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 PDF

Info

Publication number
WO2022083451A1
WO2022083451A1 PCT/CN2021/122678 CN2021122678W WO2022083451A1 WO 2022083451 A1 WO2022083451 A1 WO 2022083451A1 CN 2021122678 W CN2021122678 W CN 2021122678W WO 2022083451 A1 WO2022083451 A1 WO 2022083451A1
Authority
WO
WIPO (PCT)
Prior art keywords
skill
identifier
skills
virtual
target
Prior art date
Application number
PCT/CN2021/122678
Other languages
English (en)
French (fr)
Inventor
李峥旭
Original Assignee
腾讯科技(深圳)有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 腾讯科技(深圳)有限公司 filed Critical 腾讯科技(深圳)有限公司
Priority to JP2022573488A priority Critical patent/JP7449416B2/ja
Priority to KR1020227040641A priority patent/KR20230006518A/ko
Publication of WO2022083451A1 publication Critical patent/WO2022083451A1/zh
Priority to US17/871,743 priority patent/US20220355202A1/en

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling 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
    • A63F13/537Controlling 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input 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
    • A63F13/2145Input 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 the surface being also a display device, e.g. touch screens
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling 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
    • A63F13/533Controlling 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/847Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal

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.

Landscapes

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

Abstract

一种虚拟对象的技能选择方法、装置、设备、介质及程序产品,涉及虚拟环境领域。该方法包括:显示第一技能的第一技能标识,第一技能为虚拟对局中第一等级的虚拟对象所配置的技能;响应于虚拟对象在虚拟对局中从第一等级变更为第二等级,显示至少两个第二技能标识,至少两个第二技能标识中包括目标第二技能标识;接收对目标第二技能标识的选择操作;根据选择操作将第一技能替换为第二技能。通过在虚拟对象变更为第二等级时显示至少两个第二技能标识,由于第二技能是从至少两个候选的第二技能中选择得到的,增加了技能进化的多样性,提高了虚拟对局的策略性。

Description

虚拟对象的技能选择方法、装置、设备、介质及程序产品
本申请要求于2020年10月22日提交的申请号为202011140965.2、发明名称为“虚拟对象的技能选择方法、装置、设备及存储介质”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请实施例涉及虚拟环境领域,特别涉及一种虚拟对象的技能选择方法、装置、设备、介质及程序产品。
背景技术
对战游戏是多个用户账号在同一场景内进行竞技的游戏。可选地,对战游戏可以是多人在线战术竞技游戏(Multiplayer Online Battle Arena Games,MOBA),玩家可以在MOBA游戏中控制虚拟对象进行技能释放,从而对敌对虚拟对象进行攻击。
相关技术中,技能释放过程中,通过释放一个虚拟道具,从而对处于道具功能触发范围内的攻击对象产生伤害,且技能能够进行等级进化,如:当虚拟对象从第一级升级至第二级时,玩家能够从虚拟对象配置的三个技能中选择一个进行等级提升从而提升技能的属性值,以提高技能的攻击效果。
然而,通过上述向虚拟对象配置技能的方式,在一个虚拟对局中虚拟对象所配置的技能效果通常是无法进行调整的,从而影响了虚拟对局的整体技能效果,降低了技能搭配的多样性。
发明内容
本申请实施例提供了一种虚拟对象的技能选择方法、装置、设备、介质及程序产品,能够提高虚拟对局中的技能搭配多样性。所述技术方案如下:
一方面,提供了一种虚拟对象的技能选择方法,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。
另一方面,提供了一种虚拟对象的技能选择装置,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。
另一方面,提供了一种计算机设备,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上述实施例中提供的虚拟对 象的技能选择方法。
另一方面,提供了一种计算机可读存储介质,所述计算机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所述处理器加载并执行以实现如上述实施例中提供的虚拟对象的技能选择方法。
另一方面,提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机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计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该计算机设备执行上述实施例中任一所述的虚拟对象的技能选择方法。
本申请实施例提供的技术方案带来的有益效果至少包括:
通过在虚拟对象变更为第二等级时显示至少两个第二技能标识,从而将被选择的第二技能替换第一技能作为虚拟对象进化后的技能,由于第二技能是从至少两个候选的第二技能中选择得到的,增加了技能进化的多样性,提高了虚拟对局的策略性,避免由于技能配置较为单一而导致虚拟对局的策略性较弱的问题,提高了玩家在虚拟对局中的体验感。
附图说明
为了更清楚地说明本申请实施例中的技术方案,下面将对实施例描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本申请的一些实施例,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其它的附图。
图1是本申请一个示例性实施例提供的技能触发过程的界面示意图;
图2是相关技术中在进行技能进化时的界面示意图;
图3是本申请一个示例性实施例提供的技能进化时的界面示意图;
图4是本申请一个示例性实施例提供的计算机***的结构框图;
图5是本申请一个示例性实施例提供的虚拟对象的技能选择方法的流程图;
图6是基于图5示出的实施例提供的以切换路径的形式显示第二技能标识的示意图;
图7是本申请另一个示例性实施例提供的虚拟对象的技能选择方法的流程图;
图8是基于图7示出的实施例提供的技能搭配情况的示意图;
图9是基于图7示出的实施例提供的虚拟对局界面示意图;
图10是本申请另一个示例性实施例提供的虚拟对象的技能选择方法的流程图;
图11是基于图10示出的实施例提供的配置提示信息的显示界面示意图;
图12是本申请一个示例性实施例提供的虚拟对象的技能选择方法的整体流程图;
图13是本申请一个示例性实施例提供的虚拟对象的技能选择装置的结构框图;
图14是本申请另一个示例性实施例提供的虚拟对象的技能选择装置的结构框图;
图15是本申请一个示例性实施例提供的终端的结构框图。
具体实施方式
为使本申请的目的、技术方案和优点更加清楚,下面将结合附图对本申请实施方式作进一步地详细描述。
首先,对本申请实施例中涉及的名词进行简单介绍:
虚拟环境:是应用程序在终端上运行时显示(或提供)的虚拟环境。该虚拟环境可以是对真实世界的仿真环境,也可以是半仿真半虚构的环境,还可以是纯虚构的环境。虚拟环境可以是二维虚拟环境、2.5维虚拟环境和三维虚拟环境中的任意一种,本申请对此不加以限定。
虚拟对象:是指虚拟环境中的可活动对象。该可活动对象可以是虚拟人物、虚拟动物、动漫人物等,比如:在三维虚拟环境中显示的人物或动物等。可选地,虚拟对象是基于动画 骨骼技术创建的三维立体模型。每个虚拟角色在三维虚拟环境中具有自身的形状和体积,占据三维虚拟环境中的一部分空间。本申请实施例以虚拟对象为用户控制的主控虚拟对象为例,主控虚拟对象泛指虚拟环境中的一个或多个主控虚拟对象。
多人在线战术竞技游戏(Multiplayer Online Battle Arena Games,MOBA):是指在虚拟环境中,分属至少两个敌对阵营的不同虚拟队伍分别占据各自的地图区域,以某一种胜利条件作为目标进行竞技。该胜利条件包括但不限于:占领据点或摧毁敌对阵营据点、击杀敌对阵营的虚拟角色、在指定场景和时间内保证自身的存活、抢夺到某种资源、在指定时间内比分超过对方中的至少一种。战术竞技可以以局为单位来进行,每局战术竞技的地图可以相同,也可以不同。每个虚拟队伍包括一个或多个虚拟角色,比如1个、2个、3个或5个。一局MOBA游戏的持续时间是从游戏开始的时刻至达成胜利条件的时刻。
技能:是指虚拟对象在虚拟对局中配置的用于对敌对虚拟对象产生伤害的能力,通常虚拟对象在虚拟对局中在某个时刻同时配置有至少两个技能,示意性的,在虚拟对局的开始阶段,虚拟对象配置有两个初始技能,并在虚拟对象达到一定等级或者符合一定要求后,虚拟对象配置有三个技能。虚拟对象所配置的技能能够进化至更高阶的形式。
示意性的,请参考图1,在虚拟环境界面100中包括主控虚拟角色110,当前主控虚拟角色110在虚拟对局中配置有三个技能,分别为技能111、技能112和技能113,其中,当玩家对技能111进行触发时,虚拟对象在虚拟环境中释放飞行道具120作为技能效果,且飞行道具120能够在技能效果范围内对敌对虚拟对象产生伤害。
相关技术中,虚拟对象在虚拟对局中配置的技能本身不会发生改变,而是根据虚拟对象的等级升级而进行对应的进化,示意性的,请参考图2,其示出了相关技术在进行技能进化时的界面示意图,如图2所示,在虚拟对局界面200中显示有虚拟对象所配置的技能210,其中包括技能211(伤害)、技能212(位移)和技能213(伤害),当前虚拟对象的等级随着在虚拟对局中的等级数值增加从第四级升级至了第五级,从而在技能211(伤害)、技能212(位移)和技能213(伤害)的左上角显示有升级控件220,用于指示从三个技能210中选择至少一个进行升级,如图2所示,当前技能211处于一级,技能212处于一级,技能213处于两级,则当玩家对技能212(位移)对应的升级控件220进行选择时,将技能212升级至两级。其中,当技能212(位移)从一级升级至二级时,其对应的升级效果为技能的属性值增加,例如,技能212(位移)在一级时对应的位移距离为3米,在二级时对应的位移距离为3.5米。
然而,上述方式中,仅能对技能的等级进行进化,而虚拟对象在虚拟对局中所配置的技能本身为固定不变的,无法进行技能的重新搭配,技能配置的多样性较低。
而本申请实施例中,响应于虚拟对象在虚拟对局中变更为第二等级,提供将虚拟对象所配置的第一技能升级为第二技能的能力,且第一技能在进化时,提供有至少两个候选的第二技能,玩家能够从至少两个候选的第二技能中选择一个替换当前配置的第一技能作为虚拟对象配置的新技能。
示意性的,请参考图3,其示出了本申请一个示例性实施例提供的技能进化时的界面示意图,如图3所示,在虚拟对局界面300中显示有虚拟对象在虚拟对局中配置的技能310,其中包括已解锁的技能311(树叶)和技能312(光合作用),技能键位313尚未解锁。当虚拟对象在虚拟对局中变更为第二等级,在虚拟对局界面300中提示上述技能311和技能312能够进化,如:在技能311和技能312标识***进行高亮闪烁显示。玩家能够从技能311和技能312中选择至少一个进行进化。示意性的,当玩家选择对技能311进行进化时,在技能311周侧预设位置显示技能321(花粉团)和技能322(青草搅拌器),技能321和技能322为玩家能够选择替换技能311的进化后的技能。示意性的,当玩家对技能321(花粉团)进行选择时,则将技能321替换虚拟对象原先配置的技能311作为虚拟对象的技能进化结果。
图4示出了本申请一个示例性实施例提供的计算机***的结构框图。该计算机***400包括:第一终端420、服务器440和第二终端460。
第一终端420安装和运行有支持虚拟环境的应用程序。该应用程序可以是虚拟现实应用程序、三维地图程序、军事仿真程序、第一人称射击游戏(First Person Shooting Game,FPS)、MOBA游戏、多人枪战类生存游戏、大逃杀类型的射击游戏中的任意一种。第一终端420是第一用户使用的终端,第一用户使用第一终端420控制位于虚拟环境中的第一主控虚拟角色进行活动,该活动包括但不限于:调整身体姿态、行走、奔跑、跳跃、释放技能、拾取、攻击、躲避其他虚拟角色的攻击中的至少一种。示意性的,第一主控虚拟角色是第一虚拟人物,比如仿真人物角色或动漫人物角色。示意性的,第一主控虚拟角色在虚拟环境中释放区域型技能,虚拟环境画面由主控虚拟角色所在的位置向区域型技能指示器选中的目标区域移动。区域型技能指示器用于主控虚拟角色在释放技能时选择释放区域。
第一终端420通过无线网络或有线网络与服务器440相连。
服务器440包括一台服务器、多台服务器、云计算平台和虚拟化中心中的至少一种。示意性的,服务器440包括处理器444和存储器442,存储器442又包括接收模块4421、控制模块4422和发送模块4423,接收模块4421用于接收客户端发送的请求,如组队请求;控制模块4422用于控制虚拟环境画面的渲染;发送模块4423用于向客户端发送消息通知,如组队成功通知。服务器440用于为支持三维虚拟环境的应用程序提供后台服务。可选地,服务器440承担主要计算工作,第一终端420和第二终端460承担次要计算工作;或者,服务器440承担次要计算工作,第一终端420和第二终端460承担主要计算工作;或者,服务器440、第一终端420和第二终端460三者之间采用分布式计算架构进行协同计算。
第二终端460通过无线网络或有线网络与服务器440相连。
第二终端460安装和运行有支持虚拟环境的应用程序。第二终端460是第二用户使用的终端,第二用户使用第二终端460控制位于虚拟环境中的第二主控虚拟角色进行活动。示意性的,第二主控虚拟角色是第二虚拟人物,比如仿真人物角色或动漫人物角色。
可选地,第一虚拟人物角色和第二虚拟人物角色处于同一虚拟环境中。可选地,第一虚拟人物角色和第二虚拟人物角色可以属于同一个队伍、同一个组织、具有好友关系或具有临时性的通讯权限。
可选地,第一终端420和第二终端460上安装的应用程序是相同的,或两个终端上安装的应用程序是不同控制***平台的同一类型应用程序。第一终端420可以泛指多个终端中的一个,第二终端460可以泛指多个终端中的一个,本实施例仅以第一终端420和第二终端460来举例说明。第一终端420和第二终端460的设备类型相同或不同。以下实施例以终端包括智能手机来举例说明。
本领域技术人员可以知晓,上述终端的数量可以更多或更少。比如上述终端可以仅为一个,或者上述终端为几十个或几百个,或者更多数量。本申请实施例对终端的数量和设备类型不加以限定。
图5是本申请一个示例性实施例提供的虚拟对象的技能选择方法的流程图,该方法可应用于计算机设备,该计算机设备可实现为如图4所示的第一终端420或第二终端460,或该计算机***400中的其他终端,该方法包括:
步骤501,显示第一技能的第一技能标识,第一技能为虚拟对局中第一等级的虚拟对象所配置的技能。
其中,第一技能与第一等级对应,也即第一技能为虚拟对象在第一等级时计算机设备为虚拟对象配置的技能。在一些实施例中,单个技能对应单个等级,或,单个技能对应多个等级。当单个技能对应多个等级时,在不同等级下技能的技能效果相同或者不同。示意性的,在虚拟对象处于第一级和第二级时都能够对技能“树叶”进行选择,而在虚拟对象处于第一 级时,树叶技能处于进化的第一阶段,而在虚拟对象处于第二级时,树叶技能处于进化的第二阶段,当虚拟对象切换至第二级时,提供至少两个技能供玩家选择,其中包括处于进化的第二阶段的树叶技能。即,在虚拟对象从第一级切换为第二级时,玩家可以选择将第一阶段的树叶技能进化为第二阶段的树叶技能,也可以选择将第一阶段的树叶技能进化为其他不同于树叶技能的技能。
本申请实施例中,以不同等级下提供的技能不同为例进行说明。其中,第n个等级下提供的技能为预先设置的,例如,在第一等级下,从第一技能集合中获取提供给玩家进行选择的技能,在第二等级下,从第二技能集合中获取提供给玩家进行选择的技能,其中,第一技能集合与第二技能集合均为预设的技能集合;或,第n个等级下提供的技能与第n-1个等级下玩家选择的技能关联,n为大于1的正整数,例如,当第一等级下玩家选择的技能为树叶技能时,则在第二等级时提供给玩家选择的技能为花粉团技能和青草搅拌器技能,上述花粉团技能和青草搅拌器技能与树叶技能存在关联关系。
在一些实施例中,第一技能标识实现为第一技能的图标、第一技能的名称以及第一技能的属性中的至少一种,也即,在虚拟对局的对局界面中显示第一技能标识,表示虚拟对象当前配置有该第一技能。可选地,第一技能标识用于指示虚拟对象的技能配置情况,和/或,第一技能标识用于控制虚拟对象进行技能释放。如:当玩家对第一技能标识进行选择时,触发虚拟对象在虚拟对局中释放第一技能。
可选地,第一技能为虚拟对象参与虚拟对局时的初始装配技能,或,第一技能为玩家在虚拟对象的历史等级切换中向虚拟对象配置的技能。其中,当第一技能为虚拟对象的初始装配技能时,第一技能为预先设置的技能,或,第一技能为从初始技能集合中随机选择得到的技能。
在一些实施例中,显示虚拟对局界面,虚拟对局界面为虚拟对象参与虚拟对局时对虚拟环境进行观察的界面。可选地,虚拟对局界面中包括虚拟环境画面和控件(如上述第一技能标识),其中,控件叠加显示在虚拟环境界面之上。
步骤502,响应于虚拟对象在虚拟对局中从第一等级变更为第二等级,显示至少两个第二技能标识,第二技能标识对应的第二技能与第二等级对应,至少两个第二技能标识中包括目标第二技能标识。
在一些实施例中,第二等级为存在技能进化事件的特定等级,或,第二等级为在预设等级范围内能够提供进化事件的等级。示意性的,虚拟对象的等级最高为50级,而当虚拟对象在30级以内时,每升一级对应有一次进化技能的机会。在一些实施例中,第一等级为5级,第二等级为10,也即,虚拟对象由5级开始进行逐级升级,当虚拟对象升级至10级时,在第一技能标识对应的预设显示位置处显示至少两个第二技能标识。
上述举例中,以等级实现为数字化级别为例进行说明,在一些实施例中,虚拟对象的等级还可以实现为预先设定的名称,本申请实施例对此不加以限定。
在一些实施例中,随着虚拟对象的等级发生改变,虚拟对象的外观形态随着等级发生对应变化,如:虚拟对象实现为虚拟精灵,则在虚拟对局中,虚拟精灵随着对局过程进行进化,并在外观形态上随着进化而发生变化。
至少两个第二技能标识用于向虚拟对象提供用于替换第一技能的至少两个第二技能,而第二技能与虚拟对象进化后的第二等级对应。示意性的,虚拟对象当前处于初级形态,配置有树叶技能,当虚拟对象进化至中级形态时,显示花粉团技能和青草搅拌器技能,其中,花粉团技能和青草搅拌器技能为第二等级对应的技能,且在一些实施例中,花粉团技能和青草搅拌器技能与第二等级对应,且花粉团技能和青草搅拌器技能与树叶技能对应,也即树叶技能为当前键位在初级形态时所对应的技能,而花粉团技能和青草搅拌器技能为当前键位在中级形态时所对应的技能。
可选地,界面中显示的至少两个第二技能标识为预先设置的至少两个第二技能对应的标 识;或,界面中显示的至少两个第二技能标识为,从预先设置的与第二等级对应的技能库中选择得到的至少两个第二技能对应的标识。
在一些实施例中,至少两个技能标识显示于与第一技能标识对应的预设显示位置处。可选的,上述预设显示位置包括虚拟环境界面中与第一技能的显示键位所对应的位置,或者,上述预设显示位置为技能配置界面中与第一技能标识对应的位置,上述技能配置界面为通过预设控件调取的界面,在技能配置界面中玩家可对当前技能进行配置置。
在一些实施例中,至少两个第二技能标识的显示方式包括如下方式中的任意一种:
第一,以第一技能标识为环绕中心,以扇形显示方式显示至少两个第二技能标识。
第二,以第一技能标识为路径起点,显示至少两条切换路径,切换路径的终点为至少两个第二技能标识。
示意性的,对第二技能标识以切换路径的形式显示为例进行说明。图6是本申请一个示例性实施例提供的至少两个第二技能标识在界面中显示的示意图,如图6所示,在虚拟对局界面600中显示有第一技能标识610,当前第一技能为待进化的技能,对应第一技能标识610显示有切换路径621和切换路径622,切换路径621的路径终点为第二技能标识631,切换路径622的路径终点为第二技能标识632。
第三,在第一技能标识的显示位置处叠加显示至少两个第二技能标识,其中,每个第二技能标识显示缩小版的完整技能标识,或,每个第二技能标识显示裁剪得到的部分标识。示意性的,以两个第二技能标识为例进行说明,则在显示该两个技能标识时,裁剪得到其中一个第二技能标识的左半个标识,裁剪得到另一个第二技能标识的右半个标识,将裁剪得到的左半个标识和右半个标识拼接后,叠加显示在第一技能标识之上。值得注意的是,裁剪得到的左半个标识和右半个标识拼接得到的标识尺寸与第一技能标识的尺寸一致;或,裁剪得到的左半个标识和右半个标识拼接得到的标识尺寸大于第一技能标识的标识尺寸。
可选的,第二技能包括以下三种类型中的至少一种技能:
(一)、第二技能是与第一技能相同的技能。在一些实施例中,第二技能为第一技能的技能等级提升后的技能,即,第一技能与第二技能之间的技能等级不同,该技能等级的提升会使第二技能对应的属性值得到提升,但第二技能的技能效果与第一技能相同。例如,第一技能的技能效果为加速效果,其对应的加速属性值为速度提升4%,而第二等级的技能效果同样为加速效果,其对应的加速属性值为速度提升6%。
可选的,上述技能效果包括技能名称、技能在虚拟环境中释放时的显示效果、属性效果、技能配置结构等中的至少一种。
其中,技能配置结构用于指示技能所产生的作用搭配情况,不同的第二技能之间的技能配置结构不同,则代表不同的第二技能所能产生的作用不同。在一些实施例中,第二技能的技能配置结构包括第二技能对应的属性、功能、稀有度、攻击性、防御性、辅助性等配置信息中的至少一种。示意性的,以技能配置结构包括技能的功能为例,至少两个第二技能分别为花粉团技能和青草搅拌器技能,其中,花粉团技能的技能配置结构为伤害和恢复,也即花粉团技能既能为队友补充伤害,同时也能为队友提供生命值恢复;青草搅拌器的技能配置结构为伤害和加速,也即,既能够对敌方产生伤害,也能够提供加速跑道以加快移动速度。
(二)、第二技能是与第一技能部分相同的技能。在一些实施例中,第一技能和第二技能的技能效果存在部分相同,第二技能为第一技能进行技能进化后得到的技能,该技能进化会改变技能的部分技能效果。可选的,第二技能与第一技能相同部分的技能效果对应的属性值可以进行提升,也可以保持与第一技能相同。例如,第一技能的技能效果为加速效果,其对应的加速属性值为速度提升4%,而第二技能的技能效果包括加速效果和恢复效果,其中,恢复效果为恢复虚拟对象的虚拟状态,如,生命值、能量值、魔法值等,上述加速效果对应的加速属性值可以与第一技能相同,即仍为速度提升4%,也可使与第一技能不同,如,速度提升6%。或者,第一技能的技能效果为加速效果和恢复效果,其中,加速效果对应的加速属性 值为速度提升4%,恢复效果对应的恢复属性值为恢复生命值100点,则第二技能A的技能效果为加速效果,对应的加速属性值为速度提升10%,第二技能B的技能效果为恢复效果,对应的恢复属性值为恢复生命500点。
(三)、第二技能是与第一技能完全不同的技能。在一些实施例中,第一技能和第二技能的技能效果完全不同,第二技能为第一技能进行技能进化后得到的技能,该技能进化会改变技能的全部技能效果。示意性的,第二技能并非在第一技能基础上进行属性值增加后的进阶技能,而是在对在第一技能之外设置的在表现形态和属性值上皆不相同的另一个技能。例如,第一技能的技能效果为加速效果,其对应的加速属性值为速度提升4%,第二技能的技能效果为传送效果,对应的传送属性值为传送范围为100米。
可选地,上述至少两个第二技能标识对应的至少两个第二技能之间对应的技能配置结构不同。
步骤503,响应于对目标第二技能标识的选择操作,将第一技能替换为目标第二技能标识对应的第二技能。
在本申请实施例中,上述至少两个第二技能标识中包括目标第二技能标识,该目标第二技能标识即为玩家选择的用于替换第一技能标识的第二技能标识。
可选地,该选择操作通过在界面上的触控实现,或,选择操作通过物理按键实现。示意性的,接收在虚拟对局界面上对第二技能标识的点击操作,将点击操作作为对目标第二技能标识的选择操作。上述选择操作还可以是通过长按操作、双击操作(包括单指双击操作和、双多指双击操作中的至少一种)、悬停操作、拖动操作以及它们的组合操作等操作实现,在此不进行限定。
在一些实施例中,第一技能标识显示于虚拟环境界面中的目标显示键位上,当接收到目标第二技能标识的选择操作后,根据选择操作取消显示上述目标显示键位上的第一技能标识,并将目标第二技能标识显示在目标显示键位上。当目标第二技能标识显示于上述目标显示键位上时,即表示虚拟对象配置的第一技能被替换为目标第二技能标识对应的第二技能。
综上所述,本申请实施例提供的虚拟对象的技能选择方法,通过在虚拟对象变更为第二等级时显示至少两个第二技能标识,从而将被选择的第二技能替换第一技能作为虚拟对象进化后的技能,由于第二技能是从至少两个候选的第二技能中选择得到的,增加了技能进化的多样性,提高了虚拟对局的策略性,避免由于技能配置较为单一而导致虚拟对局的策略性较弱的问题,提高了玩家在虚拟对局中的体验感。
在一些实施例中,至少两个第二技能是从与虚拟对象本身的角色以及第二等级对应的技能集合中确定的,图7是本申请另一个示例性实施例提供的虚拟对象的技能选择方法的流程图,以该方法应用于终端中为例进行说明,如图7所示,该方法包括:
步骤701,显示第一技能的第一技能标识,第一技能为虚拟对象在虚拟对局中配置的技能,虚拟对象在虚拟对局中的等级为第一等级。
其中,第一技能与第一等级对应,也即第一技能为虚拟对象在第一等级时向虚拟对象配置的技能。在一些实施例中,单个技能对应单个等级,或,单个技能对应多个等级。当单个技能对应多个等级时,在不同等级下技能的技能效果相同或者不同。示意性的,在虚拟对象处于第一级和第二级时都能够对技能“树叶”进行选择,而在虚拟对象处于第一级时,树叶技能处于进化的第一阶段,而在虚拟对象处于第二级时,树叶技能处于进化的第二阶段,当虚拟对象切换至第二级时,提供至少两个技能供玩家选择,其中包括处于进化的第二阶段的树叶技能。
在一些实施例中,第一技能标识实现为第一技能的图标、第一技能的名称以及第一技能的属性中的至少一种,也即,在虚拟对局的对局界面中显示第一技能标识,表示虚拟对象当前配置有该第一技能。可选地,第一技能标识用于指示虚拟对象的技能配置情况,和/或,第 一技能标识用于控制虚拟对象进行技能释放。如:当玩家对第一技能标识进行选择时,触发虚拟对象在虚拟对局中释放第一技能。
步骤702,响应于虚拟对象在虚拟对局从第一等级中变更为第二等级,确定与虚拟对象以及与第二等级对应的技能集合。
其中,技能集合与虚拟对象本身的角色对应,且技能集合与上述第二等级对应,也即,虚拟对象本身角色对应有整体技能集合,第二等级对应的技能集合为整体技能集合中的一个子集合。
可选地,虚拟对象对应有角色标识,第二等级对应有等级标识,查找与角色标识和等级标识皆对应的技能集合作为选择第二技能的技能集合。
步骤703,从技能集合中确定出至少两个第二技能。
在一些实施例中,从技能集合中确定至少两个第二技能的方式包括如下方式中的任意一种:
第一,从技能集合中随机确定至少两个第二技能。示意性的,预先设置有提供给玩家进行选择的第二技能的数量,根据上述数量从技能集合中随机确定至少两个第二技能。
第二,获取与虚拟对象对应的历史行为数据,历史行为数据中包括虚拟对象的历史技能触发数据,根据历史行为数据,从技能集合中确定出触发次数最多的至少两个第二技能。可选地,历史行为数据中还包括虚拟对象的历史技能选择数据,也即,在历史虚拟对局中,玩家对技能的选择次数。
第三,根据玩家的设置从技能集合中确定被玩家选择的至少两个第二技能。示意性的,在虚拟对局开始之前,玩家在技能设置界面中预先设置待提供的第二技能。
第四,根据虚拟对象在当前虚拟对局中所配置的虚拟装备的装备属性,从技能集合中确定被玩家选择的至少两个第二技能。在一个示例中,当装备属性为物理属性时,从技能集合中选择与物理属性匹配的至少两个第二技能,当装备属性为魔法属性时,从技能集合中选择与魔法属性匹配的至少两个第二技能。
步骤704,在预设显示位置处显示至少两个第二技能对应的至少两个第二技能标识。
在本申请实施例中,上述预设显示位置与第一技能标识对应。可选的,该预设显示位置可以是以第一技能标识为环绕中心的预设扇形范围内的位置;或者,该预设显示位置可以是以第一技能标识为起点,与第一技能标识距离预设长度的位置;或者,该预设显示位置可以是第一技能标识的显示位置,在此不进行限定。
可选地,虚拟对象本身配置有至少两个第一技能,则虚拟对局界面中显示有至少两个第一技能标识,玩家能够在不同的进化阶段分别对至少两个第一技能进行进化。示意性的,请参考图8,虚拟对局界面中包括两个第一技能,分别为树叶技能810和光合作用技能820,在虚拟对象从初级形态进化为中级形态时,玩家从树叶技能810和光合作用技能820中选择树叶技能810进行进化,而树叶技能810的进化中,包括两个候选的第二技能,分别为花粉团技能831和青草搅拌器技能832,在一个示意性实施例中,玩家对花粉团技能831进行了选择,从而虚拟对象配置有花粉团技能831和光合作用技能820。
在虚拟对象从中级形态进化为高级形态时,玩家从花粉团技能831和光合作用技能820中选择光合作用技能820进行进化,而光合作用技能820的进化中,包括两个候选的第二技能,分别为棉花防守技能841和棉孢子技能842,在一个示意性实施例中,玩家对棉花防守技能841进行选择,从而虚拟对象配置有花粉团技能831和棉花防守技能841。
而针对上述不同的选择情况,虚拟对象在进化为高级形态时,可能的技能配置方式包括:
1、花粉团技能831和棉花防守技能841;
2、花粉团技能831和棉孢子技能842;
3、青草搅拌器技能832和棉花防守技能841;
4、青草搅拌器技能832和棉孢子技能842。
在一些实施例中,在虚拟对象从中级形态进化为高级形态时,玩家不对光合作用技能820进行进化,而是继续对花粉团技能831技能进行进化,也即,技能配置方式还可以更多,本申请实施例对此不加以限定。
值得注意的是,上述举例中以玩家从两个技能中选择一个进行进化为例进行说明,在一些实施例中,虚拟对象的等级切换后,玩家能够对指定技能进行进化,而并不能在多个技能中选择进化。
步骤705,响应于对目标第二技能标识的选择操作,将第一技能替换为目标第二技能标识对应的第二技能。
在本申请实施例中,至少两个第二技能标识中包括目标第二技能标识。
可选地,响应于第一技能标识和第二技能标识之间显示有切换路径,将在第一技能标识和目标技能标识之间接收到的滑动操作作为选择操作,滑动操作的滑动起始位置位于第一技能标识上,滑动操作的滑动终止位置位于目标第二技能标识上。
在一些实施例中,由于在选择第二技能时,需要首先对被选择的第二技能有一定程度的了解。故,接收在第一技能标识和第二技能标识之间的滑动操作,并根据滑动操作显示目标第二技能标识的技能效果预览动画,响应于滑动操作结束,且滑动操作的滑动终止位置位于目标第二技能标识上,将滑动操作确定为对目标第二技能标识的选择操作。
示意性的,请参考图9,其示出了本申请一个示例性实施例提供的虚拟对局界面示意图,如图9所示,在虚拟对局界面900中显示有第一技能标识910、第二技能标识920和第二技能标识930,第一技能标识910与第二技能标识920之间具有切换路径921,当接收到在切换路径921上的滑动操作时,在第二技能标识920的周侧显示技能效果预览动画940,如图9示出的实施例中,玩家在对技能效果预览动画940进行查看后,确定第二技能标识920对应的第二技能为需要选择的技能,故在第二技能标识920上结束滑动操作,从而对第二技能进行选择。
在一些实施例中,根据选择操作取消显示第一技能标识,并将目标第二技能标识显示在第一技能标识的目标显示键位。
综上所述,本申请实施例提供的虚拟对象的技能选择方法,通过在虚拟对象变更为第二等级时显示至少两个第二技能标识,从而将被选择的第二技能替换第一技能作为虚拟对象进化后的技能,由于第二技能是从至少两个候选的第二技能中选择得到的,增加了技能进化的多样性,提高了虚拟对局的策略性,避免由于技能配置较为单一而导致虚拟对局的策略性较弱的问题,提高了玩家在虚拟对局中的体验感。
本实施例提供的方法,通过从技能集合中确定至少两个第二技能的第二技能标识进行显示,提高了第二技能的选择多样性以及可选范围,提高了技能配置的组合能力。
本实施例提供的方法,通过在技能切换过程中,根据滑动操作展示技能效果预览动画,从而对候选技能的技能效果进行预先展示,供玩家对第二技能进行确认选择,提高了技能选择效率。
在一些实施例中,第二技能标识周侧还显示有配置提示信息,图10是本申请另一个示例性实施例提供的虚拟对象的技能选择方法的流程图,以该方法应用于终端中为例进行说明,如图10所示,该方法包括:
步骤1001,显示第一技能的第一技能标识,第一技能为虚拟对局中第一等级的虚拟对象所配置的技能。
在一些实施例中,第一技能标识实现为第一技能的图标、第一技能的名称以及第一技能的属性中的至少一种,也即,在虚拟对局的对局界面中显示第一技能标识,表示虚拟对象当前配置有该第一技能。可选地,第一技能标识用于指示虚拟对象的技能配置情况,和/或,第一技能标识用于控制虚拟对象进行技能释放。如:当玩家对第一技能标识进行选择时,触发 虚拟对象在虚拟对局中释放第一技能。
步骤1002,响应于虚拟对象在虚拟对局中从第一等级变更为第二等级,在与第一技能标识对应的预设显示位置处显示至少两个第二技能标识,第二技能标识对应的第二技能与第二等级对应。
在一些实施例中,随着虚拟对象的等级发生改变,虚拟对象的外观形态随着等级发生对应变化,如:虚拟对象实现为虚拟精灵,则在虚拟对局中,虚拟精灵随着对局过程进行进化,并在外观形态上随着进化而发生变化。
至少两个第二技能标识用于向虚拟对象提供用于替换第一技能的至少两个第二技能,而第二技能与虚拟对象进化后的第二等级对应。示意性的,虚拟对象当前处于初级形态,配置有树叶技能,当虚拟对象进化至中级形态时,在树叶技能的技能标识应的预设显示位置处显示花粉团技能和青草搅拌器技能,其中,花粉团技能和青草搅拌器技能为第二等级对应的技能,且在一些实施例中,花粉团技能和青草搅拌器技能与第二等级以及树叶技能对应,也即树叶技能为当前键位在初级形态时所对应的技能,而花粉团技能和青草搅拌器技能为当前键位在中级形态时所对应的技能。
可选地,界面中显示的至少两个第二技能标识为预先设置的至少两个第二技能对应的标识;或,界面中显示的至少两个第二技能标识为,从预先设置的与第二等级对应的技能库中选择得到的至少两个第二技能对应的标识。
步骤1003,在显示至少两个第二技能标识时,在第二技能标识周侧预设位置处显示技能配置提示信息,技能配置提示信息用于指示第二技能的技能配置结构。
在一些实施例中,第二技能的技能配置结构包括第二技能对应的属性、功能、稀有度、攻击性、防御性、辅助性等配置信息中的至少一种。
示意性的,请参考图11,在虚拟对局界面1100中显示有第一功能标识1110和第二功能标识1120,其中,第二功能标识1120的周侧预设位置处,如图11所示,在第二功能标识1120的左下角显示有配置提示信息1130,参考图11中的配置提示信息1130,该配置提示信息1130用于指示该第二技能标识1120所对应的第二技能属于攻击型技能且第二技能属于稀有技能。
可选地,技能配置提示信息用于通过颜色、频闪、高亮、图案、形状等方式进行配置信息的指示。
步骤1004,响应于对目标第二技能标识的选择操作,将第一技能替换为目标第二技能标识对应的第二技能。
上述目标第二技能标识为玩家在至少两个第二技能标识中选择的标识。
在一些实施例中,当根据上述选择操作将第一技能替换为第二技能之后,在虚拟环境界面中显示技能操作指引信息,上述技能操作指引信息用于提示目标第二技能标识对应的第二技能的操作相关内容。可选的,上述操作指引信息展示的内容包括第二技能的释放路径、释放范围、触发方式、触发效果等信息中的至少一种。可选的,上述操作指引信息的展现形式包括动画形式、文字形式、语音形式等中的一种。
综上所述,本申请实施例提供的虚拟对象的技能选择方法,通过在虚拟对象变更为第二等级时显示至少两个第二技能标识,从而将被选择的第二技能替换第一技能作为虚拟对象进化后的技能,由于第二技能是从至少两个候选的第二技能中选择得到的,增加了技能进化的多样性,提高了虚拟对局的策略性,避免由于技能配置较为单一而导致虚拟对局的策略性较弱的问题,提高了玩家在虚拟对局中的体验感。
本实施例提供的方法,通过在第二技能标识周侧的预设位置处显示配置提示信息,从而对第二技能标识对应的第二技能的配置结构进行指示,在玩家对第二技能标识进行选择之前,即对第二技能进行初步的了解,避免对第二技能进行盲选而导致选择准确率较低的问题。
示意性的,请参考图12,其示出了本申请一个示例性实施例提供的虚拟对象的技能选择 方法的整体流程图,如图12所示,该过程中包括:
步骤1201,角色升级。
也即,在虚拟环境中参与虚拟对局的虚拟对象等级升级或者进化,示意性的,以虚拟对象实现为虚拟精灵为例,角色升级即为虚拟精灵进化。
步骤1202,判断是否达到配招等级。
配招是指玩家向虚拟对象配置技能的过程,也即,在一些等级下玩家能够向虚拟对象配置技能,而在其他等级升级后,玩家不具备向虚拟对象配置技能的能力。
步骤1203,当虚拟对象达到配招等级时,开放配招。
可选地,向玩家提供配招A和配招B两个候选技能选项,也即,玩家能够在配招A和配招B中选择一个进行配招。
步骤1204,玩家选中要学习的配招。
可选地,配招A和配招B为用于替换原始技能作为虚拟对象的新学习技能的配招。玩家在配招A和配招B中选择一个作为虚拟对象新配置的技能。
步骤1205,剔除同键位的旧技能。
由于配招A和配招B用于替换该旧技能,故先剔除键位上的旧技能,从而将玩家选择的技能添加至该键位。
步骤1206,判断玩家学习的配招。
步骤1207,响应于玩家学习配招A,将配招A映射至该键位。
步骤1208,响应于玩家学习配招B,将配招B映射至该键位。
综上所述,本申请实施例提供的虚拟对象的技能选择方法,通过在虚拟对象变更为第二等级时显示至少两个第二技能标识,从而将被选择的第二技能替换第一技能作为虚拟对象进化后的技能,由于第二技能是从至少两个候选的第二技能中选择得到的,增加了技能进化的多样性,提高了虚拟对局的策略性,避免由于技能配置较为单一而导致虚拟对局的策略性较弱的问题,提高了玩家在虚拟对局中的体验感。
图13是本申请一个示例性实施例提供的虚拟对象的技能选择装置的结构框图,如图13所示,该装置包括:
显示模块1310,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1310,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;
接收模块1320,用于响应于接收到从所述至少两个第二技能标识中选择出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。
在一个可选的实施例中,所述显示模块1310,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第一技能标识的目标显示键位。
在一个可选的实施例中,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。
在一个可选的实施例中,如图14所示,所述显示模块1310,包括:
确定单元1311,用于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;
显示单元1312,用于在与所述第一技能标识对应的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。
在一个可选的实施例中,所述确定单元1311,还用于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。
在一个可选的实施例中,所述显示模块1310,还用于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,
所述显示模块1310,还用于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,
所述显示模块1310,还用于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。
在一个可选的实施例中,所述接收模块1320,还用于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,所述滑动操作的滑动起始位置位于所述第一技能标识上,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。
在一个可选的实施例中,所述接收模块1320,还用于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;
所述显示模块1310,还用于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。
在一个可选的实施例中,所述显示模块1310,还用于响应于显示有至少两个第二技能标识时,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。
综上所述,本申请实施例提供的虚拟对象的技能选择装置,通过在虚拟对象变更为第二等级时显示至少两个第二技能标识,从而将被选择的第二技能替换第一技能作为虚拟对象进化后的技能,由于第二技能是从至少两个候选的第二技能中选择得到的,增加了技能进化的多样性,提高了虚拟对局的策略性,避免由于技能配置较为单一而导致虚拟对局的策略性较弱的问题,提高了玩家在虚拟对局中的体验感。
需要说明的是:上述实施例提供的虚拟对象的技能选择装置仅以上述各功能模块的划分进行举例说明,实际应用中,可以根据需要而将上述功能分配由不同的功能模块完成,即将设备的内部结构划分成不同的功能模块,以完成以上描述的全部或者部分内容。
本申请还提供了一种终端,该终端包括处理器和存储器,存储器中存储有至少一条指令,至少一条指令由处理器加载并执行以实现上述各个方法实施例提供的虚拟对象的技能选择方法由第一终端执行的步骤或由第二终端执行的步骤。需要说明的是,该终端可以是如下图15所提供的终端。
图15示出了本申请一个示例性实施例提供的终端1500的结构框图。该终端1500可以是:智能手机、平板电脑、MP3播放器(Moving Picture Experts Group Audio Layer III,动态影像专家压缩标准音频层面3)、MP4(Moving Picture Experts Group Audio Layer IV,动态影像专家压缩标准音频层面4)播放器、笔记本电脑或台式电脑。终端1500还可能被称为用户设备、便携式终端、膝上型终端、台式终端等其他名称。
通常,终端1500包括有:处理器1501和存储器1502。
处理器1501可以包括一个或多个处理核心,比如4核心处理器、8核心处理器等。
存储器1502可以包括一个或多个计算机可读存储介质,该计算机可读存储介质可以是非暂态的。存储器1502还可包括高速随机存取存储器,以及非易失性存储器,比如一个或多个 磁盘存储设备、闪存存储设备。在一些实施例中,存储器1502中的非暂态的计算机可读存储介质用于存储至少一个指令,该至少一个指令用于被处理器1501所执行以实现本申请中方法实施例提供的虚拟对象的技能选择方法。
在一些实施例中,终端1500还可选包括有:***设备接口1503和至少一个***设备。处理器1501、存储器1502和***设备接口1503之间可以通过总线或信号线相连。各个***设备可以通过总线、信号线或电路板与***设备接口1503相连。具体地,***设备包括:射频电路1504、触摸显示屏1505、摄像头1506、音频电路1507、定位组件1508和电源1509中的至少一种。
***设备接口1503可被用于将I/O(Input/Output,输入/输出)相关的至少一个***设备连接到处理器1501和存储器1502。
射频电路1504用于接收和发射RF(Radio Frequency,射频)信号,也称电磁信号。射频电路1504通过电磁信号与通信网络以及其他通信设备进行通信。射频电路1504将电信号转换为电磁信号进行发送,或者,将接收到的电磁信号转换为电信号。
显示屏1505用于显示UI(User Interface,用户界面)。
摄像头组件1506用于采集图像或视频。
音频电路1507可以包括麦克风和扬声器。
定位组件1508用于定位终端1500的当前地理位置,以实现导航或LBS(Location Based Service,基于位置的服务)。
电源1509用于为终端1500中的各个组件进行供电。
在一些实施例中,终端1500还包括有一个或多个传感器1510。该一个或多个传感器1510包括但不限于:加速度传感器1511、陀螺仪传感器1512、压力传感器1513、指纹传感器1514、光学传感器1515以及接近传感器1516。
本领域技术人员可以理解,图15中示出的结构并不构成对终端1500的限定,可以包括比图示更多或更少的组件,或者组合某些组件,或者采用不同的组件布置。
所述存储器还包括一个或者一个以上的程序,所述一个或者一个以上程序存储于存储器中,所述一个或者一个以上程序包含用于进行本申请实施例提供的虚拟对象的技能选择方法。
本申请提供了一种计算机可读存储介质,所述存储介质中存储有至少一条指令,所述至少一条指令由所述处理器加载并执行以实现上述各个方法实施例提供的虚拟对象的技能选择方法。
本申请还提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机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计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该计算机设备执行上述实施例中任一所述的虚拟对象的技能选择方法。
上述本申请实施例序号仅仅为了描述,不代表实施例的优劣。
本领域普通技术人员可以理解实现上述实施例的全部或部分步骤可以通过硬件来完成,也可以通过程序来指令相关的硬件完成,所述的程序可以存储于一种计算机可读存储介质中,上述提到的存储介质可以是只读存储器,磁盘或光盘等。
以上所述仅为本申请的可选实施例,并不用以限制本申请,凡在本申请的精神和原则之内,所作的任何修改、等同替换、改进等,均应包含在本申请的保护范围之内。

Claims (15)

  1. 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。
  2. 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。
  3. 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。
  4. 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。
  5. 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。
  6. 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。
  7. 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。
  8. 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。
  9. 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。
  10. 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。
  11. 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。
  12. 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。
  13. 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。
  14. 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。
  15. 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。
PCT/CN2021/122678 2020-10-22 2021-10-08 虚拟对象的技能选择方法、装置、设备、介质及程序产品 WO2022083451A1 (zh)

Priority Applications (3)

Application Number Priority Date Filing Date Title
JP2022573488A JP7449416B2 (ja) 2020-10-22 2021-10-08 仮想オブジェクトの技能選択方法、装置、機器、記憶媒体及びプログラム
KR1020227040641A KR20230006518A (ko) 2020-10-22 2021-10-08 가상 객체를 위한 스킬 선택 방법 및 장치, 그리고 디바이스, 매체 및 프로그램 제품
US17/871,743 US20220355202A1 (en) 2020-10-22 2022-07-22 Method and apparatus for selecting ability of virtual object, device, medium, and program product

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
CN202011140965.2 2020-10-22
CN202011140965.2A CN112156471B (zh) 2020-10-22 2020-10-22 虚拟对象的技能选择方法、装置、设备及存储介质

Related Child Applications (1)

Application Number Title Priority Date Filing Date
US17/871,743 Continuation US20220355202A1 (en) 2020-10-22 2022-07-22 Method and apparatus for selecting ability of virtual object, device, medium, and program product

Publications (1)

Publication Number Publication Date
WO2022083451A1 true WO2022083451A1 (zh) 2022-04-28

Family

ID=73866044

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/CN2021/122678 WO2022083451A1 (zh) 2020-10-22 2021-10-08 虚拟对象的技能选择方法、装置、设备、介质及程序产品

Country Status (5)

Country Link
US (1) US20220355202A1 (zh)
JP (1) JP7449416B2 (zh)
KR (1) KR20230006518A (zh)
CN (1) CN112156471B (zh)
WO (1) WO2022083451A1 (zh)

Families Citing this family (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN112156471B (zh) * 2020-10-22 2022-09-02 腾讯科技(深圳)有限公司 虚拟对象的技能选择方法、装置、设备及存储介质
CN112704876B (zh) * 2020-12-30 2022-10-04 腾讯科技(深圳)有限公司 虚拟对象互动模式的选择方法、装置、设备及存储介质

Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2018118146A (ja) * 2018-05-09 2018-08-02 株式会社スクウェア・エニックス バトルゲームプログラム及びバトルゲーム方法
CN111589116A (zh) * 2020-05-07 2020-08-28 腾讯科技(深圳)有限公司 显示功能选项的方法、装置、终端及存储介质
CN112156471A (zh) * 2020-10-22 2021-01-01 腾讯科技(深圳)有限公司 虚拟对象的技能选择方法、装置、设备及存储介质

Family Cites Families (10)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP3440265B2 (ja) * 2001-06-22 2003-08-25 株式会社スクウェア・エニックス ビデオゲームのプログラムを記録したコンピュータ読み取り可能な記録媒体及びビデオゲームのプログラム及びビデオゲーム処理方法及びビデオゲーム処理装置
JP2007075447A (ja) * 2005-09-15 2007-03-29 Square Enix Co Ltd ビデオゲーム処理装置、およびビデオゲーム処理プログラム
WO2009048002A1 (ja) * 2007-10-09 2009-04-16 Konami Digital Entertainment Co., Ltd. ゲーム装置、ゲーム方法及びゲームプログラム
CN105214309B (zh) 2015-10-10 2017-07-11 腾讯科技(深圳)有限公司 一种信息处理方法、终端及计算机存储介质
GB2558596A (en) * 2017-01-09 2018-07-18 Sony Interactive Entertainment Inc User analysis system and method
US10933331B2 (en) * 2018-01-08 2021-03-02 Sony Interactive Entertainment LLC Utilizing earned gameplay resources for metagaming
US10786734B2 (en) * 2019-02-20 2020-09-29 Supercell Oy Method for facilitating user interactions in gaming environment
CN110833695B (zh) * 2019-10-31 2023-04-18 腾讯科技(深圳)有限公司 基于虚拟场景的业务处理方法、装置、设备及存储介质
US11213748B2 (en) * 2019-11-01 2022-01-04 Sony Interactive Entertainment Inc. Content streaming with gameplay launch
CN111760278B (zh) * 2020-07-10 2022-06-10 腾讯科技(深圳)有限公司 技能控件的显示方法、装置、设备及介质

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2018118146A (ja) * 2018-05-09 2018-08-02 株式会社スクウェア・エニックス バトルゲームプログラム及びバトルゲーム方法
CN111589116A (zh) * 2020-05-07 2020-08-28 腾讯科技(深圳)有限公司 显示功能选项的方法、装置、终端及存储介质
CN112156471A (zh) * 2020-10-22 2021-01-01 腾讯科技(深圳)有限公司 虚拟对象的技能选择方法、装置、设备及存储介质

Non-Patent Citations (1)

* Cited by examiner, † Cited by third party
Title
FANG XING CAI NIAO FANG XIAO CAI [SQUARE ROOKIE SIDE DISH]: "DOTA2 version 7.0: a detailed list of all hero talent trees", 29 December 2016 (2016-12-29), pages 1 - 2, XP055928295, Retrieved from the Internet <URL:https://www.bilibili.com/video/BV1Rs411a7fb?from=search&seid=7106354545433681883&spm_id_from=333.337.0.0> *

Also Published As

Publication number Publication date
KR20230006518A (ko) 2023-01-10
CN112156471A (zh) 2021-01-01
US20220355202A1 (en) 2022-11-10
JP2023527230A (ja) 2023-06-27
JP7449416B2 (ja) 2024-03-13
CN112156471B (zh) 2022-09-02

Similar Documents

Publication Publication Date Title
JP7492611B2 (ja) バーチャルシーンにおけるデータ処理方法、装置、コンピュータデバイス、及びコンピュータプログラム
WO2022042435A1 (zh) 虚拟环境画面的显示方法、装置、设备及存储介质
WO2022083451A1 (zh) 虚拟对象的技能选择方法、装置、设备、介质及程序产品
WO2022052831A1 (zh) 应用程序内的控件位置调整方法、装置、设备及存储介质
WO2021244243A1 (zh) 虚拟场景的显示方法、装置、终端及存储介质
WO2021213073A1 (zh) 虚拟形象使用数据的处理方法、装置、设备及存储介质
TWI793838B (zh) 虛擬對象互動模式的選擇方法、裝置、設備、媒體及產品
JP2022540277A (ja) 仮想オブジェクト制御方法、装置、端末及びコンピュータプログラム
CN113893560B (zh) 虚拟场景中的信息处理方法、装置、设备及存储介质
JP2023552212A (ja) 対局決済インタフェースの表示方法、装置、機器及びコンピュータプログラム
TW202245890A (zh) 在虛擬環境中生成特效的方法、裝置、設備及儲存媒體
WO2023134272A1 (zh) 视野画面的显示方法、装置及设备
JP2024507595A (ja) 仮想リソースの投入制御方法、装置、コンピュータ機器及び記憶媒体
US12029977B2 (en) Method and apparatus for generating special effect in virtual environment, device, and storage medium
TW202243711A (zh) 虛擬對象的控制方法、裝置、計算機設備及儲存媒體
CN114159789A (zh) 游戏交互方法、装置、计算机设备及存储介质
CN112619131B (zh) 虚拟道具的状态切换方法、装置、设备及可读存储介质
CN111589113B (zh) 虚拟标记的显示方法、装置、设备及存储介质
CN112843682B (zh) 数据同步方法、装置、设备及存储介质
US11681428B2 (en) Location adjustment method and apparatus for control in application, device, and storage medium
CN116099199A (zh) 游戏技能的处理方法、装置、计算机设备及存储介质
CN117046113A (zh) 游戏技能释放方法、装置、电子设备和可读存储介质
CN117643723A (zh) 游戏交互方法、装置、计算机设备及计算机可读存储介质
CN117482517A (zh) 游戏中的信息处理方法、装置、电子设备及可读存储介质
CN116983638A (zh) 虚拟对象的互动方法、装置、设备、存储介质及程序产品

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 21881869

Country of ref document: EP

Kind code of ref document: A1

ENP Entry into the national phase

Ref document number: 20227040641

Country of ref document: KR

Kind code of ref document: A

ENP Entry into the national phase

Ref document number: 2022573488

Country of ref document: JP

Kind code of ref document: A

NENP Non-entry into the national phase

Ref country code: DE

32PN Ep: public notification in the ep bulletin as address of the adressee cannot be established

Free format text: NOTING OF LOSS OF RIGHTS PURSUANT TO RULE 112(1) EPC (EPO FORM 1205A DATED 31-08-2023)

122 Ep: pct application non-entry in european phase

Ref document number: 21881869

Country of ref document: EP

Kind code of ref document: A1