CN113509730B - Information preview method, device, equipment and storage medium - Google Patents

Information preview method, device, equipment and storage medium Download PDF

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Publication number
CN113509730B
CN113509730B CN202110546841.2A CN202110546841A CN113509730B CN 113509730 B CN113509730 B CN 113509730B CN 202110546841 A CN202110546841 A CN 202110546841A CN 113509730 B CN113509730 B CN 113509730B
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skill
virtual object
target
health value
passive
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CN113509730A (en
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时振宇
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Tencent Technology Shanghai Co Ltd
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Tencent Technology Shanghai 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The application discloses an information preview method, an information preview device, information preview equipment and a storage medium, and belongs to the technical field of computers. According to the technical scheme provided by the embodiment of the application, when the user selects the target virtual object as the action target of the active skill of the first virtual object, the health value change information of the target virtual object can be determined based on the skill information of the active skill and the skill information of at least one passive skill, and the health value change information of the target virtual object is previewed and displayed in the virtual scene, so that the user can know the effect of the active skill in advance before the active skill is released by the first virtual object, and the efficiency of man-machine interaction is improved.

Description

Information preview method, device, equipment and storage medium
Technical Field
The present application relates to the field of computer technologies, and in particular, to an information previewing method, apparatus, device, and storage medium.
Background
With the development of multimedia technology, the variety of games that can be played is increasing. The battle chess game is a popular game, and different users can control virtual objects to fight in a virtual scene in the game process. When a combat is performed between virtual objects, a user can control the virtual objects to release skills by which other virtual objects are injured or healed. The skills in the battle chess game are divided into active skills and passive skills, wherein the active skills are skills requiring manual release of users, and the passive skills are skills automatically released under certain conditions.
In the related art, before the user controls the virtual object to release the active skill, the effect after the active skill is released cannot be known, for example, for the injured skill, the user cannot know how much damage the released skill can cause to other virtual objects; for healing skills, the user is also unaware of how much the release skills can restore other virtual objects. That is, the release effect of the active skill can only be known after the skill is released, so that the user cannot estimate the skill effect before the active skill is released, and the efficiency of man-machine interaction is low.
Disclosure of Invention
The embodiment of the application provides an information preview method, an information preview device, information preview equipment and a storage medium, which can improve the information preview effect. The technical scheme is as follows:
in one aspect, an information preview method is provided, the method including:
displaying a virtual scene, wherein a first virtual object and at least one second virtual object are displayed in the virtual scene;
if the active skill of the first virtual object is triggered, determining a target virtual object from the at least one second virtual object, wherein the target virtual object is an acting target of the active skill;
Determining health value change information of the target virtual object based on at least one of skill information of a first passive skill of the first virtual object and skill information of a second passive skill of the target virtual object, and skill information of the active skill, wherein the health value change information is used for showing changes of health values of the target virtual object before and after the active skill is released;
and previewing the health value change information of the target virtual object in the virtual scene.
In one aspect, there is provided an information preview apparatus, the apparatus including:
the virtual scene display module is used for displaying a virtual scene, wherein a first virtual object and at least one second virtual object are displayed in the virtual scene;
a target virtual object determining module, configured to determine a target virtual object from the at least one second virtual object if an active skill of the first virtual object is triggered, where the target virtual object is an acting target of the active skill;
a health value change information determining module, configured to determine health value change information of the target virtual object based on at least one of skill information of a first passive skill of the first virtual object and skill information of a second passive skill of the target virtual object, and skill information of the active skill, where the health value change information is used to show changes in health values of the target virtual object before and after the active skill is released;
And the health value change information preview module is used for previewing and displaying the health value change information of the target virtual object in the virtual scene.
In a possible implementation manner, the attack attribute includes an attack value, and the health value change information determining module is configured to determine, based on the attack value of the first virtual object and first target relationship data, a second amplitude of the active skill, where the first target relationship data is relationship data corresponding to skill information of the active skill; determining a first addition coefficient based on skill information of the first passive skill, the first addition coefficient for increasing the second magnitude; a first magnitude of the active skill is determined based on the first addition coefficient and the second magnitude.
In a possible implementation manner, the attack attribute further includes a probability of a storm, and the apparatus further includes:
the second addition coefficient determining module is used for randomly determining a seed value in a value range of the knocking value corresponding to the knocking probability; determining a second addition coefficient in response to a target condition being met between the seed value and the knock value, the second addition coefficient being used to increase the second magnitude;
The health value change information determining module is used for fusing the first addition coefficient, the second addition coefficient and the second amplitude value to obtain a first amplitude value of the initiative skill.
In a possible implementation manner, the active skill is used for improving the health value of the target virtual object, and the health value change information determining module is used for determining a third amplitude value of the active skill based on the attack attribute of the first virtual object, the skill information of the active skill and the skill information of the first passive skill, wherein the third amplitude value is used for indicating the improvement amount of the health value; determining a skill enhancement factor for the target virtual object based on the skill information for the second passive skill, the enhancement factor increasing the third magnitude; and determining health value change information of the target virtual object based on the third amplitude value of the active skill and the enhancement coefficient.
In one possible implementation manner, a first health value indicator is displayed at a position adjacent to the target virtual object, the first health value indicator is used for indicating the health value of the target virtual object before the active skill is released, and the health value change information preview module is used for displaying the health value change information of the target virtual object in a preview mode on the first health value indicator.
In a possible implementation manner, the health value change information preview module is configured to perform any one of the following:
if the health value change information indicates that the health value is increased, splicing a second health value indicating strip on the first health value indicating strip, wherein the color of the second health value indicating strip is different from that of the first health value indicating strip;
and if the health value change information is that the health value is reduced, displaying a third health value indicating bar on a corresponding area of the first health value indicating bar, wherein the color of the third health value indicating bar is different from that of the first health value indicating bar.
In a possible implementation manner, the health value change information previewing module is further configured to respond to the active skill to reduce the health value of the target virtual object, and the target virtual object has a third passive skill, and trigger the third passive skill, where the third passive skill is a skill that initiates counterattack when the target virtual object is under attack; determining, in response to the third passive skill being triggered, health value change information for the first virtual object based on skill information of the third passive skill; and previewing the health value change information of the first virtual object in the virtual scene.
In a possible embodiment, the apparatus further comprises a triggering module for performing any one of the following:
if the active skill is used for improving the health value of the target virtual object, the third passive skill is not triggered;
if the active skill is used for reducing the health value of the target virtual object, the target virtual object has the third passive skill, and the distance between the first virtual object and the first virtual object accords with a target distance condition, so that the third passive skill is not triggered;
if the active skill is used for reducing the health value of the target virtual object and the active skill has a target effect, the third passive skill is not triggered;
and if the health value of the target virtual object accords with a target health value condition after the active skill is released, not triggering the third passive skill.
In one possible embodiment, the apparatus further comprises a passive skill determination module for performing at least one of:
determining the first passive skill from a plurality of passive skills of the first virtual object, the first passive skill triggered by a first trigger condition;
determining the second passive skill from a plurality of passive skills of the target virtual object, the second passive skill triggered by a second trigger condition.
In one possible embodiment, the first trigger condition refers to any one of the following:
the active skills are target skill types;
the second virtual object is of a first target type;
the first virtual object is located at a first target position of the virtual scene;
the second triggering condition refers to any one of the following:
the active skill is the target skill type;
the first virtual object is of a second target type;
the second virtual object is located at a second target location of the virtual scene.
In one aspect, a computer device is provided that includes one or more processors and one or more memories having at least one computer program stored therein, the computer program being loaded and executed by the one or more processors to implement the information preview method.
In one aspect, a computer readable storage medium having at least one computer program stored therein is provided, the computer program being loaded and executed by a processor to implement the information preview method.
In one aspect, a computer program product or a computer program is provided, the computer program product or computer program comprising a program code, the program code being stored in a computer readable storage medium, the program code being read from the computer readable storage medium by a processor of a computer device, the program code being executed by the processor, causing the computer device to perform the above-described information preview method.
According to the technical scheme provided by the embodiment of the application, when the user selects the target virtual object as the action target of the active skill of the first virtual object, the health value change information of the target virtual object can be determined based on the skill information of the active skill and the skill information of at least one passive skill, and the health value change information of the target virtual object is previewed and displayed in the virtual scene, so that the user can know the effect of the active skill in advance before the active skill is released by the first virtual object, and the efficiency of man-machine interaction is improved.
Drawings
For the sake of more clearly illustrating the technical solutions of the embodiments of the present application, the drawings 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 other drawings can be obtained according to these drawings without inventive effort for a person skilled in the art.
Fig. 1 is a schematic diagram of an implementation environment of an information preview method according to an embodiment of the present application;
FIG. 2 is a flowchart of an information preview method according to an embodiment of the present application;
FIG. 3 is a flowchart of an information preview method according to an embodiment of the present application;
FIG. 4 is a flow chart of a trigger storm provided by an embodiment of the application;
FIG. 5 is a flowchart of an information preview method according to an embodiment of the present application;
fig. 6 is a schematic diagram of an information preview method according to an embodiment of the present application;
FIG. 7 is a schematic illustration of an interface provided by an embodiment of the present application;
FIG. 8 is a schematic illustration of an interface provided by an embodiment of the present application;
FIG. 9 is a schematic illustration of an interface provided by an embodiment of the present application;
FIG. 10 is a schematic diagram of a counterattack procedure provided by an embodiment of the present application;
FIG. 11 is a flowchart of an information preview method according to an embodiment of the present application;
fig. 12 is a schematic structural diagram of an information preview apparatus according to an embodiment of the present application;
fig. 13 is a schematic structural diagram of a terminal according to an embodiment of the present application;
fig. 14 is a schematic structural diagram of a server according to an 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 with reference to the accompanying drawings.
The terms "first," "second," and the like in this disclosure are used for distinguishing between similar elements or items having substantially the same function and function, and it should be understood that there is no logical or chronological dependency between the terms "first," "second," and "n," and that there is no limitation on the amount and order of execution.
The term "at least one" in the present application means one or more, and "plurality" means two or more, for example, a plurality of face images means two or more face images.
In order to more clearly describe the technical solution provided by the embodiments of the present application, some terms related to the embodiments of the present application are described below.
Playing the battle chess: the game mainly refers to a game type which has multiple map modes, all characters on the scene act one by one, and move and fight decision-making thinking is carried out according to the occupied positions of own characters and opponent characters, wherein the characters are virtual objects.
Injury: in the game, a combat action of a party character on an opponent character has a reduction effect on a life value of the opponent character, wherein the life value is a health value.
And (5) recovering: in the game, the combat action of one character on the same team character has an increasing effect on the life value of the same team character.
Attributes: is a variety of parameters of a character in a game, such as a life value, an attack force, a defensive force, a probability of a storm, a moving speed, and the like.
Initiative skills: the player or AI (Artificial Intelligence ) can actively select the skill to release while controlling character actions.
Passive skills: when a player or AI controls the action of a character, the player or AI cannot actively select release, but can judge according to the character or other character behaviors, and automatically trigger the release skills under certain conditions.
Virtual scene: is a virtual scene that an application program displays (or provides) while running on a terminal. The virtual scene may be a simulation environment for the real world, a semi-simulation and semi-fictional virtual environment, or a pure fictional virtual environment. The virtual scene may be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene or a three-dimensional virtual scene, and the dimension of the virtual scene is not limited in the embodiment of the present application. For example, a virtual scene may include sky, land, sea, etc., the land may include environmental elements of a desert, city, etc., and a user may control a virtual object to move in the virtual scene.
Virtual object: refers to movable objects in a virtual scene. 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 virtual scene. The virtual object may be an avatar in the virtual scene for representing a user. A virtual scene may include a plurality of virtual objects, each virtual object having its own shape and volume in the virtual scene, occupying a portion of space in the virtual scene.
In some embodiments, the virtual object is a user Character controlled by an operation on the client, or is an artificial intelligence (Artificial Intelligence, AI) set in the virtual scene fight by training, or is a Non-user Character (NPC) set in the virtual scene. In some embodiments, the virtual object is a virtual character that plays in a virtual scene. In some embodiments, the number of virtual objects in the virtual scene that participate in the interaction is preset or dynamically determined according to the number of clients that join the interaction.
The computer device provided in the embodiment of the present application may be implemented as a terminal or a server, and an implementation environment formed by the terminal and the server is described below.
Fig. 1 is a schematic diagram of an implementation environment of an information preview method according to an embodiment of the present application, and referring to fig. 1, the implementation environment may include a terminal 110 and a server 140.
Terminal 110 is connected to server 140 via a wireless network or a wired network. Alternatively, the terminal 110 is a smart phone, a tablet computer, a notebook computer, a desktop computer, or the like, but is not limited thereto. The terminal 110 installs and runs an application program supporting the display of virtual scenes.
Optionally, the server 140 is a stand-alone physical server, or a server cluster or a distributed system formed by a plurality of physical servers, or a cloud server providing cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, a delivery network (Content Delivery Network, CDN), and basic cloud computing services such as big data and artificial intelligence platforms.
Alternatively, terminal 110 may be referred to generally as one of a plurality of terminals, with embodiments of the application being illustrated only by terminal 110.
Those skilled in the art will recognize that the number of terminals may be greater or lesser. Such as only one terminal, or tens or hundreds, or more, other terminals are also included in the implementation environment. The embodiment of the application does not limit the number of terminals and the equipment type.
After the implementation environment of the embodiment of the present application is described, the application scenario of the embodiment of the present application is described below.
The technical scheme provided by the embodiment of the application can be applied to the scenes of the battle chess games. Alternatively, in a battle chess game, the virtual object is a chess piece in the battle chess game. In some embodiments, different virtual objects have different active and passive skills. In order to more clearly describe the technical scheme provided by the embodiment of the application, the following description is made on some relevant contents of the battle chess game:
The battle chess game is a round-making game, the battle process of the user in the game is divided into a plurality of rounds, the user can select skills and targets of the skills to be used in the next round for own chessmen before the round starts, in addition, the user can select props to be used in the next round for own chessmen, or select talents (for enhancing the properties of chessmen), equipment and the like for different chessmen. The fight is divided into fight between different users and fight between users and Non-user controlled characters (Non-Player-Controlled Character, NPCs). In each round, the attacked pawn loses a certain number of life values, and when the life value of a pawn drops to 0, the pawn is defeated. When all of the pawns owned by a user are defeated, the user is also determined to be a combat failure.
The playing pieces in a battle chess game may have different characteristics (types), for example, the characteristics of one piece may be guard and the characteristics of another piece may be a teacher. When a plurality of chesses with the same characteristics are simultaneously on the ground, additional attribute addition can be obtained, for example, when three chesses with the same characteristics are guarded and are simultaneously on the ground, the three chesses can all obtain the improvement of defensive capability; when the three chesses are all chesses of a teacher, the three chesses can be improved in the forensic attack capability, and of course, the three chesses are different chesses. The more chessmen with the same characteristics, the stronger the combat capability of the chessman. For example, when three special characters are chesses of a teacher and the chesses are on the ground, the three chesses can be added by the improvement of the forensic attack capability 100, and when five special characters are the chesses of the teacher and the chesses are on the ground, the five chesses can be added by the improvement of the forensic attack capability 300. In some embodiments, one pawn may correspond to two or more traits, e.g. one pawn may have both professional traits of a teacher and amateur traits of a hollyhock, the user being able to match pawns by himself based on the traits to which they correspond.
In some embodiments, there is also a restriction relationship between the pawns of different characteristics, for example, a mr characteristic may restrict the rider characteristic, for example, the skill injury is improved by 30% when the pawn of the mr characteristic uses the skill on the pawn of the rider characteristic.
The battle chess game also has the concept of 'array', namely the placement mode of chessmen. In some embodiments, different patterns can add different attributes provided to the pawn. For example, using the a-array type can increase 300 life values for each pawn on the field.
It should be noted that, in the following description of the technical solution provided in the present application, a terminal is taken as an execution body for example. In other possible embodiments, the technical solution provided by the present application may also be implemented through interaction between the terminal and the server, and the embodiment of the present application does not limit the type of the execution subject.
Fig. 2 is a flowchart of an information preview method provided in an embodiment of the present application, referring to fig. 2, the method includes:
201. the terminal displays a virtual scene in which a first virtual object and at least one second virtual object are displayed.
The first virtual object is a virtual object to be subjected to active skill triggering, and the at least one second virtual object comprises a virtual object which is in the same camping as the first virtual object and also comprises a virtual object which is in a different camping from the first virtual object. The virtual object that is in the same camping as the first virtual object, that is, the virtual object set controlled by the user, and the virtual object that is in a different camping from the first virtual object are the virtual object set controlled by other users or the virtual object set controlled by AI, which is not limited in the embodiment of the present application.
202. If the active skill of the first virtual object is triggered, the terminal determines a target virtual object from at least one second virtual object, wherein the target virtual object is an acting target of the active skill.
Wherein, since the active skill is a skill that the user actively selects to release, the user can also actively select to act as a target for the active skill, i.e. the target virtual object is the virtual object selected as the act as the active skill.
203. The terminal determines health value change information of the target virtual object based on at least one of the skill information of the first passive skill of the first virtual object and the skill information of the second passive skill of the target virtual object and the skill information of the active skill, wherein the health value change information is used for showing changes of the health value of the target virtual object before and after the active skill is released.
Wherein, for a first passive skill of the first virtual object, the skill effect of the active skill may be enhanced, and the skill information of the first passive skill is used for describing the enhancing effect; the skills information of the active skills is used to describe the skill effect of the active skills. If the active skills are used to reduce the health value of the target virtual object, releasing the active skills by the first virtual object can reduce the health value of the target virtual object 300 when the first virtual object does not have the first passive skills, and releasing the same active skills by the first virtual object can reduce the health value of the target virtual object 500 when the first virtual object has the first passive skills. The health value change information is preview information, and a user can know the effect of active skills in advance by looking up the health value change information.
204. And the terminal previews the health value change information of the target virtual object in the virtual scene.
According to the technical scheme provided by the embodiment of the application, when the user selects the target virtual object as the action target of the active skill of the first virtual object, the health value change information of the target virtual object can be determined based on the skill information of the active skill and the skill information of at least one passive skill, and the health value change information of the target virtual object is previewed and displayed in the virtual scene, so that the user can know the effect of the active skill in advance before the active skill is released by the first virtual object, and the efficiency of man-machine interaction is improved.
Fig. 3 is a flowchart of an information preview method provided in an embodiment of the present application, referring to fig. 3, the method includes:
301. the terminal displays a virtual scene in which a first virtual object and at least one second virtual object are displayed.
The first virtual object is a virtual object to be subjected to active skill triggering, and the at least one second virtual object comprises a virtual object which is in the same camping as the first virtual object and also comprises a virtual object which is in a different camping from the first virtual object. The virtual object that is in the same camping as the first virtual object, that is, the virtual object set controlled by the user, and the virtual object that is in a different camping from the first virtual object are the virtual object set controlled by other users or the virtual object set controlled by AI, which is not limited in the embodiment of the present application.
In one possible implementation, in response to a user opening a game of athletic engagement, the terminal displays a virtual scene corresponding to the game of athletic engagement. In some embodiments, a game of athletic combat, i.e., a game of battle chess, is performed.
In some embodiments, the user can adjust the position of the first virtual object in the virtual scene, that is, in response to a drag operation on the first virtual object, the terminal displays the first virtual object at a position where the drag operation ends.
In some embodiments, in response to a clicking operation on any virtual object displayed in the virtual scene, the terminal displays an attribute panel of the clicked virtual object in the virtual scene, where at least one of a name, an attribute value, and an owned skill of the clicked virtual object is displayed in the attribute panel, where the attribute value includes at least one of a health value, an attack value, a defense value, an owned skill point, and a speed value of the clicked virtual object, where a skill point refers to a virtual resource that needs to be consumed when releasing an active skill, in some embodiments, releasing a different active skill needs to consume a different number of skill points, a skill point can increase with an increase in the number of rounds, or increase when the virtual object is attacked, or increase when the virtual object attacks other virtual objects, and embodiments of the present application do not limit this. The speed value represents the speed at which the virtual object performs an action in a round, and in some embodiments, a virtual object with a higher speed value is able to launch an attack faster in a round.
In some embodiments, the virtual scene has displayed therein a plurality of virtual objects in addition to the first virtual object and the at least one second virtual object, wherein the virtual objects are any one of a virtual train, a virtual lawn, a virtual fence, and a virtual sky. By displaying virtual objects in the virtual scene, the authenticity of the virtual scene can be improved.
In some embodiments, a skill selection area of the first virtual object is also displayed in the virtual scene, the skill selection area having icons of a plurality of skills of the first virtual object displayed therein, wherein the plurality of skills includes active skills and passive skills. In response to clicking operation of an icon of any active skill in a plurality of skills, the terminal triggers the active skill corresponding to the clicked icon, the skill introduction of the active skill is displayed beside the icon, and a user can know the effect of the active skill by reading the skill introduction. In response to a click operation on an icon of any passive skill of the plurality of skills, the terminal displays a skill presentation of the passive skill next to the clicked icon, the user being able to learn about the effect of the passive skill by reading the skill presentation.
In some embodiments, a prop viewing area of the first virtual object is further displayed in the virtual scene, where a plurality of virtual props owned by the first virtual object are displayed in the prop viewing area, where the virtual props are used to increase an attribute value of the first virtual object, for example, a virtual shoe can increase a speed value of the first virtual object, a virtual weapon can increase an attack value of the first virtual object, and a virtual armor can increase a defense value of the first virtual object. In some embodiments, some virtual props are capable of adding active or passive skills to the virtual object. In some embodiments, the virtual prop is selected for the first virtual object on a combat interface displayed by the terminal before the start of the athletic pair.
In some embodiments, a health value indicator of each virtual object is displayed in the virtual scene, and the length of the health value indicator is positively correlated with the health value of the corresponding virtual object, that is, the higher the health value of the virtual object, the longer the length of the corresponding health value indicator; the lower the health value of the virtual object, the shorter the length of the corresponding health value indicator bar. In some embodiments, the health value indicator bar is also referred to as a "blood bar". By displaying the health value indication bar of each virtual object in the virtual scene, a user can know the health value condition of each virtual object in real time, so that the game strategy can be conveniently adjusted, for example, the virtual object with the shorter health value indication bar is attacked preferentially, and the effect of enemy 'fighter reduction' is realized; or the virtual object with the shorter health value indicating bar is preferentially released to be capable of recovering the active skill of the health value, so that the effect of protecting the virtual object is achieved.
302. If the active skill of the first virtual object is triggered, the terminal determines a target virtual object from at least one second virtual object, wherein the target virtual object is an acting target of the active skill.
Wherein, since the active skill is a skill that the user actively selects to release, the user can also actively select to act as a target for the active skill, i.e. the target virtual object is the virtual object selected as the act as the active skill.
In one possible implementation, a skill selection area of the first virtual object is displayed in the virtual scene, icons of a plurality of skills of the first virtual object are displayed in the skill selection area, and the terminal triggers the active skill in response to clicking operation of the icons of the active skill. In response to a click operation on any one of the at least one second virtual object, the terminal determines the clicked second virtual object as a target virtual object. In this embodiment, after the active skill of the first virtual object is triggered, the user can quickly select a target for the active skill in a clicking manner, so that the efficiency of man-machine interaction is high.
In one possible implementation, a skill selection area of the first virtual object is displayed in the virtual scene, icons of a plurality of skills of the first virtual object are displayed in the skill selection area, and in response to clicking operation on the icons of the active skills, the terminal triggers the active skills, and an action range of the active skills is displayed in the virtual scene. And responding to clicking operation of any second virtual object in the action range, and determining the clicked second virtual object as a target virtual object by the terminal. The active skill scope is configured by a technician according to the actual situation, which is not limited in the embodiment of the present application. If the virtual scene includes a plurality of invisible "grids", each virtual object occupies one "grid" in the virtual scene, the scope of action of the active skill can be expressed in the form of "grid", that is, in response to the active skill being triggered, the terminal highlights the grids corresponding to the scope of action of the active skill, and in response to the clicking operation on any second virtual object displayed in the scope of action, the terminal determines the clicked second virtual object as a target virtual object. For example, for an active skill, the scope of the active skill is 3×4=12 grids in front of the first virtual object, so that after the active skill is triggered, the terminal can highlight the 12 grids in the virtual scene, and the user can select the second virtual object in the 12 grids as the target virtual object. In this embodiment, when the active skill has an action range, the terminal can highlight the action range to remind the user to select the target virtual object in the action range of the active skill, so that the efficiency of man-machine interaction is high.
In one possible implementation, a skill selection area of the first virtual object is displayed in the virtual scene, icons of a plurality of skills of the first virtual object are displayed in the skill selection area, and in response to clicking operation on the icons of the active skills, the terminal triggers the active skills and determines an action range of the active skills in the virtual scene. The terminal highlights the second virtual object within the active skill range, and responds to clicking operation of any highlighted second virtual object, the terminal determines the clicked second virtual object as a target virtual object. In such an embodiment, when the active skill has an active scope, the terminal can highlight a second virtual object located within the active scope to increase the efficiency with which the user selects the target virtual object.
In one possible implementation manner, if the active skill of the first virtual object is a group skill, and in response to the active skill being triggered, the terminal displays a coverage range of the active skill in the virtual scene, where the group skill refers to a skill that can affect multiple virtual objects at the same time, and the affecting on the virtual object includes reducing an attribute value of the virtual object or increasing an attribute value of the virtual object, for example, reducing a health value, an attack value, a defense value, or increasing a health value, an attack value, a defense value of the virtual object, which is not limited in the embodiment of the present application. The coverage of the active skill is set by a technician according to the actual situation, which is not limited by the embodiment of the present application. And the terminal determines the second virtual object in the coverage range of the initiative skill as a target virtual object. In some embodiments, as in the previous embodiment, if the virtual scene includes multiple invisible "boxes," then the coverage of the active skills can also be represented in the form of "boxes. In the embodiment, the terminal can display the coverage range of the group skills in the virtual scene, and determine the second virtual object in the coverage range as the target virtual object, so that the user does not need to select again, and the efficiency is high.
In one possible embodiment, if the active skill of the first virtual object is a group skill, the group skill has a limit on the target number, where the limit on the target number is that the group skill can act on at most the target number of virtual objects at the same time. And responding to the triggering of the initiative skill, and displaying the coverage range of the initiative skill in the virtual scene by the terminal. And in response to a selection operation of a first number of second virtual objects within the coverage range of the initiative skill, determining each of the first number of second virtual objects as a target virtual object, wherein the first number is less than or equal to the target number. In this embodiment, the terminal can display the coverage of group skills in the virtual scene, within which the user can select.
303. The terminal determines a first passive skill of the first virtual object or a second passive skill of the target virtual object, the first passive skill being triggered by the first trigger condition, the second passive skill being triggered by the second trigger condition.
In some embodiments, the first trigger condition refers to any one of an active skill being a target skill type, a target virtual object being a first target type, the first virtual object being located at a first target location of the virtual scene. The second trigger condition refers to any one of the active skill being a target skill type, the first virtual object being a second target type, and the target virtual object being located at a second target position of the virtual scene.
In one possible implementation, the terminal determines a first passive skill from a plurality of passive skills of the first virtual object. Alternatively, the terminal determines a second passive skill from a plurality of passive skills of the target virtual object.
For the target skill type in the first trigger condition, the target skill type includes an injury type skill for reducing the health value of the virtual object and a healing type skill for increasing the health value of the virtual object. For a passive skill, the technician can set the target skill type according to the actual situation, for example, for a passive skill with increased injury, the technician can set the first trigger condition of the passive skill to: the active skill that is currently triggered is a nociceptive skill, and if the active skill is triggered, the more the active skill damages the virtual object, that is, the more the health value of the virtual object is reduced. And responding to the active skill as the target skill type, and determining a first passive skill from a plurality of passive skills of the first virtual object by the terminal, wherein a first trigger condition corresponding to the first passive skill is the active skill as the target skill type.
For the target virtual object in the first trigger condition to be a first target type, in some embodiments, the first target type is a professional type of the virtual object, such as a teacher, rider, warrior, stab, and the like. If the first virtual object is a teacher, in some embodiments, the teacher is provided with passive skills that cause an additional 20% injury to the virtual object of the rider type, and if a second virtual object is a rider, then the passive skills of the first virtual object are triggered when the second virtual object is selected as the target virtual object, i.e., the first passive skills of the first virtual object. Or the first passive skill is a passive skill carried by the active skill, and the effect of the first passive skill is to cause additional injury to the virtual object of the first target type, namely, the first passive skill can additionally reduce the health value of the target virtual object on the basis of the active skill. And responding to the target virtual object as the first target type, and triggering a first passive skill of the first virtual object by the terminal, wherein a first triggering condition corresponding to the first passive skill is that the target virtual object is of the first target type.
For example, if the active skill can cause a basic injury to the target virtual object with a health value of 300 points, if the first target type is a rider, the target virtual object is also a rider, and the effect of the first passive skill is to cause an additional injury to the virtual object with a health value of 200 points, then the active skill can cause an injury to the target virtual object with a health value of 300+200=500 points under the condition that the first passive skill is triggered. It should be noted that the injury described above is only illustrated by the panel values of the active skill and the first passive skill, and the defensive value of the target virtual object is not calculated.
For the first virtual object in the first triggering condition to be located at the first target position of the virtual scene, that is, in response to the first virtual object being located at the first target position in the virtual scene, the terminal triggers the first passive skill, where the first virtual object can be automatically moved to the first target position during the process of performing the athletic fight or can be moved to the first target position based on the drag operation, which is not limited by the embodiment of the present application. In some embodiments, the first target location is a central axis of the virtual scene, and the terminal triggers a first passive skill of the first virtual object in response to the first virtual object being located at the central axis of the virtual scene.
It should be noted that, the first trigger conditions are described above separately, and in other possible embodiments, the first trigger conditions may be a combination of the above conditions, for example, the first trigger condition is that the active skill is the target skill type, the target virtual object is the first target type, and the embodiment of the present application is not limited to this.
For the target skill type in the second trigger condition, the target skill type includes an injury type skill for reducing the health value of the virtual object and a healing type skill for increasing the health value of the virtual object. For a passive skill, the technician can set the target skill type according to the actual situation, for example, for a passive skill with reduced injury, the technician can set the first trigger condition of the passive skill to: the active skill currently triggered is a nociceptive skill, and if the passive skill is triggered, the damage to the virtual object caused by the active skill is reduced, i.e., the less the health value of the virtual object is reduced. And responding to the active skill as the target skill type, and determining a second passive skill from a plurality of passive skills of a second virtual object by the terminal, wherein a second trigger condition corresponding to the second passive skill is the active skill as the target skill type.
For the target virtual object in the second trigger condition to be the second target type, in some embodiments, the first target type is a professional type of the virtual object, such as a teacher, rider, warrior, stab, and the like. If the first virtual object is a teacher, in some embodiments, the warrior has a passive skill that reduces injury to a virtual object of the type of teacher by 20%, and if a second virtual object is a warrior, then the passive skill of the target virtual object is triggered when the second virtual object is selected as the target virtual object, i.e., the second passive skill of the target virtual object. And responding to the first virtual object as a second target type, and triggering a second passive skill of the second virtual object by the terminal, wherein a second triggering condition corresponding to the second passive skill is that the first virtual object is of the second target type.
For example, if the active skill can cause a basic injury to the target virtual object of 300 o ' clock health values, if the second target type is a teacher, the first virtual object is also a teacher, and the effect of the second passive skill is to reduce the additional injury to the virtual object of the reduced teacher type by 200 o ' clock health values, then the active skill can cause an injury to the target virtual object of 300-200 = 100 o ' clock health values with the child passive skill triggered. It should be noted that the injury described above is only illustrated by the panel values of the active skill and the second passive skill, and the defensive value of the target virtual object is not calculated.
For the target virtual object in the second trigger condition being located at the second target position of the virtual scene, that is, in response to the target virtual object being located at the second target position in the virtual scene, the terminal triggers the second passive skill, where the target virtual object can be automatically moved to the second target position during the competition and the drag operation can be performed to the second target position, which is not limited in the embodiment of the present application. In some embodiments, the second target location is a central axis of the virtual scene, and the terminal triggers a second passive skill of the target virtual object in response to the target virtual object being located at the central axis of the virtual scene.
It should be noted that, the second trigger conditions are described above separately, and in other possible embodiments, the second trigger conditions may be a combination of the above conditions, for example, the second trigger condition is that the active skill is the target skill type, the first virtual object is the second target type, and the embodiment of the present application is not limited to this.
304. The terminal determines health value change information of the target virtual object based on at least one of the skill information of the first passive skill of the first virtual object and the skill information of the second passive skill of the target virtual object and the skill information of the active skill, wherein the health value change information is used for showing changes of the health value of the target virtual object before and after the active skill is released.
In one possible implementation, the active skill is used to reduce the health value of the target virtual object, and the terminal determines a first magnitude of the active skill based on the attack attribute of the first virtual object, the skill information of the active skill, and the skill information of the first passive skill, the first magnitude being used to indicate the reduction in the health value. The terminal determines a target resistance coefficient of the target virtual object based on the defensive property of the target virtual object and the skill information of the second passive skill, wherein the target resistance coefficient is used for reducing the first amplitude. The terminal determines health value change information of the target virtual object based on the first amplitude value of the active skill and the target resistance coefficient.
In order to more clearly describe the above embodiments, the above embodiments will be described below in three sections.
The first part is used for describing a method for determining a first amplitude of the active skill by the terminal based on the attack attribute of the first virtual object, the skill information of the active skill and the skill information of the first passive skill.
In some embodiments, the attack attribute includes an attack value, and the terminal determines a second amplitude of the active skill based on the attack value of the first virtual object and first target relationship data, where the first target relationship data is relationship data corresponding to skill information of the active skill. The terminal determines a first addition factor based on the skill information of the first passive skill, the first addition factor being used to increase the second amplitude. The terminal determines a first magnitude of the active skill based on the first addition coefficient and the second magnitude. The first target relationship data is a calculation formula of a health value reduction amount, and in some embodiments, the first target relationship data is in the form of d1=b1+a1×p1, where D1 is a second amplitude of active skills, A1 is an attack value of the first virtual object, and P1 is an attack value addition coefficient, for example, 30%, 50%, 100% or 120%, where the value is set by a technician according to an actual situation, and the embodiment of the present application is not limited thereto.
For example, the terminal brings the attack value of the first virtual object into the first target relationship data, from which a second magnitude of the active skill, which in some embodiments is also referred to as a theoretical injury value of the active skill, is determined. The terminal determines a first addition factor for the second magnitude based on the skill information of the first passive skill. For example, the first passive skill is to increase the second amplitude of the active skill by 30%, then the terminal increases the second amplitude by 30% based on the first addition coefficient, so as to obtain the first amplitude of the active skill, for example, the second amplitude of the active skill is 100, and then the terminal adds the second amplitude based on the first addition coefficient, so as to obtain the first amplitude of the active skill is 130.
In some embodiments, the attack attribute includes an attack value and an attack probability, the terminal determines a second amplitude of the active skill based on the attack value of the first virtual object and first target relationship data, where the first target relationship data is relationship data corresponding to skill information of the active skill, the attack probability refers to a probability that the virtual object triggers an attack effect when attacked, and the attack effect refers to an effect of causing additional damage when attacked by the virtual object, where the damage is a reduction of the health value. For example, in one attack of the virtual object a, if no sudden impact effect is generated, the virtual object a can cause damage to the virtual object B by a health value of 100 points; if the impact effect is generated, the virtual object a can cause damage to the virtual object B by 150 points or 200 points of health values, and whether the virtual object a can trigger the impact effect is determined randomly by the terminal based on the impact probability of the virtual object a. The technical information of the active skill is used for recording the effect of the active skill, the effect of the active skill is expressed by a second amplitude, the first target relation data is relation data set when a technician designs the active skill, and the second amplitude of the active skill can be obtained through calculation through the first target relation data. In some embodiments, if the active skill is an injury type skill, that is, a skill capable of generating a health value reducing effect on the virtual object, the first target relationship data is also referred to as an injury calculation formula, and the first target relationship data is used to bring the attack value of the virtual object into the first target relationship data, so as to obtain a value of injury caused by the active skill, that is, a second magnitude, for example, the first target relationship data is 20+0.3a, where a is the attack value of the virtual object, and if the attack value of the virtual object is 100, the second magnitude of the active skill can be determined by the first target relationship data to be 50. The terminal determines a first addition factor based on the skill information of the first passive skill, the first addition factor being used to increase the second amplitude. The terminal randomly determines a seed value in a value range of the knocking value corresponding to the knocking probability, where the seed value is also called a seed random number, and is a value randomly determined by the terminal in a value range, and if the value range is 0-100, the seed value is any one of 0-100, for example, 40. The riot value is used to represent the riot probability, and after comparing with the seed value, it can be determined whether the active skill will take place an riot, and the correspondence between the riot probability and the riot value is set by the technician according to the actual situation, for example, if the technician sets the relationship between the riot probability and the riot value as a direct correspondence of the numerical value, for example, 20% of the riot probability corresponds to the riot value of 20. Because the value range of the knocking probability is 0-100%, the value range of the knocking value is 0-100, and in the embodiment of the application, the value range of the knocking value is the value range of the seed value. In response to the target condition being met between the seed value and the knock value, the terminal determines a second addition factor, the second addition factor being used to increase the second magnitude. And the terminal fuses the first addition coefficient, the second addition coefficient and the second amplitude value to obtain a first amplitude value of the initiative skill.
For example, after obtaining the second magnitude and the first addition coefficient of the active skill, the terminal randomly determines a seed value within a range of values of the attack value corresponding to the attack probability, and in some embodiments. The seed value is also referred to as a seed random number. If the knock value corresponding to the knock probability is smaller than or equal to the seed value, the terminal determines that the active skill will knock, and obtains a second addition coefficient, where the second addition coefficient is set by a technician according to the actual situation, for example, set to 50% or 100%, for 50%, that is, increase the base injury value by 50%, for 100%, that is, increase the base injury value by 100%, and the embodiment of the application is not limited thereto. The terminal increases the second amplitude of the active skill through the first addition coefficient and the second addition coefficient to obtain the first amplitude of the active skill. For example, if the second amplitude is 100, the first addition coefficient is 30%, and the second addition coefficient is 50%, then the terminal adds the second amplitude after adding the first addition coefficient and the second addition coefficient, that is, multiplies the second amplitude 100 by (1+30++50%) to obtain the first amplitude 180. Alternatively, the terminal adds the second magnitude with the first addition coefficient and the second addition coefficient, respectively, that is, multiplies the second magnitude 100 by (1+30%) and (1+80%) respectively, to obtain the first magnitude 234. The method for adding the second amplitude by the terminal through the first addition coefficient and the second addition coefficient is not limited in the embodiment of the application.
Referring to fig. 4, the terminal acquires a seed value of the current round, and determines an impact value of the first virtual object of the current round. Triggering the knocking if the seed value is smaller than or equal to the knocking value; if the seed value is greater than the strike value, then no strike is triggered.
And a second part for describing a method for determining the target resistance coefficient of the target virtual object by the terminal based on the defense attribute of the target virtual object and the skill information of the second passive skill.
In some embodiments, the defensive attribute comprises a defensive value and the terminal determines a target resistance coefficient of the target virtual object based on the defensive value of the target virtual object and skill information of the second passive skill. For example, the terminal determines a first injury reduction coefficient based on skill information of the second passive skill, the first injury reduction coefficient increasing a defensive value of the target virtual object. The terminal determines a target defense value of the target virtual object based on the defense value of the target virtual object and the skill information of the second passive skill. And the terminal determines a target resistance coefficient based on the target defense value of the target virtual object. In some embodiments, the terminal can directly use the target defense value of the target virtual object as the target resistance coefficient, that is, if the target defense value of the target virtual object is 300, the target resistance coefficient is 300, in this case, the target resistance coefficient is a value, and the first amplitude can be reduced by a corresponding value directly; or the terminal can also bring the target defense value of the target virtual object into second target relationship data to determine the target resistance coefficient, wherein the second target relationship data is in the form of formula (1), and in this case, the target resistance coefficient is a proportion, which is used to represent the reduction proportion of the first amplitude.
Wherein L is a target resistance coefficient, E is a target defense value, and N and K are configurable constants.
And a third part for describing a method for determining the health value change information of the target virtual object by the terminal based on the first amplitude value of the active skill and the target resistance coefficient.
In some embodiments, the terminal determines an actual health value reduction of the active skill, that is, health value change information of the target virtual object, based on the first magnitude of the active skill and the target resistance coefficient.
For example, if the target resistance coefficient is a value, the terminal subtracts the first amplitude of the active skill from the target resistance coefficient to obtain the actual health value reduction of the active skill, and if the first amplitude of the active skill is 500 and the target resistance coefficient of the target virtual object is 300, the terminal obtains the actual health value reduction of the active skill is 500-300=200.
If the target resistance coefficient is a proportion, the terminal fuses the first amplitude of the active skill with the target resistance coefficient to obtain the actual health value reduction of the active skill, and if the first amplitude of the active skill is 500 and the target resistance coefficient of the target virtual object is 30%, the terminal obtains the actual health value reduction of the active skill by 500× (1-30%) =350.
In the above embodiment, the case where the first virtual object has the first passive skill and the target virtual object has the second passive skill is described as an example, and in other possible embodiments, there are cases where the first virtual object has the first passive skill, the target virtual object does not have the second passive skill, or the first virtual object does not have the first passive skill and the target virtual object has the second passive skill, and the two cases will be described respectively.
In case 1, if the first virtual object has the first passive skill and the target virtual object does not have the second passive skill, when determining the first magnitude of the active skill, the first magnitude and the description of the first part in the above embodiment belong to the same inventive concept, and are not repeated herein. Since the target virtual object does not have the second passive skill, the terminal may directly determine the defensive attribute of the target virtual object as the target resistance coefficient when determining the target resistance coefficient of the target virtual object, or determine the target resistance coefficient through the second target relationship data, in which case E in formula (1) is the defensive value of the target virtual object.
In case 2, if the first virtual object does not have the first passive skill and the target virtual object has the second passive skill, when determining the resistance coefficient of the target virtual object, the case and the description of the second part in the above embodiment belong to the same inventive concept, and are not described herein again. Since the first virtual object does not have the first passive skill, the terminal may directly determine the second magnitude of the active skill as the first magnitude when determining the first magnitude of the active skill.
The above steps 303 and 304 will be described below with reference to fig. 5.
Referring to fig. 5, taking determining a first passive skill from a plurality of passive skills of a first virtual object as an example, the terminal determines whether the plurality of passive skills of the first virtual object meet a first trigger condition, and if one passive skill meets the first trigger condition and the passive skill is triggered before combat, determining the passive skill as the first passive skill; if one passive skill does not meet the first triggering condition or the standby passive skill is not triggered before combat, rejecting the passive skill. If the non-screened passive skills exist in the passive skills, repeating the steps. The second passive skill is determined from the plurality of passive skills of the target virtual object and the first passive skill is determined from the plurality of passive skills of the first virtual object. After determining at least one of the first passive skill or the second passive skill, the terminal obtains an attribute value (including an attribute value of the first virtual object and an attribute value of the second virtual object) and skill information (including skill information of the active skill and skill information of the passive skill). If the active skill is capable of making a storm, then a determination is made as to whether to trigger the storm based on the probability of the storm for the first virtual object. If a storm is triggered, the additional value generated by the storm is accumulated to calculate the health value change information of the target virtual object. If the trigger is a trigger storm, the health value change information of the target virtual object is calculated directly based on the attribute value and the skill information.
In one possible implementation, the active skill is used to improve the health value of the target virtual object, and the terminal determines a third magnitude of the active skill based on the attack attribute of the first virtual object, the skill information of the active skill, and the skill information of the first passive skill, the third magnitude being used to indicate the improvement of the health value. And the terminal determines a skill enhancement coefficient of the target virtual object based on the skill information of the second passive skill, and the enhancement coefficient improves a third amplitude. And the terminal determines the health value change information of the target virtual object based on the third amplitude value of the active skill and the enhancement coefficient.
In order to more clearly describe the above embodiments, the above embodiments will be described below in three sections.
And the first part is used for describing a method for determining the third amplitude value of the active skill by the terminal based on the attack attribute of the first virtual object, the skill information of the active skill and the skill information of the first passive skill.
In some embodiments, the attack attribute includes an attack value, and the terminal determines a fourth amplitude of the active skill based on the attack value of the first virtual object and third target relationship data, where the third target relationship data is relationship data corresponding to skill information of the active skill. The terminal determines a third addition coefficient based on the skill information of the first passive skill, the third addition coefficient being used to increase the fourth amplitude. The terminal determines a third magnitude of the active skill based on the third addition coefficient and the fourth magnitude. The third target relationship data is a calculation formula of a health value improvement amount, and in some embodiments, the first target relationship data is in the form of d2=b2+a2×p2, where D2 is a fourth amplitude of the initiative skill, A2 is an attack value of the first virtual object, and P2 is an attack value addition coefficient, for example, 30%, 50%, 100% or 120%, where the value is set by a technician according to an actual situation, and the embodiment of the present application is not limited thereto.
For example, the terminal brings the attack value of the first virtual object into third target relationship data, from which a fourth magnitude of the active skill, which in some embodiments is also referred to as a theoretical treatment value of the active skill, is determined. The terminal determines a third addition factor for the fourth magnitude based on the skill information of the first passive skill. For example, the first passive skill is to increase the fourth amplitude of the active skill by 30%, then the terminal increases the fourth amplitude by 30% based on the third addition coefficient, so as to obtain the third amplitude of the active skill, for example, the fourth amplitude of the active skill is 100, and then the terminal adds the fourth amplitude based on the third addition coefficient, so as to obtain the third amplitude of the active skill is 130.
And a second part for explaining a method for determining the skill enhancement coefficient of the target virtual object by the terminal based on the skill information of the second passive skill.
In some embodiments, the terminal obtains a skill enhancement factor for the target virtual object from the skill information for the second passive skill.
And a third part for describing a method for determining the health value change information of the target virtual object by the terminal based on the third amplitude value of the active skill and the skill enhancement coefficient.
In some embodiments, the terminal determines an actual health value improvement amount of the active skill, that is, health value change information of the target virtual object, based on the third magnitude of the active skill and the skill enhancement coefficient.
For example, if the skill enhancement factor is a numerical value, the terminal subtracts the third amplitude of the active skill from the skill enhancement factor to obtain the actual health value enhancement of the active skill, and if the third amplitude of the active skill is 500 and the skill enhancement factor of the target virtual object is 300, the terminal obtains the actual health value enhancement of the active skill of 500+300=800.
If the skill enhancement coefficient is a proportion, the terminal fuses the third amplitude of the active skill with the skill enhancement coefficient to obtain the actual health value enhancement of the active skill, and if the third amplitude of the active skill is 500 and the skill enhancement coefficient of the target virtual object is 30%, the terminal also obtains the actual health value enhancement of the active skill by 500× (1+30%) =650.
In the above embodiment, the case where the first virtual object has the first passive skill and the target virtual object has the second passive skill is described as an example, and in other possible embodiments, there are cases where the first virtual object has the first passive skill, the target virtual object does not have the second passive skill, or the first virtual object does not have the first passive skill and the target virtual object has the second passive skill, and the two cases will be described respectively.
In case 1, if the first virtual object has the first passive skill and the target virtual object does not have the second passive skill, when determining the third magnitude of the active skill, the case and the description of the first part in the above embodiment belong to the same inventive concept, and are not repeated herein. Because the target virtual object does not have the second passive skill, the terminal does not need to consider the skill enhancement coefficient of the target virtual object when determining the skill enhancement coefficient of the target virtual object, and the third amplitude is directly used as the health value change information of the target virtual object.
In case 2, if the first virtual object does not have the first passive skill and the target virtual object has the second passive skill, when determining the skill enhancement coefficient of the target virtual object, the case and the description of the second part in the above embodiment belong to the same inventive concept, and are not described herein again. Since the first virtual object does not have the first passive skill, the terminal may directly determine the fourth magnitude of the active skill as the third magnitude when determining the third magnitude of the active skill.
It should be noted that in the above step 304, the first virtual object has the first passive skill and the target virtual object has the second passive skill are described as an example, and in other possible implementations, the number of passive skills triggered by the first virtual object and the target virtual object may be more than one, which is not limited in the embodiment of the present application.
In summary, referring to fig. 6, in the step 304, when determining the health value change information of the target virtual object, the terminal combines at least one of the attribute value of the first virtual object, the attribute value of the target virtual object, the skill information of the active skill, and the skill information of the first passive skill and the skill information of the second passive skill to determine the health value information of the target virtual object, where the accuracy of the health value information is higher.
In the battle-flag game, as the game time increases, the first virtual object and the target virtual object may have more and more passive skills, and the skill information of some passive skills may also change with the improvement of the level, if the health value change information of the target virtual object is determined only by the skill information of the active skill, the determined health value change information may have a larger difference from the actual health value change, misleading the user, and the user may make an erroneous game decision accordingly. When the health value change information of the target virtual object is determined through the step 304, the skill information of the active skill and the skill information of the passive skill are considered at the same time, so that the determined health value change information is more close to the actual health value change information, and a user can conveniently make a correct game decision.
305. And the terminal previews the health value change information of the target virtual object in the virtual scene.
In one possible implementation manner, a first health value indicator is displayed at a position adjacent to the target virtual object, the first health value indicator is used for indicating the health value of the target virtual object before the active skill is released, and the terminal previews the health value change information of the target virtual object on the first health value indicator.
Under the implementation mode, the terminal can display the health value change information of the target virtual object in a mode of displaying the health value indication bar, the display of the health value change information is more visual, and the efficiency of man-machine interaction is higher.
The first health value indicator is a rectangular bar or an arc bar, which is not limited in the embodiment of the present application. The length of the first health value indicator strip is positively correlated with the health value of the target virtual object before the active skill is released, that is, the higher the health value of the target virtual object before the active skill is released, the longer the length of the first health value indicator strip; the lower the health value of the target virtual object, the shorter the length of the first health value indicator bar.
For example, if the health value change information is that the health value increases, the terminal splices a second health value indicator on the first health value indicator, and the color of the second health value indicator is different from that of the first health value indicator. That is, when the health value change information is that the health value increases, the terminal can splice a section of second health value indicator strip at the first health value indicator strip, and the length of the second health value indicator strip can reflect the amount of the health value increase. Because the color of the second health value indicating strip is different from that of the first health value indicating strip, the user can intuitively see the health value change information of the target virtual object, and the efficiency of human-computer interaction is higher. For example, if the color of the first health value indicator is dark green, the terminal can configure the color of the second health value indicator to light green, referring to fig. 7, the terminal displays the first virtual object 702 and the target virtual object 703 in the virtual scene 701, the terminal displays the first health value indicator 704 under the foot of the target virtual object 703, and the second health value indicator 705 is displayed on the first health value indicator in a spliced manner.
If the health value change information is that the health value is reduced, the terminal displays a third health value indicating bar on a corresponding area of the first health value indicating bar, and the color of the third health value indicating bar is different from that of the first health value indicating bar. The corresponding area of the first health value indicator is an area corresponding to the health value reduction amount on the first health value indicator. For example, if the length of the first health value indicator is 10cm,1cm represents that the first virtual object has 100 health values, and when the health value of the target virtual object decreases, the first health value indicator keeps the right boundary unchanged, and the left boundary moves to the right end, so as to achieve shortening of the first health value indicator. If the health value reduction indicated by the health value change information is 20, the terminal displays a third health value indication bar on the first health value indication bar at a position of 2cm from the right end. Because the color of the third health value indicating strip is different from that of the first health value indicating strip, the user can intuitively see the health value change information of the target virtual object, and the efficiency of man-machine interaction is higher. For example, if the color of the first health value indicator is dark green, the terminal can configure the color of the third health value indicator to be red, referring to fig. 8, the terminal displays the first virtual object 802 and the target virtual object 803 in the virtual scene 801, the terminal displays the first health value indicator 804 under the foot of the target virtual object 803, and displays the third health value indicator 805 on the corresponding area of the first health value indicator.
In one possible embodiment, if the number of the target virtual objects is one, the terminal previews a value corresponding to the health value change information of the target virtual object in the virtual scene.
For example, referring to fig. 9, the terminal displays a first virtual object 902 and a target virtual object 903 in a virtual scene 901, and displays a numerical value 904 corresponding to the health value change information in the virtual scene.
Optionally, after step 305, if the target virtual object has a third passive skill, the terminal is further capable of performing steps 306-308 described below.
306. In response to the active skill being used to reduce the health value of the target virtual object, and the target virtual object having a third passive skill, the terminal triggers the third passive skill, the third passive skill being a skill that initiates a counterattack when under attack.
In one possible implementation, the present embodiments further provide some cases where the third passive skill cannot be triggered, including: if the active skill is used to increase the health value of the target virtual object, the third passive skill is not triggered. If the active skill is used for reducing the health value of the target virtual object, the target virtual object has a third passive skill, and the distance between the first virtual object and the first virtual object accords with the target distance condition, and the third passive skill is not triggered. If the active skill is used for reducing the health value of the target virtual object, and the active skill has the target effect, the third passive skill is not triggered. If the health value of the target virtual object accords with the target health value condition after the active skill is released, the third passive skill is not triggered.
It should be noted that the above case where the third passive skill cannot be triggered is merely an example, and in other possible implementations, the case where the third passive skill cannot be triggered may be set to other conditions, which is not limited by the embodiment of the present application.
307. In response to the third passive skill being triggered, the terminal determines health value change information for the first virtual object based on the skill information for the third passive skill.
In one possible implementation, the third passive skill is used to reduce the health value of the first virtual object, and the terminal determines the first magnitude of the third passive skill based on the attack attribute of the target virtual object and the skill information of the third passive skill. The terminal determines a target resistance coefficient of the first virtual object based on the defensive properties of the first virtual object, the target resistance coefficient being used to reduce the first amplitude. The terminal determines health value change information of the first virtual object based on the first magnitude of the third passive skill and the target resistance coefficient.
For example, the attack attribute includes an attack value, and the terminal determines a first amplitude of the third passive skill based on the attack value of the target virtual object and fourth target relationship data, where the fourth target relationship data is relationship data corresponding to skill information of the third passive skill. The fourth target relationship data is a calculation formula of a health value reduction amount, and in some embodiments, the fourth target relationship data is in the form of d3=b3+a3×p3, where D3 is a first amplitude value of the third passive skill, A3 is an attack value of the target virtual object, and P3 is an attack value addition coefficient, for example, 30%, 50%, 100%, 120%, or the like, which is set by a technician according to an actual situation, and the embodiment of the present application does not limit the present application. In some embodiments, the defensive attribute comprises a defensive value and the terminal determines a target resistance coefficient of the first virtual object based on the defensive value of the first virtual object. In some embodiments, the terminal determines an actual health value reduction of the third passive skill, i.e., health value change information of the first virtual object, based on the first magnitude of the third passive skill and the target resistance coefficient of the first virtual object.
308. And the terminal previews the health value change information of the first virtual object in the virtual scene.
It should be noted that, the method for displaying the health value change information of the first virtual object in the virtual scene by the terminal and the method for previewing the health value change information of the target virtual object in the virtual scene by the terminal in the step 305 belong to the same inventive concept, and are not described herein.
As will be described below with reference to fig. 10, if the target virtual object has the third passive skill after the combat is started, the target virtual object can be countered when the target virtual object is attacked by the first virtual object, and the first virtual object is injured by the third passive skill.
The above steps 301 to 308 will be described with reference to fig. 11, and referring to fig. 11, at the start of the game, the terminal determines the first virtual object of the current round, and determines the target virtual object based on the selection of the user. The terminal obtains information (including attribute values and skill information) related to the first virtual object and the target virtual object. The terminal determines health value change information (combat injury or recovery value) of the target virtual object based on the related information. If the target virtual object has a third passive skill and the third passive skill is triggered, the process of triggering the third passive skill, that is, the process of triggering the counterattack flow, determines the health value change information of the first virtual object. And the terminal displays the health value change information of the first virtual object and the health value change information of the target virtual object.
Any combination of the above optional solutions may be adopted to form an optional embodiment of the present application, which is not described herein.
According to the technical scheme provided by the embodiment of the application, when the user selects the target virtual object as the action target of the active skill of the first virtual object, the health value change information of the target virtual object can be determined based on the skill information of the active skill and the skill information of at least one passive skill, and the health value change information of the target virtual object is previewed and displayed in the virtual scene, so that the user can know the effect of the active skill in advance before the active skill is released by the first virtual object, and the efficiency of man-machine interaction is improved.
When the technical scheme provided by the application is applied to the battle flag game, the user can make a decision by checking the health value change information of the target virtual object and/or the first virtual object, and the obtained health value change information is more accurate because the skill information of the passive skill is combined when the health value change information is determined, so that the accuracy of the user decision is improved, and the game experience of the user is improved.
Fig. 12 is a schematic structural diagram of an information previewing device according to an embodiment of the present application, referring to fig. 12, the device includes: a virtual scene display module 1201, a target virtual object determination module 1202, a health value change information determination module 1203, and a health value change information preview module 1204.
The virtual scene display module 1201 is configured to display a virtual scene, where a first virtual object and at least one second virtual object are displayed.
The target virtual object determining module 1202 is configured to determine a target virtual object from at least one second virtual object if the active skill of the first virtual object is triggered, where the target virtual object is an acting target of the active skill.
The health value change information determining module 1203 is configured to determine health value change information of the target virtual object based on at least one of skill information of a first passive skill of the first virtual object and skill information of a second passive skill of the target virtual object, and skill information of an active skill, where the health value change information is used to show changes occurring in the health value of the target virtual object before and after the active skill is released.
And the health value change information preview module 1204 is used for previewing and displaying the health value change information of the target virtual object in the virtual scene.
In one possible implementation, the active skill is used to reduce the health value of the target virtual object, and the health value change information determining module 1203 is configured to determine a first magnitude of the active skill based on the attack attribute of the first virtual object, the skill information of the active skill, and the skill information of the first passive skill, the first magnitude being used to indicate the reduction of the health value. And determining a target resistance coefficient of the target virtual object based on the defensive property of the target virtual object and the skill information of the second passive skill, wherein the target resistance coefficient is used for reducing the first amplitude. And determining the health value change information of the target virtual object based on the first amplitude value of the active skill and the target resistance coefficient.
In a possible implementation manner, the attack attribute includes an attack value, and the health value change information determining module 1203 is configured to determine, based on the attack value of the first virtual object and first target relationship data, a second amplitude of the active skill, where the first target relationship data is relationship data corresponding to skill information of the active skill. Based on the skill information of the first passive skill, a first addition coefficient is determined, the first addition coefficient being used to increase the second amplitude. A first magnitude of the active skill is determined based on the first addition coefficient and the second magnitude.
In one possible implementation, the attack attribute further includes a probability of attack, and the apparatus further includes:
and the second addition coefficient determining module is used for randomly determining a seed value in the value range of the knocking value corresponding to the knocking probability. In response to the target condition being met between the seed value and the knock value, a second addition factor is determined, the second addition factor being used to increase the second magnitude.
The health value change information determining module 1203 is configured to fuse the first addition coefficient, the second addition coefficient, and the second amplitude value to obtain a first amplitude value of the active skill.
In one possible implementation, the active skill is used to increase the health value of the target virtual object, and the health value change information determining module 1203 is configured to determine a third magnitude of the active skill based on the attack attribute of the first virtual object, the skill information of the active skill, and the skill information of the first passive skill, where the third magnitude is used to indicate an increase in the health value. And determining a skill enhancement coefficient of the target virtual object based on the skill information of the second passive skill, wherein the enhancement coefficient improves a third amplitude. And determining the health value change information of the target virtual object based on the third amplitude value of the active skill and the enhancement coefficient.
In one possible implementation, a first health value indicator is displayed adjacent to the target virtual object, where the first health value indicator is used to indicate a health value of the target virtual object before the active skill is released, and the health value change information preview module 1204 is used to preview the health value change information of the target virtual object on the first health value indicator.
In one possible implementation, the health value change information preview module 1204 is configured to perform any one of the following:
if the health value change information is that the health value is increased, splicing a second health value indicating strip on the first health value indicating strip, wherein the color of the second health value indicating strip is different from that of the first health value indicating strip.
And if the health value change information is that the health value is reduced, displaying a third health value indicating bar on a corresponding area of the first health value indicating bar, wherein the color of the third health value indicating bar is different from that of the first health value indicating bar.
In a possible implementation, the health value change information preview module 1204 is further configured to respond to the active skill to reduce the health value of the target virtual object, and the target virtual object has a third passive skill, where the third passive skill is triggered, and the third passive skill is a skill that initiates a counterattack when the attack is suffered. In response to the third passive skill being triggered, health value change information for the first virtual object is determined based on the skill information for the third passive skill. And previewing the health value change information of the first virtual object in the virtual scene.
In a possible embodiment, the apparatus further comprises a triggering module for performing any one of the following:
if the active skill is used to increase the health value of the target virtual object, the third passive skill is not triggered.
If the active skill is used for reducing the health value of the target virtual object, the target virtual object has a third passive skill, and the distance between the first virtual object and the first virtual object accords with the target distance condition, and the third passive skill is not triggered.
If the active skill is used for reducing the health value of the target virtual object, and the active skill has the target effect, the third passive skill is not triggered.
If the health value of the target virtual object accords with the target health value condition after the active skill is released, the third passive skill is not triggered.
In one possible embodiment, the apparatus further comprises a passive skill determination module for performing at least one of:
a first passive skill is determined from a plurality of passive skills of the first virtual object, the first passive skill triggered by the first trigger condition.
A second passive skill is determined from the plurality of passive skills of the target virtual object, the second passive skill triggered by a second trigger condition.
In one possible embodiment, the first trigger condition refers to any one of the following:
Active skills are target skill types.
The second virtual object is of the first target type.
The first virtual object is located at a first target location of the virtual scene.
The second trigger condition refers to any one of the following:
active skills are target skill types.
The first virtual object is of a second target type.
The second virtual object is located at a second target location of the virtual scene.
According to the technical scheme provided by the embodiment of the application, when the user selects the target virtual object as the action target of the active skill of the first virtual object, the health value change information of the target virtual object can be determined based on the skill information of the active skill and the skill information of at least one passive skill, and the health value change information of the target virtual object is previewed and displayed in the virtual scene, so that the user can know the effect of the active skill in advance before the active skill is released by the first virtual object, and the efficiency of man-machine interaction is improved.
The embodiment of the application provides a computer device, which is used for executing the method, and can be realized as a terminal or a server, and the structure of the terminal is described below:
fig. 13 is a schematic structural diagram of a terminal according to an embodiment of the present application. Terminal 1300 may also be referred to by other names of user devices, portable terminals, laptop terminals, desktop terminals, etc.
In general, the terminal 1300 includes: one or more processors 1301 and one or more memories 1302.
Processor 1301 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. Processor 1301 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 ). Processor 1301 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, processor 1301 may integrate 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 1301 may also include an AI (Artificial Intelligence ) processor for processing computing operations related to machine learning.
Memory 1302 may include one or more computer-readable storage media, which may be non-transitory. Memory 1302 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 1302 is used to store at least one computer program for execution by processor 1301 to implement the information preview method provided by the method embodiments of the present application.
In some embodiments, the terminal 1300 may further optionally include: a peripheral interface 1303 and at least one peripheral. The processor 1301, the memory 1302, and the peripheral interface 1303 may be connected by a bus or signal lines. The respective peripheral devices may be connected to the peripheral device interface 1303 through a bus, a signal line, or a circuit board. Specifically, the peripheral device includes: at least one of radio frequency circuitry 1304, a display screen 1305, a camera assembly 1306, audio circuitry 1307, a positioning assembly 1308, and a power supply 1309.
A peripheral interface 1303 may be used to connect I/O (Input/Output) related at least one peripheral to the processor 1301 and the memory 1302. In some embodiments, processor 1301, memory 1302, and peripheral interface 1303 are integrated on the same chip or circuit board; in some other embodiments, either or both of the processor 1301, the memory 1302, and the peripheral interface 1303 may be implemented on separate chips or circuit boards, which is not limited in this embodiment.
The Radio Frequency circuit 1304 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1304 communicates with a communication network and other communication devices via electromagnetic signals. The radio frequency circuit 1304 converts an electrical signal to an electromagnetic signal for transmission, or converts a received electromagnetic signal to an electrical signal. Optionally, the radio frequency circuit 1304 includes: antenna systems, RF transceivers, one or more amplifiers, tuners, oscillators, digital signal processors, codec chipsets, subscriber identity module cards, and so forth.
The display screen 1305 is used to display a UI (User Interface). The UI may include graphics, text, icons, video, and any combination thereof. When the display 1305 is a touch display, the display 1305 also has the ability to capture touch signals at or above the surface of the display 1305. The touch signal may be input to the processor 1301 as a control signal for processing. At this point, the display 1305 may also be used to provide virtual buttons and/or a virtual keyboard, also referred to as soft buttons and/or a soft keyboard.
The camera assembly 1306 is used to capture images or video. Optionally, camera assembly 1306 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.
The audio circuit 1307 may include a microphone and a speaker. The microphone is used for collecting sound waves of users and environments, converting the sound waves into electric signals, and inputting the electric signals to the processor 1301 for processing, or inputting the electric signals to the radio frequency circuit 1304 for voice communication.
The location component 1308 is used to locate the current geographic location of the terminal 1300 to enable navigation or LBS (Location Based Service, location-based services).
A power supply 1309 is used to power the various components in the terminal 1300. The power supply 1309 may be an alternating current, a direct current, a disposable battery, or a rechargeable battery.
In some embodiments, terminal 1300 also includes one or more sensors 1310. The one or more sensors 1310 include, but are not limited to: acceleration sensor 1311, gyroscope sensor 1312, pressure sensor 1313, fingerprint sensor 1314, optical sensor 1315, and proximity sensor 1316.
The acceleration sensor 1311 can detect the magnitudes of accelerations on three coordinate axes of the coordinate system established with the terminal 1300.
The gyro sensor 1312 may capture a 3D motion of the user on the terminal 1300 in cooperation with the acceleration sensor 1311, and the gyro sensor 1312 may capture a body direction and a rotation angle of the terminal 1300.
Pressure sensor 1313 may be disposed on a side frame of terminal 1300 and/or below display screen 1305. When the pressure sensor 1313 is disposed at a side frame of the terminal 1300, a grip signal of the terminal 1300 by a user may be detected, and the processor 1301 performs left-right hand recognition or shortcut operation according to the grip signal collected by the pressure sensor 1313. When the pressure sensor 1313 is disposed at the lower layer of the display screen 1305, the processor 1301 realizes control of the operability control on the UI interface according to the pressure operation of the user on the display screen 1305.
The fingerprint sensor 1314 is used to collect a fingerprint of the user, and the processor 1301 identifies the identity of the user based on the fingerprint collected by the fingerprint sensor 1314, or the fingerprint sensor 1314 identifies the identity of the user based on the collected fingerprint.
The optical sensor 1315 is used to collect ambient light intensity. In one embodiment, processor 1301 may control the display brightness of display screen 1305 based on the intensity of ambient light collected by optical sensor 1315.
The proximity sensor 1316 is used to collect the distance between the user and the front of the terminal 1300.
Those skilled in the art will appreciate that the structure shown in fig. 13 is not limiting of terminal 1300 and may include more or fewer components than shown, or may combine certain components, or may employ a different arrangement of components.
The computer device may also be implemented as a server, and the following describes the structure of the server:
fig. 14 is a schematic structural diagram of a server according to an embodiment of the present application, where the server 1400 may have a relatively large difference due to configuration or performance, and may include one or more processors (Central Processing Units, CPU) 1401 and one or more memories 1402, where the one or more memories 1402 store at least one computer program, and the at least one computer program is loaded and executed by the one or more processors 1401 to implement the methods according to the foregoing method embodiments. Of course, the server 1400 may also have a wired or wireless network interface, a keyboard, and an input/output interface, so as to perform input/output, and the server 1400 may also include other components for implementing the functions of the device, which are not described herein.
In an exemplary embodiment, a computer readable storage medium, for example a memory comprising a computer program executable by a processor to perform the information preview method of the above embodiments is also provided. For example, the computer readable storage medium may be Read-Only Memory (ROM), random-access Memory (Random Access Memory, RAM), compact disc Read-Only Memory (CD-ROM), magnetic tape, floppy disk, optical data storage device, and the like.
In an exemplary embodiment, a computer program product or a computer program is also provided, which comprises a program code stored in a computer readable storage medium, which program code is read from the computer readable storage medium by a processor of a computer device, which program code is executed by the processor, causing the computer device to perform the above-mentioned information preview method.
In some embodiments, a computer program according to an embodiment of the present application may be deployed to be executed on one computer device or on multiple computer devices located at one site, or on multiple computer devices distributed across multiple sites and interconnected by a communication network, where the multiple computer devices distributed across multiple sites and interconnected by a communication network may constitute a blockchain system.
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 above storage medium may be a read-only memory, a magnetic disk or an optical disk, etc.
The foregoing description of the preferred embodiments of the present application is not intended to be limiting, but rather is intended to cover all modifications, equivalents, alternatives, and improvements within the spirit and principles of the present application.

Claims (11)

1. An information preview method, wherein the method is applied to a battlefield game scene, the method comprising:
displaying a virtual scene, wherein a first virtual object and at least one second virtual object are displayed in the virtual scene;
if the active skill of the first virtual object is triggered, determining a target virtual object from the at least one second virtual object, wherein the target virtual object is an acting target of the active skill;
determining health value change information of the target virtual object based on at least one of skill information of a first passive skill of the first virtual object and skill information of a second passive skill of the target virtual object, and skill information of the active skill, wherein the health value change information is used for showing changes of health values of the target virtual object before and after the active skill is released;
previewing the health value change information of the target virtual object in the virtual scene;
Wherein the determining the health value change information of the target virtual object based on at least one of the skill information of the first passive skill of the first virtual object and the skill information of the second passive skill of the target virtual object, and the skill information of the active skill includes:
determining a second amplitude of the active skill based on the attack value of the first virtual object and first target relationship data, wherein the first target relationship data is relationship data corresponding to skill information of the active skill;
determining a first addition coefficient based on skill information of the first passive skill, the first addition coefficient for increasing the second magnitude;
randomly determining a seed value in a value range of an impact value corresponding to the impact probability of the first virtual object, and determining a second addition coefficient in response to a target condition being met between the seed value and the impact value, wherein the second addition coefficient is used for improving the second amplitude, the impact probability is the probability that the first virtual object causes an effect of additionally reducing a health value during attack, and the target condition comprises: the corresponding knocking value of the knocking probability is smaller than or equal to the seed value;
Fusing the first addition coefficient, the second addition coefficient and the second amplitude to obtain a first amplitude of the initiative skill, wherein the first amplitude is used for indicating the reduction of the health value of the target virtual object;
determining a target resistance coefficient of the target virtual object based on the defensive attribute of the target virtual object and the skill information of the second passive skill, wherein the target resistance coefficient is used for reducing the first amplitude;
and reducing the health value of the target virtual object based on the first amplitude of the active skill and the target resistance coefficient.
2. The method of claim 1, wherein the determining the health value change information for the target virtual object based on at least one of the skill information for the first passive skill of the first virtual object and the skill information for the second passive skill of the target virtual object, and the skill information for the active skill, further comprises:
determining a third amplitude of the active skill based on the attack attribute of the first virtual object, the skill information of the active skill, and the skill information of the first passive skill, the third amplitude being used to indicate an improvement in the health value;
Determining a skill enhancement factor for the target virtual object based on the skill information for the second passive skill, the enhancement factor increasing the third magnitude;
and improving the health value of the target virtual object based on the third amplitude value of the initiative skill and the enhancement coefficient.
3. The method of claim 1, wherein a first health value indicator is displayed adjacent to the target virtual object, the first health value indicator being used to indicate a health value of the target virtual object before the active skill release, and wherein previewing the health value change information of the target virtual object in the virtual scene comprises:
and previewing the health value change information of the target virtual object on the first health value indication bar.
4. The method of claim 3, wherein the preview display of the health value change information of the target virtual object on the first health value indicator bar comprises any one of:
if the health value change information indicates that the health value is increased, splicing a second health value indicating strip on the first health value indicating strip, wherein the color of the second health value indicating strip is different from that of the first health value indicating strip;
And if the health value change information is that the health value is reduced, displaying a third health value indicating bar on a corresponding area of the first health value indicating bar, wherein the color of the third health value indicating bar is different from that of the first health value indicating bar.
5. The method according to claim 1, wherein the method further comprises:
in response to the active skill being used to reduce the health value of the target virtual object, and the target virtual object having a third passive skill, triggering the third passive skill, the third passive skill being a skill that initiates a counterattack when under attack; determining, in response to the third passive skill being triggered, health value change information for the first virtual object based on skill information of the third passive skill; and previewing the health value change information of the first virtual object in the virtual scene.
6. The method of claim 5, further comprising any one of:
if the active skill is used for improving the health value of the target virtual object, the third passive skill is not triggered;
if the active skill is used for reducing the health value of the target virtual object, the target virtual object has the third passive skill, and the distance between the first virtual object and the first virtual object accords with a target distance condition, so that the third passive skill is not triggered;
If the active skill is used for reducing the health value of the target virtual object and the active skill has a target effect, the third passive skill is not triggered;
and if the health value of the target virtual object accords with a target health value condition after the active skill is released, not triggering the third passive skill.
7. The method of claim 1, wherein the determining of the health value change information for the target virtual object is preceded by at least one of the following based on at least one of skill information for a first passive skill of the first virtual object and skill information for a second passive skill of the target virtual object, and skill information for the active skill:
determining the first passive skill from a plurality of passive skills of the first virtual object, the first passive skill triggered by a first trigger condition;
determining the second passive skill from a plurality of passive skills of the target virtual object, the second passive skill triggered by a second trigger condition.
8. The method of claim 7, wherein the first trigger condition is any one of:
The active skills are target skill types;
the second virtual object is of a first target type;
the first virtual object is located at a first target position of the virtual scene;
the second triggering condition refers to any one of the following:
the active skill is the target skill type;
the first virtual object is of a second target type;
the second virtual object is located at a second target location of the virtual scene.
9. An information preview apparatus, the apparatus comprising:
the virtual scene display module is used for displaying a virtual scene, wherein a first virtual object and at least one second virtual object are displayed in the virtual scene;
a target virtual object determining module, configured to determine a target virtual object from the at least one second virtual object if an active skill of the first virtual object is triggered, where the target virtual object is an acting target of the active skill;
a health value change information determining module, configured to determine health value change information of the target virtual object based on at least one of skill information of a first passive skill of the first virtual object and skill information of a second passive skill of the target virtual object, and skill information of the active skill, where the health value change information is used to show changes in health values of the target virtual object before and after the active skill is released;
The health value change information preview module is used for previewing and displaying the health value change information of the target virtual object in the virtual scene;
wherein, the health value change information determining module is further configured to:
determining a second amplitude of the active skill based on the attack value of the first virtual object and first target relationship data, wherein the first target relationship data is relationship data corresponding to skill information of the active skill;
determining a first addition coefficient based on skill information of the first passive skill, the first addition coefficient for increasing the second magnitude;
randomly determining a seed value in a value range of an impact value corresponding to the impact probability of the first virtual object, and determining a second addition coefficient in response to a target condition being met between the seed value and the impact value, wherein the second addition coefficient is used for improving the second amplitude, the impact probability is the probability that the first virtual object causes an effect of additionally reducing a health value during attack, and the target condition comprises: the corresponding knocking value of the knocking probability is smaller than or equal to the seed value;
fusing the first addition coefficient, the second addition coefficient and the second amplitude to obtain a first amplitude of the initiative skill, wherein the first amplitude is used for indicating the reduction of the health value of the target virtual object;
Determining a target resistance coefficient of the target virtual object based on the defensive attribute of the target virtual object and the skill information of the second passive skill, wherein the target resistance coefficient is used for reducing the first amplitude;
and reducing the health value of the target virtual object based on the first amplitude of the active skill and the target resistance coefficient.
10. A computer device comprising one or more processors and one or more memories, the one or more memories having stored therein at least one computer program loaded and executed by the one or more processors to implement the information preview method of any of claims 1-8.
11. A computer readable storage medium having stored therein at least one computer program loaded and executed by a processor to implement the information preview method of any of claims 1 to 8.
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