CN117046111B - Game skill processing method and related device - Google Patents

Game skill processing method and related device Download PDF

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Publication number
CN117046111B
CN117046111B CN202311313827.3A CN202311313827A CN117046111B CN 117046111 B CN117046111 B CN 117046111B CN 202311313827 A CN202311313827 A CN 202311313827A CN 117046111 B CN117046111 B CN 117046111B
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Prior art keywords
skill
game
skills
branch
virtual object
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CN117046111A (en
Inventor
袁明凯
李旭冬
罗章龙
严明
魏学峰
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling 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

Abstract

The embodiment of the application discloses a processing method of game skills and a related device, which can be applied to various scenes such as cloud technology, artificial intelligence and the like, and are used for quickly and efficiently comprehensively generating all possible continuous skills and improving the game experience of players. The method comprises the following steps: acquiring game configuration information of a first virtual object, wherein the game configuration information comprises N game skills and skill release conditions of each game skill; sequentially releasing the corresponding game skills according to the skill release conditions of each game skill, and calculating the skill attack effect of at least one target skill branch; determining at least one continuous-call skill based on the target skill branch when the skill attack effect of the target skill branch is greater than the skill defense effect of the second virtual object, each continuous-call skill including at least two game skills; in response to a triggering operation of one or more tie skills for the first virtual object, performing virtual attack processing on the second virtual object.

Description

Game skill processing method and related device
Technical Field
The embodiment of the application relates to the technical field of computers, in particular to a game skill processing method and a related device.
Background
With the development of science and technology, more and more different types of virtual games are appeared in the lives of users, and the lives of users are gradually enriched. In a virtual game, a developer typically configures corresponding game skills for different virtual characters in the game, so that the virtual characters attack an enemy virtual character by using the game skills, and cause damage to the enemy virtual character to different degrees. Even the skill in the continuous-call is important in the virtual game, mainly by combining basic game skills and releasing the skill in the continuous-call according to a specific sequence, the continuous-call can not be continuously attacked or continuously damaged by the enemy virtual character.
In the conventional continuous bidding skill generation process, a strong-performance fight agent is usually characterized and trained by adopting an artificial intelligence (artificial intelligence, AI) technology such as reinforcement learning, so that the continuous bidding skill with optimal performance is directly generated by the fight agent. However, generating continuous skills through AI technology generally requires a large amount of training data and requires a long time to train the fight agent, resulting in a failure to quickly generate continuous skills and a slow efficiency. Moreover, the current scheme is limited to attack the enemy virtual character by using the optimal continuous skill, and cannot be comprehensive, so that the game experience is poor.
Disclosure of Invention
The embodiment of the application provides a game skill processing method and a related device, which are used for quickly and efficiently comprehensively generating all possible continuous skill, so that the game experience of a player is improved.
In a first aspect, an embodiment of the present application provides a method for processing game skills. The method comprises the following steps: obtaining game configuration information of a first virtual object, wherein the game configuration information comprises N game skills and skill release conditions of each game skill, each game skill is used for carrying out virtual attack processing on a second virtual object by a first virtual object, the first virtual object and the second virtual object are any two virtual objects belonging to different camps in a virtual game pair, N is more than or equal to 2, and N is an integer; sequentially releasing the corresponding game skills according to the skill release conditions of each game skill, and calculating skill attack effects of at least one target skill branch, wherein the skill attack effects of each target skill branch are the sum of the skill attack effects of the game skills when the target skill branch is formed, and each skill attack effect of the game skill is used for indicating the damage condition caused when the first virtual object uses the corresponding game skill to carry out the virtual attack on the second virtual object; determining at least one continuous-call skill based on the target skill branch when the skill attack effect of the target skill branch is greater than the skill defense effect of the second virtual object, each continuous-call skill comprising at least two of the game skills; and responding to the triggering operation of one or more connecting skills aiming at the first virtual object, and carrying out virtual attack processing on the second virtual object.
In a second aspect, embodiments of the present application provide a game processing apparatus. The game processing means includes, but is not limited to, a server or the like. The game processing device includes an acquisition unit and a processing unit. The game configuration information comprises N game skills and skill release conditions of each game skill, each game skill is used for performing virtual attack processing on a second virtual object by the first virtual object, the first virtual object and the second virtual object are any two virtual objects belonging to different camps in a virtual game, and N is more than or equal to 2 and is an integer. The processing unit is used for sequentially releasing the corresponding game skills according to the skill release conditions of each game skill, calculating the skill attack effect of at least one target skill branch, wherein the skill attack effect of each target skill branch is the sum of the skill attack effects of the game skills when the target skill branch is formed, and the skill attack effect of each game skill is used for indicating the damage condition caused when the first virtual object uses the corresponding game skill to carry out the virtual attack on the second virtual object. The processing unit is configured to determine at least one continuous recruitment skill based on the target skill branch when the skill attack effect of the target skill branch is greater than the skill defense effect of the second virtual object, where each continuous recruitment skill includes at least two game skills. The processing unit is used for responding to the triggering operation of the first virtual object on one or more connecting skills and performing the virtual attack processing on the second virtual object.
In some alternative embodiments, the processing unit is configured to perform: step 1, a leaf node in a previous skill branch is taken as a root node, the first skill is released according to a skill release condition of the first skill, a current skill branch is constructed based on the previous skill branch and the first skill, the current skill branch takes the first skill as the leaf node, the leaf node in the previous skill branch is any one of the N game skills, and the first skill is any one of the N game skills; step 2, calculating the change amount of the skill defense effect of the second virtual object after each game skill in the current skill branch is sequentially released according to the release sequence in the current skill branch so as to determine the skill attack effect of the current skill branch; and 3, repeatedly executing the steps 1 to 2 to calculate and obtain the skill attack effect of at least one target skill branch until the skill attack effect of each target skill branch is greater than the skill defense effect of the second virtual object, wherein each target skill branch is the current skill branch when the skill attack effect of the current skill branch is greater than the skill defense effect of the second virtual object.
In other alternative embodiments, the processing unit is configured to: calculating a first variation of skill defense effect of the second virtual object after each game skill in the previous skill branch is sequentially released according to the release sequence in the previous skill branch so as to determine skill attack effect of the previous skill branch; under the previous skill branch, performing release processing on the first skill based on the skill release condition of the first skill, and calculating a second variation of the skill defense effect of the second virtual object after the first skill is released so as to determine the skill attack effect of the first skill; determining a skill attack effect of the current skill branch based on a sum of the skill attack effect of the previous skill branch and the skill attack effect of the first skill.
In further alternative embodiments, the processing unit is further configured to determine, prior to said responding to the triggering operation on one or more of the tie skills for the first virtual object, a release order of the at least one tie skill according to a preset order traversal algorithm. And a processing unit, configured to respond to a triggering operation of one or more continuous skills for the first virtual object according to the release sequence of the at least one continuous skills.
In other optional embodiments, the processing unit is further configured to determine, after determining at least one continuous-call skill, an invalid skill pair in each continuous-call skill, where the invalid skill pair includes a second skill and a third skill, and the second skill and the third skill are game skills adjacent to each other in a release order of any two of the continuous-call skills, the release order of the third skill is ordered after the release order of the second skill, and the third skill is a game skill corresponding to the N game skills when an invalid attack is generated on the second virtual object; deleting a first skill branch from each of the tie skills, the first skill branch consisting of the third skill in the invalid skill pair and a game skill arranged after the third skill.
In other alternative embodiments, the processing unit is configured to: calculating the release interval duration of the second skill, wherein the release interval duration is the preparation duration required by successfully releasing the second skill; and when the release interval time of the second skill is longer than the preset time, determining that the second skill and the third skill form invalid skill pairs in the continuous skill.
In other alternative embodiments, the processing unit is configured to: calculating a skill release distance between the second skill and the third skill; and when the skill release distance is larger than the preset attack range of the third skill, determining that the second skill and the third skill form invalid skill pairs in the continuous skill.
In other alternative embodiments, the processing unit is configured to: calculating a skill cooling time of the second skill and a first release duration of the second skill when the second skill is the same as the third skill, wherein the first release duration is used for indicating an actual interval duration when the second skill is repeatedly triggered to be released; and when the first release duration is smaller than the skill cooling time, determining that the second skill and the third skill form invalid skill pairs in the continuous skill.
In other alternative embodiments, each of the leaf node and the root node is configured to indicate one of the game skills, or to indicate a game skill set consisting of a plurality of identical game skills that are adjacent in release order.
In other alternative embodiments, the processing unit is configured to: the game skills comprise first sub-skills, wherein the first sub-skills are any one of a plurality of sub-skills obtained after skills of complex types are split, and the skill attack effects of the sub-skills are different.
In other alternative embodiments, the acquisition unit is further configured to: acquiring game configuration instructions for the first virtual object before the second virtual object is subjected to the virtual attack processing in response to the triggering operation of the first virtual object on one or more continuous skills, wherein the game configuration instructions comprise state information of the first virtual object, and the state information is used for indicating the skill defense effect of the first virtual object when each game skill is released; an initial skill defense effect for each of the tie skills is determined based on the state information of the first virtual object.
In other optional embodiments, the processing unit is further configured to repeatedly release the corresponding continuous recruitment skills under each continuous recruitment skill after determining at least one continuous recruitment skill, and calculate a change in skill defense effect of the second virtual object when repeatedly releasing each continuous recruitment skill; determining a skill attack effect after repeated release of each continuous-call skill based on the change amount of the skill defense effect of the second virtual object when the continuous-call skill is repeatedly released; and updating the corresponding continuous recruitment skills based on the skill attack effect after repeated release of each continuous recruitment skill.
A third aspect of an embodiment of the present application provides a game processing apparatus, including: memory, input/output (I/O) interfaces, and memory. The memory is used for storing program instructions. The processor is configured to execute the program instructions in the memory to perform the method for processing game skills according to the embodiment of the first aspect.
A fourth aspect of the embodiments of the present application provides a computer-readable storage medium having instructions stored therein, which when run on a computer, cause the computer to perform to execute a method corresponding to an embodiment of the first aspect described above.
A fifth aspect of the embodiments of the present application provides a computer program product comprising instructions which, when run on a computer or processor, cause the computer or processor to perform the above-described method for performing the embodiment of the above-described first aspect.
From the above technical solutions, the embodiments of the present application have the following advantages:
in the embodiment of the application, first, game configuration information of a first virtual object is acquired, where the game configuration information includes N game skills and a skill release condition of each game skill. For each game skill, it can be used to perform virtual attack processing by the first virtual object on the second virtual object belonging to a different camp in the virtual game pair. After the N game skills are obtained, the corresponding game skills are sequentially released according to the skill release conditions of each game skill, and the skill attack effect of at least one target skill branch can be calculated. The skill attack effect of each target skill branch is the sum of skill attack effects of game skills when the target skill branch is formed, and the skill attack effect of each game skill can indicate the damage condition caused when the first virtual object virtually attacks the second virtual object by using the corresponding game skill. In this way, after the skill attack effect of at least one target skill branch is calculated, the target skill branch when the skill attack effect is greater than the skill defense effect of the second virtual object is further determined to be at least one continuous skill. At least one game skill is included for each tie skill. Thus, after obtaining at least one continuous bidding skill, responding to a triggering operation of one or more continuous bidding skills for the first virtual object to realize virtual attack processing on the second virtual object. By the method, a large amount of training data and long training time are not needed to construct the fight agent, but skill branching effects of at least one target skill branching are calculated by means of skill releasing conditions of game skills of each game skill, so that one or more continuous skill can be determined, consumption of the training data and the training time is reduced, and continuous skill can be quickly and efficiently generated. In addition, in the method, one or more continuous recruitment skills are determined by means of skill release conditions, the skill attack effect of each determined continuous recruitment skill is larger than the skill defense effect of the second virtual object, all possible continuous recruitment skills can be comprehensively generated, and the continuous recruitment skills are not limited to the continuous recruitment skills with optimal performance, so that after the trigger operation of the first virtual character on different continuous recruitment skills is responded, the virtual attack on the second virtual object can be completed by using the different continuous recruitment skills, and the game experience of a player is comprehensively improved.
Drawings
In order to more clearly illustrate the embodiments of the present application or the technical solutions in the prior art, the drawings that are required in the embodiments or the description of the prior art will be briefly described below, it being obvious that the drawings in the following description are only some embodiments of the present application, and that other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 illustrates a flow diagram of a conventional generation of a tie skill;
FIG. 2 illustrates a first system framework diagram provided by embodiments of the present application;
FIG. 3 illustrates a second system framework schematic provided by an embodiment of the present application;
FIG. 4 illustrates a flowchart of a method for processing game skills provided by embodiments of the present application;
FIG. 5 is a schematic diagram of a skill search tree according to an embodiment of the present disclosure;
FIG. 6 illustrates a pruning schematic of a skills search tree provided by an embodiment of the present application;
FIG. 7 shows a compiled schematic view of a virtual game provided by an embodiment of the present application;
FIG. 8 is a schematic diagram of a video file according to an embodiment of the present application;
FIG. 9 is a schematic diagram of a game video recording provided by an embodiment of the present application;
FIG. 10 is a schematic diagram showing functional blocks of a game processing apparatus provided in an embodiment of the present application;
fig. 11 shows a schematic hardware configuration of a game processing apparatus provided in an embodiment of the present application.
Description of the embodiments
The embodiment of the application provides a game skill processing method and a related device, which are used for quickly and efficiently comprehensively generating all possible continuous skill, so that the game experience of a player is improved.
It will be appreciated that in the specific embodiments of the present application, related data such as user information is referred to, and when the above embodiments of the present application are applied to specific products or technologies, user permissions or consents need to be obtained, and the collection, use and processing of related data need to comply with related laws and regulations and standards of related countries and regions.
The following description of the technical solutions in the embodiments of the present application will be made clearly and completely with reference to the drawings in the embodiments of the present application, and it is apparent that the described embodiments are only some embodiments of the present application, not all embodiments. All other embodiments, which can be made by one of ordinary skill in the art without undue burden from the present disclosure, are within the scope of the present disclosure.
The terms "first," "second," "third," "fourth" and the like in the description and in the claims of this application and in the above-described figures, if any, are used for distinguishing between similar objects and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used may be interchanged where appropriate such that embodiments of the present application described herein may be capable of being practiced otherwise than as specifically illustrated and described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
When a game player wants to play the virtual game, the player can log in through the game account after registering the game account and enter the virtual game deployed by the terminal equipment. For example, a first game player may enter into a virtual game deployed in a terminal device by logging into a first account. In this way, after entering the virtual game, the first virtual character controlled by the first account number can understand and use the game resources involved in the virtual game, such as game skills, so that the first virtual character is controlled by the first account number to execute the operation corresponding to the game resources. For example, a game skill is used to attack the second virtual character, etc.
Game skills in game resources are game terms that generally refer to active operations in virtual games for producing effects of attack, defense, assistance, etc. By combining one or more game skills, a tie skill can be generated. In other words, the continuous-call skill can be understood as releasing the game skills based on the continuous-call skill in the release order and the release manner, which can cause the operation that the enemy virtual character cannot be countered, so that the attack operation of the own virtual character is dominant in the game countermeasure, and the use of the continuous-call skill gradually becomes one of the funs in the virtual game.
Fig. 1 shows a schematic flow chart of a conventional generation of a tie skill. As shown in fig. 1, in a conventional manner of generating a continuous operation skill, a strong-performance combat agent is generally trained depending on training data, so that the continuous operation skill with optimal performance is directly generated by the combat agent. However, the generation mode needs a large amount of training data and training time to complete the training operation of the fight agent, so that continuous skill can not be generated quickly, and the efficiency is low. Moreover, the current scheme is limited to attack the enemy virtual character by using the optimal continuous skill, and cannot be comprehensive, so that the game experience is poor.
Therefore, in order to solve the above-mentioned technical problems, the embodiments of the present application provide a method for processing game skills. Illustratively, the method for processing game skills provided in the embodiment of the present application may be applied to the system architecture shown in fig. 2. As shown in fig. 2, the system architecture may include at least a first terminal device, a second terminal device, and a server. Wherein, the first terminal equipment is deployed with a virtual game, and the second terminal equipment is also deployed with the same virtual game. By way of example, virtual games may also sometimes be referred to as virtual game Applications (APP), virtual game clients, etc., and embodiments of the present application are not limited in this respect. The terminal device and the server may be directly connected or indirectly connected by wired communication or wireless communication, and the application is not specifically limited.
In the server, information such as game configuration related to the virtual game may be stored. For example, a game process, an algorithm process, etc. may be further deployed in the server, and may be specifically understood with reference to the architecture shown in fig. 3, which will not be described herein. And logging in a first account number in the first terminal equipment, and logging in and starting the virtual game. After the virtual game is started, the first account number can control the first virtual object to execute operations related to game skills. Likewise, a second account is logged in the second terminal device, and the virtual game can be logged in and started. After the virtual game is started, the second account number can control the second virtual object to execute operations related to game skills. It should be noted that, the first virtual object and the second virtual object mentioned in the present application are any two virtual objects belonging to different camps in a virtual game. For example, the first virtual object belongs to any one of the first camps, and the second virtual object belongs to any one of the second camps, and the first camps are different from the second camps.
In the processing scheme of game skills provided in the embodiment of the present application, the server obtains game configuration information of the first virtual object, where the game configuration information includes N game skills, for example, game skill 1, game skill 2, and game skill N. Wherein N is an integer greater than or equal to 2. In the game configuration information, a skill release condition of each of the N game skills is also included. In this way, after obtaining the game configuration information of the first virtual object, the server sequentially releases the corresponding game skills according to the skill release conditions of each game skill, for example, release the game skill 1 first, release the game skill 2 later, and so on, thereby determining the combination of the game skills corresponding to the case that the sum of the skill attack effects is greater than the skill defense effect of the second virtual object as the continuous skill. For example, one or more continuous skills, such as continuous skills 1, continuous skills 2, continuous skills 3, etc., can be determined.
As a schematic description, fig. 3 also shows another system architecture schematic provided in an embodiment of the present application. As shown in fig. 3, in this architecture, one or more algorithmic processes, such as algorithmic process 1, algorithmic process 2, etc., may be deployed in a server; likewise, one or more game processes, such as game process 1, game process 2, etc., may be deployed in the server. In this way, the server may obtain corresponding game configuration information by running game processes such as game process 1, game process 2, and the like in performing the task of generating one or more of the tie skills mentioned in fig. 2 above. Thus, after running the game process to obtain game configuration information, the server may also run one or more algorithmic processes to construct a corresponding skill search tree, thereby reflecting one or more tie skills through target skill branches in the skill search tree. For example, individual game skills in the game configuration information may be released by running the algorithmic process 1 to generate the tie skills 1; likewise, another continuous technique, such as continuous technique 2, may also be determined by algorithm process 2, and is not limited in this embodiment.
After determining that at least one continuous bidding skill is obtained, the server can perform virtual attack processing on the second virtual object by responding to triggering operation of one or more continuous bidding skills on the first virtual object. By the method, one or more continuous skills are determined by means of the skill release conditions of the game skills of each game skill, so that consumption of training data and training time is reduced, and continuous skills can be generated quickly and efficiently. In addition, in the method, one or more continuous recruitment skills are determined by means of skill release conditions, the skill attack effect of each determined continuous recruitment skill is larger than the skill defense effect of the second virtual object, all possible continuous recruitment skills can be comprehensively generated, and the continuous recruitment skills are not limited to the continuous recruitment skills with optimal performance, so that after the trigger operation of the first virtual character on different continuous recruitment skills is responded, the virtual attack on the second virtual object can be completed by using the different continuous recruitment skills, and the game experience of a player is greatly improved.
It should be noted that the above-mentioned first terminal device may include, but is not limited to, a smart phone, a desktop computer, a notebook computer, a tablet computer, a smart speaker, an on-vehicle device, a wearable smart device, a smart voice interaction device, a smart home appliance, etc., which are not limited in this embodiment. The described wearable smart devices may include, but are not limited to, smart watches, smart bracelets, virtual Reality (VR) devices, mixed Reality (MR) devices, or augmented reality (augmented reality, AR) devices, etc., without limitation in particular embodiments of the present application.
The servers mentioned above may be independent physical servers, may be server clusters or distributed systems formed by a plurality of physical servers, and may also be cloud servers that provide cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (content delivery network, CDN), and basic cloud computing services such as big data and artificial intelligence platforms, which are not particularly limited in this application.
The game skill processing method mentioned in the application can be applied to the fields of cloud technology (closed technology) and the like. The described cloud technology refers to a hosting technology for unifying serial resources such as hardware, software, network and the like in a wide area network or a local area network to realize calculation, storage, processing and sharing of data.
Cloud technology (cloud technology) is based on the general terms of network technology, information technology, integration technology, management platform technology, application technology and the like applied by cloud computing business models, and can form a resource pool, so that the cloud computing business model is flexible and convenient as required. Cloud computing technology will become an important support. Background services of technical networking systems require a large amount of computing, storage resources, such as video websites, picture-like websites, and more portals. Along with the high development and application of the internet industry, each article possibly has an own identification mark in the future, the identification mark needs to be transmitted to a background system for logic processing, data with different levels can be processed separately, and various industry data needs strong system rear shield support and can be realized only through cloud computing.
The mentioned cloud computing (closed computing) is a computing mode that distributes computing tasks over a resource pool of a large number of computers, enabling various application systems to acquire computing power, storage space, and information services as needed. The network that provides the resources is referred to as the "cloud". Resources in the cloud are infinitely expandable in the sense of users, and can be acquired at any time, used as needed, expanded at any time and paid for use as needed.
As a basic capability provider of cloud computing, a cloud computing resource pool (called a cloud platform for short, generally called an infrastructure as a service (infrastructure as a service, iaaS) platform is established, and multiple types of virtual resources are deployed in the resource pool for external clients to select for use.
Currently, cloud technology has been widely used in many fields, and cloud games are one of application products of the cloud technology. Cloud gaming (close gaming) may also be referred to as game on demand (game on demand), an online gaming technology based on cloud computing technology. Cloud gaming technology enables lightweight devices (thin clients) with relatively limited graphics processing and data computing capabilities to run high quality games. Under the cloud game scene, the game is not run in the terminal equipment, but run in the cloud server, the cloud server renders the game scene into video and audio streams, and the video and audio streams are transmitted to the terminal equipment through a network. The terminal equipment does not need to have strong graphic operation and data processing capability, and only needs to have basic streaming media playing capability and the capability of acquiring an input instruction and sending the input instruction to the cloud server.
The virtual games described may include, but are not limited to, the cloud games mentioned above. In practical applications, the virtual game mentioned in the present application may also include, but is not limited to, a Massive Multiplayer Online Role Playing Game (MMORPG), a multiplayer online technology game (multiplayer online battle arena, MOBA), a world game, a development world game, etc., which are not limited in the embodiments of the present application.
It should be noted that the method for processing game skills provided in the embodiments of the present application may also be applied to various application scenarios, including, but not limited to, the cloud technology, artificial intelligence, and other scenarios mentioned above. The embodiment of the application can also be applied to intelligent traffic, auxiliary driving and other scenes, and is not limited in particular.
In order to facilitate understanding of the technical solutions of the present application, the following describes a method for processing game skills provided in the embodiments of the present application with reference to the accompanying drawings. Fig. 4 shows a flowchart of a method for processing game skills according to an embodiment of the present application. As shown in fig. 4, the game skill processing method may include the steps of:
401. the game configuration information of the first virtual object is obtained, the game configuration information comprises N game skills and skill release conditions of each game skill, each game skill is used for carrying out virtual attack processing on the second virtual object by the first virtual object, the first virtual object and the second virtual object are any two virtual objects in different camps in a virtual game, N is more than or equal to 2, and N is an integer.
In this example, game skills are indispensable elements in virtual games, which provide important support for game play and experience. The first game player logs in the first account through the first terminal equipment, and then logs in and starts the virtual game. And in the process of starting and playing the virtual game, the first game player controls the first virtual character to attack the second virtual character controlled by the second account through the first account. During the attack, the first avatar needs to use game skills to complete the attack. For example, a first avatar may use "cross-side" game skills to achieve a close-fit around to the side or back of a second avatar over a shortest distance in order to complete a back attack on the second avatar. In the embodiment of the present application, the first virtual character may be understood as a game hero in a virtual game, and the embodiment of the present application is not limited thereto. Likewise, the second virtual character may be understood by referring to the first virtual character, which is not described herein.
Based on the above, the first terminal device may configure different game skills and skill release conditions corresponding to the different game skills based on the game requirements of the game player at the game configuration interface, so as to generate game configuration information of the first virtual object. In this way, the first terminal device sends the game configuration information of the first virtual object to the server after generating the corresponding game configuration information. Therefore, the server can acquire the game configuration information of the first virtual object. As an exemplary illustration, the first terminal device may map the game configuration information into a message, which in turn may send the game configuration information to the server in a message manner. After receiving the message, the server performs demapping processing on the message, thereby obtaining game configuration information. The server may store game configuration information of the first virtual object in a database, so that the game configuration information can be obtained quickly by running a game process, and the obtaining time is saved.
The skill release conditions described can be understood as conditions that need to be met when releasing game skill. For example, for game skill 1, the corresponding skill release condition may be condition 1; for game skill 2, its corresponding skill release condition may be condition 2. The described condition 1 and condition 2 may be the same or different, and are not limited in the embodiments of the present application.
It should be noted that, for each game skill, the method may be used for the first virtual object to perform virtual attack processing on the second virtual object. It should be understood that each of the game skills mentioned in the embodiments of the present application is understood to be a single game action on which the base is based, i.e. not a combination of action skills. For example, gaming skills may include, but are not limited to, jumping, squatting, boxing, kicking, walking, running, sprinting, defending, mastering, big invitations, and the like, and the application is not limited thereto.
In addition, in the above-mentioned game configuration information, status information related to a virtual character, status information related to game play, and basic information related to skills in the virtual game may also be included. For example, status information related to the avatar may include, but is not limited to, position, movement status, body posture, blood volume, blue volume, gain, benefits, skill release status, skill button status, and the like. Status information related to game play may include, but is not limited to, whether the virtual game is in a loaded state, whether the virtual character is born or combat is dead, whether the play is over, etc. The described basic information related to skills may include, but is not limited to, skill Cool Down (CD) time, release interval, release range, blue amount consumption, duration, front shake, back shake, etc. of the game skill. The embodiments of the present application are not limited in detail.
In addition, the game configuration information mentioned above may further include status control information, which can reflect the current running status of the virtual game, including, but not limited to, pulling up the game progress, starting the game room, selecting the virtual character, loading the game, ending the game, and the like, which is not particularly limited.
402. And sequentially releasing the corresponding game skills according to the skill release conditions of each game skill, and calculating the skill attack effect of at least one target skill branch, wherein the skill attack effect of each target skill branch is the sum of the skill attack effects of the game skills when the corresponding target skill branch is formed, and the skill attack effect of each game skill is used for indicating the damage condition caused when the first virtual object performs virtual attack on the second virtual object by using the corresponding game skill.
In this example, after the server obtains the game configuration information, the server may sequentially release the corresponding game skills according to the skill release conditions of each game skill, so as to calculate the skill attack effect of each target skill branch. Each target skill branch described may be understood as a skill release path. For example, after game skill 1 is released, game skill 2 is released, and the corresponding target skill branches are: game skill 1- > game skill 2. Illustratively, the skill attack effect of each target skill branch may be understood as an injury caused when the second virtual character is attacked when the corresponding game skills are sequentially released according to the release order of the game skills in the target skill branch. The skill attack effect of each target skill branch is the sum of skill attack effects of game skills when the corresponding target skill branch is formed. The described skill attack effect of each game skill can indicate the damage condition caused when the first virtual object performs virtual attack on the second virtual object by using the corresponding game skill.
Illustratively, for how to calculate the skill attack effect of each target skill branch, it can be understood with reference to what is described in steps 1-3 below, namely:
step 1, a leaf node in a previous skill branch is taken as a root node, the first skill is released according to a skill release condition of the first skill, a current skill branch is obtained based on the previous skill branch and the first skill, the current skill branch takes the first skill as the leaf node, the leaf node in the previous skill branch is any one of N game skills, and the first skill is any one of N game skills.
In this example, the server may also generate target skill branches prior to computing the skill attack effects for each target skill branch. Illustratively, the server may sequentially release the corresponding game skills according to the skill release conditions of each game skill, and generate a corresponding skill search tree, so that all target skill branches can be intuitively viewed from the skill search tree. Specifically, the server may take any one of the N game skills as a root node, and sequentially release the N game skills after releasing the corresponding game skills according to the skill release condition of the game skill corresponding to the root node, thereby constructing and obtaining the first skill branch. It should be noted that the release for N game skills may be repeated, and is not limited to one release.
By analogy, in the case of releasing to any one of the N game skills (i.e., the first skill), the server may take the leaf node in the previous skill branch as the root node and release the first skill according to its skill release condition. Thus, after releasing the first skill, the server builds a current skill branch based on the previous skill branch and the first skill. For example, the server may add the first skill at the end of the previous skill branch, thereby constructing the current skill branch. In other words, the current skill branch is a leaf node with the first skill and a root node of the previous skill branch as the root node.
And 2, after the current skill branch is generated and obtained according to the step 1, calculating the variation of the skill defense effect of the second virtual object after each game skill in the current skill branch is sequentially released according to the release sequence in the current skill branch, so as to determine the skill attack effect of the current skill branch.
In this example, after generating the current skill branch in the manner of step 1, the server may calculate a first amount of change in skill defense effect of the second virtual object after sequentially releasing each game skill in the previous skill branch in the order of release in the previous skill branch. In this way, the server determines the first variation as the skill attack effect of the previous skill branch.
For example, the skill defense effect of the second virtual object includes, but is not limited to, blood volume values, and the like. Taking blood volume consumption as an example, the server obtains an initial blood volume value for the second virtual object before releasing each game skill in the previous skill branch. Further, the server sequentially releases each game skill in the previous skill branch according to the release sequence in the previous skill branch, and then the current blood volume value of the second virtual character is obtained. In this way, the server obtains the first variation amount of the skill defense effect of the second virtual object based on the absolute difference between the current blood volume value and the initial blood volume value of the second virtual character.
Similarly, the server performs release processing on the first skill based on the skill release condition of the first skill under the previous skill branch, and calculates a second variation of the skill defense effect of the second virtual object after the release of the first skill. Thereby, the second variation is determined as a skill attack effect of the first skill. In this way, the server may determine the skill attack effect of the current skill branch based on the sum of the skill attack effect of the previous skill branch and the skill attack effect of the first skill.
For example, taking the skill defense effect of the second virtual object as a blood volume value as an example, assume that the initial blood volume value of the second virtual character is D, and the previous skill branch is game skill 1- > game skill 2. If the server calculates that the game skills 1- > game skills 2 are released in turn, the current blood volume value of the second virtual character is D-D1-D2. Therefore, the server calculates the difference between the initial blood volume value and the current blood volume value to obtain the skill attack effect of the previous skill branch as follows: d- (D-D1-D2) =d1+d2. Wherein D is an initial blood volume value of the second virtual character before any attack, D1 is a skill defense effect of the second virtual character after the attack by the game skill 1, and D2 is a skill defense effect of the second virtual character after the attack by the game skill 2. Further, the server needs to take D-D1-D2 as an initial blood volume value before releasing the first skill (e.g., game skill 3), so that after releasing the game skill 3 again, it can be calculated that the change of skill defense effect of the second virtual character becomes D-D1-D2-D3. Thus, the server can calculate that the skill attack effect of the game skill 3 is D-D1-D2- (D-D1-D2-D3) =d3. Thus, the server may determine, based on the sum of the skill attack effect of the previous skill branch and the skill attack effect of the game skill 3, that the skill attack effect of the current skill branch (i.e., game skill 1- > game skill 2- > game skill 3) is: d1+d2+d3.
And 3, repeatedly executing the steps 1 to 2 to calculate and obtain the skill attack effect of at least one target skill branch until the skill attack effect of each target skill branch is larger than the skill defense effect of the second virtual object, wherein each target skill branch is the current skill branch when the skill attack effect of the current skill branch is larger than the skill defense effect of the second virtual object.
In this example, the server needs to repeatedly execute the above steps 1 and 2 continuously to calculate the skill attack effect of each current skill branch in all the current skill branches, and further uses the current skill branch when the sum of the skill attack effects of the current skill branches is greater than the skill defense effect of the second virtual object as the target skill branch. In this way, the server can also set the skill attack effect of the current skill branch as the skill attack effect of the corresponding target skill branch.
403. At least one tie skill is determined based on the target skill branch when the skill attack effect of the target skill branch is greater than the skill defense effect of the second virtual object, each tie skill including at least two game skills.
In this example, after calculating the skill attack effect of each target skill branch, the server may compare the skill attack effect of each target skill branch with the skill defense effect of the second virtual object, so as to determine whether the corresponding target skill branch can be used as the continuous-call skill according to the comparison result. Because the skill attack effect of each company skill is greater than the skill defending effect of the second virtual object, the second virtual object is ensured to be damaged in a non-impact or continuous manner when the corresponding company skill is released.
Based on this, the server compares the skill attack effect of each target skill branch with the skill defense effect of the second virtual object after calculating the skill attack effect of each target skill branch. Further, the server determines one or more tie skills based on the target skill branch when the skill attack effect of the target skill branch is greater than the skill defense effect of the second virtual object.
Each tie skill consists of at least two underlying game skills. For example, for the tie skill 1, it may be composed of game skill 1 and game skill 2 in the order of release. More specifically, the game skill 1 may be released first, and then the game skill 2 may be released, thereby constituting the continuous-call skill 1, that is, the continuous-call skill 1 is the game skill 1- > the game skill 2. In this case, the skill attack effect of the continuous skill 1 is the sum of the skill attack effect of the game skill 1 and the skill attack effect of the game skill 2. The skill attack effect of the company skill 1 is larger than the skill defending effect of the second virtual object.
The described skill defending effect of the second virtual object can be understood as the defending condition of the second virtual object when the second virtual object is attacked by the first virtual object using the tie skill.
For example, fig. 5 shows a schematic structural diagram of a skill search tree according to an embodiment of the present application. As shown in fig. 5, 5 game skills (i.e., n=5) are exemplified, including game skills 1 to 5.
First, the server may use any one of the game skills (e.g., game skill 1) as a root node, e.g., using node S1 to represent game skill 1. The server releases the game skill 1 in accordance with the skill release condition of the game skill 1.
Then, after the game skill 1 is released, the game skill 1, the game skill 2, the game skill 3, the game skill 4, and the game skill 5 are released, respectively, on the basis of the game skill 1. Assuming that the second virtual character interrupts the game skill 1 released by the first virtual character by using the corresponding defending skill before releasing the game skill 2 and the game skill 4, respectively, the server determines that the release of the game skill 2 and the game skill 4 cannot be completed after releasing the game skill 1. For example, using node 2 to represent game skill 2, node 3 to represent game skill 3, node 4 to represent game skill 4, and node 5 to represent game skill 5, the server may initially determine that the current skill branch is: game skill 1- > game skill 1 (i.e., S1- > S1); game skill 1- > game skill 3 (i.e., S1- > S3); game skill 1- > game skill 5 (i.e., S1- > S5).
Then, the server releases game skill 1, game skill 2, game skill 3, game skill 4, and game skill 5, respectively, on the basis of these first three skill branches (i.e., S1- > S1, S1- > S3, S1- > S5).
For the skill branch S1- > S1, assuming that after game skill 1 and game skill 1 are released in sequence, but before game skill 2 to game skill 5 are released, respectively, the second virtual character interrupts game skill 1 released by the first virtual character by using the corresponding defensive skill, then the server determines that release of game skill 2 to game skill 5 cannot be completed after game skill 1- > game skill 1 is released. Thus, the server needs to further calculate the skill attack effect of the skill branch S1- > S1 on the basis of the skill branch S1- > S1. It should be noted that, for how to calculate the skill attack effect of the current skill branch S1- > S1, the foregoing content of step 2 may be specifically referred to for understanding, and details are not repeated herein.
In this way, after calculating the skill attack effect of the skill branch S1- > S1, the server determines whether the skill attack effect of the skill branch S1- > S1 is greater than the skill defense effect of the second virtual character. Further, if the skill attack effect of the skill branch S1- > S1 is greater than the skill defense effect of the second virtual character, the server may use the skill branch as a continuous skill. Otherwise, if the skill attack effect of the skill branch S1- > S1 is less than or equal to the skill defense effect of the second virtual character, the server may discard the skill branch.
Similarly, for the skill branch S1- > S3, assuming that after game skill 1, game skill 3 are released in sequence, but before game skill 1, game skill 2, game skill 4, and game skill 5 are released, respectively, the second virtual character can interrupt or impact the game skill 3 released by the first virtual character by using the corresponding defending skill, the server determines that after game skill 1- > game skill 3 is released, release of game skill 1, game skill 2, game skill 4 to game skill 5 cannot be completed. Therefore, the server further calculates the skill attack effect of the skill branch S1- > S3 on the basis of the skill branch S1- > S3, and further determines whether the skill attack effect of the skill branch S1- > S3 is greater than the skill defense effect of the second virtual character. Illustratively, if the skill branch S1- > S3 has a skill attack effect that is greater than the skill defense effect of the second virtual character, the server may treat the skill branch as a tie skill. Otherwise, the skill attack effect of the skill branch S1- > S3 is less than or equal to the skill defense effect of the second virtual character, and the server may discard the skill branch.
It should be noted that, how to calculate the skill attack effect of the skill branches S1- > S3 can be understood by referring to the calculation process of the skill attack effect in the foregoing step 2, which is not described herein.
Similarly, for the skill branch S1- > S5, assuming that after game skill 1, game skill 5 are released in sequence, but before game skill 1, game skill 2, game skill 3, and game skill 5 are released, respectively, the second virtual character interrupts game skill 5 released by the first virtual character by using the corresponding defending skill, then the server determines that release of game skill 1, game skill 2, game skill 3, and game skill 5 cannot be completed after game skill 1- > game skill 5 is released. However, the second virtual character cannot interrupt the game skill 5 released by the first virtual character by using the corresponding defensive skill before releasing the game skill 4. Thus, the server may construct a current skill branch, i.e., S1- > S5- > S4, based on the skill branch S1- > S5 and the game skill 4, based on the skill branch S1- > S5.
In a similar manner, the server determines that the release of game skill 1 through game skill 5 cannot be completed after release of game skill 1 through game skill 4 by interrupting game skill 4 released by the first virtual character using the corresponding defensive skill before release of game skill 1 through game skill 5, respectively, on the basis of the current skill branch S1- > S5- > S4. Thus, the server can further calculate the skill attack effect of the current skill branch S1- > S5- > S4 on the basis of the current skill branch S1- > S5- > S4. If the skill attack effect of the current skill branch S1- > S5- > S4 is greater than the skill defense effect of the second virtual character, the server may use the current skill branch as a continuous skill. Otherwise, the current skill branch S1- > S5- > S4 may have a skill attack effect less than or equal to the skill defense effect of the second virtual character, and the server may discard the current skill branch.
It should be noted that, how to calculate the skill attack effects of the skill branches S1- > S5- > S4 can be understood with reference to the foregoing calculation process of the skill attack effects in step 2, which is not described herein.
In addition, the skill search process shown in fig. 5 described above uses only game skill 1 as the root node for searching. In addition to the skill search tree with the game skill 1 as the root node, skill search can be performed with other game skills as the root node to generate a skill search tree corresponding to the corresponding game skill, which is not described in detail herein. For example, taking the game skill 1 shown in fig. 5 as an example of the skill search tree of the root node, it can be intuitively understood that three target skill branches with skill attack effects greater than the skill defense effect of the second virtual character are all known, and then one target skill branch is taken as one continuous skill, so that three continuous skills can be determined, namely: s1- > S1; s1- > S3; s1- > S5- > S4.
In some alternative examples, for each node (including leaf nodes and root nodes) in the skill search tree of fig. 5 mentioned above, one node may be used to indicate one game skill; alternatively, a node may be used to indicate a game skill combination. The described game skill combinations are understood to consist of a plurality of identical game skills adjacent to each other in the order of release.
For example, for underlying game skill 1, one node representation may be used, such as representing game skill 1 using a separate node S1.
Alternatively, for example, when the game skill 1 is released by a plurality of continuous clicks, a skill attack effect different from that of the single release game skill 1 can be triggered. Therefore, in order to avoid that the same game skill is judged as an unreachable skill pair by repeating the release a plurality of times, the game skill 1 repeatedly released a plurality of times may be combined into a game skill combination, for example, a game skill 1×2, a game skill 1×3, or the like. Further, the server may use a single node to represent the game skill combination, e.g., node S1 for game skill 1X 2 and node S2 for game skill 1X 3. Wherein the described game skills 1 x 2 represent that 2 adjacent repeated releases of game skills 1 are required. The described game skills 1 x 3 indicate that 3 adjacent repeated releases of game skill 1 are required. It should be noted that the descriptions of the unreachable skill pairs may be understood with reference to the ineffective skill pairs mentioned later, and will not be described herein.
In other alternative examples, different skill attacks may be exhibited for some underlying game skills, with different release methods or different virtual character states. For example, a game skill S1, in the case of a quick release, causes a first character to flash forward, and in the case of a release after a period of time, pulls a second character in front of the first character. Therefore, aiming at the complex type of skills capable of showing different skill attack effects, the server can split the complex type of skills according to the corresponding skill attack effects, so as to obtain a plurality of sub-skills. In this way, the server may further include a first sub-skill in constructing the aforementioned skill search tree. The first sub-skill is understood to be any one of a plurality of sub-skills obtained after the skills of the complex type are split, and the skill attack effect of each sub-skill is different. Thus, different sub-skills can be used as different nodes in the construction of the skill search tree. For example, for complex types of skills X1, after splitting into two different game skills X1-1 and X1-2, one node S1 may be used to represent game skill X1-1 and another node S2 may be used to represent game skill X1-2.
In some alternative examples, some game skills in the virtual game require a long preparation time to complete the release, or in the event that a second virtual character cannot be effectively attacked within the scope of attack of some game skills, the second virtual character is easy to escape under sufficient conditions. To avoid this, the server, after determining at least one tie skill via step 403 described above, may optionally also perform steps 404 through 405, namely:
404. ineffective skill pairs in each tie skill are determined.
In this example, in the ineffective skill pair, a second skill and a third skill are included. Wherein the second skill and the third skill are game skills adjacent to any two release orders in each tie skill, and the release order of the third skill is ordered after the release order of the second skill.
The third skill is understood to be a game skill corresponding to the N game skills when an invalid attack is generated on the second virtual object. The described invalidation attack may be understood as not being harmful to the second virtual object. For example, after determining the invalid skill pair, the invalid skill pair may be recorded into an unreachable skill pair set, so that the next time the continuous skill is generated, the invalid skill pair can be directly obtained from the unreachable skill pair set, and time and resource consumption for determining the invalid skill pair are saved.
As a schematic description, it is possible to determine how to determine ineffective skill pairs, either from a temporal point of view or from an attack scope point of view. The present application will be described in terms of various embodiments, which may be understood with particular reference to the following:
(1) Duration of release interval
For example, for each tie skill, the server may determine a release interval duration for each game skill in each tie skill. The described release interval duration is understood to be the preparation duration required for successful release of the corresponding game skill. Taking any game skill (such as a second skill) in each linking skill as an example, the server may calculate a release interval duration of the second skill, and further determine whether the release interval duration of the second skill is greater than a preset duration. It should be noted that the described preset duration is understood to be the minimum duration for which the second virtual character escapes from the first virtual character using the second skill attack.
In this way, when the server determines that the release interval time of the second skill is longer than the preset time, the second virtual character is indicated to have escaped, and at this time, the first virtual character can not cause damage to the second virtual character when releasing the second skill again, so that whether the third skill is released later can not cause damage to the second virtual character. Thus, the server may determine that the second skill and the subsequent third skill form an invalid skill pair.
For example, fig. 6 shows a pruning schematic of a skill search tree provided in an embodiment of the present application. Taking the skill branches S1- > S5- > S4- > S1- > S3 as an example, as shown in fig. 6, it is assumed that the duration of the release interval required for the server to calculate the game skill 4 corresponding to the release node S4 is 10 seconds (S), and the second virtual character only needs 8 seconds to complete the escape, i.e. the preset duration is 8 seconds. It is obvious that 10S > 8S can be determined, and thus the server can determine that the game skill 4 corresponding to the node S4 and the game skill 1 corresponding to the subsequent node S1 are configured as an invalid skill pair, that is, the invalid skill pair can be expressed as (S4, S1).
In practical applications, it is necessary to specify the release sequence of the ineffective pairs. For example, assume that there are two invalid skill pairs, each including the same game skill, e.g., (S4, S1) and (S1, S4). But in reality (S4, S1) and (S1, S4) are two different ineffective skill pairs. Namely, (S4, S1) indicates that the game skill 4 is released first and then the game skill 1 is released; and (S1, S4) indicates that game skill 1 is released first and then game skill 4 is released.
(2) Attack scope
Illustratively, for each tie skill, the server calculates a skill release distance between the second skill and the third skill. Further, when the skill release distance is greater than the preset attack range of the third skill, determining that the second skill and the third skill form invalid skill pairs in the corresponding continuous skill.
In this example, the described preset attack range of the third skill may be understood as the maximum attack range that the attack strength of the third skill can radiate when the first virtual object performs the virtual attack on the second virtual character using the third skill.
Taking the second skill and the second skill as examples, the server may release the second skill after releasing the second skill. The server may illustratively locate the location information at which the second skill was released, and the location information at which the third skill was released. Further, the server determines a skill release distance between the second skill and the third skill based on an absolute distance difference between the position information at the time of releasing the second skill and the position information at the time of releasing the third skill. Thus, the server determines whether the skill release distance is greater than a preset attack range for the third skill. It should be noted that, when the first virtual character releases the third skill within the preset attack range of the third skill, attack damage is likely to be caused to the second virtual character.
Based on the above, when the server determines that the skill release distance is greater than the preset attack range of the third skill, it indicates that the first virtual character cannot attack the second virtual character within the preset attack range of the third skill after the second skill is successfully released, and at this time, the first virtual character releases the third skill again, and cannot cause damage to the second virtual character. Thus, the server may determine an invalid skill pair in the second skill and third skill formation correspondence tie skills.
For example, taking the skill branches S1- > S3- > S2 shown in fig. 6 as an example, it is assumed that the game skill 3 corresponding to the node S3 is used to implement the second virtual character to fly, but the first account cannot control the first virtual character to move to the attack range of the game skill 2 corresponding to the node S2 during the reaction time of the second virtual character, so that the first virtual character cannot attack the second virtual character when releasing the game skill 2. Specifically, the server calculates that the skill release distance between the released game skill 3 and the released game skill 2 is 10 meters, and the preset attack range of the game skill 2 is 5 meters. It is apparent that 10 meters > 5 meters can be judged, whereby the server can determine that the game skill 3 corresponding to the node S3 and the game skill 2 corresponding to the node S2 constitute an invalid skill pair, i.e., (S3, S2).
(3) Skill cool time
Illustratively, when the game skill is repeatedly released, a cooling time is required for preparation. If the second virtual character can escape in the cooling time, the first virtual character cannot attack the second virtual character when the corresponding game skills are released. Based on this, the server calculates a skill cooling time of the second skill and a first release duration of the second skill in the case where the second skill is the same as the third skill. The first release duration described is understood to be the actual interval duration when the release of the second skill is repeatedly triggered. The skill cooling time of the second skill is understood to be the time interval after releasing the second skill once to the time when the second skill can be used next. In practice, skill cool down time may also be referred to as skill CD (cool down time).
And the first release time is greater than or equal to the skill cool down time, indicating that there is sufficient time to complete the restart of the second skill where release of the second skill may be re-triggered. Otherwise, if the first release duration is less than the skill cooling time, it is indicated that the restarting of the second skill is not completed, and at this time, the second skill cannot be released any more when the second skill is triggered by repeated clicking.
Based on this, the server determines an invalid skill pair in the second skill and the third skill configuration corresponding to the affiliated skill if the first release duration is determined to be less than the skill cooling time.
For example, taking a skill branch S1- > S1 as an example, it is assumed that after the game skill 1 corresponding to the node S1 is released for the first time, it takes 20 seconds (S) to trigger the release of the game skill 1 again, i.e. the skill cooling time of the game skill 1 is 20S. Further, the server may calculate an absolute time difference between the start time and the end time with the time point of the first release of the game skill S1 as the start time and the time point of the second release of the game skill S1 as the end time, and further use the absolute time difference as the first release duration of the game skill S1, for example, 15S. It is apparent that 15S < 20S can be judged, whereby the server can determine that the first released game skill 1 and the second released game skill 1 constitute an ineffective skill pair, i.e., (S1, S1).
405. The first skill branch is deleted from each tie skill, the first skill branch consisting of a third skill in the invalid skill pair and a game skill arranged after the third skill.
In this example, after determining the invalid skill pairs in each of the tie skill pairs, the server may take as the first skill branch a skill branch made up of a third skill in the invalid skill pairs and game skills ordered after the third skill, and further delete the first skill branch from each tie skill.
For example, taking the ineffective skill pair (S4, S1) in the above-described mode (1) as an example, the server may take, as the first skill branch, a skill branch composed of the game skill 1 corresponding to the node S1 and other game skills ordered after the game skill 1 (for example, if the game skill 3 exists). I.e. the first skill branch is S1- > S3. The server may delete S1- > S3 from the corresponding skill branches S1- > S5- > S4- > S1- > S3.
Alternatively, taking the ineffective skill pair (S3, S2) in the above-described embodiment (2) as an example, the server may delete the first skill branch, that is, the node S2, from among the skill branches S1- > S3- > S2.
It should be noted that the above description is given by taking the mode (1), the mode (2) or the mode (3) as an example, and how to determine the invalid skill pair in each continuous skill. In practical applications, one or more modes selected from the modes (1), (2) and (3) may be determined, which are not limited in the embodiments of the present application.
406. In response to a triggering operation of one or more tie skills for the first virtual object, performing virtual attack processing on the second virtual object.
In this example, after determining one or more tie skills, the server may determine a release order for the one or more tie skills according to a preset order traversal algorithm. For example, taking the skill search tree shown in fig. 5 as an example, the server may determine that the release order is: (S1- > S1) - > (S1- > S3) - > (S1- > S5- > S4). Namely, the corresponding game skills 1- > game skills 1 are released according to the skill branches S1- > S1; then, according to the skill branches S1-S3, corresponding game skills 1-game skills 3 are released; finally, the corresponding game skill 1- > game skill 5- > game skill 4 is released according to the skill branches S1- > S5- > S4.
In this way, the server responds to the triggering operation of the first virtual object on one or more continuous skills according to the release sequence, and then releases the game skills in each continuous skill based on the corresponding skill release conditions, so that the second virtual object is subjected to virtual attack processing.
In other alternative examples, for some game skills, it is related to the persona's own persona status or the opponent's persona status in addition to the release pattern. For example, some game skills may trigger additional effects in situations where skill defenses are poor. For example, taking the skill defense effect as an example of the blood volume, if the blood volume of the virtual character is lower than the current preset blood volume H, the user may be in a combat death or the like. Thus, the server may also obtain game configuration instructions for the first virtual object, prior to performing step 406 described above, the game configuration instructions including state information for the first virtual object. The game configuration instructions described may include, but are not limited to, GM commands within virtual games, etc., and are not particularly limited.
The state information is used for indicating a target skill defense effect of the first virtual object when each game skill is released. For example, the status information of the first virtual object may include, but is not limited to, blood volume, remaining service life, etc. of the first virtual character, and the embodiments of the present application are not limited to the above.
In this way, after the server obtains the game configuration instruction, the state information of the corresponding first virtual object is extracted through demapping processing, and then the initial skill defense effect of each successive skill is determined based on the state information of the first virtual role. The described initial skill defense effect can be understood as the situation when the first avatar defends against attacks by the second avatar. Illustratively, the server may also flag the status of the current skill branch, such as initial skill defense effects, etc., in the aforementioned skill search tree, facilitating the subsequent calculation of skill attack effects of the skill branch to provide data support.
For example, the initial skill defense effect in a certain company skill can be set directly by the game configuration instruction, for example, directly setting the target blood volume value to 500 milliliters (ml).
Or, the skill attack effect between the root node and the father node of the current node in the continuous skill can be calculated, and then the skill attack effect is summed with the preset initial defense effect, so that the initial skill defense effect is obtained through calculation, and then the initial defense effect is used as the initial defense effect when the game skill corresponding to the next node is released. For example, taking the skill branch S1- > S3 in fig. 5 as an example, taking a blood value as an example, the server needs to calculate the skill attack effect of the game skill 1 corresponding to the node S1, and then sum the skill attack effect of the game skill 1 with a preset blood value as the initial defense effect of the game skill corresponding to the subsequent node S3.
In other alternative examples, deletion of the first skill branch in the manner described above in steps 404 through 405 may easily result in a situation where repeated successive skills such as S0- > S2- > S0- > S2 cannot be found, resulting in erroneous deletion. Thus, the server may also conduct a continuation test for each tie skill after performing the foregoing step 403 to determine at least one tie skill. As one illustrative description, the server repeatedly releases the corresponding tie skills under each tie skill, and calculates the amount of change in skill defense effect of the second virtual object when repeatedly releasing each tie skill. Then, the server determines a skill attack effect after repeated release of each continuous skill based on the change amount of the skill defense effect of the second virtual object when the continuous skill is repeatedly released, and further updates the corresponding continuous skill based on the skill attack effect after repeated release of each continuous skill.
For example, taking the skill branch S1- > S5- > S4 in fig. 5 as an example, after the game skill 4 corresponding to the node S4 is released, the server re-releases the corresponding linking skill according to the release order of the skill branch S1- > S5- > S4, that is, the corresponding skill branch becomes S1- > S5- > S4- > S1- > S5- > S4. Further, the server calculates the change amount of the skill defense effect of the second virtual object when the skill branches S1- > S5- > S4- > S1- > S5- > S4 correspond to the continuous skill, so as to determine the skill attack effect, for example, X3, after repeatedly releasing the continuous skill S1- > S5- > S4. In this way, the server may update the corresponding tie skills S1- > S5- > S4 based on the skill attack effect X3. In other words, the server may extend the linking skills S1- > S5- > S4 to S1- > S5- > S4- > S1- > S5- > S4 based on the skill attack effect X3. By adopting the mode for carrying out the continuation processing, the situation that repeated continuous bidding skills are deleted by mistake can be avoided, and the feasibility of the continuous bidding skills can be comprehensively improved.
In other alternative examples, the virtual game described above may be run in a User Interface (UI) free mode in the terminal device or the server, so as to reduce UI elements on the game interface, and only leave a game screen of the virtual game, thereby achieving a more realistic game experience. Illustratively, fig. 7 shows a compiling schematic diagram of a virtual game provided in an embodiment of the present application. As shown in fig. 7, the Unity game engine corresponding to the virtual game may be compiled in Server mode. In Server compilation mode, a console program without UI and image rendering will be generated. In this way, the virtual game can be made to run in the UI-free mode. Likewise, the virtual game may also be compiled in an il2cpp manner, for example. Compared with the Mono mode, the method adopts the il2cpp mode to compile the virtual game, which can reduce the memory occupation by about 30 percent and the occupation of a central processing unit (central processing unit, CPU) by about 50 percent. By adopting the method, the virtual game is operated in a UI-free rendering mode, the virtual game can be operated with minimum CPU resources and memory resources and no graphic processor (graphic processing unit, GPU), and further more game processes can be operated on a single machine.
In the running process of the Unity game engine, a large number of Unity resource files and custom resource files are loaded; in addition, a large number of processes, such as the algorithm process and the game process mentioned in fig. 3, can be run on a single terminal device or server during the running process. In this case, when the embodiment of the application executes the processing method of the game skill mentioned in fig. 4, a part of resources may be shared between the algorithm process and the game process in a manner of sharing the memory, or static resources may be shared between a plurality of game processes, so as to save the memory resources.
Some game items usually develop a game component called GameCore, which only contains game combat logic in the virtual game mentioned in the foregoing embodiments, and does not need to render and load irrelevant animation, audio, video, material, and other resources, but directly and separately run the GameCore game component, so that the consumption of memory resources can be reduced more greatly.
In other alternative examples, after the virtual game is executed in a UI-free manner based on the manner of fig. 7 and at least one continuous skill is determined based on the content of steps 401 to 405 described in fig. 4, step 406 may be executed in a UI mode to generate a corresponding game execution screen after a trigger operation in response to one or more continuous skills. The described UI mode is contrary to the design concept of the UI-free mode mentioned in the previous fig. 7. In this way, the server obtains the rendered image of the game window from the game running screen using, for example, the Win32 API function FindWindow, findWindowEx of the Windows platform, and the associated image device interface (graphic device interface, GDI) function BitBIT, etc. In this way, the server then writes the resulting rendered image to a video file via FFMPEG or other video format support library, thereby automatically generating a game video record.
For example, fig. 8 shows a schematic diagram of a video file provided in an embodiment of the present application. As shown in fig. 8, the video file includes details of each game skill in each tie skill released, such as a left_player_hp skill, a left_player_x skill, a left_player_y skill, a left_player_move skill, a left_player_hp skill, a left_player_x skill, a left_player_y skill, and a left_player_y skill released in succession at the 60 th frame. In addition, fig. 9 shows a schematic diagram of a game video recording provided in an embodiment of the present application. As shown in fig. 9, a corresponding game video recording may be generated based on the video file shown in fig. 8.
In practical application, for example, the existing screen recording software can be controlled to automatically generate the game video record. In addition, when the game video record is generated, other processes independent of the game process can be adopted to execute, so that the running of the game process is prevented from being blocked, and the influence on the conditions of virtual game rendering and the like is reduced.
In the embodiment of the application, a great amount of training data and longer training time are not needed to construct the fight agent, but the skill branching effect of at least one target skill branching is calculated by means of the skill releasing condition of the game skill of each game skill, so that one or more continuous skill can be determined, the consumption of the training data and the training time is reduced, and the continuous skill can be quickly and efficiently generated. In addition, in the method, one or more continuous recruitment skills are determined by means of skill release conditions, the skill attack effect of each determined continuous recruitment skill is larger than the skill defense effect of the second virtual object, all possible continuous recruitment skills can be comprehensively generated, and the continuous recruitment skills are not limited to the continuous recruitment skills with optimal performance, so that after the trigger operation of the first virtual character on different continuous recruitment skills is responded, the virtual attack on the second virtual object can be completed by using the different continuous recruitment skills, and the game experience of a player is comprehensively improved.
The foregoing description of the solution provided in the embodiments of the present application has been mainly presented in terms of a method. It should be understood that, in order to implement the above-described functions, hardware structures and/or software modules corresponding to the respective functions are included. Those of skill in the art will readily appreciate that the various illustrative modules and algorithm steps described in connection with the embodiments disclosed herein may be implemented as hardware or combinations of hardware and computer software. Whether a function is implemented as hardware or computer software driven hardware depends upon the particular application and design constraints imposed on the solution. Skilled artisans may implement the described functionality in varying ways for each particular application, but such implementation decisions should not be interpreted as causing a departure from the scope of the present application.
The embodiment of the application may divide the functional modules of the apparatus according to the above method example, for example, each functional module may be divided corresponding to each function, or two or more functions may be integrated into one processing module. The integrated modules may be implemented in hardware or in software functional modules. It should be noted that, in the embodiment of the present application, the division of the modules is schematic, which is merely a logic function division, and other division manners may be implemented in actual implementation.
Next, a game processing device according to an embodiment of the present application will be described in detail, and fig. 10 is a schematic diagram of an embodiment of the game processing device according to an embodiment of the present application. As shown in fig. 10, the game processing apparatus may include an acquisition unit 1001 and a processing unit 1002.
The obtaining unit 1001 is configured to obtain game configuration information of a first virtual object, where the game configuration information includes N game skills and a skill release condition of each game skill, each game skill is used for the first virtual object to perform virtual attack processing on a second virtual object, the first virtual object and the second virtual object are any two virtual objects in different camps in a virtual game pair, N is greater than or equal to 2, and N is an integer. It is specifically understood that the foregoing description of step 401 in fig. 4 is omitted here.
The processing unit 1002 is configured to sequentially release the corresponding game skills according to the skill release conditions of each game skill, calculate a skill attack effect of at least one target skill branch, where the skill attack effect of each target skill branch is a sum of skill attack effects of game skills when the corresponding target skill branch is formed, and the skill attack effect of each game skill is used to indicate an injury condition caused when the first virtual object performs a virtual attack on the second virtual object using the corresponding game skill. It is specifically understood that the foregoing description of step 402 in fig. 4 is omitted here.
A processing unit 1002 configured to determine at least one continuous-call skill based on the target skill branch when the skill attack effect of the target skill branch is greater than the skill defense effect of the second virtual object, each continuous-call skill including at least two game skills. It is specifically understood that the foregoing description of step 403 in fig. 4 is omitted here.
The processing unit 1002 is configured to perform virtual attack processing on the second virtual object in response to a triggering operation on one or more connection skills for the first virtual object. It is specifically understood that the foregoing description of step 406 in fig. 4 is omitted here.
In some alternative embodiments, the processing unit 1002 is configured to perform: step 1, a leaf node in a previous skill branch is taken as a root node, the first skill is released according to a skill release condition of the first skill, a current skill branch is obtained based on the previous skill branch and the first skill, the current skill branch takes the first skill as the leaf node, the leaf node in the previous skill branch is any one of N game skills, and the first skill is any one of N game skills; step 2, calculating the variation of the skill defense effect of the second virtual object after each game skill in the current skill branch is sequentially released according to the release sequence in the current skill branch so as to determine the skill attack effect of the current skill branch; and 3, repeatedly executing the steps 1 to 2 to calculate and obtain the skill attack effect of at least one target skill branch until the skill attack effect of each target skill branch is larger than the skill defense effect of the second virtual object, wherein each target skill branch is the current skill branch when the skill attack effect of the current skill branch is larger than the skill defense effect of the second virtual object.
In other alternative embodiments, the processing unit 1002 is configured to: calculating a first variable quantity of skill defense effect of the second virtual object after each game skill in the previous skill branch is released in turn according to the release sequence in the previous skill branch so as to determine skill attack effect of the previous skill branch; under the former skill branch, carrying out release treatment on the first skill based on the skill release condition of the first skill, and calculating a second variation of the skill defense effect of the second virtual object after the first skill is released so as to determine the skill attack effect of the first skill; the skill attack effect of the current skill branch is determined based on the sum of the skill attack effect of the previous skill branch and the skill attack effect of the first skill.
In other alternative embodiments, the processing unit 1002 is further configured to determine, prior to responding to the triggering operation on the one or more tie skills for the first virtual object, a release order of the at least one tie skill according to a preset precedent traversal algorithm. The processing unit 1002 is configured to respond to a triggering operation of one or more continuous skills for the first virtual object in a release order of at least one continuous skill.
In other optional embodiments, the processing unit 1002 is further configured to determine, after determining at least one of the continuous-call skills, an invalid skill pair in each of the continuous-call skills, where the invalid skill pair includes a second skill and a third skill, the second skill and the third skill are game skills adjacent to each other in a release order of any two of the continuous-call skills, the release order of the third skill is ordered after the release order of the second skill, and the third skill is a game skill corresponding to when the N game skills generate an invalid attack on the second virtual object; the first skill branch is deleted from each tie skill, the first skill branch consisting of a third skill in the invalid skill pair and a game skill arranged after the third skill. It is specifically understood that the foregoing descriptions of steps 404 to 405 in fig. 4 may be referred to, and details are not repeated herein.
In other alternative embodiments, the processing unit 1002 is configured to: calculating the release interval duration of the second skill, wherein the release interval duration is the preparation duration required by successfully releasing the second skill; and when the release interval time of the second skill is longer than the preset time, determining invalid skill pairs in the corresponding continuous skill of the second skill and the third skill.
In other alternative embodiments, the processing unit 1002 is configured to: calculating a skill release distance between the second skill and the third skill; and when the skill release distance is larger than the preset attack range of the third skill, determining invalid skill pairs in the corresponding continuous skill of the second skill and the third skill.
In other alternative embodiments, the processing unit 1002 is configured to: calculating a skill cooling time of the second skill and a first release time of the second skill when the second skill is the same as the third skill, wherein the first release time is used for indicating an actual interval time when the second skill is repeatedly triggered and released; and when the first release time is less than the skill cooling time, determining ineffective skill pairs in the corresponding continuous skill of the second skill and the third skill.
In other alternative embodiments, each of the leaf node and the root node is used to indicate one game skill, or to indicate a game skill combination consisting of a plurality of identical game skills that are adjacent in release order.
In other alternative embodiments, the processing unit 1002 is configured to: the game skills comprise first sub-skills, wherein the first sub-skills are any one of a plurality of sub-skills obtained after the skills of the complex type are split, and the skill attack effects of the sub-skills are different.
In other alternative embodiments, the obtaining unit 1001 is further configured to: before performing virtual attack processing on a second virtual object in response to triggering operation of one or more continuous skills on the first virtual object, acquiring game configuration instructions for the first virtual object, wherein the game configuration instructions comprise state information of the first virtual object, and the state information is used for indicating skill defense effects of the first virtual object when each game skill is released; an initial skill defense effect for each tie skill is determined based on the state information of the first virtual object.
In other optional embodiments, the processing unit 1002 is further configured to repeatedly release the corresponding continuous recruitment skills under each continuous recruitment skill after determining at least one continuous recruitment skill, and calculate a variation of the skill defense effect of the second virtual object when repeatedly releasing each continuous recruitment skill; determining a skill attack effect after repeated release of each continuous skill based on the change amount of the skill defense effect of the second virtual object when the continuous skill is repeatedly released; and updating the corresponding continuous recruitment skills based on the skill attack effect after repeated release of each continuous recruitment skill.
The game processing apparatus in the embodiment of the present application is described above from the viewpoint of the modularized functional entity, and the game processing device in the embodiment of the present application is described below from the viewpoint of hardware processing. Fig. 11 is a schematic structural view of a game processing apparatus provided in an embodiment of the present application. The game processing device may vary considerably in configuration or performance and may include, but is not limited to, the servers mentioned in fig. 2 to 9, or the game processing means mentioned in fig. 10, etc. The game processing device may include at least one processor 1101, communication line 1107, memory 1103, and at least one communication interface 1104.
The processor 1101 may be a general purpose central processing unit (central processing unit, CPU), microprocessor, application specific integrated circuit (server IC), or one or more integrated circuits for controlling the execution of programs in accordance with aspects of the present application.
Communication line 1107 may include a pathway to transfer information between the aforementioned components.
Communication interface 1104 uses any transceiver-like device for communicating with other devices or communication networks, such as ethernet, radio access network (radio access network, RAN), wireless local area network (wireless local area networks, WLAN), etc.
The memory 1103 may be a read-only memory (ROM) or other type of static storage device that can store static information and instructions, a random access memory (random access memory, RAM) or other type of dynamic storage device that can store information and instructions, and the memory may be stand alone and be coupled to the processor via a communication line 1107. The memory may also be integrated with the processor.
The memory 1103 is used for storing computer-executable instructions for executing the embodiments of the present application, and the processor 1101 controls the execution. The processor 1101 is configured to execute computer-executable instructions stored in the memory 1103, thereby implementing the processing method of game skills provided in the above-described embodiments of the present application.
Alternatively, the computer-executable instructions in the embodiments of the present application may be referred to as application program codes, which are not specifically limited in the embodiments of the present application.
In a particular implementation, the game processing device may include multiple processors, such as processor 1101 and processor 1102 in FIG. 11, as one embodiment. Each of these processors may be a single-core (single-CPU) processor or may be a multi-core (multi-CPU) processor. A processor herein may refer to one or more devices, circuits, and/or processing cores for processing data (e.g., computer program instructions).
In a specific implementation, the game processing device may also include an output device 1105 and an input device 1106, as one embodiment. The output device 1105 communicates with the processor 1101 and may display information in a variety of ways. The input device 1106 is in communication with the processor 1101 and may receive input of a target object in a variety of ways. For example, the input device 1106 may be a mouse, a touch screen device, a sensing device, or the like.
The game processing apparatus described above may be a general-purpose device or a special-purpose device. In a specific implementation, the game processing device may be a server, a terminal, or the like, or an apparatus having a similar structure in fig. 11. The embodiments of the present application are not limited to the type of game processing device.
Note that the processor 1101 in fig. 11 may cause the game processing apparatus to execute the method in the method embodiment corresponding to fig. 4 by calling computer-executable instructions stored in the memory 1103.
In particular, the functions/implementations of the processing unit 1002 in fig. 10 may be implemented by the processor 1101 in fig. 11 invoking computer executable instructions stored in the memory 1103. The functions/implementation of the acquisition unit 1001 in fig. 10 can be implemented by the communication interface 1104 in fig. 11.
The present application also provides a computer storage medium storing a computer program for electronic data exchange, the computer program causing a computer to execute part or all of the steps of any one of the game skill processing methods described in the above method embodiments.
Embodiments of the present application also provide a computer program product comprising a non-transitory computer-readable storage medium storing a computer program operable to cause a computer to perform some or all of the steps of a method of processing a game skill as any one of the above-described method embodiments.
In the above embodiments, it may be implemented in whole or in part by software, hardware, firmware, or any combination thereof. When implemented in software, may be implemented in whole or in part in the form of a computer program product.
It will be clear to those skilled in the art that, for convenience and brevity of description, specific working procedures of the above-described systems, apparatuses and units may refer to corresponding procedures in the foregoing method embodiments, which are not repeated herein.
In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, and methods may be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative, e.g., the division of elements is merely a logical functional division, and there may be additional divisions of actual implementation, e.g., multiple elements or components may be combined or integrated into another system, or some features may be omitted, or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be an indirect coupling or communication connection via some interfaces, devices or units, which may be in electrical, mechanical or other form.
The units described as separate units may or may not be physically separate, and units shown as units may or may not be physical units, may be located in one place, or may be distributed over a plurality of network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
In addition, each functional unit in each embodiment of the present application may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in one unit. The integrated units may be implemented in hardware or in software functional units.
The integrated units, if implemented in the form of software functional units and sold or used as stand-alone products, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present application may be embodied in essence or a part contributing to the prior art or all or part of the technical solution in the form of a software product stored in a storage medium, including several instructions to cause a computer device (which may be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods of the embodiments of the present application. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a read-only memory (ROM), a random access memory (random access memory, RAM), a magnetic disk, or an optical disk, or other various media capable of storing program codes.
The above-described embodiments may be implemented in whole or in part by software, hardware, firmware, or any combination thereof, and when implemented in software, may be implemented in whole or in part in the form of a computer program product.
The computer program product includes one or more computer instructions. When the computer-executable instructions are loaded and executed on a computer, the processes or functions in accordance with embodiments of the present application are fully or partially produced. The computer may be a general purpose computer, a special purpose computer, a computer network, or other programmable apparatus. The computer instructions may be stored in a computer-readable storage medium or transmitted from one computer-readable storage medium to another computer-readable storage medium, for example, the computer instructions may be transmitted from one website, computer, server, or data center to another website, computer, server, or data center by a wired (e.g., coaxial cable, fiber optic, digital Subscriber Line (DSL)) or wireless (e.g., infrared, wireless, microwave, etc.). Computer readable storage media can be any available media that can be stored by a computer or data storage devices such as servers, data centers, etc. that contain an integration of one or more available media. Usable media may be magnetic media (e.g., floppy disks, hard disks, magnetic tape), optical media (e.g., DVD), or semiconductor media (e.g., SSD)), or the like.
The above embodiments are only for illustrating the technical solution of the present application, and are not limiting thereof; although the present application has been described in detail with reference to the foregoing embodiments, it should be understood by those of ordinary skill in the art that: the technical scheme described in the foregoing embodiments can be modified or some technical features thereof can be replaced by equivalents; such modifications and substitutions do not depart from the spirit and scope of the corresponding technical solutions.

Claims (15)

1. A method for processing game skills, comprising:
obtaining game configuration information of a first virtual object, wherein the game configuration information comprises N game skills and skill release conditions of each game skill, each game skill is used for carrying out virtual attack processing on a second virtual object by a first virtual object, the first virtual object and the second virtual object are any two virtual objects belonging to different camps in a virtual game pair, N is more than or equal to 2, and N is an integer;
sequentially releasing the corresponding game skills according to the skill release conditions of each game skill, and calculating skill attack effects of at least one target skill branch, wherein the skill attack effects of each target skill branch are the sum of the skill attack effects of the game skills when the target skill branch is formed, and each skill attack effect of the game skill is used for indicating the damage condition caused when the first virtual object uses the corresponding game skill to carry out the virtual attack on the second virtual object;
Determining at least one continuous-call skill based on the target skill branch when the skill attack effect of the target skill branch is greater than the skill defense effect of the second virtual object, each continuous-call skill comprising at least two of the game skills;
responding to the triggering operation of one or more connecting skills aiming at the first virtual object, and carrying out virtual attack processing on the second virtual object;
after determining at least one of the tie skills, the method further comprises:
determining an ineffective skill pair in each of the continuous-call skills based on skill parameters of a second skill, wherein the ineffective skill pair comprises the second skill and a third skill, the second skill and the third skill are game skills adjacent to any two of the continuous-call skills in release order, the third skill is ordered after the release order of the second skill, the third skill is a game skill corresponding to the N game skills when an ineffective attack is generated on the second virtual object, the skill parameters of the second skill comprise release interval duration of the second skill, a skill release distance between the second skill and the third skill, or a skill cooling time and a first release duration of the second skill, the release interval duration is a preparation duration required when the second skill is successfully released, and the first release duration is used for indicating an actual interval duration when the second skill is repeatedly triggered to be released;
Deleting a first skill branch from each of the tie skills, the first skill branch consisting of the third skill in the invalid skill pair and a game skill arranged after the third skill.
2. The method of claim 1, wherein said sequentially releasing the corresponding game skills according to the skill-release conditions of each game skill, calculating a skill-attack effect of at least one target skill-branch, comprises:
step 1, a leaf node in a previous skill branch is taken as a root node, the first skill is released according to a skill release condition of the first skill, a current skill branch is constructed based on the previous skill branch and the first skill, the current skill branch takes the first skill as the leaf node, the leaf node in the previous skill branch is any one of the N game skills, and the first skill is any one of the N game skills;
step 2, calculating the change amount of the skill defense effect of the second virtual object after each game skill in the current skill branch is sequentially released according to the release sequence in the current skill branch so as to determine the skill attack effect of the current skill branch;
And 3, repeatedly executing the steps 1 to 2 to calculate and obtain the skill attack effect of at least one target skill branch until the skill attack effect of each target skill branch is greater than the skill defense effect of the second virtual object, wherein each target skill branch is the current skill branch when the skill attack effect of the current skill branch is greater than the skill defense effect of the second virtual object.
3. The method of claim 2, wherein the calculating a change in skill defense effect of the second virtual object after each of the game skills in the current skill branch is sequentially released in a release order in the current skill branch to determine a skill attack effect of the current skill branch comprises:
calculating a first variation of skill defense effect of the second virtual object after each game skill in the previous skill branch is sequentially released according to the release sequence in the previous skill branch so as to determine skill attack effect of the previous skill branch;
under the previous skill branch, performing release processing on the first skill based on the skill release condition of the first skill, and calculating a second variation of the skill defense effect of the second virtual object after the first skill is released so as to determine the skill attack effect of the first skill;
Determining a skill attack effect of the current skill branch based on a sum of the skill attack effect of the previous skill branch and the skill attack effect of the first skill.
4. A method according to any one of claims 1 to 3, wherein prior to said responding to a triggering operation on one or more of said tie skills for said first virtual object, said method further comprises:
determining the release sequence of the at least one continuous skill according to a preset first order traversal algorithm;
responding to a triggering operation of one or more of the tie skills for the first virtual object, comprising:
in order of release of the at least one tie skill, in response to a trigger operation of one or more of the tie skills for the first virtual object.
5. The method of claim 1, wherein determining invalid skill pairs in each of the tie skills based on skill parameters of a second skill comprises:
and when the release interval time of the second skill is longer than the preset time, determining that the second skill and the third skill form invalid skill pairs in the continuous skill.
6. The method of claim 1, wherein determining invalid skill pairs in each of the tie skills based on skill parameters of a second skill comprises:
And when the skill release distance is larger than the preset attack range of the third skill, determining that the second skill and the third skill form invalid skill pairs in the continuous skill.
7. The method of claim 1, wherein determining invalid skill pairs in each of the tie skills based on skill parameters of a second skill comprises:
and when the second skill is the same as the third skill and the first release duration is less than the skill cooling time, determining that the second skill and the third skill constitute an invalid skill pair in the continuous call skill.
8. A method according to any one of claims 2 to 3, wherein each of the leaf nodes and root nodes is used to indicate one of the game skills, or to indicate a game skill combination consisting of a plurality of identical game skills adjacent in release order.
9. The method of claim 8, wherein the game skill comprises a first sub-skill, the first sub-skill being any one of a plurality of sub-skills obtained by skill splitting of a complex type of skill, each of the sub-skills having a different skill attack effect.
10. A method according to any one of claims 2 to 3, wherein the method further comprises, prior to the virtual attack treatment on the second virtual object, in response to a trigger operation on one or more of the tie skills for the first virtual object:
obtaining a game configuration instruction aiming at the first virtual object, wherein the game configuration instruction comprises state information of the first virtual object, and the state information is used for indicating a skill defending effect of the first virtual object when each game skill is released;
an initial skill defense effect for each of the tie skills is determined based on the state information of the first virtual object.
11. A method according to any one of claims 1 to 3, wherein after determining at least one tie skill, the method further comprises:
repeatedly releasing the corresponding continuous-call skills under each continuous-call skill, and calculating the change of the skill defense effect of the second virtual object when repeatedly releasing each continuous-call skill;
determining a skill attack effect after repeated release of each continuous-call skill based on the change amount of the skill defense effect of the second virtual object when the continuous-call skill is repeatedly released;
And updating the corresponding continuous recruitment skills based on the skill attack effect after repeated release of each continuous recruitment skill.
12. A game processing apparatus, comprising:
the game configuration information comprises N game skills and skill release conditions of each game skill, wherein each game skill is used for performing virtual attack processing on a second virtual object by the first virtual object, the first virtual object and the second virtual object are any two virtual objects belonging to different camps in a virtual game, and N is more than or equal to 2 and N is an integer;
the processing unit is used for sequentially releasing the corresponding game skills according to the skill release conditions of each game skill, calculating the skill attack effect of at least one target skill branch, wherein the skill attack effect of each target skill branch is the sum of the skill attack effects of the game skills when the target skill branch is formed, and the skill attack effect of each game skill is used for indicating the damage condition caused when the first virtual object uses the corresponding game skill to carry out the virtual attack on the second virtual object;
The processing unit is configured to determine at least one continuous recruitment skill based on the target skill branch when the skill attack effect of the target skill branch is greater than the skill defense effect of the second virtual object, where each continuous recruitment skill includes at least two game skills;
the processing unit is used for responding to the triggering operation of the first virtual object on one or more connecting skills and performing the virtual attack processing on the second virtual object;
the processing unit is further configured to determine, after determining at least one of the continuous-call skills, an invalid skill pair in each of the continuous-call skills based on a skill parameter of a second skill, where the invalid skill pair includes the second skill and a third skill, the second skill and the third skill are game skills adjacent to each of any two of the continuous-call skills in a release order, the third skill is ordered after the release order of the second skill, the third skill is a game skill corresponding to the N game skills when an invalid attack is generated on the second virtual object, the skill parameter of the second skill includes a release interval duration of the second skill, a skill release distance between the second skill and the third skill, or a skill cooling time and a first release duration of the second skill, the release interval duration being a preparation duration required when the second skill is successfully released, and the first release duration being an actual duration for indicating when the second skill is repeatedly triggered to release;
The processing unit is further configured to delete a first skill branch from each of the continuous skills, where the first skill branch is composed of the third skill in the invalid skill pair and a game skill arranged after the third skill.
13. A game processing apparatus, characterized by comprising: an input/output interface, a processor, and a memory, the memory having program instructions stored therein;
the processor is configured to execute program instructions stored in a memory to perform the method of any one of claims 1 to 11.
14. A computer readable storage medium comprising instructions which, when run on a computer device, cause the computer device to perform the method of any of claims 1 to 11.
15. A computer program product comprising instructions which, when run on a computer device, cause the computer device to perform the method of any of claims 1 to 11.
CN202311313827.3A 2023-10-11 2023-10-11 Game skill processing method and related device Active CN117046111B (en)

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