of the present application takes the virtual object as the master virtual object controlled by the user as an example, and the master virtual object generally refers to one or more master virtual objects in the virtual environment.
- Multiplayer Online Battle Arena Games In a virtual environment, different virtual teams belonging to at least two hostile factions occupy their respective map areas and play with a certain victory condition as the goal. sports.
- the victory conditions include but are not limited to: occupying the stronghold or destroying the enemy camp's stronghold, killing the virtual character of the enemy camp, ensuring one's own survival within the specified scene and time, snatching a certain resource, and exceeding the opponent's score within the specified time. at least one of. Tactical competitions can be carried out in rounds, and the map of each round of tactical competitions can be the same or different.
- Each virtual team includes one or more virtual characters, such as 1, 2, 3 or 5. The duration of a MOBA game is from the moment the game starts to the moment the victory conditions are met.
- Skills refers to the ability of virtual objects configured in virtual games to cause damage to hostile virtual objects.
- virtual objects are configured with at least two skills at a certain time in virtual games.
- the virtual object is configured with two initial skills, and after the virtual object reaches a certain level or meets certain requirements, the virtual object is configured with three skills.
- Skills deployed by virtual objects can evolve into higher-order forms.
- the virtual environment interface 100 includes a master virtual character 110, and the current master virtual character 110 is configured with three skills in the virtual game, namely skill 111, skill 112 and skill 113, wherein , when the player triggers the skill 111, the virtual object releases the flying prop 120 in the virtual environment as a skill effect, and the flying prop 120 can damage the hostile virtual object within the skill effect range.
- the skills configured by the virtual object in the virtual game itself will not change, but the corresponding evolution is carried out according to the level upgrade of the virtual object.
- FIG. A schematic diagram of the interface during skill evolution the virtual game interface 200 displays skills 210 configured by virtual objects, including skills 211 (damage), skills 212 (displacement) and skills 213 (damage) , the level of the current virtual object has been upgraded from the fourth level to the fifth level with the increase in the level value in the virtual game, so that in the upper left corner of skill 211 (damage), skill 212 (displacement) and skill 213 (damage)
- An upgrade control 220 is displayed, which is used to instruct to select at least one of the three skills 210 to upgrade.
- the current skill 211 is at the first level
- the skill 212 is at the first level
- the skill 213 is at the second level.
- the upgrade control 220 corresponding to the skill 212 (displacement) is selected
- the skill 212 is upgraded to two levels.
- the corresponding upgrade effect is an increase in the attribute value of the skill.
- the displacement distance corresponding to the skill 212 (displacement) at the first level is 3 meters.
- the displacement distance corresponding to the level is 3.5 meters.
- the ability to upgrade the first skill configured by the virtual object to the second skill is provided, and the first skill is provided with At least two candidate second skills, the player can select one of the at least two candidate second skills to replace the currently configured first skill as a new skill configured by the virtual object.
- FIG. 3 shows a schematic diagram of an interface during skill evolution provided by an exemplary embodiment of the present application.
- the virtual game interface 300 virtual objects are displayed in the virtual game. Skill 310 configured in , including unlocked skill 311 (leaf) and skill 312 (photosynthesis), skill key 313 has not been unlocked.
- the virtual game interface 300 prompts that the above-mentioned skills 311 and 312 can evolve, for example, highlighting and flashing on the periphery of the skills 311 and 312 marks. The player can select at least one of skill 311 and skill 312 to evolve.
- the skill 321 (pollen ball) and the skill 322 (green grass stirrer) are displayed in a preset position around the skill 311.
- the skill 321 and the skill 322 are for the player to choose to replace the skill 311. 's evolved skills.
- the skill 321 is replaced with the skill 311 originally configured by the virtual object as the skill evolution result of the virtual object.
- FIG. 4 shows a structural block diagram of a computer system provided by an exemplary embodiment of the present application.
- the computer system 400 includes: a first terminal 420 , a server 440 and a second terminal 460 .
- the first terminal 420 has an application program supporting a virtual environment installed and running.
- the application can be a virtual reality application, a three-dimensional map program, a military simulation program, a first-person shooting game (FPS), a MOBA game, a multiplayer gun battle survival game, or a battle royale type shooting game. any kind.
- the first terminal 420 is a terminal used by the first user.
- the first user uses the first terminal 420 to control the first master virtual character located in the virtual environment to perform activities.
- the activities include but are not limited to: adjusting body posture, walking, running, At least one of jumping, releasing skills, picking up, attacking, and dodging attacks from other avatars.
- the first master virtual character is a first virtual character, such as a simulated character or an anime character.
- the first master avatar releases regional skills in the virtual environment, and the virtual environment screen moves from the position of the master avatar to the target area selected by the regional skill indicator.
- the area-based skill indicator is used for the master avatar to select the release area when releasing the skill.
- the first terminal 420 is connected to the server 440 through a wireless network or a wired network.
- the server 440 includes at least one of a server, multiple servers, a cloud computing platform and a virtualization center.
- the server 440 includes a processor 444 and a memory 442, and the memory 442 further includes a receiving module 4421, a control module 4422 and a sending module 4423.
- the receiving module 4421 is used to receive a request sent by a client, such as a team request; the control module 4422 It is used to control the rendering of the virtual environment screen; the sending module 4423 is used to send a message notification to the client, such as a successful team formation notification.
- the server 440 is used to provide background services for applications supporting a three-dimensional virtual environment.
- the server 440 undertakes the main computing work, and the first terminal 420 and the second terminal 460 undertake the secondary computing work; or, the server 440 undertakes the secondary computing work, and the first terminal 420 and the second terminal 460 undertake the main computing work; Alternatively, the server 440 , the first terminal 420 and the second terminal 460 use a distributed computing architecture to perform collaborative computing.
- the second terminal 460 is connected to the server 440 through a wireless network or a wired network.
- the second terminal 460 has an application program supporting a virtual environment installed and running.
- the second terminal 460 is a terminal used by the second user, and the second user uses the second terminal 460 to control the second master virtual character located in the virtual environment to perform activities.
- the second master virtual character is a second virtual character, such as a simulated character or an anime character.
- first avatar and the second avatar are in the same virtual environment.
- first avatar and the second avatar may belong to the same team, the same organization, have a friend relationship, or have temporary communication rights.
- the applications installed on the first terminal 420 and the second terminal 460 are the same, or the applications installed on the two terminals are applications of the same type on different control system platforms.
- the first terminal 420 may generally refer to one of multiple terminals, and the second terminal 460 may generally refer to one of multiple terminals.
- This embodiment only takes the first terminal 420 and the second terminal 460 as examples for illustration.
- the device types of the first terminal 420 and the second terminal 460 are the same or different.
- the following embodiments take the terminal including a smart phone as an example for illustration.
- the number of the above-mentioned terminals may be more or less.
- the above-mentioned terminal may be only one, or the above-mentioned terminal may be dozens or hundreds, or more.
- the embodiments of the present application do not limit the number of terminals and device types.
- FIG. 5 is a flowchart of a method for selecting skills of virtual objects provided by an exemplary embodiment of the present application.
- the method can be applied to a computer device, and the computer device can be implemented as the first terminal 420 or the second terminal as shown in FIG. 4 . 460, or other terminals in the computer system 400, the method includes:
- Step 501 displaying a first skill identifier of a first skill, where the first skill is a skill configured by a virtual object of the first level in the virtual game.
- the first skill corresponds to the first level, that is, the first skill is a skill configured by the computer device for the virtual object when the virtual object is at the first level.
- a single skill corresponds to a single level, or a single skill corresponds to multiple levels.
- the skill effects of the skills at different levels are the same or different.
- the skill "leaf" can be selected when the virtual object is at the first level and the second level, and when the virtual object is at the first level, the leaf skill is in the first stage of evolution, and when the virtual object is at the first level. At the second level, the leaf skill is in the second stage of evolution.
- At least two skills are provided for the player to choose from, including the leaf skill in the second stage of evolution. That is, when the virtual object is switched from the first level to the second level, the player can choose to evolve the leaf skills of the first stage into the leaf skills of the second stage, or choose to evolve the leaf skills of the first stage into other different skills. Leaf skill skill.
- the skills provided at the nth level are preset.
- the skills provided to the player for selection are obtained from the first skill set, and at the second level, from the second skill set.
- the skills selected by the player at the first level is the leaf skill
- the skills provided to the player at the second level are the pollen ball skill and the grass stirrer skill.
- the above pollen skill There is a relationship between the group skill and the grass mixer skill and the leaf skill.
- the first skill identifier is implemented as at least one of an icon of the first skill, a name of the first skill, and an attribute of the first skill, that is, displaying the first skill in the game interface of the virtual game A skill identifier, indicating that the virtual object is currently configured with the first skill.
- the first skill identifier is used to indicate the skill configuration of the virtual object, and/or the first skill identifier is used to control the virtual object to release the skill. For example, when the player selects the first skill identifier, the virtual object is triggered to release the first skill in the virtual game.
- the first skill is an initial assembly skill when the virtual object participates in the virtual game, or the first skill is a skill configured by the player to the virtual object during historical level switching of the virtual object.
- the first skill is the initial assembly skill of the virtual object
- the first skill is a preset skill, or the first skill is a skill randomly selected from the initial skill set.
- a virtual game interface is displayed, and the virtual game interface is an interface for observing the virtual environment when the virtual object participates in the virtual game.
- the virtual game interface includes a virtual environment screen and controls (such as the above-mentioned first skill identifier), wherein the controls are superimposed and displayed on the virtual environment interface.
- Step 502 in response to the virtual object being changed from the first level to the second level in the virtual game, display at least two second skill identifiers, the second skill corresponding to the second skill identifier corresponds to the second level, and at least two second skill identifiers are displayed.
- the second skill identification includes the target second skill identification.
- the second level is a specific level where a skill evolution event exists, or, the second level is a level that can provide an evolution event within a preset level range.
- the level of the virtual object is up to level 50, and when the virtual object is within level 30, each level up corresponds to an opportunity to evolve skills.
- the first level is level 5, and the second level is level 10, that is, the virtual object is upgraded from level 5, and when the virtual object is upgraded to level 10, the first skill identifier corresponding to the pre-level It is assumed that at least two second skill logos are displayed at the display position.
- the level is implemented as a digital level for illustration.
- the level of the virtual object may also be implemented as a preset name, which is not limited in this embodiment of the present application.
- the appearance of the virtual object changes correspondingly with the level.
- the virtual object is implemented as a virtual sprite, in a virtual game, the virtual sprite follows the game process. Evolves and changes in appearance as it evolves.
- the at least two second skill identifiers are used to provide the virtual object with at least two second skills for replacing the first skill, and the second skills correspond to the evolved second level of the virtual object.
- the virtual object is currently in a primary state, and is equipped with a leaf skill.
- the virtual object evolves to an intermediate state, it displays the pollen ball skill and the grass blender skill, wherein the pollen ball skill and the grass blender skill correspond to the second level.
- the pollen ball skill and the grass stirrer skill correspond to the second level
- the pollen ball skill and the grass stirrer skill correspond to the leaf skill, that is, the leaf skill is when the current key position is in the primary form
- the corresponding skills, and the pollen ball skills and grass mixer skills are the skills corresponding to the current key position in the intermediate form.
- the at least two second skill identifiers displayed in the interface are identifiers corresponding to the preset at least two second skills; or, the at least two second skill identifiers displayed in the interface are identifiers from preset Marks corresponding to at least two second skills selected from the skill library corresponding to the second level.
- At least two skill identifiers are displayed at preset display positions corresponding to the first skill identifier.
- the above-mentioned preset display position includes a position corresponding to the display key of the first skill in the virtual environment interface, or, the above-mentioned preset display position is a position corresponding to the first skill identifier in the skill configuration interface, and the above-mentioned skill
- the configuration interface is an interface called through the preset controls. In the skill configuration interface, players can configure the current skills.
- the display manners of the at least two second skill identifiers include any one of the following manners:
- At least two second skill logos are displayed in a fan-shaped display manner.
- FIG. 6 is a schematic diagram of displaying at least two second skill identifiers in an interface provided by an exemplary embodiment of the present application.
- a first skill identifier 610 is displayed in the virtual game interface 600 .
- the skill is the skill to be evolved, and corresponding to the first skill mark 610, a switch path 621 and a switch path 622 are displayed, the path end point of the switch path 621 is the second skill mark 631, and the path end point of the switch path 622 is the second skill mark 632.
- each second skill logo displays a reduced version of the complete skill logo, or each second skill logo displays a cropped version of the second skill logo.
- Part ID is a code that specifies the display position of the first skill logo.
- the left half logo of one of the second skill logos is obtained by cutting
- the right half logo of the other second skill logo is obtained by cutting.
- Half of the logo after splicing the left half logo and the right half logo obtained by cutting, it is superimposed and displayed on the first skill logo.
- the size of the logo obtained by splicing the left half logo and the right half logo obtained by cutting is consistent with the size of the first skill logo; or, the left half logo obtained by cutting and the logo size obtained by splicing the right half logo. It is larger than the logo size of the first skill logo.
- the second skill includes at least one of the following three types of skills:
- the second skill is the same skill as the first skill.
- the second skill is a skill after the skill level of the first skill is improved, that is, the skill level between the first skill and the second skill is different, and the improvement of the skill level will make the attribute corresponding to the second skill
- the value is improved, but the skill effect of the second skill is the same as the first skill.
- the skill effect of the first skill is an acceleration effect, and its corresponding acceleration attribute value is a 4% increase in speed
- the skill effect of the second level is also an acceleration effect, and its corresponding acceleration attribute value is a speed increase of 6%.
- the above-mentioned skill effect includes at least one of skill name, display effect when the skill is released in the virtual environment, attribute effect, skill configuration structure, and the like.
- the skill configuration structure is used to indicate the role matching situation produced by the skills.
- the skill configuration structure of different second skills is different, which means that different second skills can produce different effects.
- the skill configuration structure of the second skill includes at least one of configuration information corresponding to the second skill, such as attributes, functions, rarity, aggression, defense, and assistance.
- at least two second skills are the pollen ball skill and the grass stirrer skill, wherein the skill configuration structure of the pollen ball skill is damage and recovery, that is, the pollen ball.
- the skill can not only supplement damage to teammates, but also provide teammates with health recovery; the skill configuration structure of the grass blender is damage and acceleration, that is, it can not only cause damage to the enemy, but also provide an acceleration runway to speed up the movement speed. .
- the second skill is the same skill as the first skill part.
- the skill effects of the first skill and the second skill are partially the same, and the second skill is a skill obtained after the first skill undergoes skill evolution, and the skill evolution will change part of the skill effect of the skill.
- the attribute value corresponding to the skill effect of the same part of the second skill and the first skill can be improved, or can be kept the same as the first skill.
- the skill effect of the first skill is an acceleration effect, and its corresponding acceleration attribute value increases the speed by 4%
- the skill effect of the second skill includes an acceleration effect and a recovery effect, wherein the recovery effect is to restore the virtual state of the virtual object,
- the acceleration attribute value corresponding to the above acceleration effect can be the same as the first skill, that is, the speed is still increased by 4%, or it can be different from the first skill, for example, the speed is increased by 6% .
- the skill effect of the first skill is an acceleration effect and a recovery effect, wherein, the acceleration attribute value corresponding to the acceleration effect increases the speed by 4%, and the recovery attribute value corresponding to the recovery effect restores 100 points of health.
- the skill effect is an acceleration effect, and the corresponding acceleration attribute value is a 10% increase in speed.
- the skill effect of the second skill B is a recovery effect, and the corresponding recovery attribute value is 500 points of health.
- the second skill is a completely different skill from the first skill.
- the skill effects of the first skill and the second skill are completely different, and the second skill is a skill obtained after the first skill undergoes skill evolution, and the skill evolution will change all skill effects of the skill.
- the second skill is not an advanced skill after the attribute value is increased on the basis of the first skill, but another skill that is set outside the first skill and whose expression and attribute value are different.
- the skill effect of the first skill is an acceleration effect, and its corresponding acceleration attribute value is a 4% increase in speed
- the skill effect of the second skill is a teleportation effect
- the corresponding teleportation attribute value is a teleportation range of 100 meters.
- the corresponding skill configuration structures are different between at least two second skills corresponding to the at least two second skill identifiers.
- Step 503 in response to the selection operation on the target second skill identifier, replace the first skill with the second skill corresponding to the target second skill identifier.
- the at least two second skill identifiers include a target second skill identifier, and the target second skill identifier is the second skill identifier selected by the player to replace the first skill identifier.
- the selection operation is implemented by touch on the interface, or the selection operation is implemented by physical keys.
- a click operation on the second skill identifier on the virtual game interface is received, and the click operation is used as a selection operation on the target second skill identifier.
- the above-mentioned selection operation can also be realized by operations such as a long-press operation, a double-click operation (including at least one of a single-finger double-click operation and a double-multi-finger double-click operation), a hovering operation, a drag operation, and their combination operations. This is not limited.
- the first skill logo is displayed on the target display key in the virtual environment interface. After receiving the selection operation of the target second skill logo, the display of the first skill on the target display key is canceled according to the selection operation.
- the skill logo is displayed, and the target second skill logo is displayed on the target display key.
- the target second skill identifier is displayed on the above-mentioned target display key, it means that the first skill configured by the virtual object is replaced with the second skill corresponding to the target second skill identifier.
- the method for selecting a skill of a virtual object displayed at least two second skill identifiers when the virtual object is changed to the second level, so that the selected second skill replaces the first skill as the first skill.
- the skills after the virtual object evolve, because the second skills are selected from at least two candidate second skills, which increases the diversity of skill evolution, improves the strategy of virtual games, and avoids the need for a single skill configuration.
- the problem that leads to the weak strategy of the virtual game improves the player's experience in the virtual game.
- FIG. 7 is a skill selection of a virtual object provided by another exemplary embodiment of the present application. The flowchart of the method is described by taking the method applied to a terminal as an example, as shown in FIG. 7 , the method includes:
- Step 701 displaying a first skill identifier of a first skill, where the first skill is a skill configured by the virtual object in the virtual game, and the level of the virtual object in the virtual game is the first level.
- the first skill corresponds to the first level, that is, the first skill is a skill configured to the virtual object when the virtual object is at the first level.
- a single skill corresponds to a single level, or a single skill corresponds to multiple levels.
- the skill effects of the skills at different levels are the same or different.
- the skill "leaf" can be selected when the virtual object is at the first level and the second level, and when the virtual object is at the first level, the leaf skill is in the first stage of evolution, and when the virtual object is at the first level. At the second level, the leaf skill is in the second stage of evolution.
- the virtual object switches to the second level at least two skills are provided for the player to choose from, including the leaf skill in the second stage of evolution.
- the first skill identifier is implemented as at least one of an icon of the first skill, a name of the first skill, and an attribute of the first skill, that is, displaying the first skill in the game interface of the virtual game A skill identifier, indicating that the virtual object is currently configured with the first skill.
- the first skill identifier is used to indicate the skill configuration of the virtual object, and/or the first skill identifier is used to control the virtual object to release skills. For example, when the player selects the first skill identifier, the virtual object is triggered to release the first skill in the virtual game.
- Step 702 in response to the virtual object being changed from the first level to the second level in the virtual game, determine a skill set corresponding to the virtual object and the second level.
- the skill set corresponds to the role of the virtual object itself
- the skill set corresponds to the above-mentioned second level, that is, the role of the virtual object itself corresponds to an overall skill set
- the skill set corresponding to the second level is a child of the overall skill set gather.
- the virtual object corresponds to a character ID
- the second level corresponds to a level ID
- a skill set corresponding to both the character ID and the level ID is searched as a skill set for selecting the second skill.
- Step 703 Determine at least two second skills from the skill set.
- the manner of determining the at least two second skills from the skill set includes any one of the following manners:
- At least two second skills are randomly determined from the skill set.
- the number of second skills provided to the player for selection is preset, and at least two second skills are randomly determined from the skill set according to the above number.
- the historical behavior data includes historical skill trigger data of the virtual object, and according to the historical behavior data, at least two second skills with the most trigger times are determined from the skill set.
- the historical behavior data further includes historical skill selection data of the virtual object, that is, the number of times the player has selected skills in historical virtual games.
- At least two second skills selected by the player are determined from the skill set according to the player's settings.
- the player presets the second skill to be provided in the skill setting interface.
- At least two second skills selected by the player are determined from the skill set according to the equipment attributes of the virtual equipment configured by the virtual object in the current virtual game.
- the equipment attribute is a physical attribute
- at least two second skills matching the physical attribute are selected from the skill set
- the equipment attribute is a magic attribute
- at least two second skills matching the magical attribute are selected from the skill set a second skill.
- Step 704 Display at least two second skill identifiers corresponding to the at least two second skills at a preset display position.
- the above-mentioned preset display position corresponds to the first skill identifier.
- the preset display position may be a position within a preset fan-shaped range surrounding the center of the first skill mark; or, the preset display position may be based on the first skill mark A position away from a preset length; or, the preset display position may be the display position of the first skill logo, which is not limited here.
- the virtual game interface displays at least two first skill identifiers, and the player can evolve the at least two first skills in different evolution stages.
- the virtual game interface includes two first skills, namely the leaf skill 810 and the photosynthesis skill 820.
- the leaf skill 810 is selected for evolution, and the evolution of the leaf skill 810 includes two candidate second skills, namely the pollen ball skill 831 and the grass stirrer skill 832.
- the player selects the pollen skill 831 so that the virtual object is configured with the pollen skill 831 and the photosynthesis skill 820 .
- the player selects the photosynthesis skill 820 from the pollen ball skill 831 and the photosynthesis skill 820 to evolve, and the evolution of the photosynthesis skill 820 includes two candidate second skills, They are the cotton defense skill 841 and the cotton spore skill 842 respectively.
- the player selects the cotton defense skill 841 so that the virtual object is configured with the pollen ball skill 831 and the cotton defense skill 841 .
- the possible skill configuration methods include:
- the player when the virtual object evolves from an intermediate form to an advanced form, the player does not evolve the photosynthesis skill 820, but continues to evolve the pollen ball skill 831, that is, the skill configuration can be more. This embodiment of the present application does not limit this.
- the player selects one of the two skills to evolve as an example.
- the player can evolve the specified skill, but not more than one skill. Choose from one skill to evolve.
- Step 705 in response to the selection operation on the target second skill identifier, replace the first skill with the second skill corresponding to the target second skill identifier.
- the at least two second skill identifiers include the target second skill identifier.
- the sliding operation received between the first skill logo and the target skill logo is used as a selection operation, and the sliding start position of the sliding operation is used. It is located on the first skill mark, and the sliding termination position of the sliding operation is located on the target second skill mark.
- the sliding operation when selecting the second skill, it is necessary to first have a certain degree of knowledge about the second skill being selected. Therefore, receive the sliding operation between the first skill mark and the second skill mark, and display the skill effect preview animation of the target second skill mark according to the sliding operation, and respond to the end of the sliding operation, and the sliding termination position of the sliding operation is located at the target. On the second skill identifier, the sliding operation is determined as a selection operation on the target second skill identifier.
- FIG. 9 shows a schematic diagram of a virtual game interface provided by an exemplary embodiment of the present application.
- the virtual game interface 900 displays a first skill identifier 910, a first skill The second skill ID 920 and the second skill ID 930, there is a switching path 921 between the first skill ID 910 and the second skill ID 920, when a sliding operation on the switching path 921 is received, in the week of the second skill ID 920
- the skill effect preview animation 940 is displayed on the side.
- the player determines that the second skill corresponding to the second skill identifier 920 is the skill that needs to be selected. End the sliding operation on the second skill identifier 920, so as to select the second skill.
- the display of the first skill logo is canceled according to the selection operation, and the target second skill logo is displayed on the target display key of the first skill logo.
- the method for selecting a skill for a virtual object displayed at least two second skill identifiers when the virtual object is changed to the second level, so that the selected second skill replaces the first skill as the first skill.
- the skills after the virtual object evolve, because the second skills are selected from at least two candidate second skills, which increases the diversity of skill evolution, improves the strategy of virtual games, and avoids the need for a single skill configuration.
- the problem that leads to the weak strategy of the virtual game improves the player's experience in the virtual game.
- the second skill identifiers of at least two second skills are determined and displayed from the skill set, which improves the selection diversity and optional range of the second skills, and improves the combination ability of the skill configuration.
- the method provided in this embodiment improves the skill selection efficiency by displaying the skill effect preview animation according to the sliding operation during the skill switching process, so as to pre-display the skill effect of the candidate skill for the player to confirm the selection of the second skill.
- FIG. 10 is a flowchart of a method for selecting a skill for a virtual object provided by another exemplary embodiment of the present application. When the method is applied to a terminal, it is Example to illustrate, as shown in Figure 10, the method includes:
- Step 1001 displaying a first skill identifier of a first skill, where the first skill is a skill configured by a virtual object of a first level in a virtual game.
- the first skill identifier is implemented as at least one of an icon of the first skill, a name of the first skill, and an attribute of the first skill, that is, displaying the first skill in the game interface of the virtual game.
- the skill identifier indicating that the virtual object is currently configured with the first skill.
- the first skill identifier is used to indicate the skill configuration of the virtual object, and/or the first skill identifier is used to control the virtual object to release the skill. For example, when the player selects the first skill identifier, the virtual object is triggered to release the first skill in the virtual game.
- Step 1002 in response to the virtual object being changed from the first level to the second level in the virtual game, display at least two second skill marks at the preset display positions corresponding to the first skill marks, the The second skill corresponds to the second level.
- the appearance of the virtual object changes correspondingly with the level.
- the virtual object is implemented as a virtual sprite, in a virtual game, the virtual sprite follows the game process. Evolves and changes in appearance as it evolves.
- the at least two second skill identifiers are used to provide the virtual object with at least two second skills for replacing the first skill, and the second skills correspond to the evolved second level of the virtual object.
- the virtual object is currently in a primary state, and is configured with a leaf skill.
- the pollen ball skill and the grass stirrer skill are displayed at the preset display position where the skill logo of the leaf skill should be displayed, wherein,
- the pollen ball skill and the grass blender skill are skills corresponding to the second level, and in some embodiments, the pollen ball skill and the grass blender skill correspond to the second level and the leaf skill, that is, the leaf skill is the current key position at the primary level
- the corresponding skills in the form, and the pollen ball skills and the grass stirrer skills are the skills corresponding to the current key position in the intermediate form.
- the at least two second skill identifiers displayed in the interface are identifiers corresponding to the preset at least two second skills; or, the at least two second skill identifiers displayed in the interface are identifiers from preset Marks corresponding to at least two second skills selected from the skill library corresponding to the second level.
- Step 1003 When displaying at least two second skill signs, display skill configuration prompt information at a preset position on the periphery of the second skill signs, where the skill configuration prompt information is used to indicate the skill configuration structure of the second skill.
- the skill configuration structure of the second skill includes at least one of configuration information corresponding to the second skill, such as attributes, functions, rarity, aggression, defense, and assistance.
- a first function identifier 1110 and a second function identifier 1120 are displayed in the virtual game interface 1100 , wherein the second function identifier 1120 is at a preset position on the periphery, as shown in FIG. 11 .
- the configuration prompt information 1130 is displayed in the lower left corner of the second function identifier 1120, referring to the configuration prompt information 1130 in FIG. 11 , the configuration prompt information 1130 is used to indicate that the second skill corresponding to the second skill identifier 1120 belongs to the attack type skill and the second skill is a rare skill.
- the skill configuration prompt information is used to indicate the configuration information by means of color, strobe, highlight, pattern, shape, and the like.
- Step 1004 in response to the selection operation on the target second skill identifier, replace the first skill with the second skill corresponding to the target second skill identifier.
- the above-mentioned target second skill identifier is an identifier selected by the player from at least two second skill identifiers.
- skill operation guide information is displayed in the virtual environment interface, and the skill operation guide information is used to prompt the target second skill identifier corresponding to the second skill.
- Content related to the operation of skills includes at least one of information such as a release path, release range, triggering method, and triggering effect of the second skill.
- the presentation form of the above-mentioned operation guide information includes one of animation form, text form, voice form, and the like.
- the method for selecting a skill of a virtual object displayed at least two second skill identifiers when the virtual object is changed to the second level, so that the selected second skill replaces the first skill as the first skill.
- the skills after the virtual object evolve, because the second skills are selected from at least two candidate second skills, which increases the diversity of skill evolution, improves the strategy of virtual games, and avoids the need for a single skill configuration.
- the problem that leads to the weak strategy of the virtual game improves the player's experience in the virtual game.
- the configuration prompt information is displayed at a preset position on the periphery of the second skill logo, so as to indicate the configuration structure of the second skill corresponding to the second skill logo.
- FIG. 12 shows the overall flow chart of the method for selecting skills of virtual objects provided by an exemplary embodiment of the present application. As shown in FIG. 12 , the process includes:
- Step 1201 role upgrade.
- the level upgrade or evolution of the virtual object participating in the virtual game in the virtual environment is illustratively, taking the virtual object being implemented as a virtual sprite as an example, the character upgrade is the virtual sprite evolution.
- step 1202 it is determined whether the matching level is reached.
- Matchmaking refers to the process of assigning skills to virtual objects by players, that is, players can assign skills to virtual objects at some levels, while at other levels, players do not have the ability to assign skills to virtual objects.
- Step 1203 when the virtual object reaches the matching level, open matching.
- the player is provided with two candidate skill options, the matching A and the matching B, that is, the player can select one of the matching A and the matching B for matching.
- Step 1204 the player selects the matching move to be learned.
- the matching moves A and the matching moves B are the matching moves for replacing the original skills as new learned skills as virtual objects.
- the player selects a skill in the combination A and the combination B as a newly configured virtual object.
- Step 1205 Eliminate old skills with the same key position.
- Step 1206 judging the matching moves learned by the player.
- Step 1207 in response to the player learning the match A, map the match A to the key.
- Step 1208 in response to the player learning the match B, map the match B to the key.
- the method for selecting a skill of a virtual object displayed at least two second skill identifiers when the virtual object is changed to the second level, so that the selected second skill replaces the first skill as the first skill.
- the skills after the virtual object evolve, because the second skills are selected from at least two candidate second skills, which increases the diversity of skill evolution, improves the strategy of virtual games, and avoids the need for a single skill configuration.
- the problem that leads to the weak strategy of the virtual game improves the player's experience in the virtual game.
- FIG. 13 is a structural block diagram of an apparatus for selecting skills for virtual objects provided by an exemplary embodiment of the present application. As shown in FIG. 13 , the apparatus includes:
- a display module 1310 configured to display a first skill identifier of a first skill, where the first skill is a skill configured by the virtual object of the first level in the virtual game;
- the display module 1310 is further configured to display at least two second skill identifiers in response to the virtual object changing from the first level to the second level in the virtual game, and the second skill identifiers correspond to 's second skill corresponds to said second level;
- the receiving module 1320 is configured to, in response to receiving a selection operation to select a target second skill identifier from the at least two second skill identifiers, replace the first skill with the corresponding target second skill identifier. second skill.
- the display module 1310 is further configured to cancel the display of the first skill identifier of the target display key; display the target second skill identifier to the target of the first skill identifier Display keys.
- the corresponding skill configuration structures between at least two of the second skills are different, and the skill configuration structures are used to indicate the role collocations produced by the skills;
- the display module 1310 includes:
- a determining unit 1311 configured to determine a skill set corresponding to the virtual object and the second level; determine at least two of the second skills from the skill set;
- the display unit 1312 is configured to display the at least two second skill identifiers corresponding to the at least two second skills at a preset display position corresponding to the first skill identifier.
- the determining unit 1311 is further configured to acquire historical behavior data corresponding to the virtual object, where the historical behavior data includes historical skill triggering data of the virtual object; according to the According to historical behavior data, at least two of the second skills that are triggered the most times are determined from the skill set.
- the display module 1310 is further configured to display at least two of the second skill identifiers in a fan-shaped display manner with the first skill identifier as a surrounding center;
- the display module 1310 is further configured to display at least two switching paths with the first skill identifier as the starting point of the path, and the end points of the switching paths are at least two of the second skill identifiers;
- the display module 1310 is further configured to superimpose and display at least two of the second skill identifiers at the display positions of the first skill identifiers.
- the receiving module 1320 is further configured to, in response to displaying the switching path between the first skill identifier and the second skill identifier, send the first skill identifier to the first skill identifier.
- the sliding operation received between the target second skill identification and the target second skill identification is used as the selection operation, the sliding starting position of the sliding operation is located on the first skill identification, and the sliding ending position of the sliding operation is located in the on the target's second skill logo.
- the receiving module 1320 is further configured to receive a sliding operation between the first skill identifier and the target second skill identifier;
- the display module 1310 is further configured to display the skill effect preview animation of the target second skill identifier according to the sliding operation; in response to the end of the sliding operation, and the sliding termination position of the sliding operation is located in the target second skill.
- the sliding operation is determined as a selection operation on the target second skill identifier.
- the display module 1310 is further configured to, in response to displaying at least two second skill signs, display skill configuration prompt information at a preset position on the periphery of the second skill signs,
- the skill configuration prompt information is used to indicate the skill configuration structure of the second skill.
- the device for selecting a skill for a virtual object displayed at least two second skill identifiers when the virtual object is changed to the second level, so that the selected second skill replaces the first skill as the first skill.
- the skills after the virtual object evolve, because the second skills are selected from at least two candidate second skills, which increases the diversity of skill evolution, improves the strategy of virtual games, and avoids the need for a single skill configuration.
- the problem that leads to the weak strategy of the virtual game improves the player's experience in the virtual game.
- the present application also provides a terminal, the terminal includes a processor and a memory, the memory stores at least one instruction, and the at least one instruction is loaded and executed by the processor to realize the skill selection method for virtual objects provided by the above method embodiments by: The steps performed by the first terminal or the steps performed by the second terminal. It should be noted that the terminal may be the terminal provided in FIG. 15 below.
- FIG. 15 shows a structural block diagram of a terminal 1500 provided by an exemplary embodiment of the present application.
- the terminal 1500 can be: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III, the standard audio level 3 of moving picture expert compression), MP4 (Moving Picture Experts Group Audio Layer IV, moving picture expert compression standard audio Level 4) Player, laptop or desktop computer.
- Terminal 1500 may also be called user equipment, portable terminal, laptop terminal, desktop terminal, and the like by other names.
- the terminal 1500 includes: a processor 1501 and a memory 1502 .
- the processor 1501 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like.
- Memory 1502 may include one or more computer-readable storage media, which may be non-transitory. Memory 1502 may also include high-speed random access memory, as well as non-volatile memory, such as one or more disk storage devices, flash storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1502 is used to store at least one instruction, and the at least one instruction is used to be executed by the processor 1501 to realize the virtual object provided by the method embodiments in this application. method of skill selection.
- the terminal 1500 may optionally further include: a peripheral device interface 1503 and at least one peripheral device.
- the processor 1501, the memory 1502 and the peripheral device interface 1503 can be connected through a bus or a signal line.
- Each peripheral device can be connected to the peripheral device interface 1503 through a bus, a signal line or a circuit board.
- the peripheral device includes: at least one of a radio frequency circuit 1504 , a touch display screen 1505 , a camera 1506 , an audio circuit 1507 , a positioning component 1508 and a power supply 1509 .
- the peripheral device interface 1503 may be used to connect at least one peripheral device related to I/O (Input/Output) to the processor 1501 and the memory 1502 .
- the radio frequency circuit 1504 is used for receiving and transmitting RF (Radio Frequency, radio frequency) signals, also called electromagnetic signals.
- the radio frequency circuit 1504 communicates with communication networks and other communication devices via electromagnetic signals.
- the radio frequency circuit 1504 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals.
- the display screen 1505 is used for displaying UI (User Interface, user interface).
- UI User Interface, user interface
- the camera assembly 1506 is used to capture images or video.
- Audio circuitry 1507 may include a microphone and speakers.
- the positioning component 1508 is used to locate the current geographic location of the terminal 1500 to implement navigation or LBS (Location Based Service).
- LBS Location Based Service
- the power supply 1509 is used to power various components in the terminal 1500 .
- the terminal 1500 also includes one or more sensors 1510 .
- the one or more sensors 1510 include, but are not limited to, an acceleration sensor 1511 , a gyro sensor 1512 , a pressure sensor 1513 , a fingerprint sensor 1514 , an optical sensor 1515 , and a proximity sensor 1516 .
- FIG. 15 does not constitute a limitation on the terminal 1500, and may include more or less components than the one shown, or combine some components, or adopt different component arrangements.
- the memory further includes one or more programs, the one or more programs are stored in the memory, and the one or more programs include a skill selection method for performing the virtual object provided by the embodiment of the present application.
- the present application provides a computer-readable storage medium, the storage medium stores at least one instruction, and the at least one instruction is loaded and executed by the processor to implement the skill selection of the virtual object provided by the above method embodiments method.
- the application also provides a computer program product or computer program, the computer program product or computer program comprising computer instructions stored in a computer-readable storage medium.
- the processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the method for skill selection of virtual objects described in any of the foregoing embodiments.
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Abstract
Description
Claims (15)
- 一种虚拟对象的技能选择方法,其中,应用于计算机设备,所述方法包括:显示第一技能的第一技能标识,所述第一技能为虚拟对局中第一等级的所述虚拟对象所配置的技能;响应于所述虚拟对象在所述虚拟对局中从所述第一等级变更为第二等级,显示至少两个第二技能标识,所述第二技能标识对应的第二技能与所述第二等级对应,所述至少两个第二技能标识中包括目标第二技能标识;响应于对所述目标第二技能标识的选择操作,将所述第一技能替换为所述目标第二技能标识对应的第二技能。
- 根据权利要求1所述的方法,其中,所述将所述第一技能替换为所述目标第二技能标识对应的第二技能,包括:取消显示目标显示键位的所述第一技能标识;将所述目标第二技能标识显示至所述目标显示键位。
- 根据权利要求2所述的方法,其中,至少两个所述第二技能之间对应的技能配置结构不同,所述技能配置结构用于指示技能所产生的作用搭配情况;所述第一技能和所述第二技能的技能效果不同。
- 根据权利要求1至3任一所述的方法,其中,所述显示至少两个第二技能标识,包括:确定与所述虚拟对象以及与所述第二等级对应的技能集合;从所述技能集合中确定出至少两个所述第二技能;在预设显示位置处显示至少两个所述第二技能对应的所述至少两个第二技能标识,所述预设显示位置与第一技能标识对应。
- 根据权利要求4所述的方法,其中,所述从所述技能集合中确定出至少两个所述第二技能,包括:获取与所述虚拟对象对应的历史行为数据,所述历史行为数据中包括所述虚拟对象的历史技能触发数据;根据所述历史行为数据,从所述技能集合中确定出被触发次数最多的至少两个所述第二技能。
- 根据权利要求1至4任一所述的方法,其中,所述显示至少两个第二技能标识,包括:以所述第一技能标识为环绕中心,以扇形显示方式显示至少两个所述第二技能标识;或,以所述第一技能标识为路径起点,显示至少两条切换路径,所述切换路径的终点为至少两个所述第二技能标识;或,在所述第一技能标识的显示位置处叠加显示至少两个所述第二技能标识。
- 根据权利要求6所述的方法,其中,所述方法还包括:响应于所述第一技能标识和所述第二技能标识之间显示有所述切换路径,将在所述第一技能标识和所述目标第二技能标识之间接收到的滑动操作作为所述选择操作。
- 根据权利要求7所述的方法,其中,所述将在所述第一技能标识和所述目标第二技能标识之间接收到的滑动操作作为所述选择操作,包括:接收在所述第一技能标识和所述目标第二技能标识之间的滑动操作;根据所述滑动操作显示所述目标第二技能标识的技能效果预览动画;响应于所述滑动操作结束,且所述滑动操作的滑动终止位置位于所述目标第二技能标识上,将所述滑动操作确定为对所述目标第二技能标识的选择操作。
- 根据权利要求1至4任一所述的方法,其中,所述方法还包括:响应于显示有至少两个第二技能标识,在所述第二技能标识周侧预设位置处显示技能配置提示信息,所述技能配置提示信息用于指示所述第二技能的技能配置结构。
- 一种虚拟对象的技能选择装置,其中,所述装置包括:显示模块,用于显示第一技能的第一技能标识,所述第一技能为虚拟对局中第一等级的所述虚拟对象所配置的技能;所述显示模块,还用于响应于所述虚拟对象在所述虚拟对局中从所述第一等级变更为第二等级,显示至少两个第二技能标识,所述第二技能标识对应的第二技能与所述第二等级对应,所述至少两个第二技能标识中包括目标第二技能标识;接收模块,用于响应于对所述目标第二技能标识的选择操作,将所述第一技能替换为所述目标第二技能标识对应的第二技能。
- 根据权利要求10所述的装置,其中,所述显示模块,还用于取消显示目标显示键位的所述第一技能标识;将所述目标第二技能标识显示至所述目标显示键位。
- 根据权利要求11所述的装置,其中,至少两个所述第二技能之间对应的技能配置结构不同,所述技能配置结构用于指示技能所产生的作用搭配情况;所述第一技能和所述第二技能的技能效果不同。
- 一种计算机设备,其中,所述计算机设备包括处理器和存储器,所述存储器中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由所述处理器加载并执行以实现如权利要求1至9任一所述的虚拟对象的技能选择方法。
- 一种计算机可读存储介质,其中,所述可读存储介质中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由处理器加载并执行以实现如权利要求1至9任一所述的虚拟对象的技能选择方法。
- 一种计算机程序产品,所述计算机程序产品包括计算机程序/指令,其中,所述计算机程序/指令存储在计算机可读存储介质中,计算机设备的处理器从所述计算机可读存储介质读取所述计算机程序/指令,所述处理器执行所述计算机程序/指令,使得所述计算机设备执行以实现如权利要求1至9任一所述的虚拟对象的技能选择方法。
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