CN111111201B - Skill creation method, device, server and medium based on game - Google Patents

Skill creation method, device, server and medium based on game Download PDF

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Publication number
CN111111201B
CN111111201B CN201911361238.6A CN201911361238A CN111111201B CN 111111201 B CN111111201 B CN 111111201B CN 201911361238 A CN201911361238 A CN 201911361238A CN 111111201 B CN111111201 B CN 111111201B
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data
target
skill
logic
different
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CN111111201A (en
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王选易
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Shanghai Mihoyo Tianming Technology Co Ltd
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Shanghai Mihoyo Tianming Technology 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/67Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use

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  • Multimedia (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The invention discloses a skill creation method, a device, a server and a medium based on games, wherein the method is configured in the server and comprises the following steps: acquiring at least one type of data as a data class, and processing the data class to obtain a target data value corresponding to the data class; determining association information associated with the target role based on the target application; the related information comprises skill trigger time corresponding to the target role, logic conditions corresponding to different skills and execution tasks corresponding to the different skills; skill attribute information corresponding to each character and buff in the target game is created based on the target data value and the associated information. According to the technical scheme, character attribute information corresponding to each character is determined quickly and conveniently, and the technical effect that time is wasted due to recompilation is avoided after code writing is completed.

Description

Skill creation method, device, server and medium based on game
Technical Field
The embodiment of the invention relates to the technical field of game development, in particular to a game-based skill creation method, a game-based skill creation device, a game-based skill creation server and a game-based skill creation medium.
Background
Currently, as life pressure increases, games have become an effective way for users to release pressure.
In the existing game item, different subclasses are inherited in the base class of the same skill or buff, and different functions of the skill or buff are realized by triggering different operations by a user.
As the project scale increases, new game characters are optionally added, more and more types of skills are developed, and when skills corresponding to each character are created, program codes corresponding to the skills need to be rewritten and compiled, and each compilation requires a long time, so that development efficiency is affected.
Disclosure of Invention
The embodiment of the invention provides a game-based skill creation method, a game-based skill creation device, a game-based skill creation server and a game-based skill medium, so as to achieve the technical effects of improving commodity display effects and user experience.
In a first aspect, an embodiment of the present invention provides a game-based skill creation method, where the method is applied to a server, and includes:
acquiring at least one type of data as a data class, and processing the data class to obtain a target data value corresponding to the data class;
determining association information associated with the target role based on the target application; the related information comprises skill trigger time corresponding to the target role, logic conditions corresponding to different skills and execution tasks corresponding to the different skills;
skill attribute information corresponding to each character and buff in the target game is created based on the target data value and the associated information.
In a second aspect, an embodiment of the present invention further provides a game-based skill creation apparatus, where the apparatus is configured in a server, and includes:
the target data value determining module is used for acquiring at least one type of data as a data class, and processing the data class to obtain a target data value corresponding to the data class;
the associated information determining module is used for determining associated information associated with the target role based on the target application program; the related information comprises skill trigger time corresponding to the target role, logic conditions corresponding to different skills and execution tasks corresponding to the different skills;
and the target skill determining module is used for creating the skills corresponding to each character and the buff in the target game based on the target data value and the associated information.
In a third aspect, an embodiment of the present invention further provides a server, where the server includes:
one or more processors;
storage means for storing one or more programs,
the one or more programs, when executed by the one or more processors, cause the one or more processors to implement the game-based skill creation method as described in any of the embodiments of the invention.
In a fourth aspect, embodiments of the present invention also provide a storage medium containing computer-executable instructions, which when executed by a computer processor, are for performing a game-based skill creation method as described in any of the embodiments of the present invention.
According to the technical scheme, at least one type of data is obtained as a data class, and the data class is processed to obtain a target data value corresponding to the data class; determining association information associated with the target role based on the target application; the related information comprises skill trigger time corresponding to the target role, logic conditions corresponding to different skills and execution tasks corresponding to the different skills; based on the target data value and the associated information, skill attribute information corresponding to each role and the buff in the target game is created, the technical effects that the skills to be expanded are increased along with the expansion of the project in the prior art, codes are required to be rewritten for each skill, and the codes are recompiled after the codes are compiled, and the development efficiency is influenced because each compiling requires a longer time are achieved, the role attribute information corresponding to each role is changed based on a preset program, the recompilation is avoided, and the convenience in determining the attribute information is improved are achieved.
Drawings
In order to more clearly illustrate the technical solution of the exemplary embodiments of the present invention, a brief description is given below of the drawings required for describing the embodiments. It is obvious that the drawings presented are only drawings of some of the embodiments of the invention to be described, and not all the drawings, and that other drawings can be made according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a schematic flow chart of a game-based skill creation method according to an embodiment of the present invention;
FIG. 2 is a schematic flow chart of a game-based skill creation method according to a second embodiment of the present invention;
FIG. 3 is a schematic diagram of a game-based skill creation apparatus according to a third embodiment of the present invention;
fig. 4 is a schematic structural diagram of a server according to a fourth embodiment of the present invention.
Detailed Description
The invention is described in further detail below with reference to the drawings and examples. It is to be understood that the specific embodiments described herein are merely illustrative of the invention and are not limiting thereof. It should be further noted that, for convenience of description, only some, but not all of the structures related to the present invention are shown in the drawings.
Example 1
Fig. 1 is a schematic flow chart of a game-based skill creation method according to an embodiment of the present invention, where the method may be performed by a game-based skill creation device, and the device may be implemented in software and/or hardware, and the hardware may be an electronic device, and the electronic device may be a mobile terminal or a PC.
As shown in fig. 1, the method of the present embodiment includes:
s110, obtaining at least one type of data as a data class, and processing the data class to obtain a target data value corresponding to the data class.
The data types may be one, two or more, and the specific types thereof may be set according to actual situations. The target data value may be a value obtained by processing all skills, for example, an output injury value of a certain skill.
Specifically, at least one type of data is obtained as a data class, and the data class is processed to obtain a target data value corresponding to the data class.
In this embodiment, this step is mainly used to construct the basic data class DLCBufValueOverrideItem. The basic data class may be constructed by reloading data from different sources, so that the skill system may receive different data sources through the same interface, for example, using the player's data table as the data source, using the checkpoint data as the data source, and using the default value as the data source. The data table of the player can be injury value, injury value increase and the like, and the gate data is monster in the scene, tasks to be executed in the gate and the like. The default value data may be a default value as a data source under the condition that there is no data source, and the default data may be history data corresponding to the player, or may be preset default data.
Optionally, processing at least one type of data to obtain a target data value includes: acquiring at least one type of data, and respectively processing all the data to obtain a first numerical value corresponding to each data; processing the first numerical value by adopting a preset logic operation to obtain a target data value corresponding to the data class; wherein, the at least one type of data comprises real-time data corresponding to the target role and checkpoint data corresponding to different checkpoints.
The logic processing may be a logic operation set for different skills and buff skills, and a value obtained after the logic operation is taken as a target value. The first value is an intermediate value obtained after processing various types of data, namely a transition value.
For example, different expressions may be constructed for different skills, and the obtained data of each type may be processed to obtain the first value. If the first value is 0.1 and the final desired value is 0.9, then a logical expression 1-first value corresponding to that value may be created. And taking the data processed by the logic expression as a target value.
S120, determining the association information associated with the target role based on the target application program.
The associated information may be a skill trigger time corresponding to the target character, logic conditions corresponding to different skills, and execution tasks corresponding to different skills. Of course, the associated information associated with the target character further includes attribute information of each gain skill that can be obtained in the environment to which the target character belongs, and optionally, gain attribute information of the buff skill.
Optionally, invoking a target application program, and determining the triggering time of each skill corresponding to the target role and the buff triggering time corresponding to the current checkpoint; calling a target application program, and determining duration time of each skill corresponding to the target role and duration time of the buff corresponding to the current checkpoint as logic tasks; based on the target application program, trigger conditions of different skills corresponding to the target role are determined, and the trigger conditions are used as logic conditions.
It can be understood that different trigger occasions are defined, the important event node in the game and the state associated with the event node are defined as different trigger occasions, when the corresponding event needs to be triggered at a certain occasion, registration can be performed, and the final trigger condition is defined as triggerType. Different logic conditions are defined, judgment of the entity, namely the target role and the state of the game in the game is abstracted into different judgment functions, the judgment functions are bound with different condition character strings, and finally the specific condition is defined. Defining different logical tasks can be understood as abstracting the logic commonly used in games, optionally releasing buff, etc., into different tasks and binding with different task strings, and finally defining the logical tasks as specialTask.
The target application program can be a program defining different trigger time, different logic tasks and different logic conditions in the actual application process. The gate data includes data of each buff, and thus the association information can be determined based on the buff data and the player data.
Specifically, the relevant information related to the target role is determined based on the target application program, namely, the skill release time, the skill duration, the skill injury value and the like corresponding to the target role are determined, the efficiency-increasing intensity of the buff can be determined, the duration can be determined, and the information such as the total injury value and the like required by the buff can be obtained.
And S130, creating skill attribute information corresponding to each character and the buff in the target game based on the target data value and the associated information.
Specifically, based on the target data value and the associated information, character attribute information corresponding to each character in the target game, that is, information such as skill trigger time, duration, and the like, may be created, and new information such as a buff release time and the like may be included.
In this embodiment, the attribute of the entity may be modified at different occasions, different attributes may be defined for the entity, and the attributes may be added or multiplied at different occasions. Callbacks for attribute change can be defined in logic classes of the entity, game logic is changed to a certain extent or is directly used, and condition judgment can be carried out before each attribute change before logic conditions are loaded to the attribute change, so that flexibility is improved.
On the basis of the technical scheme, the method further comprises the following steps: based on the function splitting module, the role attribute information corresponding to the target role is split, and the function plug-ins corresponding to the functions are obtained.
The function splitting module may split each function constituting the attribute information of the target character. The function plug-in is configured corresponding to different functions.
In a specific application process, in order to quickly determine character attribute information associated with a target character, the character attribute information may be determined based on each function plug-in.
That is, after the function plug-ins are obtained after the respective functions are split based on the plug-in splitting module, all the function plug-ins may be stored in a separate buff configuration, and plug-in configurations of a plurality of different function points may be defined in the buff configuration, so that a plurality of different functions are implemented in the one buff configuration by means of configuration. The creation of the functional plugin is completed during the initialization of the buff, the configuration array of the functional plugin can be read during the initialization of the buff, different plugin objects are generated according to different plugin configurations, and different plugin logics are executed. When the user uses the method, the specific configuration of the plug-in can be completed by planning, and the planning can add or delete the plug-in configuration in the buff configuration according to the buff requirement, so that the effect of skill gain is achieved. Of course, in the practical application process, in order to improve the convenience of calling the plug-in, the plug-in configuration may be updated on the client of the player, and the plug-in configuration is stored in the buff configuration, and when the buff configuration is now local to the player, the plug-in configuration is updated at the same time.
On the basis of the technical scheme, after determining the character attribute information corresponding to the target character, the method further comprises the following steps: and in the game process, when the condition that the associated information corresponding to the target role is met is detected, displaying the skills corresponding to the target role on a display interface, and/or displaying the buff in the game environment to which the target role belongs on the display interface.
It is understood that in the process of actual application, when the association information corresponding to the target character is determined to meet the trigger condition based on the configuration, each piece of information may be displayed on the energy-saving display interface, or the buff skill may be displayed on the display interface in the game environment.
According to the technical scheme, at least one type of data is obtained as a data class, and the data class is processed to obtain a target data value corresponding to the data class; determining association information associated with the target role based on the target application; the related information comprises skill trigger time corresponding to the target role, logic conditions corresponding to different skills and execution tasks corresponding to the different skills; based on the target data value and the associated information, skill attribute information corresponding to each role and the buff in the target game is created, the technical effects that the skills to be expanded are increased along with the expansion of the project in the prior art, codes are required to be rewritten for each skill, and the codes are recompiled after the codes are compiled, and the development efficiency is influenced because each compiling requires a longer time are achieved, the role attribute information corresponding to each role is changed based on a preset program, the recompilation is avoided, and the convenience in determining the attribute information is improved are achieved.
Example two
As a preferred embodiment of the above embodiments, fig. 2 is a schematic flow chart of a game-based skill creation method according to a second embodiment of the present invention. As shown in fig. 2, the method includes:
s210, constructing a basic data class, carrying out logic processing on data values in the data class, and defining different trigger time, logic conditions and logic tasks.
Specifically, the data from different sources is reloaded, so that the skill system can receive the data from different sources through the same interface. The data from different sources may be: the player data table is used as a data source, the checkpoint data is used as a data source, and a default value is used as a data source. After each data source is obtained, based on the logical operation on each data value, an expression corresponding to a different data value can be constructed, and each data value is processed based on the expression, so that the total data value corresponding to the target role and the buff skill is obtained.
And when the data value is subjected to logic operation to obtain the total data value, the information such as the starting time, the ending time and the buff gain of the buff in the game can be defined. Defining different logic conditions may be under what conditions the buff skills may be triggered, optionally conditions under which the buff appears in the game, colleagues may also define logic tasks to be performed, optionally when triggering the buff is detected, the skills are released, etc.
The setting has the advantages that different trigger opportunities can be planned and configured, the control of the trigger opportunities can be realized, the control of the logic conditions can be realized by planning and configuring different logic conditions, meanwhile, the parameters of the logic conditions can be modified, different logic tasks can be configured, the control of the logic tasks can be realized, meanwhile, the parameters of the logic tasks can be modified, the technical problems that program codes are required to be rewritten and compiled when skill parameters are modified in the prior art, and time is wasted are solved, the flexible modification of the buff skill and role skill by modifying different parameter configurations is realized, and the convenience of changing the diagonal skill is improved.
S220, modifying the attributes of the entities at different occasions.
Specifically, trigger conditions corresponding to different skills may be determined based on the above conditions, and when a trigger is detected, a release effect of the skill may be determined based on current attribute information corresponding to the target character, and modified based on the release effect.
S230, merging based on different predefined trigger occasions, logic conditions and logic tasks.
It can be understood that different trigger occasions, logic conditions and logic tasks can be arranged and combined, and a trigger mechanism of various events can be obtained.
S240, splitting each skill based on the plug-in module to obtain plug-ins corresponding to each skill so as to add plug-ins with different functional combinations to one skill based on different plug-ins.
After the configuration of each parameter is completed, a 'plug-in system' of the skill can be defined, a plurality of plug-ins with different function combinations can be added to one skill, meanwhile, default template configuration is carried out on each plug-in, and different plug-ins can be customized according to requirements. When the event is complex, the configuration can be flexibly carried out based on the plug-in system, meanwhile, different plug-in configurations can be created according to the template, the configuration can be conveniently planned, and the convenience of the plug-in configuration is improved.
S250, obtaining configuration corresponding to the buff, and generating the buff based on the configuration.
When obtaining the plug-in systems corresponding to the functions, the plug-in systems can be stored in separate buff configurations, and plug-in configurations of different multifunctional points can be defined in the buff, so that a plurality of different functions can be realized in one buff in a configuration mode. That is, when in application, the planner can add or delete plug-in configuration in the buff configuration according to the buff requirement, and finally, the technical effect of skill realization is achieved.
According to the technical scheme, at least one type of data is obtained as a data class, and the data class is processed to obtain a target data value corresponding to the data class; determining association information associated with the target role based on the target application; the related information comprises skill trigger time corresponding to the target role, logic conditions corresponding to different skills and execution tasks corresponding to the different skills; based on the target data value and the associated information, skill attribute information corresponding to each role and the buff in the target game is created, the technical effects that the skills to be expanded are increased along with the expansion of the project in the prior art, codes are required to be rewritten for each skill, and the codes are recompiled after the codes are compiled, and the development efficiency is influenced because each compiling requires a longer time are achieved, the role attribute information corresponding to each role is changed based on a preset program, the recompilation is avoided, and the convenience in determining the attribute information is improved are achieved.
Example III
Fig. 3 is a schematic structural diagram of a game-based skill creating apparatus according to a third embodiment of the present invention. As shown in fig. 3, the apparatus includes: a target data value determination module 310, a to-be-associated information determination module 320, and a target skill determination module 330, wherein,
a target data value determining module 310, configured to obtain at least one type of data as a data class, and process the data class to obtain a target data value corresponding to the data class; an association information determination module 320 for determining association information associated with the target role based on the target application; the related information comprises skill trigger time corresponding to the target role, logic conditions corresponding to different skills and execution tasks corresponding to the different skills; a target skill determination module 330, configured to create a skill corresponding to each character and buff in the target game based on the target data value and the association information.
According to the technical scheme, at least one type of data is obtained as a data class, and the data class is processed to obtain a target data value corresponding to the data class; determining association information associated with the target role based on the target application; the related information comprises skill trigger time corresponding to the target role, logic conditions corresponding to different skills and execution tasks corresponding to the different skills; based on the target data value and the associated information, skill attribute information corresponding to each role and the buff in the target game is created, the technical effects that the skills to be expanded are increased along with the expansion of the project in the prior art, codes are required to be rewritten for each skill, and the codes are recompiled after the codes are compiled, and the development efficiency is influenced because each compiling requires a longer time are achieved, the role attribute information corresponding to each role is changed based on a preset program, the recompilation is avoided, and the convenience in determining the attribute information is improved are achieved.
On the basis of the above technical solution, the target data value determining module is further configured to:
acquiring at least one type of data, and respectively processing all the data to obtain a first numerical value corresponding to each data; processing the first numerical value by adopting a preset logic operation to obtain a target data value corresponding to the data class; wherein the at least one type of data includes real-time data corresponding to the target character and checkpoint data corresponding to different checkpoints.
On the basis of the above technical solutions, the association information determining module is further configured to:
invoking a target application program, and determining the triggering time of each skill corresponding to the target role and the buff triggering time corresponding to the current checkpoint; calling a target application program, and determining duration time of each skill corresponding to the target role and duration time of the buff corresponding to the current checkpoint as logic tasks; based on the target application program, trigger conditions of different skills corresponding to the target role are determined, and the trigger conditions are used as logic conditions.
On the basis of the above technical solutions, the objective skill determining module is further configured to:
performing combination processing on skill trigger time, logic conditions and execution tasks corresponding to different skills in the associated information to obtain at least one logic combination; and creating skill attribute information corresponding to each character and the buff in the target game based on the logic combination and the target data value.
On the basis of the technical schemes, the device further comprises: the function plug-in calling module is used for:
and calling a function plug-in adding module to add function plug-ins of different functions to different skills or skill combinations so as to determine the skills corresponding to each role and the buff to configure based on the function plug-ins.
On the basis of the above technical solutions, the function plug-in calling module is further configured to:
and obtaining plug-in configuration parameters corresponding to the target role, so as to generate role attribute information corresponding to the target role based on the plug-in configuration parameters.
On the basis of the technical schemes, the device further comprises: a display module for:
and in the game process, when the condition that the associated information corresponding to the target role is met is detected, displaying the skills corresponding to the target role on a display interface, and/or displaying the buff in the game environment to which the target role belongs on the display interface.
It should be noted that each unit and module included in the above apparatus are only divided according to the functional logic, but not limited to the above division, so long as the corresponding functions can be implemented; in addition, the specific names of the functional units are also only for distinguishing from each other, and are not used to limit the protection scope of the embodiments of the present invention.
Example IV
Fig. 4 is a schematic structural diagram of a server according to a fourth embodiment of the present invention. Fig. 4 shows a block diagram of an exemplary server 40 suitable for use in implementing the embodiments of the present invention. The server 40 shown in fig. 4 is only an example and should not be construed as limiting the functionality and scope of use of the embodiments of the present invention.
As shown in fig. 4, the server 40 is in the form of a general purpose computing device. Components of server 40 may include, but are not limited to: one or more processors or processing units 401, a system memory 402, a bus 403 that connects the various system components (including the system memory 402 and the processing units 401).
Bus 403 represents one or more of several types of bus structures, including a memory bus or memory controller, a peripheral bus, an accelerated graphics port, a processor, or a local bus using any of a variety of bus architectures. By way of example, and not limitation, such architectures include Industry Standard Architecture (ISA) bus, micro channel architecture (MAC) bus, enhanced ISA bus, video Electronics Standards Association (VESA) local bus, and Peripheral Component Interconnect (PCI) bus.
Server 40 typically includes a variety of computer system readable media. Such media can be any available media that is accessible by server 40 and includes both volatile and nonvolatile media, removable and non-removable media.
The system memory 402 may include computer system readable media in the form of volatile memory, such as Random Access Memory (RAM) 404 and/or cache memory 405. The server 40 may further include other removable/non-removable, volatile/nonvolatile computer system storage media. By way of example only, storage system 406 may be used to read from and write to non-removable, nonvolatile magnetic media (not shown in FIG. 4, commonly referred to as a "hard drive"). Although not shown in fig. 4, a magnetic disk drive for reading from and writing to a removable non-volatile magnetic disk (e.g., a "floppy disk"), and an optical disk drive for reading from or writing to a removable non-volatile optical disk (e.g., a CD-ROM, DVD-ROM, or other optical media) may be provided. In such cases, each drive may be coupled to bus 403 through one or more data medium interfaces. Memory 402 may include at least one program product having a set (e.g., at least one) of program modules configured to carry out the functions of embodiments of the invention.
A program/utility 408 having a set (at least one) of program modules 407 may be stored in, for example, memory 402, such program modules 407 including, but not limited to, an operating system, one or more application programs, other program modules, and program data, each or some combination of which may include an implementation of a network environment. Program modules 407 generally perform the functions and/or methods of the described embodiments of the invention.
The server 40 may also communicate with one or more external devices 409 (e.g., keyboard, pointing device, display 410, etc.), one or more devices that enable a user to interact with the server 40, and/or any devices (e.g., network card, modem, etc.) that enable the server 40 to communicate with one or more other computing devices. Such communication may occur through an input/output (I/O) interface 411. Also, the server 40 may communicate with one or more networks such as a Local Area Network (LAN), a Wide Area Network (WAN) and/or a public network, such as the Internet, via a network adapter 412. As shown, network adapter 412 communicates with other modules of server 40 over bus 403. It should be appreciated that although not shown in fig. 4, other hardware and/or software modules may be used in connection with server 40, including, but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, data backup storage systems, and the like.
The processing unit 401 executes various functional applications and data processing by running programs stored in the system memory 402, for example, implements the game-based skill creation method provided by the embodiment of the present invention.
Example five
A fifth embodiment of the present invention also provides a storage medium containing computer-executable instructions for performing a game-based skill creation method when executed by a computer processor.
The method comprises the following steps:
acquiring at least one type of data as a data class, and processing the data class to obtain a target data value corresponding to the data class;
determining association information associated with the target role based on the target application; the related information comprises skill trigger time corresponding to the target role, logic conditions corresponding to different skills and execution tasks corresponding to the different skills;
skill attribute information corresponding to each character and buff in the target game is created based on the target data value and the associated information.
The computer storage media of embodiments of the invention may take the form of any combination of one or more computer-readable media. The computer readable medium may be a computer readable signal medium or a computer readable storage medium. The computer readable storage medium can be, for example, but not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or a combination of any of the foregoing. More specific examples (a non-exhaustive list) of the computer-readable storage medium would include the following: an electrical connection having one or more wires, a portable computer diskette, a hard disk, a Random Access Memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing. In this document, a computer readable storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device.
The computer readable signal medium may include a propagated data signal with computer readable program code embodied therein, either in baseband or as part of a carrier wave. Such a propagated data signal may take any of a variety of forms, including, but not limited to, electro-magnetic, optical, or any suitable combination of the foregoing. A computer readable signal medium may also be any computer readable medium that is not a computer readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device.
Program code embodied on a computer readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
Computer program code for carrying out operations for embodiments of the present invention may be written in any combination of one or more programming languages, including an object oriented programming language such as Java, smalltalk, C ++ and conventional procedural programming languages, such as the "C" programming language or similar programming languages. The program code may execute entirely on the user's computer, partly on the user's computer, as a stand-alone software package, partly on the user's computer and partly on a remote computer or entirely on the remote computer or server. In the case of a remote computer, the remote computer may be connected to the user's computer through any kind of network, including a Local Area Network (LAN) or a Wide Area Network (WAN), or may be connected to an external computer (for example, through the Internet using an Internet service provider).
Note that the above is only a preferred embodiment of the present invention and the technical principle applied. It will be understood by those skilled in the art that the present invention is not limited to the particular embodiments described herein, but is capable of various obvious changes, rearrangements and substitutions as will now become apparent to those skilled in the art without departing from the scope of the invention. Therefore, while the invention has been described in connection with the above embodiments, the invention is not limited to the embodiments, but may be embodied in many other equivalent forms without departing from the spirit or scope of the invention, which is set forth in the following claims.

Claims (8)

1. A game-based skill creation method, applied to a server, comprising:
acquiring at least one type of data as a data class, and respectively processing all data of the data class to obtain a first numerical value corresponding to each data;
processing the first numerical value by adopting a preset logic operation to obtain a target data value corresponding to the data class; wherein the at least one type of data comprises real-time data corresponding to a target role and checkpoint data corresponding to different checkpoints; the logic processing is logic operation aiming at different skills and buff skills; the first numerical value is an intermediate numerical value obtained after various types of data are processed;
determining association information associated with the target role based on the target application; the related information comprises skill trigger time corresponding to the target role, logic conditions corresponding to different skills and execution tasks corresponding to the different skills; the target application program is a program for defining different triggering occasions, different logic tasks and different logic conditions in the actual application process;
performing combination processing on skill trigger time, logic conditions and execution tasks corresponding to different skills in the associated information to obtain at least one logic combination;
creating skill attribute information corresponding to each role and buff in the target game based on the logic combination and the target data value;
wherein the determining, based on the target application program, the association information associated with the target character comprises:
invoking a target application program, and determining the triggering time of each skill corresponding to the target role and the buff triggering time corresponding to the current checkpoint;
calling a target application program, and determining duration time of each skill corresponding to the target role and duration time of the buff corresponding to the current checkpoint as logic tasks;
based on the target application program, trigger conditions of different skills corresponding to the target role are determined, and the trigger conditions are used as logic conditions.
2. The method of claim 1, wherein the obtaining at least one type of data as a data class and processing the data class to obtain a target data value corresponding to the data class comprises:
acquiring at least one type of data, and respectively processing all the data to obtain a first numerical value corresponding to each data;
processing the first numerical value by adopting a preset logic operation to obtain a target data value corresponding to the data class;
wherein the at least one type of data includes real-time data corresponding to the target character and checkpoint data corresponding to different checkpoints.
3. The method as recited in claim 1, further comprising:
and splitting the role attribute information corresponding to the target role based on a function splitting module to obtain function plug-ins corresponding to the functions.
4. A method according to claim 3, further comprising:
and calling a function plug-in adding module to add function plug-ins of different functions to different skills or skill combinations so as to determine the skills corresponding to each role and the buff to configure based on the function plug-ins.
5. The method as recited in claim 1, further comprising:
and in the game process, when the condition that the associated information corresponding to the target role is met is detected, displaying the skills corresponding to the target role on a display interface, and/or displaying the buff in the game environment to which the target role belongs on the display interface.
6. A game-based skill creation apparatus, configured in a server, comprising:
the target data value determining module is used for acquiring at least one type of data as a data class, and respectively processing all data of the data class to obtain a first numerical value corresponding to each data; processing the first numerical value by adopting a preset logic operation to obtain a target data value corresponding to the data class; wherein the at least one type of data comprises real-time data corresponding to a target role and checkpoint data corresponding to different checkpoints; the logic processing is logic operation aiming at different skills and buff skills; the first numerical value is an intermediate numerical value obtained after various types of data are processed;
the associated information determining module is used for determining associated information associated with the target role based on the target application program; the related information comprises skill trigger time corresponding to the target role, logic conditions corresponding to different skills and execution tasks corresponding to the different skills; the target application program is a program for defining different triggering occasions, different logic tasks and different logic conditions in the actual application process;
a target skill determining module, configured to create a skill corresponding to each character and buff in a target game based on the target data value and the association information;
the association information determining module is specifically used for calling a target application program and determining the triggering time of each skill corresponding to the target role and the buff triggering time corresponding to the current checkpoint; calling a target application program, and determining duration time of each skill corresponding to the target role and duration time of the buff corresponding to the current checkpoint as logic tasks; determining trigger conditions of different skills corresponding to a target role based on a target application program, and taking the trigger conditions as logic conditions;
the target skill determining module is specifically configured to perform a combination process on skill trigger time, logic conditions and execution tasks corresponding to different skills in the associated information to obtain at least one logic combination; and creating skill attribute information corresponding to each character and the buff in the target game based on the logic combination and the target data value.
7. A server, the server comprising:
one or more processors;
storage means for storing one or more programs,
the one or more programs, when executed by the one or more processors, cause the one or more processors to implement the game-based skill creation method of any of claims 1-5.
8. A storage medium containing computer executable instructions for performing the game-based skill creation method of any of claims 1-5 when executed by a computer processor.
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