CN106730838B - Game skill release method and device - Google Patents

Game skill release method and device Download PDF

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CN106730838B
CN106730838B CN201611042778.4A CN201611042778A CN106730838B CN 106730838 B CN106730838 B CN 106730838B CN 201611042778 A CN201611042778 A CN 201611042778A CN 106730838 B CN106730838 B CN 106730838B
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skill
parameter
static
target
attribute
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CN106730838A (en
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张悦
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F16/00Information retrieval; Database structures therefor; File system structures therefor
    • G06F16/90Details of database functions independent of the retrieved data types
    • G06F16/903Querying
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0484Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/538Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for performing operations on behalf of the game client, e.g. rendering

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Abstract

The application discloses a game skill release method and device, and the method comprises the following steps: acquiring a skill release request of a game player, wherein the skill release request carries an identifier of the game player and an identifier of a skill to be released; acquiring a static modification attribute set which is associated with the game player and is used for modifying the skill according to the identification of the game player and the identification of the skill; according to each static modification attribute contained in the skill and static modification attribute set, inquiring and utilizing each static modification attribute in the static modification attribute set to modify the skill from a plurality of modified skill parameters to obtain a target skill parameter; skill release is controlled based on the target skill parameter. The scheme of the application can reduce the computing resources and the memory resources consumed by releasing game skills and improve the overall fluency of the game.

Description

Game skill release method and device
Technical Field
The present application relates to the field of network communication technologies, and in particular, to a game skill release method and apparatus.
Background
With the continuous development of network games, the skill requirements of different game players are gradually diversified. In network games, when a game player requests to release a skill, a server determines which modifier attributes exist for the game player for the skill, modifies the skill by using the modifier attributes, and releases the modified skill.
The step of modifying the skill by the server by using the modification attribute actually is to calculate a skill effect which can be achieved when the modification attribute acts on the skill, and if the skill corresponds to a plurality of modification attributes, the skill effect which can be generated when each modification attribute acts on the skill needs to be calculated one by one, and finally the skill effect after all the modification attributes are modified is obtained and released. If a certain game player has an attack skill and also has weapons and a mental method for improving the attack skill, the server needs to perform combined calculation according to the attribute parameters corresponding to the weapons and the attribute parameters of the attack skill to determine the attack ability of the game player when the game player has the weapons; and then, combining and calculating the attribute parameters corresponding to the mental methods and the attribute parameters corresponding to the attack skills modified by the weapon equipment to finally obtain the attack ability which can be generated by the attack skills of the game player under the condition that the game player has the weapon equipment and the mental methods.
However, the server calculates the skill effect generated by each modification attribute acting on the skill one by one, which requires more computing resources and memory resources, resulting in poor fluency of the game. Particularly, in a large online game, a plurality of players may request to release skills at the same time, so that the server needs to consume more computing resources and memory resources, and the smoothness of the whole game is affected.
Disclosure of Invention
In view of this, the present application provides a game skill release method to reduce the computational resources and memory resources consumed by game skill release and improve the overall fluency of the game.
To achieve the above object, in one aspect, an embodiment of the present application provides a game skill release method, including:
acquiring a skill release request of a game player, wherein the skill release request carries an identifier of the game player and an identifier of a skill to be released;
acquiring a static modification attribute set which is associated with the game player and is used for modifying the skill according to the identification of the game player and the identification of the skill, wherein the static modification attribute set comprises at least one static modification attribute;
inquiring a target skill parameter from a plurality of stored modified skill parameters according to each static modification attribute contained in the skill and static modification attribute set, wherein the target skill parameter is a skill parameter obtained by modifying the skill by using each static modification attribute in the static modification attribute set;
controlling skill release based on the target skill parameter.
On the other hand, the embodiment of the present application further provides a game skill release device, including:
the skill releasing device comprises a request acquiring unit, a skill releasing unit and a releasing unit, wherein the request acquiring unit is used for acquiring a skill releasing request of a game player, and the skill releasing request carries an identifier of the game player and an identifier of a skill to be released;
the skill modification acquisition unit is used for acquiring a static modification attribute set which is associated with the game player and is used for modifying the skill according to the identification of the game player and the identification of the skill, wherein the static modification attribute set comprises at least one static modification attribute;
a parameter query unit, configured to query a target skill parameter from a plurality of stored modified skill parameters according to each static modification attribute included in the skill and static modification attribute set, where the target skill parameter is a skill parameter obtained by modifying the skill by using each static modification attribute in the static modification attribute set;
a first skill release unit for controlling skill release based on the target skill parameter.
According to the technical scheme, after the skill release request is received, the static modification attribute set which is associated with the game player and used for modifying the skill to be released is determined, the target skill parameter obtained by modifying the skill by using each static modification attribute in the static modification attribute parameter set is directly inquired from a plurality of stored modified skill parameters according to the skill and each static modification attribute contained in the skill static modification attribute set, so that the modified skill is determined without a server through complex calculation, the large consumption of the calculation resource and the memory resource of a processor is avoided, the resource consumption is reduced, the time consumption caused by the complex calculation is reduced, and the whole fluency of the game is improved.
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In order to more clearly illustrate the embodiments of the present application or the technical solutions in the prior art, the drawings needed to be used in the description of the embodiments or the prior art will be briefly introduced below, it is obvious that the drawings in the following description are only embodiments of the present application, and for those skilled in the art, other drawings can be obtained according to the provided drawings without creative efforts.
FIG. 1 is a schematic diagram of one component of the game skill release system disclosed herein;
FIG. 2 is a schematic flow chart diagram illustrating one embodiment of a game skill release method disclosed herein;
fig. 3 is a schematic flow chart of a game skill release method disclosed in the present application in an application scenario;
FIG. 4 is a diagram illustrating the use of a hash chain to store skill parameters in an embodiment of the present application;
FIG. 5 is a schematic diagram illustrating the components of one embodiment of a game skill release apparatus according to the present disclosure;
fig. 6 is a schematic structural diagram of a server according to an embodiment of the present application.
Detailed Description
The technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only a part of the embodiments of the present application, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.
The game skill release method can be applied to any type of game scenes, so that the consumption of computing resources and memory resources required by equipment for processing skill release requests is reduced, and the smoothness of the game is improved.
Referring to fig. 1, a schematic diagram illustrating a structure of an embodiment of a game skill releasing system according to the present application may include: a game service platform 10 and at least one terminal 11.
Wherein, the game service platform can comprise at least one server 101.
Optionally, in order to improve the processing efficiency of the game data, the game service platform may be a server cluster composed of a plurality of servers 101.
The terminal 11 may be a client of the game application, in which case, the terminal may access a server in the game service platform based on the client of the game application, so that a game player may perform game operations; the terminal can also be a client side where the browser is located, and in this case, the server of the game service platform can be logged in through the browser to obtain game data and perform corresponding game operation.
In this embodiment of the application, the terminal 11 is configured to, when detecting a skill release request initiated by a game player, send the skill release request of the game player to a server, where the skill release request carries an identifier of the game player and an identifier of a skill to be released.
Correspondingly, the server 101 is configured to, in response to the skill release request, obtain a static modifier attribute set associated with the game player and used for modifying a skill according to the identifier of the game player and the identifier of the skill, where the static modifier attribute set includes at least one static modifier attribute; inquiring a target skill parameter from a plurality of stored modified skill parameters according to each static modification attribute contained in the skill and static modification attribute set, wherein the target skill parameter is a skill parameter obtained by modifying the skill by using each static modification attribute in the static modification attribute set; skill release is controlled based on the target skill parameter.
Therefore, after the server determines the static modification attribute set which is associated with the game player and used for modifying the skill to be released, the server queries the target skill parameter obtained by modifying the skill by using each static modification attribute in the static modification attribute parameter set according to the skill and each static modification attribute contained in the skill static modification attribute set directly from the stored plurality of modified skill parameters, so that the modified skill is determined without complex calculation by the server, the large consumption of the calculation resource and the memory resource of the processor is avoided, the resource consumption is reduced, the time consumption caused by the complex calculation is reduced, and the overall fluency of the game is improved.
Referring to fig. 2 in conjunction with the system shown in fig. 1, which shows a schematic flow chart of an embodiment of a game skill releasing method according to the present application, the method of the embodiment may include:
s201, the terminal sends a skill release request of the game player to the server, wherein the skill release request carries the identification of the game player and the identification of the skill to be released.
The identifier of the game player may be a user name, an account number, or the like of the game player, or may be a character, a character name, or a unique nickname given by the game player as the character in the game.
A skill in a game may be understood as an action that a character in the game triggers in order to achieve a certain attack, achieve a certain function, or achieve a certain effect. For example, skills in a game can be divided into a plurality of skills such as attack, defense, control and the like, each kind of skill can comprise a plurality of specific skills, for example, attack skills can comprise skills such as boxing, kicking and the like; defensive skills may include lattice, roll over, etc. skills; the control skills may include body-building, freezing, etc. skills.
For example, after the terminal detects that a game player at the terminal side clicks or selects an icon of a certain skill, the terminal determines that the game player initiates a request for releasing the skill, and the terminal generates the skill release request according to a skill name corresponding to the skill selected or clicked by the game player and a user name of the game player, and sends the skill release request to the server.
S202, the server inquires whether a static modification attribute which is associated with the game player and is used for modifying the skill exists according to the identification of the game player and the identification of the skill, and if so, the step S203 is executed; if not, step S210 is performed.
Static modifier properties are understood to be modifier properties associated with a game player, and static modifier properties that a game player has to modify a skill are determined before the game player requests to release the skill and do not change with the game environment. For example, the static modifier attribute may be the weapon equipment the game player has to improve the skill; or special effect attributes for improving skill output effects.
It is understood that whether a game player has a modifier for a skill depends on the level of the game player and the authority of the game player, for example, some game players may only use a skill; some players may have one or more static embellishments to the skill to enhance the ability or effect of the output skill.
It should be noted that step S203 is an optional step, and in practical applications, the server may also directly perform the subsequent step S203, that is, directly query and obtain the static modification attribute set for modifying the skill; if the static decorated attribute set is not obtained, the execution may jump to step S210 without going through the query and judgment operation of step S202.
S203, if the server inquires the static modifier attribute which is associated with the game player and is used for modifying the skill, acquiring a static modifier attribute set which is associated with the game player and is used for modifying the skill.
Wherein the set of static modifier properties includes at least one static modifier property.
S204, the server determines a positioning mark for positioning the storage position of the target skill parameter according to each static modification attribute contained in the skill and static modification attribute set.
The target skill parameter is a skill parameter obtained by modifying the skill by using each static modification attribute in the static modification attribute set.
In the embodiment of the present application, a plurality of skill parameters corresponding to modified skills are stored in a server, and each skill parameter corresponds to a skill and a static modification attribute set used for modifying the skill. If the skill parameter of the skill1 modified by the static modification attribute A, the static modification attribute B and the static modification attribute C is skill 1-ABC; and the skill parameter obtained after the skill 2 is modified by the static modification attribute A and the static modification attribute D is the skill 2-AD.
In the server, the skill parameters corresponding to the plurality of modified skills may be stored in a designated storage area, or may be stored in an in-memory database of the server.
Wherein, a specific storage position can be pointed to by the positioning mark to acquire the skill parameter stored at the storage position. The location indicator may have a plurality of possible forms according to different storage forms for storing the plurality of modified skill parameters in the server, for example, the location indicator may be an index, and a storage location for storing the target skill parameter may be queried through the index. Optionally, considering that the hash chain table may query the key value corresponding to the key within a lower time complexity, the plurality of skill parameters may be stored by the hash chain table, and in this case, the location mark may be a key of the hash chain table. Of course, in practical applications, there may be other possible situations of the positioning mark, and the positioning mark is not limited herein.
It is to be understood that, in order to locate each skill parameter, after the server stores the skill parameter, the location mark corresponding to the storage location where the skill parameter is stored may be determined according to the skill corresponding to the skill parameter and each static modifier attribute included in the static modifier attribute set, so that, after the static modifier attribute set and the skill are determined in step S203, the location mark may be determined according to each static modifier attribute included in the skill and the static modifier attribute.
Optionally, the location marker for locating the storage location of the target skill parameter may be generated according to the identifier of the skill and the identifiers of the static decoration attributes included in the static decoration attribute set, and by using a mapping relationship between the identifiers and the location marker. For example, the locator may be an array of combinations of the identity of the skill and the identity of each static modifier in the set of static modifiers.
Specifically, when the server stores the skill parameters through the hash chain table, the determining the locator may be: combining the identifiers of the skills and the identifiers of the static modification attributes contained in the static modification attribute set into character strings; then, according to a preset hash algorithm, the character string is converted into a key for locating the storage position of the target skill parameter from the hash chain table, so that the corresponding node (also called as an element) in the hash chain table is located through the key.
S205, the server uses the positioning mark to inquire whether a target skill parameter obtained by modifying the skill based on each static modification attribute in the static modification attribute set exists in a plurality of items of modified skill parameters, if the target skill parameter does not exist, the step S206 is executed; if the target skill parameter exists, step S209 is performed.
After obtaining the locator, the corresponding static modifier attribute may be queried from the storage location pointed to by the locator. If the location marker is a key in the hash chain table, the node pointed by the key can be queried from the hash chain table in which a plurality of modified skill parameters are stored, and the key value pointed by the key, that is, the target skill parameter, can be obtained from the node.
It should be noted that querying the target skill parameter based on the location indicator is only a preferred embodiment, that is, step S204 is an optional step, and in practical applications, the target skill parameter may also be queried from a plurality of skill parameters stored in the server directly according to the skill to be released and each static modification parameter in the static modification attribute set used for modifying the skill. For example, the server may store a corresponding relationship between the skill, the static modification attribute set for statically modifying the skill, and the target skill parameter, and based on the corresponding relationship, the target skill parameter may be determined, so that the target skill parameter needs to be queried after the positioning mark is determined.
And S206, when the server determines that the target skill parameter is not stored, acquiring the original attribute parameter of the skill according to the identifier of the skill.
It is understood that each skill corresponds to a relevant parameter for characterizing the skill, and in the embodiment of the present application, the relevant parameter corresponding to the original skill is referred to as an original attribute parameter of the skill before the skill is modified.
And S207, the server generates the target skill parameter according to the original attribute parameter of the skill and each static modification attribute contained in the static modification attribute set.
Under the condition that the original attribute parameters of the skill and the static modification attributes in the static modification attribute set are determined, the static modification attribute parameters in the static modification attribute set and the original attribute parameters of the skill can be combined and calculated, so that the skill effect generated by the static modification attributes acting on the skill is finally determined, and the target skill parameters corresponding to the skill effect are obtained.
Of course, the specific process of generating the target skill parameter may have various implementation manners based on the original attribute parameter of the skill and each static modification attribute included in the static modification attribute set, and will not be described herein again.
It should be noted that steps S206 and S207 are optional steps, and in the case that the server already stores skill parameters corresponding to different skills and different static modifier attribute combinations, steps S206 and S207 do not need to be executed.
S208, the server stores the target skill parameter as a skill parameter corresponding to the skill and each static modifier attribute contained in the static modifier attribute set.
If the target skill parameter is not stored in the server, it is stated that the server has not performed a skill modification calculation for the skill and each static modifier attribute in the set of static modifier attributes, in which case the target skill parameter may be stored after calculating the target skill parameter corresponding to the skill and each static modifier attribute in the set of static modifier attributes. Therefore, if the game player or other game players also have the skill and the static modification attribute set and request to release the skill, the calculated target skill parameter can be directly obtained, so that modification calculation does not need to be performed based on the skill and each static modification attribute pair in the static modification attribute set, the problem that a large amount of processor resources and memory resources are consumed for calculating the target skill parameter every time is avoided, and the purpose of multiple skill release requests can be met through one skill modification calculation.
It is understood that the step S208 is an optional step, and in practical applications, the skill parameters stored in the server may be pre-calculated and stored. Of course, in order to further reduce the data calculation amount of the server, the server may calculate the target skill parameter in the manner of steps S206 and S207 when it is detected that the skill and the target skill parameter corresponding to the static modifier attribute set are not stored, and then store the target skill parameter in the manner of step S206, so that the server does not need to additionally calculate the target skill parameter, and only needs to calculate the target skill parameter when the target skill parameter needs to be used for the first time, and then may directly call the stored target skill parameter.
The steps S208 and S209 are not limited to those shown in fig. 2, and in practical applications, the steps S208 and S209 may be executed simultaneously; the step S209 may be executed first, and then the step S208 may be executed.
S209, the server controls skill release based on the target skill parameter.
The process of controlling the release of the skills by the server according to the target skill parameters is different according to the skills. If the skill is the attack skill, the server determines data such as attack power according to the target skill parameter and sends the data such as the attack power to each terminal in the game so as to indicate the terminal to generate a corresponding attack effect based on the attack power data; if the skill is an effect skill such as a firework blasting effect, the server may determine the effect data based on the target skill parameter and send the effect data to each terminal in the game, so that the terminal presents a corresponding firework blasting effect.
And S210, when the game player does not associate the static modification attribute for modifying the skill, acquiring the original attribute parameter of the skill according to the identification of the skill.
And S211, the server controls the skill release according to the original attribute parameters of the skill.
If the game player is not associated with a static modifier attribute that the skill modifies, the skill release can be controlled based directly on the original attribute parameters of the skill without modifying the skill.
The inventor of the present application finds, through research on a skill releasing process, that, before a game player requests to release a certain skill, a static modification attribute which the game player has and can modify the skill is determined to be unchanged, so that if a skill parameter corresponding to the skill which is modified by using the static modification attribute is determined in advance, when the game player requests to release the skill, the corresponding skill parameter can be directly called, and the skill parameter obtained after modifying the skill by using the static modification attribute does not need to be calculated in real time.
Moreover, because the combination of skills and static modification attributes is limited, as long as the skill parameters corresponding to the combination of different skills and corresponding static modification attributes are stored in advance, for the skill release request initiated by any game player, the skill parameters corresponding to the skill release request can be inquired from the stored skill parameters, and the skill modification calculation aiming at the combination of the same skill and the same static modification attribute set each time is avoided, so that the consumption of processor resources and memory resources is reduced, and the whole fluency of the game is improved.
It can be understood that, in the embodiment of the present application, since there may be a plurality of combinations of skills and static modifier attributes, and some combinations are not common combinations, that is, the skill parameters corresponding to a combination of some skills and one or more static modifier attributes are not frequently called, so that if the skill parameters corresponding to the combination of some skills and one or more static modifier attributes are stored, the storage resources are wasted. Therefore, in the embodiment of the present application, after the target skill parameter is queried in step S205 or the skill release is controlled based on the target skill parameter in step S209, the time of use of the target skill parameter or the skill release is controlled based on the target skill parameter may also be recorded, and then whether the time length of the time of use from the current time exceeds a preset threshold value is monitored, and if the time length exceeds a preset time length, the stored project target skill parameter may be deleted. For example, in order to avoid the expansion of the hash table exceeding the agreed memory, a elimination mechanism may be added to ensure the usage amount of the fast static modification module to the total memory, and the skill parameters that are not used in the hash chain table for a long time may be eliminated.
For convenience of understanding, the following description is provided in conjunction with an application scenario, and a server stores skill parameters corresponding to modified skills by using a hash chain table as an example. Referring to fig. 3 in conjunction with fig. 1, a flowchart of an embodiment of a game skill release method according to the present application is shown, in which a first game player of a first terminal has a skill stick 1, and a second game player of a second terminal also has a skill stick 1, and it is assumed that the first game player and the second game player are both associated with a static modifier attribute a and a static modifier attribute B for modifying the skill stick 1, and when the first game player requests to release the skill stick 1, a skill parameter modified by the static modifier attribute a and the static modifier attribute B in the skill stick 1 is not stored in a server. The embodiment may include:
s301, the first terminal sends a skill release request of the first game player to the server, wherein the skill release request carries the identification of the first game player and the identification of the skill1 to be released.
S302, the server acquires a static modification attribute A and a static modification attribute B which are associated with the first game player and used for modifying the skill1 according to the identification of the first game player and the identification of the skill 1.
S303, the server determines that no skill parameter obtained by modifying the skill1 by using the static modification attribute A and the static modification attribute B exists, and obtains the original attribute parameter of the skill1 according to the identifier of the skill 1.
S304, the server calculates a skill parameter skill1-A obtained by modifying the skill drill 1 by using the static modification attribute A according to the static modification attribute A and the original attribute parameters of the skill drill 1.
S305, the server calculates a skill parameter skill1-AB obtained by modifying the skill1 by using the static modification attribute A and the static modification attribute B by using the static modification attribute B and the skill parameter skill 1-A.
As can be seen from steps S304 and S305, after determining the static modifier associated with the game player for modifying the skill, the calculation step required by the server to calculate the skill corresponding to the final modified skill is related to the number of the static modifier.
For example, in fig. 3, the static modification attributes used for modifying the skill1 are two, that is, the static modification attributes a and B are included, and then the skill parameter skill1-a corresponding to the modified skill obtained by the skill1 passing through the static modification attribute a is calculated first, and then the skill parameter skill1-AB obtained by the modified skill (corresponding to the skill parameter skill1-a) passing through the static modification attribute B is calculated. If other static modifier attributes exist, the skill parameter finally obtained after the other static modifier attributes are calculated step by step.
S306, the server controls skill release based on the skill parameter kill 1-AB.
S307, the server combines the identifier of the skill1, the identifier of the static modification attribute A and the identifier of the static modification attribute B, and performs hash calculation on the combined character string by using a hash algorithm to obtain a key for positioning a node in a hash chain table.
S308, the server stores the skill parameter kill1-AB in the storage unit of the node corresponding to the key.
For example, referring to fig. 4, which shows a schematic diagram of storing skill parameters in a hash chain, as can be seen from fig. 4, a key points to an array solt1 stored in a node of the hash chain, the array solt1 corresponds to the chain, and the skill parameter kill1-AB is stored in the chain.
S309, the second terminal sends a skill release request of the second game player to the server, wherein the skill release request carries the identification of the second game player and the identification of the skill1 to be released.
S310, the server acquires a static modification attribute A and a static modification attribute B which are associated with the second game player and used for modifying the skill1 according to the identification of the second game player and the identification of the skill 1.
S311, the server combines the identifier of the skill1, the identifier of the static modification attribute A and the identifier of the static modification attribute B, and performs hash calculation on the combined character string by using a hash algorithm to obtain the key.
S312, the server reads the skill parameter kill1-AB from the node pointed by the key in the hash chain table.
After the first game player sends the skill release request, the skill parameter skill1-AB obtained by modifying the skill tailor 1 through the static modification attribute a and the static modification attribute B is already calculated, and the server stores the skill parameter skill1-AB, so that when the game player requests to release the skill again, if the released skill requested and the static modification attribute required to modify the skill are the same, the stored skill parameter skill1-AB can be directly called without acquiring the original attribute parameter of the skill through S303, and without performing two-step calculation according to the modes of the steps S304 and S305, thereby reducing the data calculation amount, and being beneficial to reducing the calculation consumption of memory resources and processors.
It will be appreciated that in this embodiment, the first and second game players may be the same user, in which case it would be equivalent to the user again requesting release of the same skill; the first game player and the second game player can be different users, in this case, it is equivalent to that after one game player requests to release the skill modified by the static modification attributes a and B, other game players can directly call the skill parameters corresponding to the skill modified by the static modification attributes a and B.
S313, the server controls skill release according to the skill parameter kill 1-AB.
It is understood that, in any of the above embodiments, the skill releasing system is described by taking an example in which the skill releasing system includes at least one server and a terminal, but it is understood that the game skill releasing method of the embodiment of the present application may also be applied to a standalone game, and in this case, the skill releasing system may include a terminal running a game application. The terminal can acquire a game release request initiated by a game player, wherein the skill release request carries an identifier of the game player and an identifier of a skill to be released; the terminal responds to the game release request, and obtains a static modification attribute set which is associated with the game player and is used for modifying skills according to the identification of the game player and the identification of the skills, wherein the static modification attribute set comprises at least one static modification attribute; inquiring a target skill parameter from a plurality of modified skill parameters according to each static modification attribute contained in the skill and static modification attribute set, wherein the target modified skill parameter is a skill parameter obtained by modifying the skill by using each static modification attribute in the static modification attribute set; and controlling skill release based on the target skill parameter. That is to say, in the standalone game, the operations performed by the server side in the above embodiments may be performed by the terminal, and the specific processes for the terminal to perform the above operations may refer to the processes for the server to perform the corresponding operations in the foregoing embodiments, which are not described herein again.
A game skill releasing apparatus according to an embodiment of the present application will be described below.
Referring to fig. 5, which shows a schematic structural diagram of an embodiment of a game skill releasing apparatus, the apparatus of this embodiment may be applied to a server or a terminal, and the apparatus of this embodiment may include:
a request obtaining unit 501, configured to obtain a skill release request of a game player, where the skill release request carries an identifier of the game player and an identifier of a skill to be released;
a modification obtaining unit 502, configured to obtain, according to the identifier of the game player and the identifier of the skill, a static modification attribute set associated with the game player and used for modifying the skill, where the static modification attribute set includes at least one static modification attribute;
a parameter query unit 503, configured to query, according to each static modification attribute included in the skill and static modification attribute set, a target skill parameter from among multiple modified skill parameters stored, where the target skill parameter is a skill parameter obtained by modifying the skill by using each static modification attribute in the static modification attribute set;
a first skill release unit 504 for controlling skill release based on the target skill parameter.
Optionally, the parameter querying unit includes:
the position positioning unit is used for determining a positioning mark for positioning the storage position of the target skill parameter according to each static modification attribute contained in the skill and static modification attribute set;
and the parameter matching unit is used for inquiring the target skill parameter from the stored plurality of modified skill parameters by utilizing the positioning mark.
Optionally, the parameter matching unit is specifically configured to generate a positioning mark for positioning a storage location of the target skill parameter according to the identifier of the skill and the identifiers of the static decoration attributes included in the static decoration attribute set, and a mapping relationship between the identifiers and the positioning mark is facilitated.
Further, the parameter matching unit includes:
the identification combination unit is used for combining the identification of the skill and the identifications of the static decoration attributes contained in the static decoration attribute set into character strings;
and the key conversion unit is used for converting the character string into a key for positioning the storage position of the target skill parameter from the hash chain table according to a preset hash algorithm.
Optionally, when the location indicator is a key in a hash chain table, the parameter matching unit is specifically configured to query a node to which the key points from the hash chain table in which a plurality of modified skill parameters are stored, and obtain the target skill parameter from the node.
Optionally, the apparatus may further include:
an attribute obtaining unit, configured to obtain an original attribute parameter of the skill according to the skill identifier when the game player does not associate the static modifier attribute for modifying the skill;
and the second skill release unit is used for controlling skill release according to the original attribute parameters of the skill.
Optionally, the apparatus may further include:
the attribute acquisition unit is used for acquiring the original attribute parameters of the skills according to the identifiers of the skills when the target skill parameters do not exist in the stored plurality of modified skill parameters;
and the parameter generating unit is used for generating the target skill parameter according to the original attribute parameters of the skill and each static modification attribute contained in the static modification attribute set.
Optionally, the apparatus may further include:
and a parameter storage unit configured to store the target skill parameter as a skill parameter corresponding to each static modifier attribute included in the skill and the static modifier attribute set after the parameter generation unit generates the target skill parameter.
Optionally, the apparatus may further include:
a time recording unit for recording the use time of the target skill parameter after the first skill release unit controls skill release based on the target skill parameter;
the time monitoring unit is used for monitoring whether the distance between the using time and the current time exceeds a preset time;
and the parameter deleting unit is used for deleting the stored target skill parameters when the time length exceeds the preset time length.
The embodiment of the application also provides a server, and the server can realize the game skill release method.
Fig. 6 is a block diagram showing a hardware configuration of a server, and referring to fig. 6, the server 600 may include: a processor 601, a communication interface 602, a memory 603, and a communication bus 604;
the processor 601, the communication interface 602 and the memory 603 complete mutual communication through the communication bus 604;
optionally, the communication interface 602 may be an interface of a communication module, such as an interface of a GSM module;
a processor 601 for executing a program;
a memory 603 for storing programs;
the program may include program code including computer operating instructions.
The processor 601 may be a central processing unit CPU or an application specific Integrated circuit asic or one or more Integrated circuits configured to implement embodiments of the present invention.
The memory 603 may comprise a high-speed RAM memory, and may also include a non-volatile memory (non-volatile memory), such as at least one disk memory.
Among them, the procedure can be specifically used for:
acquiring a skill release request of a game player, wherein the skill release request carries an identifier of the game player and an identifier of a skill to be released;
acquiring a static modification attribute set which is associated with the game player and is used for modifying the skill according to the identification of the game player and the identification of the skill, wherein the static modification attribute set comprises at least one static modification attribute;
inquiring a target skill parameter from a plurality of modified skill parameters according to each static modification attribute contained in the skill and static modification attribute set, wherein the target modified skill parameter is a skill parameter obtained by modifying the skill by using each static modification attribute in the static modification attribute set;
controlling skill release based on the target skill parameter.
On the other hand, this embodiment further provides a terminal, and a composition structure of the terminal may be similar to that of the server shown in fig. 6, and is not described herein again.
It should be noted that, in the present specification, the embodiments are all described in a progressive manner, each embodiment focuses on differences from other embodiments, and the same and similar parts among the embodiments may be referred to each other. For the device-like embodiment, since it is basically similar to the method embodiment, the description is simple, and for the relevant points, reference may be made to the partial description of the method embodiment.
Finally, it should also be noted that, herein, relational terms such as first and second, and the like may be used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Also, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or apparatus. Without further limitation, an element defined by the phrase "comprising an … …" does not exclude the presence of other identical elements in a process, method, article, or apparatus that comprises the element.
The previous description of the disclosed embodiments is provided to enable any person skilled in the art to make or use the present invention. Various modifications to these embodiments will be readily apparent to those skilled in the art, and the generic principles defined herein may be applied to other embodiments without departing from the spirit or scope of the invention. Thus, the present invention is not intended to be limited to the embodiments shown herein but is to be accorded the widest scope consistent with the principles and novel features disclosed herein.
The foregoing is only a preferred embodiment of the present invention, and it should be noted that it is obvious to those skilled in the art that various modifications and improvements can be made without departing from the principle of the present invention, and these modifications and improvements should also be considered as the protection scope of the present invention.

Claims (15)

1. A game skill release method, comprising:
acquiring a skill release request of a game player, wherein the skill release request carries an identifier of the game player and an identifier of a skill to be released;
acquiring a static modification attribute set which is associated with the game player and is used for modifying the skill according to the identification of the game player and the identification of the skill, wherein the static modification attribute set comprises at least one static modification attribute;
inquiring a target skill parameter from a plurality of modified skill parameters according to each static modification attribute contained in the skill and static modification attribute set, wherein the target modified skill parameter is a skill parameter obtained by modifying the skill by using each static modification attribute in the static modification attribute set;
controlling skill release based on the target skill parameter.
2. The game skill release method of claim 1, wherein the querying a target skill parameter from a plurality of stored modified skill parameters according to each static modifier attribute contained in the skill and static modifier attribute set comprises:
determining a positioning mark for positioning a storage position of the target skill parameter according to each static modification attribute contained in the skill and static modification attribute set;
and inquiring the target skill parameter from the stored plurality of modified skill parameters by using the positioning mark.
3. The game skill release method according to claim 2, wherein the determining a location flag for locating a storage location of a target skill parameter according to each static modifier attribute included in the skill and static modifier attribute set comprises:
and generating a positioning mark for positioning the storage position of the target skill parameter according to the identifier of the skill and the identifiers of the static modification attributes contained in the static modification attribute set and by using the mapping relation between the identifiers and the positioning mark.
4. A game skill release method according to claim 3, wherein the generating a location marker for locating a storage location of a target skill parameter according to the identifier of the skill and the identifiers of the static modifier attributes included in the static modifier attribute set and using a mapping relationship between the identifiers and the location marker comprises:
combining the skill identification and the static modification attribute identifications contained in the static modification attribute set into a character string;
and converting the character string into a key for positioning the storage position of the target skill parameter from the hash chain table according to a preset hash algorithm.
5. A game skill release method according to any one of claims 2 to 4, wherein the locator is a key in a hash chain;
the querying the target skill parameter from the stored plurality of modified skill parameters using the localization marker includes:
and inquiring the node pointed by the key from the hash chain table in which a plurality of modified skill parameters are stored, and acquiring the target skill parameter from the node.
6. The game skill release method of claim 1, further comprising:
when the game player is not associated with the static modification attribute for modifying the skill, acquiring an original attribute parameter of the skill according to the identification of the skill;
and controlling skill release according to the original attribute parameters of the skill.
7. The game skill release method of claim 1, further comprising:
when the target skill parameter does not exist in the stored plurality of modified skill parameters, acquiring an original attribute parameter of the skill according to the identifier of the skill;
and generating the target skill parameter according to the original attribute parameters of the skill and each static modification attribute contained in the static modification attribute set.
8. The game skill release method of claim 7, further comprising, after the generating the target skill parameter:
storing the target skill parameter as a skill parameter corresponding to the skill and each static modifier attribute contained in the set of static modifier attributes.
9. The game skill release method of claim 1, further comprising, after the controlling skill release based on the target skill parameter:
recording the using time of the target skill parameter;
monitoring whether the use time distance and the current time duration exceed a preset duration or not;
and deleting the stored target skill parameters when the duration exceeds the preset duration.
10. A game skill release apparatus, comprising:
the skill releasing device comprises a request acquiring unit, a skill releasing unit and a releasing unit, wherein the request acquiring unit is used for acquiring a skill releasing request of a game player, and the skill releasing request carries an identifier of the game player and an identifier of a skill to be released;
the skill modification acquisition unit is used for acquiring a static modification attribute set which is associated with the game player and is used for modifying the skill according to the identification of the game player and the identification of the skill, wherein the static modification attribute set comprises at least one static modification attribute;
a parameter query unit, configured to query a target skill parameter from a plurality of stored modified skill parameters according to each static modification attribute included in the skill and static modification attribute set, where the target skill parameter is a skill parameter obtained by modifying the skill by using each static modification attribute in the static modification attribute set;
a first skill release unit for controlling skill release based on the target skill parameter.
11. A game skill release apparatus according to claim 10, wherein the parameter querying unit comprises:
the position positioning unit is used for determining a positioning mark for positioning the storage position of the target skill parameter according to each static modification attribute contained in the skill and static modification attribute set;
and the parameter matching unit is used for inquiring the target skill parameter from the stored plurality of modified skill parameters by utilizing the positioning mark.
12. The game skill release apparatus of claim 10, further comprising:
an attribute obtaining unit, configured to obtain an original attribute parameter of the skill according to the skill identifier when the game player does not associate the static modifier attribute for modifying the skill;
and the second skill release unit is used for controlling skill release according to the original attribute parameters of the skill.
13. The game skill release apparatus of claim 10, further comprising:
the attribute acquisition unit is used for acquiring the original attribute parameters of the skills according to the identifiers of the skills when the target skill parameters do not exist in the stored plurality of modified skill parameters;
and the parameter generating unit is used for generating the target skill parameter according to the original attribute parameters of the skill and each static modification attribute contained in the static modification attribute set.
14. The game skill release apparatus of claim 13, further comprising:
and a parameter storage unit configured to store the target skill parameter as a skill parameter corresponding to each static modifier attribute included in the skill and the static modifier attribute set after the parameter generation unit generates the target skill parameter.
15. The game skill release apparatus of claim 10, further comprising:
a time recording unit for recording the use time of the target skill parameter after the first skill release unit controls skill release based on the target skill parameter;
the time monitoring unit is used for monitoring whether the distance between the using time and the current time exceeds a preset time;
and the parameter deleting unit is used for deleting the stored target skill parameters when the time length exceeds the preset time length.
CN201611042778.4A 2016-11-23 2016-11-23 Game skill release method and device Active CN106730838B (en)

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WO2015017288A1 (en) * 2013-07-29 2015-02-05 Gamblit Gaming, Llc Lottery system with skill wagering interleaved game
CN106033340A (en) * 2015-03-16 2016-10-19 广州四三九九信息科技有限公司 Method and system for visual editing of mobile game combat skill
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