CN111760283B - Skill distribution method and device for virtual object, terminal and readable storage medium - Google Patents

Skill distribution method and device for virtual object, terminal and readable storage medium Download PDF

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Publication number
CN111760283B
CN111760283B CN202010785654.5A CN202010785654A CN111760283B CN 111760283 B CN111760283 B CN 111760283B CN 202010785654 A CN202010785654 A CN 202010785654A CN 111760283 B CN111760283 B CN 111760283B
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skill
effect
basic
target
virtual object
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CN111760283A (en
Inventor
房磊
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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
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating 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
    • 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]
    • G06F3/0481Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
    • G06F3/04817Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance using icons
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02PCLIMATE CHANGE MITIGATION TECHNOLOGIES IN THE PRODUCTION OR PROCESSING OF GOODS
    • Y02P90/00Enabling technologies with a potential contribution to greenhouse gas [GHG] emissions mitigation
    • Y02P90/30Computing systems specially adapted for manufacturing

Abstract

The application relates to a skill applying method, a skill applying device, a skill applying terminal and a readable storage medium of a virtual object, and relates to the field of virtual environments. The method comprises the following steps: receiving a skill applying instruction; determining at least one basic skill effect corresponding to the target skill from a skill effect library of the virtual object; and applying the target skills according to the basic skill effect. When a skill applying instruction is received, basic skill effects corresponding to target skills are selected from a skill effect library which is preloaded, the application of the target skills is decomposed into a mode of displaying combinations of the basic skill effects with the same visual effects but different application logics, so that the skills only need to read the basic skill effects and display the basic skill effects when applied, the situation that the basic skill effects are repeatedly read when skill bodies are used as units for skill loading is avoided, the data amount when the skills are read is reduced, and the time for skill loading is shortened.

Description

Skill distribution method and device for virtual object, terminal and readable storage medium
Technical Field
The present invention relates to the field of virtual environments, and in particular, to a method and apparatus for applying skills of a virtual object, a terminal, and a readable storage medium.
Background
In an application program comprising virtual objects, a user enables the virtual objects controlled by the user to have personalized skills through a personalized setting mode.
In the related art, a virtual environment includes a user-controlled virtual object, as well as other virtual objects. Before entering the virtual environment, the application program will preload each virtual object and its skills. In the preloading process, skills of the virtual object are loaded one by taking the skills as a unit, so that when the terminal receives a skill applying instruction, the virtual object can smoothly apply the skills.
However, when a large number of virtual objects are included in the virtual environment, the number of skills to be loaded is large, and since various skills are different from each other, a problem that the loading time of the skills is too long is often generated.
Disclosure of Invention
The application relates to a skill applying method, a device, a terminal and a readable storage medium of a virtual object, which can effectively improve the loading speed of skill by reducing the size of content loaded before skill applying. The technical scheme is as follows:
in one aspect, a method for applying skills of a virtual object is provided, the method comprising:
Receiving a skill applying instruction, wherein the skill applying instruction is used for indicating a virtual object to apply target skills;
determining at least one basic skill effect corresponding to the target skill from a skill effect library of the virtual object, wherein the skill effect library comprises at least two basic skill effects obtained by decomposing at least two skills of the virtual object, and the at least two skills have at least one repeated basic skill effect;
and applying the target skills according to the basic skill effect.
In another aspect, a skill-applying device for a virtual object is provided, the device comprising:
the receiving module is used for receiving a skill applying instruction, wherein the skill applying instruction is used for indicating the virtual object to apply the target skill;
a determining module, configured to determine at least one basic skill effect corresponding to the target skill from a skill effect library of the virtual object, where the skill effect library includes at least two basic skill effects obtained by decomposing at least two skills of the virtual object, and the at least two skills have at least one repeated basic skill effect;
and the application module is used for applying the target skills according to the basic skill effect.
In another aspect, a computer device is provided, where the computer device includes a processor and a memory, where the memory stores at least one instruction, at least one program, a set of codes, or a set of instructions, where the at least one instruction, the at least one program, the set of codes, or the set of instructions are loaded and executed by the processor to implement a skill set method for virtual objects as provided in embodiments of the application described above.
In another aspect, a computer readable storage medium is provided, in which at least one instruction, at least one program, a set of codes, or a set of instructions is stored, the at least one instruction, the at least one program, the set of codes, or the set of instructions being loaded and executed by a processor to implement a skill set application method for a virtual object of any of the above.
In another aspect, a computer program product is provided that when run on a computer causes the computer to perform a method of skill distribution of virtual objects as in any of the embodiments of the present application described above.
The beneficial effects that this application provided technical scheme brought include at least:
when a skill applying instruction is received, basic skill effects corresponding to target skills are selected from a skill effect library which is preloaded, the application of the target skills is decomposed into a mode of displaying combinations of the basic skill effects with the same visual effects but different application logics, so that the skills only need to read the basic skill effects and display the basic skill effects when applied, the situation that the basic skill effects are repeatedly read when skill bodies are used as units for skill loading is avoided, the data amount when the skills are read is reduced, and the time for skill loading is shortened.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are needed in the description of the embodiments will be briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and that other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a schematic diagram of skill loading of a virtual object in the related art;
FIG. 2 illustrates a block diagram of an electronic device provided in an exemplary embodiment of the present application;
FIG. 3 illustrates a block diagram of a computer system provided in accordance with one exemplary embodiment of the present application;
FIG. 4 illustrates a flow diagram of a method for skill placement of virtual objects provided in one exemplary embodiment of the present application;
FIG. 5 illustrates a flow chart of a method for storing and re-applying applied skills provided in an exemplary embodiment of the present application;
FIG. 6 is a schematic diagram illustrating a process of loading an instant memory unit corresponding to a virtual object in a server and a client according to another exemplary embodiment of the present application;
FIG. 7 is a flow chart illustrating the recording of a presentation of a base skill effect provided by an exemplary embodiment of the present application;
FIG. 8 illustrates a schematic diagram of a method for skill placement of virtual objects provided in an exemplary embodiment of the present application;
FIG. 9 illustrates a schematic block diagram of skill configuration data provided by an exemplary embodiment of the present application;
FIG. 10 illustrates a schematic diagram of a skills template manager provided in an exemplary embodiment of the present application;
FIG. 11 illustrates a flowchart of a skill application process provided by an exemplary embodiment of the present application;
FIG. 12 illustrates a block diagram of a virtual object skill in the art applying apparatus provided in one exemplary embodiment of the present application;
FIG. 13 illustrates a block diagram of a virtual object skill in the art applying apparatus provided in one exemplary embodiment of the present application;
fig. 14 shows a schematic structural diagram of a computer device according to an exemplary embodiment of the present application.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the present application more apparent, the embodiments of the present application will be described in further detail below with reference to the accompanying drawings.
First, the terms involved in the embodiments of the present application will be briefly described:
virtual environment: is a virtual environment that an application displays (or provides) while running on a terminal. The virtual environment may be a simulation environment for the real world, a semi-simulation and semi-imaginary environment, or a pure imaginary environment. The virtual environment may be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment, which is not limited in this application. The following embodiments are illustrated with the virtual environment being a three-dimensional virtual environment.
Virtual object: refers to movable objects in a virtual environment. The movable object may be a virtual character, a virtual animal, a cartoon character, etc., such as: characters, animals, plants, oil drums, walls, stones, etc. displayed in the three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional stereoscopic model created based on animated skeleton techniques. Optionally, the virtual object has candidate skills.
Skill: refers to the ability of a virtual object in a virtual environment to be activated under preset conditions and to affect the virtual environment and/or the virtual object. The process of activating skills and affecting virtual environments and/or virtual objects is referred to as a skill-applying process. Skills are applied during and after application, and the skill effect is correspondingly generated and consists of at least one basic skill effect. Optionally, the skill application process is divided into at least one skill stage. In one example, the skill is a process of applying a virtual fireball, and the skill application process is divided into three skill stages: (1) A preparation stage for generating a virtual fireball on the periphery of the virtual object; (2) A launching stage for moving the virtual fireball from the peripheral side of the virtual object to the target position; (3) After the virtual fireball is launched to the target position, the motion of the virtual object is restored to the buffering stage of the motion before the launching.
The methods provided herein may be applied to virtual reality applications, three-dimensional map programs, military simulation programs, first-person shooter games (FPS), third-person shooter games (Third-Person Shooting game, TPS), multiplayer online tactical competition games (Multiplayer Online Battle Arena Games, MOBA), etc., and the following embodiments are exemplified by application in games.
The game based on the virtual environment is often composed of one or more maps of the game world, the virtual environment in the game simulates a scene in the real world, a user can control the virtual object in the game to walk, run, jump, shoot, fight, drive, switch to use the virtual prop, attack other virtual objects by using the virtual prop and the like in the virtual environment, the interactivity is high, and a plurality of users can form a team on line to play the competitive game. In the control process of the virtual object, the user can realize the control of the movement of the virtual object through the operation of the virtual interface.
The virtual object controlled by the user has target skills, and the target skills are activated when preset conditions are met. Optionally, the preset condition includes at least one of a numerical condition of the virtual object, an avatar condition of the virtual object, a virtual professional condition of the virtual object, a virtual environment condition, and a received signal condition. The user starts skills after the virtual object meets the preset conditions through the operation in the application program, so that the virtual environment and/or the virtual object are influenced, and the aim of realizing the virtual object in the virtual environment is achieved. In one example, the user controls the virtual object to virtually fight with other virtual objects, then the target skill is implemented as a skill that helps the virtual object to fight, e.g., the target skill is a skill that generates a virtual weapon to help the virtual object to fight; or, the user controls the virtual object to move in the virtual environment, the virtual skill is implemented as a skill that facilitates the movement of the virtual object, e.g., the target skill is a skill that enables the virtual object to obtain flying ability. The user first loads the virtual object and the skills configured by the virtual object before controlling the application of the skills by the virtual object.
Fig. 1 shows a schematic diagram of skill loading of a virtual object in the related art. Referring to fig. 1, a virtual environment interface 100 includes a virtual object 101 controlled by a user, and the virtual object 101 is configured with a target skill. After loading, a target skill 111 is displayed within a skill display area 110 in the virtual environment interface, the virtual object 101 has a skill feature 112 in the avatar indicating the target skill, and the target skill 111 corresponds to a skill activation control 113. Before loading, neither the skill feature 112 nor the skill activation control 113 is displayed in the virtual environment interface 100, and the skill feature 112 nor the skill activation control 113 are not displayed in the virtual environment interface 100, and the skill loading identifier 120 is also displayed in the skill display area 110.
Fig. 2 shows a block diagram of an electronic device according to an exemplary embodiment of the present application. The electronic device 200 includes: an operating system 220 and application programs 222.
Operating system 220 is the underlying software that provides applications 222 with secure access to computer hardware.
The application 222 is an application supporting a virtual environment. Alternatively, application 222 is an application that supports a three-dimensional virtual environment. The application 222 may be any one of a virtual reality application, a three-dimensional map application, a military simulation application, a TPS, FPS, MOBA game, a multiplayer gunfight survival game, and a massively multiplayer online role playing game (Massively Multiplayer Online Role Playing Game, MMORPG). The application 222 may be a stand-alone application, such as a stand-alone 2D game program.
FIG. 3 illustrates a block diagram of a computer system provided in an exemplary embodiment of the present application. The computer system 300 includes: a first device 320, a server 340, and a second device 360.
The first device 320 installs and runs an application supporting a virtual environment. The application may be any one of a virtual reality application, a three-dimensional map application, a military simulation application, a TPS game, an FPS game, a MOBA game, a multiplayer warfare survival game, an MMORPG game. The first device 320 is a device used by a first user to control a first virtual object located in a virtual environment to perform activities including, but not limited to: applying skills, adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing. Illustratively, the first virtual object is a first virtual character, such as an emulated persona or a cartoon persona.
The first device 320 is connected to the server 340 via a wireless network or a wired network.
Server 340 includes at least one of a server, a plurality of servers, a cloud computing platform, and a virtualization center. The server 340 is used to provide background services for applications supporting a three-dimensional virtual environment. Optionally, the server 340 takes on primary computing work, and the first device 320 and the second device 360 take on secondary computing work; alternatively, the server 340 performs the secondary computing job and the first device 320 and the second device 360 perform the primary computing job; alternatively, the server 340, the first device 320, and the second device 360 may perform collaborative computing using a distributed computing architecture.
The second device 360 installs and runs an application supporting a virtual environment. The application may be any one of a virtual reality application, a three-dimensional map application, a military simulation application, an FPS game, a MOBA game, a multiplayer warfare survival game, and a MMORPG game. The second device 360 is a device used by a second user to control a second virtual object located in the virtual environment to perform activities including, but not limited to: adjusting at least one of body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing. Illustratively, the second virtual object is a second virtual character, such as an emulated persona or a cartoon persona.
Optionally, the first avatar and the second avatar are in the same virtual environment. Alternatively, the first avatar and the second avatar may belong to the same team, the same organization, have a friend relationship, or have temporary communication rights. Alternatively, the first avatar and the second avatar may belong to different teams, different organizations, or two parties with hostility.
Alternatively, the applications installed on the first device 320 and the second device 360 are the same, or the applications installed on the two devices are the same type of application for different control system platforms. The first device 320 may refer broadly to one of a plurality of devices and the second device 360 may refer broadly to one of a plurality of devices, the present embodiment being illustrated with only the first device 320 and the second device 360. The device types of the first device 320 and the second device 360 are the same or different, and include: at least one of a game console, a desktop computer, a smart phone, a tablet computer, an electronic book reader, an MP3 player, an MP4 player, and a laptop portable computer. The following embodiments are illustrated with the device being a desktop computer.
Those skilled in the art will appreciate that the number of devices described above may be greater or lesser. For example, the number of the above-mentioned devices may be only one, or the number of the above-mentioned devices may be several tens or hundreds, or more. The number of devices and the types of devices are not limited in the embodiments of the present application.
In connection with the description of the noun introduction and the implementation environment, the method for applying the skill of the virtual object provided in the embodiment of the present application is described, and fig. 4 shows a schematic flow chart of the method for applying the skill of the virtual object provided in an exemplary embodiment of the present application, where the method is applied to a client and is described by taking an example as an example, the method includes:
Step 401, receiving a skill applying instruction, wherein the skill applying instruction is used for indicating the virtual object to apply the target skill.
In one example, the skill placement instructions are generated by the client itself, e.g., the client receives the compression signal and generates the skill placement instructions based on the compression signal. In another example, a client connects with a server over a communications network, and the client receives a skill application instruction sent by the server.
In one example, the hardware environment of the terminal corresponding to the client is a computer operating system, and the configuration requirements of the terminal meet the minimum configuration of a processor, a memory, a sound card, a display card, an operating system and a multimedia program interface for displaying a virtual environment interface on the client.
Optionally, the client displays a virtual environment interface, and in the virtual environment interface, the virtual environment is presented in a visual angle of the virtual object; or, the virtual environment includes a virtual object therein. In one example, the virtual environment interface includes a screen in which a first person of the virtual object views the virtual environment.
Optionally, the virtual object for applying the target skill is a current master control virtual object of the client; or, the virtual object applying the target skill is other virtual objects in the field of view of the master control object of the current client. That is, the embodiments of the present application do not limit whether a control binding relationship is established between the client and the virtual object that applies the target skills.
Step 402, determining at least one basic skill effect corresponding to the target skill from a skill effect library of the virtual object, wherein the skill effect library comprises at least two basic skill effects obtained by decomposing at least two skills of the virtual object, and the at least two skills have at least one repeated basic skill effect.
The virtual object has at least two skills, and the virtual object can apply all the skills it has, i.e., the virtual object can apply at least two skills. In one example, the virtual object has three skills, namely, a first skill, a second skill and a third skill, and at this time, the skill applying instruction is an instruction for indicating the virtual object to apply the third skill, and then the third skill is determined to be the target skill.
Optionally, before entering the virtual environment interface, the client reads the skills of the virtual object, or a communication connection is established between the client and the server, before entering the virtual environment interface, the client sends the skills of the virtual object to the server, and the server reads the skills of the virtual object. The skill effect library is created for loading at this time, and stores a set of basic skill effects obtained by decomposing the skills of the virtual object in the client. The virtual object has a skill with at least one repetitive basic feature. In one example, a virtual object has 5 skills, each of which can be decomposed to obtain 10 basic skill effects, and 30 different basic skill effects are included in 50 basic skill effects, and 30 basic skill effects are included in the skill effect library.
The basic skill effect indicates a basic effect in one skill, i.e., the simplest skill effect that can be independently expressed. In one example, a skill is a virtual object turning around and making a punch, then the basic skill effect of the skill may include a turning around action and a punch action; or, the basic skill effect of the skill may include a preparatory action for turning a body, a buffering action for turning a body, a preparatory action for making a punch, a punching action for making a punch, and a buffering action for making a punch. The specific division of the basic skill effect is not limited in this application.
Optionally, the basic skill effects stored in the skill effect library each correspond to a basic skill effect identifier, where the basic skill effect identifier is used to uniquely indicate the basic skill effect.
In step 403, the target skill is applied according to the basic skill effect.
In the process of displaying the basic skill effect corresponding to the target skill, the client side can also acquire the display order of the basic skill effect. By displaying the basic skill effects corresponding to the target skills in the display order, the same visual effect as that of directly applying the target skills is realized.
After the virtual object performs the application of the target skill, in one example, the client also receives a skill-suspension signal and stops the application of the target skill based on the skill-suspension signal. The abort signal may be sent by the server or may be generated by the application in response to the target skill application being completed.
In summary, in the method provided in this embodiment, when the skill applying instruction is received, the basic skill effect corresponding to the target skill is selected from the pre-loaded skill effect library, and the application of the target skill is decomposed into the combination of the basic skill effects with the same visual effect but different application logic, so that the skill only needs to be read and displayed when applied, the situation that the basic skill effect is repeatedly read when the skill body is used as a unit for skill loading is avoided, the data amount when the skill is read is reduced, and the time for loading the skill is reduced.
In an optional embodiment provided by the application, an instant memory unit is further arranged in the client and is used for storing the applied target skills, so that under the condition that communication connection is established between the client and the server, the interaction process between the client and the server when the skills are applied again is simplified, and the flow consumption in the skill applying process is reduced. Fig. 5 is a flowchart of a method for storing and re-applying applied skills according to an exemplary embodiment of the present application, where the method is implemented in a client, and the method is described in synchronization with step 403 in the foregoing embodiment, and includes:
In step 501, a first memory footprint size is determined, where the first memory footprint size indicates a size of memory occupied by at least two skills of a virtual object.
As described above, at least two skills possessed by a virtual object may be decomposed to obtain a basic skill effect. The basic skill effects comprise basic performance effects and basic event effects, wherein the basic performance effects are basic skill effects displayed in the virtual environment interface, and the basic event effects are basic skill effects influencing electronic equipment associated with the virtual environment interface;
the basic performance effects include: at least one of causing virtual harm, generating a virtual special effect, performing displacement of a virtual object, and creating a new virtual object;
the basic event effects include: at least one of causing the electronic device to vibrate, playing sounds, and adjusting settings of the electronic device.
Optionally, the basic event effect is a basic skill effect which can be generated by applying the skills under specific conditions, the basic performance effect is a basic skill effect which can be generated under any condition, and a corresponding relationship exists between the basic performance effect and the basic event effect. In this case, the client first obtains at least one basic performance effect from the skill effect library, and determines whether to determine the basic event effect corresponding to the event effect as the basic event effect corresponding to the target skill according to whether the event effect triggering condition is satisfied. Namely: in response to meeting the event effect trigger condition, determining a base performance effect and a base event effect corresponding to the base performance effect as a base skill effect corresponding to the target skill. In response to the event effect triggering condition not being met, a base performance effect is determined as a base skill effect corresponding to the target skill. In one example, the basic performance effect corresponding to the target skill is to cause virtual injury, the basic event effect corresponding to the target skill is to play sound effect indicating winning of the game, and the event effect triggering condition is to cause virtual injury to reach an injury threshold. When the virtual injury reaches the injury threshold value, determining the basic performance effect and the basic event effect as basic skill effects corresponding to the target skill; and when the virtual injury does not reach the injury threshold, determining that the basic performance effect is the basic skill effect corresponding to the target skill.
In other embodiments related to the application, the basic performance effect is a basic skill effect which can be generated when the skill is applied under a specific condition, and the basic event effect is a basic skill effect which can be generated under any condition, and the basic performance effect and the basic event effect have a corresponding relationship; or, the basic performance effect and the basic event effect are basic skill effects which can be generated under any condition, and no corresponding relation exists between the basic performance effect and the basic event effect. The present application is not limited as to whether or not there is a correspondence relationship between the basic presentation effects and the basic event effects.
The first memory occupation size is the memory size occupied by the data obtained by applying all the skills of the virtual object once. When a basic skill effect repeatedly appears in the candidate skills, the memory occupation size of the basic skill effect is repeatedly counted in the process of determining the first memory occupation size. In one example, the virtual object has 5 skills, each of which can be decomposed to obtain 10 basic skill effects, and the 50 basic skill effects include 20 repeated basic skill effects, and each of the basic skill effects has a size of 3KB, and although the repeated content of 20×3=60 KB is included, the first memory occupation size is 50×3=150 KB because the first memory occupation size takes the complete skill as the minimum composition unit when calculating.
Optionally, skill configuration data corresponding to the skills of the virtual object is stored in the client, and the first memory occupation size can be determined according to the configuration skill data.
In step 502, an instant memory unit is generated, wherein the size of the instant memory unit is equal to the first memory footprint size.
Optionally, each virtual object corresponds to an instant memory unit. Each virtual object displayed in the virtual environment interface of the client corresponds to an instant memory unit. Optionally, when a new virtual object is included in the virtual environment interface of the client, a new instant memory unit is configured for the new virtual object.
In an alternative embodiment of the present application, there is a communication connection between the client and the server, and when the client generates an instant memory unit corresponding to a virtual object that appears in its virtual environment, the server has created the instant memory unit corresponding to the virtual object. Referring to fig. 6, the application program of the first client 610 and the second client 620, which displays the virtual environment, is an FPS game, and a communication network connection is established between the first client 610 and the second client 620 and the server 630. The virtual environment includes a first virtual object 611 and a second virtual object 612, and the first virtual environment interface 601 in the first client 610 always observes the first virtual object 611, and the second virtual environment interface 602 in the second client 620 always observes the second virtual object 612, so the first client 610 correspondingly generates the first instant memory unit 621, and the second client 620 correspondingly generates the second instant memory unit 622. When the first virtual object 611 and the second virtual object 612 join the virtual environment, a first instant storage unit 621 corresponding to the first virtual object 611 and a second instant storage unit 622 corresponding to the second virtual object 612 are generated in the server 630. When the first virtual object 611 and the second virtual object 612 observe each other, that is, when the second virtual object 612 is displayed in the first virtual environment interface 601 and the first virtual object 611 is displayed in the second virtual environment interface 602, the first client generates the second instant memory unit 622 for the second virtual object 612 and the second client also generates the first instant memory unit 621 for the first virtual object 611.
Optionally, the instant memory unit generated in the client and the instant memory unit generated in the server perform synchronous data writing and reading according to the skill applying activity of the virtual object, but no data transmission is performed between the two.
Optionally, when the memory size occupied by the candidate skill corresponding to the newly added virtual object in the client cannot be determined, the client configures a preset size to the virtual object as the size of the instant memory unit.
In step 503, a second memory footprint size of the target skill is determined, where the second memory footprint size indicates a memory size occupied by storing the target skill.
And the second memory occupation size is the memory size occupied by the target skill after the target skill is applied once.
Optionally, candidate skill data corresponding to the candidate skill is stored in the client, and the second memory occupation size can be obtained through analysis of target skill data in the candidate skill data.
In embodiments of the present application, the target skills correspond to at least two basic skill effects.
Step 504, in response to applying the target skill, storing the target skill identifier in the instant memory unit, and according to the display sequence of the basic skill effect, sequentially storing the basic skill effect identifier of the basic skill effect corresponding to the target skill in the first area, where the position in the instant memory unit corresponds to the position in the instant memory unit, and the memory size of the first area is the second memory occupation size.
In the embodiment of the application, the target skill corresponds to a target skill identifier, the target skill identifier is used for uniquely indicating the target skill, the basic skill effect corresponds to a basic skill effect identifier, and the basic skill effect identifier is used for uniquely indicating the basic skill effect. Optionally, the real-time memory unit is further stored with a corresponding basic skill effect identifier.
In the process of applying the target skills by the client, basic skill effects corresponding to the target skills are sequentially revealed. At this time, the real-time memory unit records the corresponding relation between the basic skill effect and the target skill and the display process of the basic skill effect. Referring to fig. 7, in the virtual environment 700, a virtual object 710 for applying a target skill is included, and in the client, an instant memory unit 720 exists corresponding to the virtual object 710, and the instant memory unit 720 includes a target skill identifier 721 and a first area 722. As shown in fig. 7, the target skill identification 721 is "123", and the target skills correspond to three basic skill effects: basic skill effect 731, basic skill effect 732, and basic skill effect 733, and basic skill effect 731 corresponds to basic skill effect identifier 741, basic skill effect 732 corresponds to basic skill effect identifier 742, and basic skill effect 733 corresponds to basic skill effect identifier 743. As shown in fig. 7, a basic skill effect 731 is a movement effect of the virtual object 710, a basic skill effect 732 is an effect of displaying a star mark in the virtual environment, and a basic skill effect 733 is an effect of displaying a "winner" word in the virtual environment. The client stores the basic skill effect identifier 741"a1", the basic skill effect identifier 742"a2", and the basic skill effect identifier 743"a3" in order into the first region 722 when the virtual object 710 performs the basic skill effect 731, the basic skill effect 732, and the basic skill effect 733 in order. At the same time, the basic skill effect 731, the basic skill effect 732, the basic skill effect 733 are also stored into the first area 722.
After the basic skill effect identifier corresponding to the target skill and the basic skill effect correspondence are stored in the instant memory unit, when other skills in the skills possessed by the virtual object need to be stored, namely, the memory currently occupied needs to be calculated as a deviation value when the storage position is determined, and the storage position of the other skills in the instant memory unit is calculated according to the deviation value.
Step 505, retrieving a base skill effect identification from the first area in response to receiving the skill application instruction again.
When the skill meets the re-application requirement, the skill may be re-applied in response to receiving the skill application instruction again.
Alternatively, when the basic skill effect is stored in the instant memory unit and the skill needs to be applied again, the contents of the basic skill effect are simultaneously retrieved from the instant memory unit.
Step 506, determining the basic skill effect corresponding to the target skill and the order of displaying the basic skill effect according to the basic skill effect identification.
Since the basic skill effect is sequentially stored when the basic skill effect identifier is stored, the order of the basic skill effect corresponding to the application of the target skill is directly obtained by a sequential calling mode in the process of re-calling the basic skill effect identifier.
Step 507, sequentially displaying the basic skill effects, and applying the target skills.
In some other embodiments of the present application, when a communication connection is established between the client and the server, if the instant storage unit in the server already stores the content corresponding to the application process of the target skill, but the instant storage unit in the client does not store the content corresponding to the application process, the server sends the skill application instruction to the client again, reads the content in the first area corresponding to the target skill in the instant storage unit of the server, and sends the basic skill effect identifier thereof to the client. And when the client receives the basic skill effect identification, displaying the basic skill effect in sequence according to the basic skill effect identification, and completing the application of the target skill. Simultaneously, the client sequentially stores the basic skill effect identification into an instant memory unit of the client.
In summary, in the method provided in this embodiment, when the skill applying instruction is received, the basic skill effect corresponding to the target skill is selected from the pre-loaded skill effect library, and the application of the target skill is decomposed into the combination of the basic skill effects with the same visual effect but different application logic, so that the skill only needs to be read and displayed when applied, the situation that the basic skill effect is repeatedly read when the skill body is used as a unit for skill loading is avoided, the data amount when the skill is read is reduced, and the time for loading the skill is reduced.
Through the setting of the instant memory unit, the display content and the display sequence of the corresponding basic skill effect are stored for the applied skill, so that a user can directly read the related content of the skill from the instant memory unit without loading configuration again in the subsequent skill use, and the skill is applied, thereby reducing the loading time when the skill is used for the second time.
In an alternative embodiment provided herein, the target skills are divided according to skill stages of the skills to make the skill structure of the target skills clearer. In addition, fig. 8 is a schematic diagram of a method for applying skills of a virtual object according to an exemplary embodiment of the present application, and the method is applied to a client for explanation, and includes:
step 801, skill configuration data is sent.
In the embodiment of the application, a communication connection is established between the client and the server. After establishing the communication connection, the client sends skill configuration data to the server.
FIG. 9 illustrates a schematic block diagram of skill configuration data provided by an exemplary embodiment of the present application. Referring to fig. 9, the skill configuration data 900 includes a skill management component class 910, a skill class 920, a skill stage class 930, and a skill effect class 940, which are divided according to class levels. And the superior class and the inferior class are inclusion relations.
Included in the skill management component class 910 are skill list data 911, key configuration data 912, and mutual exclusion data 913. Wherein the skill list data 911 corresponds to at least one skill class 920 and indicates a skill corresponding to the virtual object; key configuration data 912 indicates keys that virtual objects are available to perform skill configuration; the mutual exclusion data 913 indicates a mutual exclusion relationship between candidate skills of the virtual object, or a mutual exclusion relationship between keys, or a relationship between candidate skills of the virtual object and cases available for skill configuration.
Skill class 920 includes skill identification data 921, skill name data 922, and skill stage list data 923. The skill identification data 921 is skill data for the client to read and identify, and uniquely indicates the skill of the virtual object; skill name data 922 is visual skill data for a user to distinguish between skills possessed by virtual objects; the skill stage list data 923 corresponds to at least one skill stage class 930 and indicates skill stages to which each virtual object has a skill.
Included in the skill stage class 930 are stage name data 931, stage type data 932, stage effects list data 933, and event effects list data 934. The phase name data 931 and the phase type data 932 are data for identifying the phase. The phase effect list data 933 corresponds to a basic performance effect, and the event effect list data 934 corresponds to a basic event effect.
The skill effect class 940 includes basic performance effects and basic event effects, that is, the corresponding data content in the skill effect class 940 is the content of the specific basic skill effect. Referring to fig. 9, the skill effect class 940 includes a cause injury effect 941, a generate special effect 942, a vibration effect 943, a play sound effect 944, a displacement effect 945, and a create virtual object effect 946.
Optionally, after the client sends the skill configuration data to the server, the server collates and stores the skill configuration data, and generates a corresponding instant memory unit according to the skill list.
Step 802, in response to receiving a first key signal, sending a skill applying request, where the first key signal is a signal generated when a trigger operation is performed on a virtual key.
In the embodiment of the application, the virtual object for applying the target skill is a master control virtual object of the client. In one example, virtual keys are included in the virtual environment interface, and binding relations are established between target skills and the virtual keys.
After receiving a first key signal generated by triggering the virtual key, the client sends a skill release request to the server, wherein the skill release request is used for requesting to acquire a skill release instruction. At this time, the server is configured to detect whether the skill distribution meets the logic, for example, whether the skill distribution meets the requirement of mutual exclusion information.
Step 803, a skill application instruction is received.
When the server determines that the release of the target skills meets the logic, the client sends a skill release instruction to the server, and the server prepares to release the target skills in response to receiving the skill release instruction.
Step 804, determining a basic performance effect corresponding to the target skill from the skill effect library.
The skill effect library is a collection of basic skill effects that are preloaded together by the server and the client. The number of basic skill effects in the skill effect library loaded by the client is determined according to the number of virtual objects in the virtual environment interface. And the number of basic skill effects within the skill effect library loaded in the server is determined based on the total number of virtual objects in the virtual environment. Optionally, each virtual object in the virtual environment shares the same skill effect library, or each virtual object in the virtual environment corresponds to a separate skill effect library. In the embodiment of the present application, an example is described in which each virtual object in the virtual environment shares the same skill effect library.
In an exemplary embodiment of the present application, the comparison between the loading data when the server pre-loads the skills of all the virtual objects included in the virtual environment and the loading data when the server pre-loads the basic skill effects corresponding to the skills of all the virtual objects in the virtual environment is shown in the following table.
Table one: load data contrast table
Loading skills Loading basic skill effects
Number of objects (number) 60600 600
Memory occupation (megabits) of server 40 10
Skill initialization time (millisecond) 500 20
As shown in the above table one, when the server loads skills of virtual objects in the virtual environment one by one, it needs to load 60600 skills in total, occupies 40 megabytes of server memory, and needs to take 500 milliseconds of initialization time; when the server loads the basic skill effect corresponding to the skills of the virtual object, it needs to load 600 skills in total, occupies 10 megabytes of server memory, and takes 20 milliseconds of initialization time.
As can be seen from table one, when the server is preloaded with basic skill effects, the number of objects it needs to load, the memory occupied, and the skill initialization time are all greatly reduced.
In this embodiment, the basic event effect is a basic skill effect that can be generated by applying a skill under a specific condition, and the basic performance effect is a basic skill effect that can be generated in any case.
In response to meeting the event effect trigger condition, a base performance effect and a base event effect corresponding to the base performance effect are determined as base skill effects corresponding to the target skill, step 805.
As illustrated in the example in step 501, when the basic performance effect satisfies the time effect generation condition, the client and the server determine the basic event effect.
Step 806, performing performance of the ith skill stage by displaying the basic skill effect corresponding to the ith skill stage.
In an embodiment of the present application, the target skills are divided into N skill stages, each skill stage corresponding to at least one skill effect, and each skill stage corresponding to a skill stage identification.
Each skill stage corresponds to a stage base skill effect that includes at least one base skill effect. In one example, the skill is a process of applying a virtual fireball, and the process of applying skill is divided into three skill stages: (1) A preparation stage for generating a virtual fireball on the periphery of the virtual object; (2) A launching stage for moving the virtual fireball from the peripheral side of the virtual object to the target position; (3) After the virtual fireball is launched to the target position, the motion of the virtual object is restored to the buffering stage of the motion before the launching.
The basic skill effect corresponding to the skill stage (1) is the animation preparation effect of the virtual object and the effect of generating virtual sparks on the periphery of the virtual object; the basic skill effect corresponding to the skill stage (2) is the effect of the virtual object touching the virtual spark, the effect of the virtual object lifting the virtual spark, the effect of the virtual object throwing the virtual spark, the effect of the virtual spark volume increase, and the effect of forming the virtual fireball and the effect of the virtual spark flight; the basic skill effect corresponding to the skill stage (3) is the effect of the virtual fireball striking the object, the effect of the virtual fireball burning out and the effect of the action before the virtual object returns to the skill application.
Step 807, determining a first memory footprint size of the candidate skills.
Steps 807 to 810 are processes for data storage of data generated in the skill application process. Steps 807 to 809 are completed before step 806 is performed, and step 810 is performed in synchronization with step 806. The first memory occupation size is the memory size occupied by data obtained by applying all skills of virtual object assembly once. The client determines a first memory occupation size corresponding to a virtual object controlled by the client, and the server determines the first memory occupation size corresponding to each virtual object in the virtual environment.
In step 808, an instant memory unit is generated.
The client generates only the instant memory units corresponding to the virtual object it hosts and other virtual objects in the virtual environment interface, while the server generates the instant memory units corresponding to all virtual objects in the virtual environment.
Optionally, after a new virtual object equipped with candidate skills appears in the client, the server sends the memory size of the instant memory unit corresponding to the virtual object to the client, and the client receives the memory size and generates the instant memory unit corresponding to the virtual object according to the memory size.
Step 809, determining a second memory footprint size of the target skill.
And the second memory occupation size is the memory size occupied by the data obtained by applying the target skill once.
The client and the server simultaneously determine a second memory occupation size of the target skills.
And step 810, responding to the instruction of the stage release instruction to release the ith skill stage, storing the skill stage identification corresponding to the ith skill stage into the instant memory unit, and sequentially storing the basic skill effect identifications of the basic skill effects corresponding to the ith skill stage into a second area of the instant memory unit according to the display sequence, wherein the second area is positioned in the first area.
In the embodiment of the application, when the target content is stored in the instant memory module, the skill stage is used as the minimum unit for storage.
The second area is an area corresponding to the memory size occupied by the ith skill stage. Optionally, after reading the information of the ith skill stage, the server determines the memory size of the second area, and sends the memory size to the client, and the client performs the division of the second area in the instant memory module corresponding to the virtual object according to the memory size.
Optionally, after the i-th skill stage is finished and the basic skill effect identifiers of the basic skill effects corresponding to the i-th skill stage are sequentially stored in the second area in the instant memory unit, retrieving the basic skill effect identifiers from the second area in response to receiving the stage release instruction again, which indicates that the i-th skill stage is released; determining a basic skill effect corresponding to the ith skill stage according to the basic skill effect identification and displaying the sequence of the basic skill effect; the basic skill effects are displayed sequentially, and the performance of the ith skill stage is performed.
In the process of applying the target skills by the client, skill stages corresponding to the target skills are sequentially presented. At this time, the real-time memory unit records the correspondence between the skill stage and the target skill and the display process of the basic skill effect in the skill stage.
Optionally, the server determines a skill stage corresponding to each skill of the skills according to the skill configuration information, and a skill template manager is further arranged in the server. FIG. 10 illustrates a schematic diagram of a skills template manager provided in an exemplary embodiment of the present application. Please refer to fig. 10. In the skill template manager 1010, a first skill 1001, a second skill 1002, and a third skill 1003 are included. The first skill corresponds to five skill stages, skill stage 1011, skill stage 1012, skill stage 1013, skill stage 1014, and skill stage 1015, respectively. The server also has a first skill management unit 1031 corresponding to the first virtual object 1021, a second skill management unit 1032 corresponding to the second virtual object 1022, the first virtual object 1021 and the second virtual object 1022 each configured with the first skill 1001, the second skill 1002, and the third skill 1003, the first skill management unit 1031 configured with the first real-time memory unit 1051, and the second skill management unit 1032 configured with the second real-time memory unit 1052. Skill stage 1011, skill stage 1012, skill stage 1013, skill stage 1014, and skill stage 1015 may be stored in first real-time memory unit 1051 and second real-time memory unit 1052.
In step 811, in response to receiving the second key signal, a phase switching request is sent, where the switching request is used to request the target skill to perform switching of the skill phase.
In the embodiment of the present application, the target skill is a skill for performing switching of skill stages according to a stage switching request. Optionally, according to the stage switching request, the objective skill switches the ith skill stage to the (i+1) th skill stage; or, according to the phase switching request, the objective skill switches the ith skill phase into the skill phase indicated by the phase switching request. In this embodiment, the objective skill will be described by taking the step of switching the i-th skill step to the i+1-th skill step according to the step switching request as an example.
The second key signal is generated by triggering the virtual key after the first skill application request is sent.
After receiving the second key signal, the client sends a phase switching request to the server, and the server detects after receiving the phase switching request to determine whether the switching of skill phases of the target skills accords with logic.
Step 812, in response to receiving the instruction for allowing switching, performing effect display of the skill stage by displaying the basic skill effect corresponding to the i+1th skill stage.
When the server determines that the switching of the skill stage of the target skill accords with logic, the client sends a switching permission instruction to the server, and the server responds to the receiving of the switching permission instruction to switch the skill stage. The switching of skill stages is represented by switching of basic skill effects, and the basic skill effects after switching belong to basic skill effects corresponding to the (i+1) th skill stage.
In another possible embodiment of the present application, steps 811 and 812 are repeated until all skill phases of the target skill are fully represented; or, in another possible embodiment of the present application, the client ends the application of skills in response to receiving a skill-suspension instruction sent by the server. The skill stopping instruction is a skill stopping instruction directly sent by the server, or a skill stopping instruction fed back by the server in response to a skill stopping request sent by the client.
In summary, in the method provided in this embodiment, when the skill applying instruction is received, the basic skill effect corresponding to the target skill is selected from the pre-loaded skill effect library, and the application of the target skill is decomposed into the combination of the basic skill effects with the same visual effect but different application logic, so that the skill only needs to be read and displayed when applied, the situation that the basic skill effect is repeatedly read when the skill body is used as a unit for skill loading is avoided, the data amount when the skill is read is reduced, and the time for loading the skill is reduced.
By dividing the target skills into skill stages, the application process of the target skills is clearer and controllable, and meanwhile, the target skills are divided by taking skill stages as units, so that the time required for combining the target skills is reduced, and the time for loading the skills is further reduced.
The skill stage switching control is performed by setting the keys, so that man-machine interaction experience in the skill applying process is improved.
In the above embodiments, the methods of skill application and application process storage in the client and server may be performed by the virtual object store and the skill management store separately. Fig. 11 is a flowchart illustrating a skill applying process according to an exemplary embodiment of the present application, where the process occurs in a client and a server, and the client and the server performing the process are each configured with a virtual object store and a skill management store, and the process includes:
in step 1101, the virtual object store in the client sends the first key information to the skill management store in the client.
In the embodiment of the application, a communication network connection is established between the client and the server. The target skill includes two skill stages, and each stage needs to be triggered by key information.
The virtual object memory is a memory for executing the application of the target skills; the skill management memory is a processor for storing applied skills, and indicating virtual objects to store basic skill effect identifications corresponding to basic skill effects and skill stage identifications corresponding to skill stages.
Step 1101 is a process in which the client sends the first key information to the client in response to receiving the first key signal. The first key information is information representing information generated from the first key signal.
Optionally, a binding relationship is established between the virtual key generating the first key signal and the target skill.
In step 1102, a skill management memory in the client sends first key information and a key identification to a skill management memory in the server.
After the skill management memory in the server receives the first key information, it will check the plausibility of the target skill. In one example, a skill management memory in the server verifies mutual exclusivity between the release of the target skill and the current environment.
In step 1103, the skill management store in the server sends the first skill performance to the virtual object store in the server.
The first skill performance corresponds to a combination of basic skill effects included in the first skill stage.
Optionally, the virtual object memory in the server has an instant memory unit corresponding to the virtual object, and the combination of the basic skill effects included in the first skill stage is stored in the instant memory unit.
The skill management store in the server sends the first performance simulation procedure to the client, step 1104.
The first performance simulation process is a visualization process corresponding to a combination of basic skill effects corresponding to the first skill stage. Optionally, after the virtual object memory in the client receives the first skill expression, the first skill expression is stored in an instant memory unit corresponding to the target skill of the virtual object.
In step 1105, the skill management memory in the client sends a first performance simulation procedure to the virtual object memory in the client.
The first performance simulation process is the simulation process of the first stage of the target skills. The process is a process of indicating the virtual object in the virtual environment interface to apply the first skill stage of the target skill according to the basic performance effect and the sequence thereof in the instant memory unit in the client.
In step 1106, the virtual object store in the client sends the second key information to the skill management store in the client.
The second key information is information transmitted in response to the key signal after the virtual object performs the combination of the basic skill effects corresponding to the first skill stage.
Step 1107, the skill management memory in the client sends the key information and key identification to the skill management memory in the server.
The skill management memory in the server sends the second skill performance to the virtual object manager in the server, step 1108.
The process stores the second skill representation in an instant memory unit corresponding to the target skill of the virtual object assembly.
The functions performed in step 1107 and step 1108 are the same as those performed in steps 1102 to 1103, i.e. the process of the server receiving the second key information and the key identification and checking the rationality of the second skill performance application.
In step 1109, the skill management store in the server sends a second performance simulation procedure to the client.
The second performance simulation process is a visualization process corresponding to a combination of basic skill effects corresponding to the second skill stage. Optionally, after the virtual object memory in the client receives the second skill representation, the second skill representation is stored in an instant memory unit corresponding to the target skill of the virtual object.
Step 1110, the skill management store in the client sends a second performance simulation procedure to the virtual object store in the client.
The process is a process of indicating the virtual object in the virtual environment interface to apply the second skill stage of the target skill according to the basic performance effect and the order thereof in the instant memory unit in the client.
At step 1111, the skill management memory in the server indicates to the virtual object store therein that the skill application is complete.
The process is a process that the server determines that the skill application is finished according to the skill configuration information.
In step 1112, a skill management memory in the server sends a skill identification and skill ending instruction to the client.
In step 1113, the skill management memory in the client indicates that the virtual object memory skill application in the client is complete.
Steps 1111 to 1113 are processes in which the server instructs the client to end the skill distribution after the completion of the skill distribution. Optionally, the server determines that the skill applying process is finished from the skill configuration information sent by the client, and sends a skill identification and a skill finishing instruction to the client.
In summary, in the method provided in this embodiment, the method for applying skills and storing the applying process is performed by the virtual object storage and the skill management storage separately, a similar structure is established between the server and the client, and a communication connection is established, so that the data amount when the client side reads the skills is further reduced, and the time for loading the skills is further reduced.
FIG. 12 is a block diagram illustrating a virtual object skill application apparatus according to one exemplary embodiment of the present application, and referring to FIG. 12, the apparatus includes:
a receiving module 1201, configured to receive a skill applying instruction, where the skill applying instruction is used to instruct the virtual object to apply the target skill;
a determining module 1202, configured to determine at least one basic skill effect corresponding to the target skill from a skill effect library of the virtual object, where the skill effect library includes at least two basic skill effects obtained by decomposing at least two skills of the virtual object, and the at least two skills have at least one repeated basic skill effect;
and the application module 1203 is used for applying the target skills according to the basic skill effect.
Referring to fig. 13, in an alternative embodiment, the basic skill effects include a basic performance effect and a basic event effect, the basic performance effect is a basic skill effect displayed in the virtual environment interface, and the basic event effect is a basic skill effect affecting an electronic device associated with the virtual environment interface;
the basic performance effects include: at least one of causing virtual harm, generating a virtual special effect, performing displacement of a virtual object, and creating a new virtual object;
The basic events include: at least one of causing the electronic device to vibrate, playing sounds, and adjusting settings of the electronic device.
In an alternative embodiment, the apparatus further comprises an obtaining module 1204 for obtaining at least one base presentation effect from a skill effect library;
a determining module 1202, configured to determine, in response to meeting the event effect triggering condition, a basic performance effect and a basic event effect corresponding to the basic performance effect as a basic skill effect corresponding to the target skill;
the determining module 1202 is further configured to determine, in response to the event effect triggering condition not being met, the base performance effect as a base skill effect corresponding to the target skill.
In an alternative embodiment, the target skill corresponds to a target skill identity, the base skill effect corresponds to a base skill effect identity, and the target skill corresponds to at least two base skill effects;
the determining module 1202 is further configured to determine a first memory footprint, where the first memory footprint indicates a total memory size occupied by at least two skills of the virtual object;
the apparatus further includes a generating module 1205 configured to generate an instant memory unit, where a size of the instant memory unit is equal to a first memory occupation size;
The determining module 1202 is further configured to determine a second memory usage size, where the second memory usage size indicates a memory size occupied by the target skill;
the device further includes a storage module 1206, configured to store, in response to the application of the target skill, the target skill identifier into the instant memory unit, and store, in sequence, the basic skill effect identifier of the basic skill effect corresponding to the target skill into the first area according to the display order of the basic skill effect, where the position in the instant memory unit corresponds to the position in the instant memory unit of the target skill identifier, and the memory size of the first area is the second memory occupation size.
In an alternative embodiment, the apparatus further comprises a retrieving module 1207 for retrieving the base skill effect identification from the first area in response to receiving the skill application instruction again;
a determining module 1202, configured to determine a basic skill effect corresponding to the target skill and an order of displaying the basic skill effect according to the basic skill effect identifier;
the application module 1203 is further configured to sequentially display the basic skill effects, and apply the target skills.
In an alternative embodiment, the target skill includes N skill stages, each skill stage corresponding to at least one base skill effect, the skill stage corresponding to a skill stage identification;
The skill applying instruction comprises a stage applying instruction, wherein the stage applying instruction is used for indicating the ith skill stage of the skill of the virtual object applying target, and i is less than or equal to N;
the storage module 1206 is further configured to respond to the instruction for applying the stage applying instruction to apply the ith skill stage, store the skill stage identifier corresponding to the ith skill stage in the instant storage unit, and sequentially store the basic skill effect identifier of the basic skill effect corresponding to the ith skill stage in a second area of the instant storage unit according to the display sequence, where the second area is located in the first area.
In an alternative embodiment, the retrieving module 1207 is further configured to retrieve the base skill effect identifier from the second area in response to receiving a stage release instruction again indicating that the i-th skill stage is to be applied;
a determining module 1202, configured to determine a basic skill effect corresponding to the ith skill stage and an order of displaying the basic skill effects according to the basic skill effect identifier;
and the application module 1203 is used for sequentially displaying the basic skill effects and performing the performance of the ith skill stage.
In an alternative embodiment, the device further comprises a sending module 1208, configured to send skill configuration data, where the skill configuration data includes a skill identifier of the target skill and a key identifier of the key, and a binding relationship is established between the target skill and the key;
The sending module 1208 is further configured to send a skill applying request in response to receiving a first key signal, where the first key signal is a signal generated when a key is triggered.
In an alternative embodiment, the sending module 1208 is further configured to send a phase switching request, in response to receiving a second key signal, where the second key signal is a signal generated when the key is triggered after sending the skill application request, and the phase switching request is used to request the target skill to perform the skill phase switching.
In summary, in the skill applying device for virtual objects provided in this embodiment, when a skill applying instruction is received, a basic skill effect is selected from a skill effect library that is preloaded, and the application of a target skill is decomposed into a combination of basic skill effects with the same application effect, but different application logics are displayed, so that the skill only needs to read the basic skill effect and display the basic skill effect when applying, the situation that the basic skill effect is repeatedly read when skill is loaded by using a skill body as a unit is avoided, the data amount when the skill is read is reduced, and the time for loading the skill is reduced.
It should be noted that: the virtual object skill applying apparatus provided in the above embodiment is only exemplified by the above division of each functional module, and in practical application, the above functional allocation may be performed by different functional modules according to needs, that is, the internal structure of the device is divided into different functional modules, so as to complete all or part of the functions described above. In addition, the skill applying device for the virtual object provided in the above embodiment and the skill applying method embodiment for the virtual object belong to the same concept, and detailed implementation processes of the skill applying device for the virtual object are detailed in the method embodiment, which is not described herein.
Fig. 14 shows a block diagram of a terminal 1400 provided by an exemplary embodiment of the present invention. The terminal 1400 may be: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III, motion picture expert compression standard audio plane 3), an MP4 (Moving Picture Experts Group Audio Layer IV, motion picture expert compression standard audio plane 4) player, a notebook computer, or a desktop computer. Terminal 1400 may also be referred to as a user device, a portable terminal, a laptop terminal, a desktop terminal, and the like.
In general, terminal 1400 includes: a processor 1401 and a memory 1402.
Processor 1401 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. The processor 1401 may be implemented in at least one hardware form of DSP (Digital Signal Processing ), FPGA (Field-Programmable Gate Array, field programmable gate array), PLA (Programmable Logic Array ). The processor 1401 may also include a main processor, which is a processor for processing data in an awake state, also called a CPU (Central Processing Unit ), and a coprocessor; a coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 1401 may be integrated with a GPU (Graphics Processing Unit, image processor) for rendering and rendering of content required to be displayed by the display screen. In some embodiments, the processor 1401 may also include an AI (Artificial Intelligence ) processor for processing computing operations related to machine learning.
Memory 1402 may include one or more computer-readable storage media, which may be non-transitory. Memory 1402 may also include high-speed random access memory, as well as non-volatile memory, such as one or more magnetic disk storage devices, flash memory storage devices. In some embodiments, a non-transitory computer readable storage medium in memory 1402 is used to store at least one instruction for execution by processor 1401 to implement the skill-applying method of the virtual object provided by the method embodiments herein.
In some embodiments, terminal 1400 may optionally further include: a peripheral interface 1403 and at least one peripheral. The processor 1401, memory 1402, and peripheral interface 1403 may be connected by a bus or signal lines. The individual peripheral devices may be connected to the peripheral device interface 1403 via buses, signal lines or a circuit board. Specifically, the peripheral device includes: at least one of radio frequency circuitry 1404, a display screen 1405, a camera assembly 1406, an audio circuit 1407, a positioning assembly 1408, and a power source 1409.
Peripheral interface 1403 may be used to connect at least one Input/Output (I/O) related peripheral to processor 1401 and memory 1402. In some embodiments, processor 1401, memory 1402, and peripheral interface 1403 are integrated on the same chip or circuit board; in some other embodiments, either or both of processor 1401, memory 1402, and peripheral interface 1403 may be implemented on separate chips or circuit boards, which is not limited in this embodiment.
The Radio Frequency circuit 1404 is configured to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1404 communicates with a communication network and other communication devices via electromagnetic signals. The radio frequency circuit 1404 converts an electrical signal into an electromagnetic signal for transmission, or converts a received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1404 includes: antenna systems, RF transceivers, one or more amplifiers, tuners, oscillators, digital signal processors, codec chipsets, subscriber identity module cards, and so forth. The radio frequency circuit 1404 may communicate with other terminals via at least one wireless communication protocol. The wireless communication protocol includes, but is not limited to: the world wide web, metropolitan area networks, intranets, generation mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and/or WiFi (Wireless Fidelity ) networks. In some embodiments, the radio frequency circuit 1404 may also include NFC (Near Field Communication, short range wireless communication) related circuits, which are not limited in this application.
The display screen 1405 is used to display UI (user interface). The UI may include graphics, text, icons, video, and any combination thereof. When the display screen 1405 is a touch display screen, the display screen 1405 also has the ability to collect touch signals at or above the surface of the display screen 1405. The touch signal may be input to the processor 1401 as a control signal for processing. At this time, the display 1405 may also be used to provide virtual buttons and/or a virtual keyboard, also referred to as soft buttons and/or a soft keyboard. In some embodiments, the display 1405 may be one, providing a front panel of the terminal 1400; in other embodiments, the display 1405 may be at least two, respectively disposed on different surfaces of the terminal 1400 or in a folded design; in still other embodiments, the display 1405 may be a flexible display disposed on a curved surface or a folded surface of the terminal 1400. Even more, the display 1405 may be arranged in a non-rectangular irregular pattern, i.e. a shaped screen. The display 1405 may be made of LCD (Liquid Crystal Display ), OLED (Organic Light-Emitting Diode) or other materials.
The camera component 1406 is used to capture images or video. Optionally, camera assembly 1406 includes a front camera and a rear camera. Typically, the front camera is disposed on the front panel of the terminal and the rear camera is disposed on the rear surface of the terminal. In some embodiments, the at least two rear cameras are any one of a main camera, a depth camera, a wide-angle camera and a tele camera, so as to realize that the main camera and the depth camera are fused to realize a background blurring function, and the main camera and the wide-angle camera are fused to realize a panoramic shooting and Virtual Reality (VR) shooting function or other fusion shooting functions. In some embodiments, camera assembly 1406 may also include a flash. The flash lamp can be a single-color temperature flash lamp or a double-color temperature flash lamp. The dual-color temperature flash lamp refers to a combination of a warm light flash lamp and a cold light flash lamp, and can be used for light compensation under different color temperatures.
The audio circuitry 1407 may include a microphone and a speaker. The microphone is used for collecting sound waves of users and the environment, converting the sound waves into electric signals, and inputting the electric signals to the processor 1401 for processing, or inputting the electric signals to the radio frequency circuit 1404 for voice communication. For purposes of stereo acquisition or noise reduction, a plurality of microphones may be provided at different portions of the terminal 1400, respectively. The microphone may also be an array microphone or an omni-directional pickup microphone. The speaker is used to convert electrical signals from the processor 1401 or the radio frequency circuit 1404 into sound waves. The speaker may be a conventional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, not only the electric signal can be converted into a sound wave audible to humans, but also the electric signal can be converted into a sound wave inaudible to humans for ranging and other purposes. In some embodiments, audio circuitry 1407 may also include a headphone jack.
The locating component 1408 is used to locate the current geographic location of the terminal 1400 to enable navigation or LBS (Location Based Service, location-based services). The positioning component 1408 may be a positioning component based on the united states GPS (Global Positioning System ), the chinese beidou system, or the russian galileo system.
A power supply 1409 is used to power the various components in terminal 1400. The power supply 1409 may be an alternating current, a direct current, a disposable battery, or a rechargeable battery. When the power supply 1409 includes a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. The wired rechargeable battery is a battery charged through a wired line, and the wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery may also be used to support fast charge technology.
In some embodiments, terminal 1400 also includes one or more sensors 1410. The one or more sensors 1410 include, but are not limited to: acceleration sensor 1411, gyroscope sensor 1412, pressure sensor 1413, fingerprint sensor 1414, optical sensor 1415, and proximity sensor 1416.
The acceleration sensor 1411 may detect the magnitudes of accelerations on three coordinate axes of a coordinate system established with the terminal 1400. For example, the acceleration sensor 1411 may be used to detect components of gravitational acceleration in three coordinate axes. The processor 1401 may control the touch display 1405 to display a user interface in a landscape view or a portrait view according to the gravitational acceleration signal acquired by the acceleration sensor 1411. The acceleration sensor 1411 may also be used for the acquisition of motion data of a game or a user.
The gyro sensor 1412 may detect a body direction and a rotation angle of the terminal 1400, and the gyro sensor 1412 may collect a 3D motion of the user to the terminal 1400 in cooperation with the acceleration sensor 1411. The processor 1401 may implement the following functions based on the data collected by the gyro sensor 1412: motion sensing (e.g., changing UI according to a tilting operation by a user), image stabilization at shooting, game control, and inertial navigation.
Pressure sensor 1413 may be disposed on a side frame of terminal 1400 and/or on an underlying layer of touch screen 1405. When the pressure sensor 1413 is provided at a side frame of the terminal 1400, a grip signal of the terminal 1400 by a user can be detected, and the processor 1401 performs right-and-left hand recognition or quick operation according to the grip signal collected by the pressure sensor 1413. When the pressure sensor 1413 is disposed at the lower layer of the touch screen 1405, the processor 1401 realizes control of the operability control on the UI interface according to the pressure operation of the user on the touch screen 1405. The operability controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
The fingerprint sensor 1414 is used to collect a fingerprint of a user, and the processor 1401 identifies the identity of the user based on the fingerprint collected by the fingerprint sensor 1414, or the fingerprint sensor 1414 identifies the identity of the user based on the collected fingerprint. Upon recognizing that the user's identity is a trusted identity, the user is authorized by the processor 1401 to perform relevant sensitive operations including unlocking the screen, viewing encrypted information, downloading software, paying for and changing settings, etc. The fingerprint sensor 1414 may be provided on the front, back, or side of the terminal 1400. When a physical key or vendor Logo is provided on terminal 1400, fingerprint sensor 1414 may be integrated with the physical key or vendor Logo.
The optical sensor 1415 is used to collect the ambient light intensity. In one embodiment, the processor 1401 may control the display brightness of the touch screen 1405 based on the intensity of ambient light collected by the optical sensor 1415. Specifically, when the intensity of the ambient light is high, the display brightness of the touch display screen 1405 is turned up; when the ambient light intensity is low, the display brightness of the touch display screen 1405 is turned down. In another embodiment, the processor 1401 may also dynamically adjust the shooting parameters of the camera assembly 1406 based on the ambient light intensity collected by the optical sensor 1415.
A proximity sensor 1416, also referred to as a distance sensor, is typically provided on the front panel of terminal 1400. The proximity sensor 1416 is used to collect the distance between the user and the front of the terminal 1400. In one embodiment, when the proximity sensor 1416 detects that the distance between the user and the front surface of the terminal 1400 gradually decreases, the processor 1401 controls the touch display 1405 to switch from the bright screen state to the off screen state; when the proximity sensor 1416 detects that the distance between the user and the front surface of the terminal 1400 gradually increases, the touch display 1405 is controlled by the processor 1401 to switch from the off-screen state to the on-screen state.
Those skilled in the art will appreciate that the structure shown in fig. 14 is not limiting and that terminal 1400 may include more or less components than those illustrated, or may combine certain components, or employ a different arrangement of components.
Embodiments of the present application also provide a computer device, where the computer device includes a processor and a memory, where the memory stores at least one instruction, at least one program, a code set, or an instruction set, and where the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by the processor to implement a method for applying skills of a virtual object provided by each of the method embodiments described above.
Embodiments of the present application further provide a computer readable storage medium having at least one instruction, at least one program, a code set, or an instruction set stored thereon, where the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by a processor to implement the method for applying skills of a virtual object provided by the foregoing method embodiments.
Embodiments of the present application also provide a computer program product, or computer program, comprising computer instructions stored in a computer-readable storage medium. The computer instructions are read from the computer-readable storage medium by a processor of a computer device, and executed by the processor, to cause the computer device to perform the skill distribution method of the virtual object described in any of the above embodiments.
Alternatively, the computer-readable storage medium may include: read Only Memory (ROM), random access Memory (RAM, random Access Memory), solid state disk (SSD, solid State Drives), or optical disk, etc. The random access memory may include resistive random access memory (ReRAM, resistance Random Access Memory) and dynamic random access memory (DRAM, dynamic Random Access Memory), among others. The foregoing embodiment numbers of the present application are merely for describing, and do not represent advantages or disadvantages of the embodiments.
It will be understood by those skilled in the art that all or part of the steps for implementing the above embodiments may be implemented by hardware, or may be implemented by a program for instructing relevant hardware, where the program may be stored in a computer readable storage medium, and the storage medium may be a read-only memory, a magnetic disk or an optical disk, etc.
The foregoing description of the preferred embodiments is merely exemplary in nature and is in no way intended to limit the invention, since it is intended that all modifications, equivalents, improvements, etc. that fall within the spirit and scope of the invention.

Claims (13)

1. A method of skill placement of a virtual object, the method comprising:
Receiving a skill applying instruction, wherein the skill applying instruction is used for indicating a virtual object to apply a target skill, and the target skill corresponds to a target skill identifier;
selecting at least two basic skill effects corresponding to the target skill from a preloaded skill effect library in response to the skill application instruction, wherein the skill effect library comprises at least two basic skill effects obtained by decomposing at least two skills of the virtual object, the at least two skills have at least one repeated basic skill effect, the basic skill effects correspond to basic skill effect identifications, and the application of the target skill is decomposed into combinations of basic skill effects with the same visual effect and different application logic, and the target skill is displayed by reading the basic skill effects when applied;
applying the target skills according to the basic skill effect, wherein a first memory occupation size is determined, and the first memory occupation size indicates the total memory size occupied by at least two skills of the virtual object; generating an instant memory unit, wherein the size of the instant memory unit is equal to the first memory occupation size; determining a second memory occupation size, wherein the second memory occupation size indicates the memory size occupied by the target skill; and responding to the application of the target skills, storing the target skill identifications into the instant memory unit, and sequentially storing basic skill effect identifications of the basic skill effects corresponding to the target skills into a first area according to the display sequence of the basic skill effects, wherein the position of the first area in the instant memory unit corresponds to the position of the target skill identifications in the instant memory unit, and the memory size of the first area is the second memory occupied size.
2. The method of claim 1, wherein the base skill effects comprise a base performance effect and a base event effect, the base performance effect being a base skill effect exhibited within a virtual environment interface, the base event effect being a base skill effect affecting an electronic device associated with the virtual environment interface;
the basic performance effect includes: at least one of causing virtual harm, generating a virtual special effect, performing displacement of the virtual object, and creating a new virtual object;
the basic event includes: at least one of causing the electronic device to vibrate, playing sound, and adjusting the electronic device settings.
3. The method of claim 2, wherein there is a correspondence between the base presentation effect and the base event effect;
the selecting at least two basic skill effects corresponding to the target skill from a preloaded skill effect library comprises the following steps:
acquiring basic expression effects corresponding to the target skills from the skill effect library;
determining the basic performance effect and the basic event effect corresponding to the basic performance effect as the basic skill effect corresponding to the target skill in response to meeting an event effect trigger condition;
In response to not satisfying the event effect triggering condition, at least two base performance effects are determined as the base skill effects corresponding to the target skill.
4. The method of claim 1, wherein after sequentially storing the base skill effect identifications of the base skill effects corresponding to the target skills into a first area, further comprising:
retrieving the base skill effect identification from the first area in response to receiving the skill application instruction again;
determining a basic skill effect corresponding to the target skill according to the basic skill effect identification, and displaying the sequence of the basic skill effect;
and sequentially displaying the basic skill effects, and applying the target skills.
5. The method of claim 1, wherein the target skill comprises N skill stages, each skill stage corresponding to at least one of the base skill effects, the skill stages corresponding to a skill stage identification;
the skill applying instruction comprises a stage applying instruction, wherein the stage applying instruction is used for indicating the ith skill stage of the target skill applied by the virtual object, and i is less than or equal to N;
The storing the target skill identification in the instant memory unit in response to the target skill being applied includes:
and responding to the instruction of stage release instruction to release the ith skill stage, storing the skill stage identification corresponding to the ith skill stage into the instant memory unit, and sequentially storing the basic skill effect identifications of the basic skill effects corresponding to the ith skill stage into a second area of the instant memory unit according to the display sequence, wherein the second area is positioned in the first area.
6. The method of claim 5, wherein after sequentially storing the base skill effect identifications of the base skill effects corresponding to the i-th skill stage in the second region of the instant memory unit, further comprising:
retrieving the base skill effect identification from the second area in response to receiving the stage delivery instruction again indicating delivery of an ith skill stage;
determining the basic skill effect corresponding to the ith skill stage and the sequence for displaying the basic skill effect according to the basic skill effect identification;
and sequentially displaying the basic skill effects, and performing the performance of the ith skill stage.
7. A method according to any one of claims 1 to 3, further comprising, prior to receiving the skill application instruction:
the technical skill configuration data are sent, the technical skill configuration data comprise technical skill identifiers of the target skills and key identifiers of keys, and binding relations are established between the target skills and the keys;
and responding to the received first key signal, and sending a skill release request, wherein the first key signal is a signal generated when the key is triggered, and the skill release request is used for requesting to acquire the skill release instruction.
8. The method of claim 7, wherein the target skills include N skill stages, and wherein the skill application instructions include stage switching instructions;
the step of sending a skill applying request in response to receiving the first key signal further comprises:
and responding to a second key signal, and sending a stage switching request, wherein the stage switching request is used for requesting the target skill to switch the skill stage, and the second key signal is a signal generated when the key is triggered after the skill applying request is sent.
9. A skill applying device for a virtual object, the device comprising:
the receiving module is used for receiving a skill applying instruction, wherein the skill applying instruction is used for indicating a virtual object to apply a target skill, and the target skill corresponds to a target skill identifier;
a determining module, configured to determine, in response to the skill-applying instruction, at least one basic skill effect corresponding to the target skill from a skill-effect library of the virtual object, where the skill-effect library includes at least two basic skill effects obtained by decomposing at least two skills of the virtual object, where the at least two skills have at least one repeated basic skill effect, where the basic skill effect corresponds to a basic skill-effect identifier, where the target skill corresponds to at least two basic skill effects, where the application of the target skill is decomposed into a combination of basic skill effects that have the same visual effect and different application logic, and where the target skill is revealed by reading the basic skill effects when applied;
the application module is used for applying the target skills according to the basic skill effect, wherein the determination module is further used for determining a first memory occupation size, and the first memory occupation size indicates the total memory size occupied by at least two skills of the virtual object; the device further comprises a generation module for generating an instant memory unit, wherein the size of the instant memory unit is equal to the first memory occupation size; the determining module is further configured to determine a second memory usage size, where the second memory usage size indicates a memory size occupied by the target skill; the device further comprises a storage module, wherein the storage module is used for responding to the application of the target skill, storing the target skill identification into the instant memory unit, and sequentially storing the basic skill effect identifications of the basic skill effects corresponding to the target skill into a first area according to the display sequence of the basic skill effects, wherein the position of the first area in the instant memory unit corresponds to the position of the target skill identification in the instant memory unit, and the memory size of the first area is the second memory occupation size.
10. The apparatus of claim 9, wherein the base skill effects comprise a base performance effect and a base event effect, the base performance effect being a base skill effect exhibited within a virtual environment interface, the base event effect being a base skill effect affecting an electronic device associated with the virtual environment interface;
the basic performance effect includes: at least one of causing virtual harm, generating a virtual special effect, performing displacement of the virtual object, and creating a new virtual object;
the basic event includes: at least one of causing the electronic device to vibrate, playing sound, and adjusting the electronic device settings.
11. The apparatus of claim 10, wherein there is a correspondence between the base presentation effect and the base event effect;
the device further comprises an acquisition module for acquiring a basic performance effect corresponding to the target skill from the skill effect library;
the determining module is further configured to determine the basic performance effect and the basic event effect corresponding to the basic performance effect as the basic skill effect corresponding to the target skill in response to meeting an event effect triggering condition;
The determining module is further configured to determine at least two basic performance effects as the basic skill effects corresponding to the target skill in response to the event effect triggering condition not being satisfied.
12. A computer device comprising a processor and a memory, wherein the memory has stored therein at least one program that is loaded and executed by the processor to implement the skill-applying method of a virtual object as claimed in any one of claims 1 to 8.
13. A computer readable storage medium having stored therein at least one program loaded and executed by a processor to implement the skill distribution method of a virtual object according to any of claims 1 to 8.
CN202010785654.5A 2020-08-06 2020-08-06 Skill distribution method and device for virtual object, terminal and readable storage medium Active CN111760283B (en)

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