CN115531881A - Method and device for processing tactical data in game - Google Patents

Method and device for processing tactical data in game Download PDF

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Publication number
CN115531881A
CN115531881A CN202110738739.2A CN202110738739A CN115531881A CN 115531881 A CN115531881 A CN 115531881A CN 202110738739 A CN202110738739 A CN 202110738739A CN 115531881 A CN115531881 A CN 115531881A
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China
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target
tactical
skill
icon
edited
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陈阁
王越
郝嘉
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202110738739.2A priority Critical patent/CN115531881A/en
Publication of CN115531881A publication Critical patent/CN115531881A/en
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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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/577Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
    • 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
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface

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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 invention provides a method and a device for processing tactical data in a game, which relate to the technical field of computers, and comprise the steps of responding to the selection operation of a target skill icon in alternative skill icons, and displaying the target skill icon in a tactical circuit diagram to be edited; responding to a connection relation setting operation between a plurality of target skill icons in a tactical road map to be edited, and determining a target connection icon; in a tactical road map to be edited, connecting a plurality of target skill icons through target connecting icons to form a target tactical road map; the target connection icons are used for indicating release association logic among the target skills, and the release association logic at least comprises release conditions used for indicating a plurality of target skills to carry out cooperative release; and controlling the controlled virtual object to release a plurality of target skills according to the target tactical road map. Therefore, tactics are arranged, the strategic feeling is improved, and the user experience is improved.

Description

Method and device for processing tactical data in game
Technical Field
The invention relates to the technical field of computers, in particular to a method and a device for processing tactical data in a game.
Background
The existing electronic games have a playing method for combining a plurality of game roles into a team to carry out game tasks, in the playing method, the role control behavior is always the problem found by game developers, and different methods such as manual role operation, automatic release skill, random release skill, ai role control action, single role action chain and the like exist according to the playing methods of different games; however, in the conventional method, no sequential combination is available, the probability is random, and the player cannot master the formulation easily, so that the team cannot maximize the action profit according to certain logic. For the artificial intelligent control, although the team can achieve the highest profit of the accurate calculation of the fighting behaviors, a certain strategy sense is reduced.
Disclosure of Invention
The invention aims to provide a method and a device for processing tactical data in a game, which are used for relieving the technical problem of poor tactical arrangement experience in the prior art.
In a first aspect, the present invention provides an in-game tactical data processing method. Providing a tactical editing interface through a terminal, wherein the tactical editing interface is used for providing alternative skill icons and a tactical circuit diagram to be edited, and the skill icons are skill icons corresponding to skills of all controlled virtual objects in the current formation; the method further comprises the following steps: responding to the selection operation of a target skill icon in the alternative skill icons, and displaying the target skill icon in a tactical road map to be edited; responding to a connection relation setting operation between a plurality of target skill icons in the tactical road map to be edited, and determining a target connection icon; connecting the plurality of target skill icons through the target connection icons in the tactical road map to be edited to form a target tactical road map; the target connection icon is used for indicating release association logic between target skills, and the release association logic at least comprises release conditions for indicating a plurality of target skills to carry out cooperative release; and controlling the controlled virtual object to release the plurality of target skills according to the target tactical road map.
In an optional implementation, the selection operation includes a first dragging operation, a dragging start point of the first dragging operation is a position of a target skill icon to be edited in the candidate skill icons, and a dragging end point of the first dragging operation is a preset range area of the edited target skill icon in the editing panel; the step of displaying the target skill icon in a tactical roadmap to be edited includes:
and adding the target skill icon to be edited after the edited target skill icon in the tactical road map to be edited, and connecting the target skill icon to be edited with the edited target skill icon through an initial connection icon.
In an alternative implementation, the determining a target connection icon in response to the connection relation setting operation acting on a plurality of target skill icons in the tactical roadmap to be edited includes:
responding to the trigger operation acted on the initial connection icon in the tactical road map to be edited, and displaying a release condition setting control;
and responding to the setting operation acted on the release condition setting control, determining target release association logic between the target skill corresponding to the target skill icon to be edited and the target skill corresponding to the edited target skill icon, and determining a target connection icon corresponding to the target release association logic.
In an optional implementation, the selection operation includes a second dragging operation, a dragging start point of the second dragging operation is a position where a target skill icon to be edited is located in the candidate skill icons, and a dragging end point of the second dragging operation is a position where a target skill icon to be replaced is located in the tactical road map to be edited; the step of displaying the target skill icon in a tactical roadmap to be edited includes:
replacing the target skill icon to be replaced with the target skill icon to be edited in the tactical roadmap to be edited.
In an optional implementation, the method further comprises:
responding to a third dragging operation acting on a target skill icon to be deleted in the tactical road map to be edited, and deleting the target skill icon to be deleted and a connection icon corresponding to the target skill icon to be deleted in the tactical road map to be edited; and the drag starting point of the third drag operation is the position of the target skill icon to be deleted, and the drag ending point of the third drag operation is positioned in the area outside the area of the tactical road map to be edited.
In an optional implementation, the method further comprises:
responding to a fourth dragging operation acting on a target skill icon to be moved in the tactical road map to be edited, and carrying out position replacement on the target skill icon to be moved and a target skill icon to be replaced; the drag starting point of the fourth drag operation is the position of the target skill icon to be moved, and the drag ending point of the fourth drag operation is the position of the target skill icon to be replaced.
In an alternative implementation, the release association logic comprises any one or more of: sequential continuous driving, sequential pursuit continuous driving and sequential pursuit, wherein continuous driving simultaneously releases all skills of the continuous driving skill set when the conditions required by the whole continuous driving skill set are met; pursuing selects the same target for two skills that are released in sequence; pursuit-along-with-the-whole-along-with-the-skill set selects the same target.
In an alternative implementation, the release condition includes an amount of energy that needs to be consumed when the virtual character releases the skill, the tactical editing interface further includes a first combat configuration control, and the method further includes:
determining the energy value in response to a configuration operation acting on the first combat configuration control.
In an alternative implementation, the controlling the controlled virtual object to release the plurality of target skills according to the target tactical roadmap comprises:
responding to an editing ending operation, and determining a target tactical character string corresponding to a target tactical road map, wherein the target tactical character string comprises a node character identifier used for indicating nodes and a relation character identifier used for indicating connection relations among the nodes, the node character identifier is determined based on a skill icon in the target tactical road map, and the relation character identifier is determined based on a connection icon in the target tactical road map;
and controlling the controlled virtual object to release the plurality of target skills according to the target tactical character string.
In an optional implementation, the terminal is further configured to provide a combat interface with a virtual scene displayed; the method further comprises the following steps:
generating a tactical board based on the target tactical character string in response to a tactical preview operation applied to the combat interface, the tactical board including the target tactical roadmap;
displaying the tactical board in the combat interface.
In an optional implementation, the combat interface further comprises a tactical display control, the tactical display control comprises a thumbnail of the tactical board, and the display state of the skill icon in the thumbnail indicates tactical execution progress.
In a second aspect, an in-game tactical data processing apparatus is provided. Providing a tactical editing interface through a terminal, wherein the tactical editing interface is used for providing alternative skill icons and a tactical circuit diagram to be edited, and the skill icons are skill icons corresponding to skills of all controlled virtual objects in the current formation; the device comprises:
the display module is used for responding to the selection operation of a target skill icon in the candidate skill icons and displaying the target skill icon in a tactical road map to be edited;
the determining module is used for responding to the connection relation setting operation between a plurality of target skill icons in the tactical road map to be edited and determining a target connection icon;
the connecting module is used for connecting the target skill icons through the target connecting icons in the tactical road map to be edited so as to form a target tactical road map; the target connection icon is used for indicating release association logic between target skills, and the release association logic at least comprises release conditions for indicating a plurality of target skills to carry out cooperative release;
and the control module is used for controlling the controlled virtual object to release the plurality of target skills according to the target tactical road map.
In a third aspect, the invention provides a computer device comprising a touch display, a memory, and a processor; the touch display is used for displaying a graphical user interface and receiving operation of a user on the graphical user interface, the memory stores a computer program which can run on the processor, and the processor implements the steps of the method of any one of the foregoing embodiments when executing the computer program.
In a fourth aspect, the invention provides a computer readable storage medium having stored thereon machine executable instructions which, when invoked and executed by a processor, cause the processor to perform the method of any of the preceding embodiments.
The invention provides a method and a device for processing tactical data in a game. Displaying a target skill icon in a tactical roadmap to be edited by responding to a selection operation on the target skill icon in the alternative skill icons; responding to a connection relation setting operation acting on a plurality of target skill icons in the tactical road map to be edited, and determining a target connection icon; connecting the plurality of target skill icons through the target connection icons in the tactical road map to be edited to form a target tactical road map; the target connection icon is used for indicating release association logic between target skills, and the release association logic at least comprises release conditions used for indicating a plurality of target skills to perform collaborative release; and controlling the controlled virtual object to release the plurality of target skills according to the target tactical road map. Therefore, tactics are arranged, the strategic feeling is improved, and the user experience is improved.
Drawings
In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the embodiments or the prior art will be briefly described below, and it is obvious that the drawings in the following description are some embodiments of the present invention, and other drawings can be obtained by those skilled in the art without creative efforts.
Fig. 1 illustrates an application scenario diagram provided in an embodiment of the present application;
fig. 2 is a schematic structural diagram of a terminal provided in an embodiment of the present application;
fig. 3 is a schematic view illustrating a usage scenario of a terminal according to an embodiment of the present application;
FIG. 4 is a flow chart illustrating a method for processing tactical data in a game according to an embodiment of the present disclosure;
FIG. 5 is a schematic diagram of a terminal for displaying a graphical user interface provided in an embodiment of the present application;
FIG. 6 is a schematic diagram of a terminal providing another user interface for displaying images according to an embodiment of the present application;
FIG. 7 is a schematic diagram of a terminal for providing another user interface for displaying images according to an embodiment of the present application;
FIG. 8 is a schematic diagram of a terminal for providing another user interface for displaying images according to an embodiment of the present application;
FIG. 9 is a schematic diagram of a terminal for providing another user interface for displaying images according to an embodiment of the present application;
FIG. 10 is a schematic diagram of a terminal for providing another user interface for displaying images according to an embodiment of the present application;
FIG. 11 is a schematic diagram of a terminal providing another user interface for displaying images according to an embodiment of the application;
FIG. 12 is a schematic diagram of a terminal for providing another user interface for displaying images according to an embodiment of the present application;
fig. 13 is a schematic structural diagram illustrating an in-game tactical data processing apparatus according to an embodiment of the present application.
Detailed Description
The technical solutions of the present application will be clearly and completely described below with reference to the following embodiments, and it should be understood that the described embodiments are only a part of the embodiments of the present application, and not all of the embodiments. All other embodiments obtained by a person of ordinary skill in the art based on the embodiments in the present application without making any creative effort belong to the protection scope of the present application.
The terms "comprises" and "comprising," and any variations thereof, as referred to in the context of items of the embodiments of the present application, are intended to cover non-exclusive inclusions. Such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not limited to only those steps or elements but may alternatively include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
A virtual scene is a virtual scene displayed (or provided) when an application program runs on a terminal or a server. Optionally, the virtual scene is a simulated environment of the real world, or a semi-simulated semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene, and the virtual environment can be sky, land, ocean and the like, wherein the land comprises environmental elements such as deserts, cities and the like. The virtual scene is a scene of a complete game logic of a virtual object such as a user control.
A virtual object refers to a dynamic object that can be controlled in a virtual scene. Alternatively, the dynamic object may be a virtual character, a virtual animal, an animation character, or the like. The virtual object is a Character controlled by a Player through an input device, or an Artificial Intelligence (AI) set in a virtual environment match-up through training, or a Non-virtual Character (NPC) set in a virtual scene match-up. Optionally, the virtual object is a virtual character playing a game in a virtual scene. Optionally, the number of virtual objects in the virtual scene match is preset, or is dynamically determined according to the number of clients participating in the match, which is not limited in the embodiment of the present application. In one possible implementation, the user can control the virtual object to move in the virtual scene, for example, control the virtual object to run, jump, crawl, etc., and also control the virtual object to battle with other virtual objects using skills, virtual props, etc. provided by the application.
A virtual character refers to a virtual object that can be manipulated by a player to move in a game environment, and may also be referred to as a god character or a hero character in some electronic games. The virtual character may be at least one of different forms of a virtual character, a virtual animal, an animated character, a virtual vehicle, and the like. For example, in the embodiment of the present invention, the controlled virtual object may be a virtual character.
The game interface is an interface corresponding to an application program provided or displayed through a graphical user interface, and the interface comprises a UI interface and a game picture for a player to interact. In alternative embodiments, game controls (e.g., skill controls, movement controls, functionality controls, etc.), indicators (e.g., directional indicators, character indicators, etc.), information presentation areas (e.g., number of clicks, game play time, etc.), or game setting controls (e.g., system settings, stores, coins, etc.) may be included in the UI interface. In an optional embodiment, the game screen is a display screen corresponding to a virtual scene displayed by the terminal device, and the game screen may include virtual objects such as a game character, an NPC character, and an AI character that execute a game logic in the virtual scene.
The virtual object refers to a static object in a virtual scene, such as a terrain, a house, a bridge, vegetation, and the like in a game scene. Static objects are often not directly controlled by players, but can be made to behave accordingly in response to the interaction of virtual objects in the scene (e.g., attack, tear down, etc.), such as: the virtual object may be demolished, picked up, dragged, built, etc. of the building. Alternatively, the virtual object may not respond to the interaction behavior of the virtual object, for example, the virtual object may also be a building, a door, a window, a plant, etc. in the game scene, but the virtual object cannot interact with the virtual object, for example, the virtual object cannot destroy or remove the window, etc.
The embodiment of the application provides a method and a device for processing tactical data in a game. By the method, the player can carry out tactical editing of the current formation in the tactical editing interface, so that the interestingness is improved, and the user experience is improved.
The method for processing tactical data in a game in the embodiment of the application can be applied to a terminal, the terminal can be a touch terminal, and the touch terminal can be a mobile phone, a tablet computer, vehicle-mounted equipment, a smart television and the like. The touch control terminal is at least provided with a touch screen and a processor, and the touch screen is used for presenting a graphical user interface and receiving operation aiming at the graphical user interface. Optionally, the in-game tactical data processing method in the embodiment of the present application may also be used in a non-touch terminal, such as a personal computer.
In some embodiments, when the touch terminal controls the gui, the gui may be used to control the local touch terminal or the peer server.
For example, as shown in fig. 1, fig. 1 is a schematic view of an application scenario provided by the embodiment of the present application. The application scenario may include a terminal 102 and a server 101, and the terminal may communicate with the server 101 through a wired network or a wireless network. The terminal is used for running a virtual desktop, and can interact with the server 101 through the virtual desktop to control the server 101.
The terminal 102 of the present embodiment includes a Radio Frequency (RF) circuit 110, a memory 120, a touch screen 130, a processor 140, and the like. Those skilled in the art will appreciate that the terminal structure shown in fig. 2 is not intended to be limiting and may include more or fewer components than those shown, or some components may be combined, some components may be split, or a different arrangement of components. Those skilled in the art will appreciate that the touch screen 130 pertains to a User Interface (UI) and that the terminal 102 may include fewer than or the illustrated User interfaces.
The RF circuitry 110 may also communicate with networks and other devices via wireless communications. The wireless communication may use any communication standard or protocol, including but not limited to GSM (Global System for Mobile communications), GPRS (General Packet Radio Service), CDMA (Code Division Multiple Access), WCDMA (Wideband Code Division Multiple Access), LTE (Long Term Evolution), email, SMS (Short Messaging Service), etc.
The memory 120 may be used to store software programs and modules, and the processor 140 executes various functional applications and data processing of the terminal 102 by operating the software programs and modules stored in the memory 120. The memory 120 may mainly include a storage program area and a storage data area, wherein the storage program area may store an operating system, an application program required for at least one function, and the like; the storage data area may store data created according to the use of the terminal 102, and the like. Further, the memory 120 may include high speed random access memory, and may also include non-volatile memory, such as at least one magnetic disk storage device, flash memory device, or other volatile solid state storage device.
The touch screen 130 may be used to display a graphical user interface and receive user operations with respect to the graphical user interface. A particular touch screen 130 may include a display panel and a touch panel. The Display panel may be configured in the form of an LCD (Liquid Crystal Display), an OLED (Organic Light-Emitting Diode), and the like. The touch panel may collect contact or non-contact operations of a user on or near the touch panel (for example, as shown in fig. 3, operations of the user on or near the touch panel using any suitable object or accessory such as a finger 103, a stylus pen, etc.), and generate preset operation instructions. In addition, the touch panel may include two parts of a touch detection device and a touch controller. The touch detection device detects the touch direction and posture of a user, detects signals brought by touch operation and transmits the signals to the touch controller; the touch controller receives the touch information from the touch detection device, converts the touch information into information that can be processed by the processor, sends the information to the processor 140, and receives and executes a command sent by the processor 140. In addition, the touch panel may be implemented by various types such as a resistive type, a capacitive type, an infrared ray, a surface acoustic wave, and the like, and may also be implemented by any technology developed in the future. Further, the touch panel may cover the display panel, a user may operate on or near the touch panel covered on the display panel according to a graphical user interface displayed by the display panel, the touch panel detects an operation thereon or nearby and transmits the operation to the processor 140 to determine a user input, and the processor 140 provides a corresponding visual output on the display panel in response to the user input. In addition, the touch panel and the display panel can be implemented as two independent components or can be implemented by integration.
The processor 140 is a control center of the terminal 102, connects various parts of the entire terminal using various interfaces and lines, performs various functions of the mobile phone 100 and processes data by operating or executing software programs and/or modules stored in the memory 120 and calling data stored in the memory 120, thereby integrally monitoring the mobile phone.
Terminal 102 also includes a power supply (e.g., a battery) for powering the various components, which may be logically coupled to processor 140 via a power management system to manage charging, discharging, and power consumption functions via the power management system.
To facilitate understanding of the present embodiment, a method and an apparatus for processing tactical data in a game disclosed in the embodiments of the present application will be described in detail first.
Fig. 4 is a flowchart illustrating a method for processing tactical data in a game according to an embodiment of the present disclosure. The method is applied to a terminal capable of presenting a graphical user interface, the graphical user interface is provided through the terminal, the graphical user interface comprises a tactical editing interface, the tactical editing interface is used for providing alternative skill icons and a tactical circuit diagram to be edited, the skill icons are skill icons corresponding to skills of all controlled virtual objects in a current formation, wherein the current formation can comprise a plurality of controlled virtual objects, and the plurality of controlled virtual objects can belong to the same player or different players; the tactical road map can be edited in the tactical editing interface to implement tactical editing on skill combination modes, release logics and the like of the multiple controlled virtual objects, for example, skill icons in the tactical road map can be added, deleted, modified or replaced and the like.
As shown in fig. 4, the method may specifically include the following steps:
and S410, responding to the selection operation of the target skill icon in the alternative skill icons, and displaying the target skill icon in the tactical road map to be edited.
The alternative skill icons may correspond to respective controlled virtual objects, and the respective alternative skill icons may be displayed in association with their corresponding controlled virtual objects.
The selection operation may be a touch operation for a target skill icon in the alternative skill icons. The touch operation may be clicking, double-clicking, dragging, re-pressing, long-pressing, or the like, where the dragging operation refers to an operation of sliding on the touch interface through the touch medium. In another embodiment, the selection operation may also be a non-touch operation for a target skill icon in the alternative skill icons, for example, clicking, double clicking, long pressing and dragging, and the like by manipulating a mouse. For example, the player may act on the target skill icon through the touch medium and drag the target icon to a designated position in the tactical road map to be edited, and then the target skill icon is displayed in the tactical road map to be edited; or after the target skill icon is selected by clicking in the multiple candidate skill icons, clicking again at the specified position in the tactical line to be edited, and displaying the target skill icon at the corresponding position in the tactical line to be edited.
As an example, the selection operation may include a first drag operation, where a drag start point of the first drag operation is a position where a target skill icon to be edited is located in the candidate skill icons, and a drag end point of the first drag operation is a preset range area of the edited target skill icon in the tactical roadmap to be edited.
Optionally, the first dragging operation is a touch operation, and a dragging start point and a dragging end point of the first dragging operation may be indicated by a touch start point and a touch end point of the touch operation.
Optionally, the first dragging operation is a non-touch operation, such as operating a mouse, and a starting point and an ending point of the first dragging operation triggered by the mouse may be indicated by a position of a mouse cursor.
As another example, the selection operation may include a second drag operation, where a drag start point of the second drag operation is a position where a target skill icon to be edited is located in the alternative skill icons, and a drag end point of the second drag operation is a position where a target skill icon to be replaced is located in the tactical road map to be edited.
Optionally, the second drag operation is a touch operation, and a drag start point and a drag end point of the second drag operation may be indicated by a touch start point and a touch end point of the touch operation.
Optionally, the second dragging operation is a non-touch operation, such as controlling a mouse, and a start point and an end point of the second dragging operation triggered by the mouse may be indicated by a position of a mouse cursor.
The tactical editing interface can comprise an editing panel and a functional area, wherein the editing panel comprises a tactical road map to be edited, and the functional area comprises alternative skill icons. If the skills of all the controlled virtual objects cannot be displayed due to the size limitation of the functional area, a part of the skills may be displayed, and the skills of other parts of the controlled virtual objects may be displayed by sliding in the functional area.
After the target skill icon is determined, it needs to be displayed in the tactical roadmap to be edited. At this time, for the first drag-and-drop operation, the target skill icon to be edited may be added after the edited target skill icon in the tactical roadmap to be edited, and the target skill icon to be edited and the edited target skill icon may be connected through the initial connection icon, so as to increase the skill icon. For the second drag operation, the target skill icon to be replaced may be replaced with the target skill icon to be edited in the tactical roadmap to be edited, so as to implement the replacement of the skill icon.
In addition, the icon in the tactical road map to be edited can be deleted. For example, the target skill icon to be deleted and the connection icon corresponding to the target skill icon to be deleted may be deleted from the tactical roadmap to be edited in response to a third drag operation acting on the target skill icon to be deleted in the tactical roadmap to be edited; the drag start point of the third drag operation is the position where the target skill icon to be deleted is located, and the drag end point of the third drag operation is located in an area other than the area where the tactical wiring diagram to be edited is located.
Optionally, the third dragging operation is a touch operation, and a dragging start point and a dragging end point of the third dragging operation may be indicated by a touch start point and a touch end point of the touch operation.
Optionally, the third dragging operation is a non-touch operation, such as controlling a mouse, and a start point and an end point of the third dragging operation triggered by the mouse may be indicated by a position of a mouse cursor.
In some embodiments, the position of the icon in the tactical roadmap to be edited can also be replaced. For example, the target skill icon to be moved and the target skill icon to be replaced may be subjected to position replacement in response to a fourth drag operation acting on the target skill icon to be moved in the tactical roadmap to be edited; the drag starting point of the fourth drag operation is the position of the target skill icon to be moved, and the drag ending point of the fourth drag operation is the position of the target skill icon to be replaced.
Optionally, the fourth drag operation is a touch operation, and a drag start point and a drag end point of the fourth drag operation may be indicated by a touch start point and a touch end point of the touch operation.
Optionally, the fourth drag operation is a non-touch operation, such as controlling a mouse, and a start point and an end point of the fourth drag operation triggered by the mouse may be indicated by a position of a mouse cursor.
S420, responding to a connection relation setting operation acting among a plurality of target skill icons in the tactical road map to be edited, and determining a target connection icon;
in the tactical roadmap to be edited, the logic of release association between skills may also be set.
The release association logic may include release conditions of skills, release order of skills, and the like. For example, the release association logic may include sequential release, sequential carry, sequential chase, and so on, wherein the release condition of the skills herein may include carry skills, chase skills. In addition, the release condition of the skill may also include an autonomous skill, a passive skill, and the like.
Wherein the portable skills are released simultaneously when the conditions required by the whole portable skill set are met, for example, the energy is released simultaneously when the energy required by the whole portable skill set is met;
the pursuit skills are two skills which are released continuously, and the next skill and the previous skill select the same target;
pursuing the whole accompanying skill set selects the same target.
The autonomous skills are the skills released by the user under specific conditions, and generally have more flexibility in order to deal with various situations in battle;
a passive skill is a skill that triggers itself under certain conditions, and is generally without any action and without waste.
The setting of the release association logic between the skills can be realized by setting the connection relation between the skill icons. To better distinguish the various connections through the tactical roadmap, different connections may be indicated using different connection icons.
A release condition setting control may be provided in the tactical roadmap to be edited, by which the release association logic may be set. As one example, the target skill icon to be edited is connected to the edited target skill icon through an initially connectable icon. At this time, a trigger operation acting on an initial connection icon in the tactical roadmap to be edited can be responded, and a release condition setting control is displayed; and responding to the setting operation acted on the release condition setting control, determining target release association logic between the target skill corresponding to the target skill icon to be edited and the target skill corresponding to the edited target skill icon, and determining a target connection icon corresponding to the target release association logic.
The triggering operation may be clicking, double-clicking, dragging, re-pressing, long-pressing, or the like.
And S430, connecting a plurality of target skill icons through target connecting icons in the tactical road map to be edited to form a target tactical road map.
The target connection icon is used for indicating release association logic among the target skills, and the release association logic at least comprises release conditions used for indicating the multiple target skills to perform collaborative release.
And S440, controlling the controlled virtual object to release a plurality of target skills according to the target tactical circuit diagram.
In some embodiments, each controlled virtual object may correspond to a virtual object number, each skill may correspond to a skill number, and each skill icon corresponds to a skill number and a virtual object number. Based on the technical skill icon, determining a target tactical character string corresponding to the target tactical road map in response to the editing ending operation, wherein the target tactical character string comprises a node character identifier for indicating nodes and a relation character identifier for indicating connection relation between the nodes, the node character identifier is determined based on the technical skill icon in the target tactical road map, and the relation character identifier is determined based on the connection icon in the target tactical road map; and controlling the controlled virtual object to release a plurality of target skills according to the target tactical character string.
The edit finishing operation may be a click, a double click, a drag, a double press, a long press, or the like for an edit finishing control provided in the graphical user interface, or may also be an operation triggered by a specific operation, which may refer to an operation bound to the edit finishing instruction, for example, an operation of a specific gesture, an operation of a specific trajectory, or the like. In another embodiment, the edit completion operation may also be a non-touch operation for the edit completion control, for example, a mouse is manipulated to click, double click, and long press the edit completion control. For example, the player may act on the target skill icon through the touch-sensitive medium, and then trigger the edit-end instruction. After receiving the edit ending instruction, the terminal can store the tactical line diagram to be edited in the tactical editing interface as a target tactical line diagram, and can also close the tactical editing interface after receiving the edit ending instruction.
For example, the target tactical roadmap may be parsed into a certain data format for storage: for example, each roadmap may be a relationship of n nodes, namely: "node-relationship-node"; "role id: skill id representation" for each node; tactical lines can be represented by a multi-line diagram, and used together; "divide each route map; the connection means may be symbolized by: "-" represents sequential, "=" represents sequential walking, "= +" represents sequential pursuit walking, and "- +" represents sequential pursuit; finally, the self-skill is accessed by adding the "|"; for example, the target node relationship may be: "1; 1; 4 = +5 103= 9; ". When the control team fights, the relation between each node and other nodes can be read in sequence, so that the control team fights.
By the embodiment of the invention, tactics can be arranged to obtain the tactics circuit diagram, different release associated logics are displayed in the tactics circuit diagram through different icons, the release associated logics can be quickly set through touch operation, the strategy sense is improved, and the user experience is improved.
Embodiments of the present invention are described in detail below with reference to fig. 5-10.
Referring to fig. 5, a graphical user interface is provided through a terminal, the graphical user interface includes a tactical editing interface 501, the tactical editing interface 501 includes an editing panel 502 and a functional area 503, a skill icon which is located in the functional area 503 and provides an alternative to a plurality of controlled virtual objects in a current formation, as shown in fig. 5, the current formation includes a first virtual character, a second virtual character and a third virtual character, the first virtual character, the second virtual character and the third virtual character are controlled virtual objects, an icon of skills a-F of the first virtual character and an icon of skills G-H of the second virtual character are displayed in the functional area, wherein all or part of the skill icons of the virtual characters are displayed, and other skill icons of the virtual characters can be displayed by sliding left and right in a skill icon display area corresponding to the virtual character. The function area displays the skill icons of part of the virtual characters in the current formation, and the skill icons of other virtual characters can be displayed by sliding up and down in the function area.
Wherein the skills may be attribute skills of characters in various different professions in the game, such as fighting skills of fighters, legal skills of legal officers, etc.
In the game process, a tactical editing interface 501 can be displayed by responding to the touch operation of a tactical editing shortcut key displayed in the game interface, wherein the tactical editing interface 501 comprises a tactical circuit diagram to be edited; in response to a selection operation applied to an alternative skill icon in the functional area 503, a selected target skill icon may be added to the tactical road map. For example, the icon of skill B may be dragged to the editing panel 502 to be displayed as the skill icon 504 in the tactical roadmap to be edited in response to a drag operation applied to the icon of skill B in the function area 503, starting from the position where the icon of skill B of the function area 503 is located, and ending at an area in the editing panel 502. If the drag error occurs, the skill icon in the editing panel 502 may also be dragged in the reverse direction to implement deletion, for example, the drag operation performed on the skill icon 504 in the editing panel 502 may be responded, and the drag operation starts from the position where the skill icon 504 is located and ends at the position where the function area 503 is located, so that the skill icon 504 may be deleted in the tactical road map to be edited. Skill icons can be added to the tactical roadmap to be edited continuously, the added skill icons can be connected through the connection identifiers, in an initial state, connection can be performed through default initial connection identifiers, and one initial connection identifier can be selected in preset skill release logic based on the property of the skills corresponding to the two skill icons.
With continued reference to fig. 6, in response to a touch operation applied to a second connection identifier 601 between the first skill icon 504 and the second skill icon 505 in the editing panel 502, a release condition setting control 602 is displayed, and in response to the touch operation of the release condition setting control 602, a first connection identifier is determined and displayed between the first skill icon 504 and the second skill icon 505 in a tactical roadmap to be edited in the editing panel 502, wherein the first connection identifier between the first skill icons 504 and 505 is used to indicate release association logic between the first skill icon 504 and the second skill icon 505. For example, as shown in fig. 6, a selection button of skill release condition and/or release order may be provided in the connection relation control 602, a corresponding release condition and/or release order may be selected by clicking the selection button, and a corresponding connection identifier may be determined based on the selected release condition and/or release order.
With continued reference to fig. 7, when a skill icon needs to be replaced, this can be achieved by a drag operation starting with the third skill icon (icon for skill F) in the functional area 503, ending with the first skill icon 504, and then replacing the first skill icon 504 in the editing panel 502 with the third skill icon 701.
When a skill icon needs to be deleted, the drag operation starts with the first skill icon 504 in the editing panel 502 and ends outside the editing panel 502. This implements the function of deleting the skill icon.
In embodiments of the invention, different skill types may be displayed by different skill icons, for example, different icons for the Olympic, active, autonomic and passive types of skills, respectively.
In some embodiments, the release condition comprises an amount of energy that needs to be consumed by the virtual character to release the skill, wherein the tactical editing interface may further comprise a first combat configuration control, and wherein the amount of energy may be determined in response to a configuration operation acting on the first combat configuration control.
In some embodiments, the terminal is further configured to provide a combat interface with a virtual scene displayed; at the moment, the tactical preview operation acted on the battle interface can be responded, and a tactical board is generated based on the target tactical character string and comprises a target tactical circuit diagram; a tactical board is displayed in the combat interface.
The tactical preview operation may be a click, a double click, a drag, a re-press, a long press, or the like for a specific area of the battle interface or a provided tactical preview control, or may also be an operation triggered by a specific operation, which may refer to an operation bound with the tactical preview instruction, for example, an operation of a specific gesture, an operation of a specific trajectory, or the like. In another embodiment, the tactical preview operation may also be a non-touch operation for a specific area of the combat interface or a tactical preview control provided, for example, a click, double click, long press operation by manipulating a mouse. For example, a player may act on a particular area of the combat interface or a tactical preview control provided via a touch-sensitive medium, which triggers a tactical preview instruction. After the terminal receives the tactical preview instruction, the tactical board can be displayed in the battle interface.
For example, a tactical display control is further included in the combat interface, the tactical display control including a thumbnail of a tactical board, the display status of the skill icon in the thumbnail indicating tactical performance progress.
In some embodiments, the tactical editing interface further comprises a first combat configuration control, the method further comprising: the reserve energy value is determined in response to a configuration operation acting on a first combat configuration control, wherein energy is consumed when the virtual character releases skills. The configuration operation may be a touch operation or a non-touch operation. As one example, the first tactical configuration control may include an energy value bar and a pointer, and the reserved energy value may be set by dragging the pointer to a position on the energy value bar. As another example, the first tactical configuration control may include an input box where the reserve energy value may be directly input.
For example, referring to fig. 5, a reserved energy value may be configured in the first fight configuration control 520, wherein the reserved energy value may be used to release the active skill, and the amount of the reserved energy value is related to the amount of energy to release the active skill.
In some embodiments, the tactical editing interface further comprises a second combat configuration control, the second combat configuration control comprising at least one reserved area for placement of skill icons; the skill icon can be placed in the reserved area by a drag operation.
For example, referring to fig. 5, active skills may also be configured in the second fight configuration control 530, placing the active skills in at least one reserved area in the second fight configuration control 530.
In some embodiments, the terminal is further configured to provide a combat interface with a virtual scene displayed; the method further comprises the following steps: responding to tactical preview operation acted on a combat interface, and generating a tactical board based on the target node relation, wherein the tactical board comprises an edited target tactical circuit diagram; a tactical board is displayed in a combat interface. Optionally, the virtual scene includes a controlled virtual object in battle.
The tactical board can be directly previewed and displayed in the game. For example, as shown in fig. 8, after the tactical roadmap editing is completed, the tactical roadmap 811 may be controlled and displayed in a battle scene by responding to a touch operation applied to a preset tactical roadmap viewing control. Wherein a tactical roadmap 811 may be presented via tactical panel 810, which may display skill release, wherein it may be presented via release presentation control 812; team current energy situation and autonomous skill release situation, etc. may be presented in release situation presentation control 812 as shown in fig. 8.
In some embodiments, the terminal is further configured to provide a combat interface with a virtual scene displayed; the tactical display control comprises a thumbnail of the tactical board, and the display state of the skill icon in the thumbnail indicates tactical execution progress.
Some brief information of the tactical board; for example, as shown in fig. 9, the thumbnail may display the skills to be released and the skills being released, the released skills, the progress of the tactical board in one run, the team energy status, and the like, for example, the skills to be released and the skills being released and the skills not being released may be displayed through a skill display control 901, displayed through different states, displayed through a release progress display control 902, the progress of the tactical board in one run, and the team energy status may be displayed through an energy display control 903.
In some embodiments, as shown in fig. 10, a skill state identification is displayed in the combat interface corresponding to the virtual character whose skill is being released.
The embodiments of the present invention will be further explained with reference to the drawings.
As shown in fig. 11, solid lines are used to indicate carry-over, and open lines are used to indicate pursuit.
For the tactical roadmap shown in fig. 11, the fourth avatar puts the first skill first as energy goes up; and then the energy continues to rise, the fifth virtual character releases the second skill, or the sixth virtual character releases the third skill, or the seventh virtual character releases the fourth skill, in addition, the fourth skill and the fifth skill are in a chain, the requirement for releasing the energy is higher, the energy can be released at the latest, and after the fourth skill is released, if the excess energy exists, the fifth virtual character releases the sixth skill.
As shown in fig. 12, for the tactical wiring diagram shown in fig. 12, a single line is carry and a three line is chase; "skill ii 1211, skill i 1212 and skill iii 1213" are connected skill combinations, controlled virtual object ii 1221 first releases skill ii 1211 after the required energy is full, then controlled virtual object i 1222 releases skill i 1212 and controlled virtual object iii 1223 releases skill iii 1213 (since the selected pursuit 1213 skill is the same as the 1211 skill target), and then controlled virtual object iv 1224 releases skill iv 1214 and skill v 1215 in turn after the required energy of the connected skill combination formed by "skill iv 1214 and skill v 1215" is sufficient.
Fig. 13 is a schematic structural diagram of an in-game tactical data processing apparatus according to an embodiment of the present invention. As shown in fig. 13, a tactical editing interface is provided through the terminal, and the tactical editing interface is used for providing alternative skill icons and a tactical circuit diagram to be edited, wherein the skill icons are skill icons corresponding to skills of each controlled virtual object in the current formation; the device comprises:
a display module 1301, configured to display a target skill icon in a tactical roadmap to be edited in response to a selection operation applied to the target skill icon among the candidate skill icons;
a determining module 1302, configured to determine a target connection icon in response to a connection relationship setting operation applied to a plurality of target skill icons in a tactical roadmap to be edited;
a connection module 1303, configured to connect a plurality of target skill icons through target connection icons in a tactical roadmap to be edited to form a target tactical roadmap; the target connection icon is used for indicating release association logic among the target skills, and the release association logic at least comprises release conditions used for indicating the multiple target skills to perform cooperative release;
and a control module 1304 for controlling the controlled virtual object to release a plurality of target skills according to the target tactical road map.
In some embodiments, the selection operation includes a first dragging operation, a dragging starting point of the first dragging operation is a position where a target skill icon to be edited in the candidate skill icons is located, and a dragging ending point of the first dragging operation is a preset range area of the edited target skill icon in the tactical roadmap to be edited; the display module 1301 is specifically configured to:
and adding the target skill icon to be edited after the edited target skill icon in the tactical road map to be edited, and connecting the target skill icon to be edited and the edited target skill icon through an initial connection icon.
In some embodiments, the determining module 1302 is specifically configured to:
responding to a trigger operation acted on an initial connection icon in a tactical line diagram to be edited, and displaying a release condition setting control;
and determining a target release association logic between the target skill corresponding to the target skill icon to be edited and the target skill corresponding to the edited target skill icon in response to the setting operation acting on the release condition setting control, and determining a target connection icon corresponding to the target release association logic.
In some embodiments, the selection operation includes a second dragging operation, a dragging start point of the second dragging operation is a position where a target skill icon to be edited in the candidate skill icons is located, and a dragging end point of the second dragging operation is a position where a target skill icon to be replaced in the tactical road map to be edited is located; the display module 1301 is specifically configured to:
and replacing the target skill icon to be replaced with the target skill icon to be edited in the tactical road map to be edited.
In some embodiments, further comprising, deleting the template to:
responding to a third dragging operation acting on a target skill icon to be deleted in the tactical road map to be edited, and deleting the target skill icon to be deleted and a connection icon corresponding to the target skill icon to be deleted in the tactical road map to be edited; the drag starting point of the third drag operation is the position of the target skill icon to be deleted, and the drag ending point of the third drag operation is the area outside the area of the tactical line diagram to be edited.
In some embodiments, further comprising a movement module to:
responding to a fourth dragging operation acting on the target skill icon to be moved in the tactical road map to be edited, and carrying out position replacement on the target skill icon to be moved and the target skill icon to be replaced; the drag starting point of the fourth drag operation is the position of the target skill icon to be moved, and the drag ending point of the fourth drag operation is the position of the target skill icon to be replaced.
In some embodiments, the release association logic comprises any one or more of: sequential walking, sequential pursuit walking and sequential pursuit.
In some embodiments, the release condition comprises an amount of energy to be expended by the virtual character in releasing the skill, the tactical editing interface further comprises a first combat configuration control, the apparatus further comprising an energy configuration module to:
an energy value is determined in response to a configuration operation acting on the first warfare configuration control.
In some embodiments, the control module 1304 is specifically configured to:
responding to the editing ending operation, and determining a target tactical character string corresponding to a target tactical road map, wherein the target tactical character string comprises a node character identifier used for indicating nodes and a relation character identifier used for indicating the connection relation between the nodes, the node character identifier is determined based on a skill icon in the target tactical road map, and the relation character identifier is determined based on a connection icon in the target tactical road map;
and controlling the controlled virtual object to release a plurality of target skills according to the target tactical character string.
In some embodiments, the terminal is further configured to provide a combat interface with a virtual scene displayed; still include, tactical board module is used for:
responding to tactical preview operation acted on a combat interface, and generating a tactical board based on a target tactical character string, wherein the tactical board comprises a target tactical circuit diagram;
a tactical board is displayed in a combat interface.
In some embodiments, a tactical display control is also included in the combat interface, the tactical display control including a thumbnail of a tactical board, the display status of the skill icon in the thumbnail indicating tactical performance progress.
The touch terminal provided by the embodiment of the application has the same technical characteristics as the tactical data processing method in the game provided by the embodiment, so that the same technical problems can be solved, and the same technical effects are achieved.
The processor may be an integrated circuit chip having signal processing capabilities. In implementation, the steps of the above method may be performed by integrated logic circuits of hardware in a processor or by instructions in the form of software. The Processor may be a general-purpose Processor, and includes a Central Processing Unit (CPU), a Network Processor (NP), and the like; the device can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field Programmable Gate Array (FPGA) or other Programmable logic device, a discrete Gate or transistor logic device, or a discrete hardware component. The various methods, steps, and logic blocks disclosed in this application may be implemented or performed. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. The steps of a method disclosed in this application may be directly implemented by a hardware decoding processor, or may be implemented by a combination of hardware and software modules in the decoding processor. The software modules may be located in ram, flash, rom, prom, or eprom, registers, etc. as is well known in the art. The storage medium is located in a memory, and a processor reads information in the memory and combines hardware thereof to complete the steps of the method.
Embodiments of the present application further provide a computer-readable storage medium storing machine-executable instructions, which when called and executed by a processor, cause the processor to implement the above-mentioned in-game tactical data processing method provided by the embodiments of the present application.
In the embodiments provided in the present application, it should be understood that the disclosed apparatus and method can be implemented in other ways. The apparatus embodiments described above are merely illustrative, and for example, the flowchart and block diagrams in the figures illustrate the architecture, functionality, and operation of possible implementations of apparatus, methods and computer program products according to various embodiments of the present application. In this regard, each block in the flowchart or block diagrams may represent a module, segment, or portion of code, which comprises one or more executable instructions for implementing the specified logical function(s). It should also be noted that, in some alternative implementations, the functions noted in the block may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved. It will also be noted that each block of the block diagrams and/or flowchart illustration, and combinations of blocks in the block diagrams and/or flowchart illustration, can be implemented by special purpose hardware-based systems that perform the specified functions or acts, or combinations of special purpose hardware and computer instructions.
Finally, it should be noted that: although the present application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that: those skilled in the art can still make modifications or changes to the embodiments described in the foregoing embodiments, or make equivalent substitutions for some features, within the technical scope of the present disclosure; the modifications, changes or substitutions do not cause the essence of the corresponding technical solutions to depart from the technical solutions of the embodiments of the present application, and all of the technical solutions are intended to be covered by the protection scope of the present application.

Claims (14)

1. A tactical data processing method in a game is characterized in that a tactical editing interface is provided through a terminal and used for providing alternative skill icons and a tactical circuit diagram to be edited, wherein the skill icons are skill icons corresponding to skills of all controlled virtual objects in a current formation; the method further comprises the following steps:
responding to the selection operation of a target skill icon in the alternative skill icons, and displaying the target skill icon in a tactical road map to be edited;
responding to a connection relation setting operation acting on a plurality of target skill icons in the tactical road map to be edited, and determining a target connection icon;
connecting the plurality of target skill icons through the target connection icons in the tactical road map to be edited to form a target tactical road map; the target connection icon is used for indicating release association logic between target skills, and the release association logic at least comprises release conditions for indicating a plurality of target skills to carry out cooperative release;
and controlling the controlled virtual object to release the plurality of target skills according to the target tactical road map.
2. The method according to claim 1, wherein the selection operation comprises a first dragging operation, a dragging starting point of the first dragging operation is a position of a target skill icon to be edited in the alternative skill icons, and a dragging ending point of the first dragging operation is a preset range area of the edited target skill icon in the tactical road map to be edited; the step of displaying the target skill icon in a tactical roadmap to be edited includes:
and adding the target skill icon to be edited after the edited target skill icon in the tactical road map to be edited, and connecting the target skill icon to be edited with the edited target skill icon through an initial connection icon.
3. The method according to claim 2, wherein determining a target connection icon in response to a connection setting operation acting on a plurality of target skill icons in the tactical roadmap to be edited comprises:
responding to the trigger operation acted on the initial connection icon in the tactical road map to be edited, and displaying a release condition setting control;
and responding to the setting operation acted on the release condition setting control, determining target release association logic between the target skill corresponding to the target skill icon to be edited and the target skill corresponding to the edited target skill icon, and determining a target connection icon corresponding to the target release association logic.
4. The method according to claim 1, wherein the selection operation comprises a second drag operation, a drag start point of the second drag operation is a position of a target skill icon to be edited in the alternative skill icons, and a drag end point of the second drag operation is a position of a target skill icon to be replaced in the tactical road map to be edited; the step of displaying the target skill icon in a tactical roadmap to be edited includes:
replacing the target skill icon to be replaced with the target skill icon to be edited in the tactical roadmap to be edited.
5. The method of claim 1, further comprising:
responding to a third dragging operation acting on a target skill icon to be deleted in the tactical road map to be edited, and deleting the target skill icon to be deleted and a connection icon corresponding to the target skill icon to be deleted in the tactical road map to be edited; and the drag starting point of the third drag operation is the position of the target skill icon to be deleted, and the drag ending point of the third drag operation is positioned in the area outside the area of the tactical road map to be edited.
6. The method of claim 1, further comprising:
responding to a fourth dragging operation acting on a target skill icon to be moved in the tactical road map to be edited, and carrying out position replacement on the target skill icon to be moved and a target skill icon to be replaced; the drag starting point of the fourth drag operation is the position of the target skill icon to be moved, and the drag ending point of the fourth drag operation is the position of the target skill icon to be replaced.
7. The method of claim 1, wherein releasing the association logic comprises any one or more of: sequential carrying, sequential pursuit carrying and sequential pursuit, wherein the sequential carrying is to release all skills of the continuous carrying skill set when the conditions required by the whole continuous carrying skill set are met; pursuing selects the same target for two skills that are released in sequence; pursuing the whole accompanying skill set selects the same target.
8. The method of claim 1, wherein the release condition comprises an amount of energy that needs to be consumed when the virtual character releases skills, wherein the tactical editing interface further comprises a first combat configuration control, and wherein the method further comprises:
determining the energy value in response to a configuration operation acting on the first combat configuration control.
9. The method of any one of claims 1-8, wherein said controlling the controlled virtual object to release the plurality of target skills according to the target tactical roadmap comprises:
responding to an editing ending operation, and determining a target tactical character string corresponding to a target tactical road map, wherein the target tactical character string comprises a node character identifier used for indicating nodes and a relation character identifier used for indicating connection relations among the nodes, the node character identifier is determined based on a skill icon in the target tactical road map, and the relation character identifier is determined based on a connection icon in the target tactical road map;
and controlling the controlled virtual object to release the plurality of target skills according to the target tactical character string.
10. The method of claim 9, wherein the terminal is further configured to provide a combat interface with a virtual scene displayed thereon; the method further comprises the following steps:
generating a tactical board based on the target tactical character string in response to a tactical preview operation applied to the combat interface, the tactical board including the target tactical roadmap;
displaying the tactical board in the combat interface.
11. The method of claim 10, further comprising a tactical display control in the combat interface, the tactical display control comprising a thumbnail of the tactical board, the thumbnail indicating tactical execution progress by a display status of a skill icon.
12. The device for processing the tactical data in the game is characterized in that a tactical editing interface is provided through a terminal and used for providing alternative skill icons and a tactical circuit diagram to be edited, wherein the skill icons are skill icons corresponding to skills of all controlled virtual objects in a current formation; the device comprises:
the display module is used for responding to the selection operation of a target skill icon in the alternative skill icons and displaying the target skill icon in the tactical road map to be edited;
the determining module is used for responding to the connection relation setting operation between a plurality of target skill icons in the tactical road map to be edited and determining a target connection icon;
the connecting module is used for connecting the target skill icons through the target connecting icons in the tactical road map to be edited so as to form a target tactical road map; the target connection icon is used for indicating release association logic between target skills, and the release association logic at least comprises release conditions used for indicating a plurality of target skills to perform collaborative release;
and the control module is used for controlling the controlled virtual object to release the plurality of target skills according to the target tactical circuit diagram.
13. A computer device comprising a touch display, a memory, and a processor; the touch display is used for displaying a graphical user interface and receiving operation of the graphical user interface by a user, and the memory stores a computer program which can run on the processor, and the processor executes the computer program to realize the steps of the method of any one of the above claims 1 to 11.
14. A computer readable storage medium having stored thereon machine executable instructions which, when invoked and executed by a processor, cause the processor to execute the method of any of claims 1 to 11.
CN202110738739.2A 2021-06-30 2021-06-30 Method and device for processing tactical data in game Pending CN115531881A (en)

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