WO2024027304A1 - 虚拟对象的控制方法、装置、设备、存储介质及程序产品 - Google Patents

虚拟对象的控制方法、装置、设备、存储介质及程序产品 Download PDF

Info

Publication number
WO2024027304A1
WO2024027304A1 PCT/CN2023/096736 CN2023096736W WO2024027304A1 WO 2024027304 A1 WO2024027304 A1 WO 2024027304A1 CN 2023096736 W CN2023096736 W CN 2023096736W WO 2024027304 A1 WO2024027304 A1 WO 2024027304A1
Authority
WO
WIPO (PCT)
Prior art keywords
skill
point
points
control
virtual object
Prior art date
Application number
PCT/CN2023/096736
Other languages
English (en)
French (fr)
Inventor
李�浩
范威
乔榛
Original Assignee
腾讯科技(深圳)有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 腾讯科技(深圳)有限公司 filed Critical 腾讯科技(深圳)有限公司
Publication of WO2024027304A1 publication Critical patent/WO2024027304A1/zh

Links

Classifications

    • 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface

Definitions

  • Embodiments of the present application relate to the fields of computer and Internet technologies, and in particular to a virtual object control method, device, equipment, storage medium, and program product.
  • a battle game is a game in which multiple user accounts compete in the same scene.
  • the battle game may be a Multiplayer Online Battle Arena (MOBA) game.
  • MOBA Multiplayer Online Battle Arena
  • users can control virtual objects to release skills in the virtual environment, and each virtual object has its own set of skills. For example, if the virtual object has a first skill, a second skill and a third skill, the user interface can be provided with three skill controls corresponding to the three skills respectively. The user controls the virtual object to use the corresponding skill by triggering the skill control. Skill.
  • Embodiments of the present application provide a virtual object control method, device, equipment, storage medium, and program product.
  • the technical solutions are as follows:
  • a method for controlling a virtual object is provided.
  • the method is executed by a terminal device, and the method includes:
  • a device for controlling a virtual object includes:
  • a control display module configured to display at least two skill controls that share the same skill point set in the user interface; wherein the skill point set includes at least two skill points, and each skill control corresponds to a skill group, and each skill point set includes at least two skill points.
  • the skill set includes at least one skill;
  • a skill point determination module configured to determine a first skill point to be used from the at least two skill points in response to an operation on a first skill control among the at least two skill controls;
  • a control module configured to control the first virtual object to release the skill corresponding to the first skill point in the skill group corresponding to the first skill control.
  • a terminal device includes a processor and a memory.
  • a computer program is stored in the memory. The computer program is loaded and executed by the processor to implement the above. method.
  • a computer-readable storage medium in which a computer program is stored, and the computer program is loaded and executed by a processor to implement the above method.
  • a computer program product includes a computer program, and the computer program is stored in a computer-readable storage medium.
  • the processor of the terminal device reads the computer program from the computer-readable storage medium, and the processor executes the computer program, so that the terminal device performs the above method.
  • the technical solutions provided by the embodiments of the present application may include the following beneficial effects: by supporting at least two skill controls to share the same skill point set, and when the user performs an operation on the first skill control among the at least two skill controls, the skill is Determine the first skill point to be used in the point set, and at the same time control the first virtual object to release the skill corresponding to the first skill point in the skill group corresponding to the first skill control, realizing the determination of the currently triggered skill point through the skill point
  • the skill control corresponds to the current skill. Therefore, when there are at least two skill points and at least two skill controls, there are many possible combinations of skill release based on different skill point selections and different skill control selections, thereby achieving diverse skill release combinations. ization, thereby improving the combination flexibility and diversity of skill release.
  • Figure 1 is a schematic diagram of a solution implementation environment provided by an embodiment of the present application.
  • Figure 2 is a schematic diagram of a user interface provided by an embodiment of the present application.
  • Figure 3 is a schematic diagram of a user interface provided by another embodiment of the present application.
  • Figure 4 is a schematic diagram of a user interface provided by another embodiment of the present application.
  • Figures 5-9 are schematic diagrams of user interfaces exemplarily shown in related technologies.
  • Figure 10 is a flow chart of a virtual object control method provided by an embodiment of the present application.
  • Figure 11 is a flow chart of a virtual object control method provided by another embodiment of the present application.
  • Figure 12 is a flow chart of a virtual object control method provided by another embodiment of the present application.
  • Figure 13 is a flow chart of a virtual object control method provided by another embodiment of the present application.
  • Figure 14 is a block diagram of a virtual object control method provided by an embodiment of the related technology
  • Figure 15 is a block diagram of a virtual object control method provided by an embodiment of the present application.
  • Figure 16 is a block diagram of a virtual object control method provided by another embodiment of the present application.
  • Figure 17 is a block diagram of skill switching logic provided by an embodiment of the present application.
  • FIG. 18 is a block diagram of CD (Cool Down Time, cooling time) switching logic provided by an embodiment of the present application;
  • Figure 19 is a block diagram of a virtual object control device provided by an embodiment of the present application.
  • Figure 20 is a block diagram of a virtual object control device provided by another embodiment of the present application.
  • Figure 21 is a structural block diagram of a terminal device provided by an embodiment of the present application.
  • Virtual environment It is the virtual environment displayed (or provided) when the application is running on the terminal.
  • the virtual environment can be a simulation of the real world, a semi-simulation and semi-fictional three-dimensional world, or a purely fictional three-dimensional world.
  • the virtual environment can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment.
  • the virtual environment is also used for a battle between at least two virtual objects, such as providing a battle environment for the at least two virtual objects.
  • the virtual environment may have virtual resources that can be used by at least two virtual objects.
  • the virtual environment may include a symmetrical lower left corner area and an upper right corner area. Virtual objects belonging to two hostile camps occupy one of the areas respectively and destroy target buildings/strongholds/bases/crystals deep in the other area. as a victory goal.
  • Virtual objects refer to movable objects and inactive objects in the virtual environment.
  • the movable object may be at least one of a virtual character, a virtual animal, and an animation character.
  • the immovable object may be at least one of a virtual building, a virtual plant, and a virtual terrain.
  • the virtual object when the virtual environment is a three-dimensional virtual environment, the virtual object may be a three-dimensional virtual model.
  • Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment.
  • the virtual object is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual object achieves different external images by wearing different skins.
  • the virtual object can also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present application.
  • virtual objects can be divided into user-controlled virtual objects and non-user-controlled virtual objects (such as server-controlled virtual objects).
  • user-controlled virtual objects are objects that are movable in the virtual environment and are controlled by the client.
  • Server-controlled virtual objects are virtual objects controlled by automatic control algorithms or artificial intelligence programs on the client or server.
  • Virtual objects controlled by the server include movable objects and inactive objects in the virtual environment.
  • the inactive object can respond to or affect the activity of the movable object.
  • the movable object can destroy the inactive object, or the movable object can enter an invisible state when the movable object enters the inactive object.
  • the virtual object in this application is a virtual object controlled by the client.
  • the virtual objects in this application may be virtual objects controlled by other clients or servers.
  • MOBA games refer to: in a virtual environment, different virtual teams belonging to at least two hostile camps occupy their own map areas and compete with a certain victory condition as the goal.
  • the victory conditions include at least one of the following: occupying a stronghold or destroying the enemy camp's stronghold, killing virtual objects of the enemy camp, ensuring one's own survival within the specified scene and time, grabbing certain resources, and exceeding the opponent's score within the specified time. .
  • Tactical competition can be conducted in rounds (i.e. competitive matches), and the map of each tactical competition can be the same or different.
  • Each virtual team includes one or more virtual objects, such as 1, 2, 3 or 5.
  • a MOBA game is a game that provides several strongholds in a virtual environment, and users in different camps control virtual objects to fight in the virtual environment, occupy the strongholds, or destroy the enemy camp's strongholds.
  • a MOBA game can divide users into two hostile camps, scatter virtual objects controlled by the user in a virtual environment to compete with each other, and destroy or occupy all the enemy's strongholds as a victory condition.
  • the duration of a MOBA game is from the game From the moment it starts to the moment the victory conditions are met.
  • UI (User Interface) controls are controls displayed in the user interface for users to interact with each other.
  • users can control virtual objects through UI controls, implement functions on the client through UI controls, etc. It is any visual control or element that can be seen on the user interface of the application, such as pictures, input boxes, text boxes, buttons, labels and other controls. Some of these UI controls can respond to user operations, such as for controlling virtual objects. Skill control for releasing skills. By triggering the skill control, the user can control the virtual object to release the skill.
  • the UI controls involved in the embodiments of this application include at least one of the following: skill controls, displacement controls, system function controls, and evolution controls (used to trigger the evolution of one skill into another skill).
  • Cool Down Time (Cool Down Time, referred to as CD): It can also be called skill cooling time. It is the time interval during which a skill can be used, that is, the time it takes to wait after releasing a skill once and then releasing the skill again.
  • Skill points resources used to manage the number of skill releases. For example, n (such as 2, 3, etc.) skill points can be used to indicate the release of skills n times (the n skills may be different). In some embodiments, skill points are generated as time progresses, and several of them can be stored. In some embodiments, the skill enters its full cooldown time only after the skill points are consumed. If there are skill points, the cooldown time of the skill changes.
  • Figure 1 shows a schematic diagram of a solution implementation environment provided by an embodiment of the present application.
  • the implementation environment of this solution can realize a control system that becomes a virtual object.
  • the solution implementation environment may include: terminal device 10 and server 20 .
  • the terminal device 10 may be an electronic device such as a mobile phone, a tablet computer, a game console, an e-book reader, a multimedia player, a wearable device, a PC (Personal Computer), a vehicle-mounted terminal, an intelligent robot, and the like.
  • a client of a target application (such as a game application) can be installed in the terminal device 10 .
  • the target application may be an application that needs to be downloaded and installed, or may be a click-and-use application, which is not limited in the embodiments of the present application.
  • the above-mentioned target application may be a simulation program, a battle royale shooting game, a virtual reality (Virtual Reality, VR for short) application, an augmented reality (Augmented Reality, AR for short) program, a three-dimensional map program, a virtual Reality games, augmented reality games, First-Person Shooting Game (FPS), multiplayer gun battle survival games, Third-Person Shooting Game (TPS), multiplayer online tactical competitive games , strategy games (Simulation Game, SLG for short), social applications, and interactive entertainment applications.
  • the target application is a MOBA game.
  • a client running the above target application is installed in the terminal device 10 .
  • the above-mentioned virtual environment may be a scene displayed (or provided) when the client of the target application (such as a game application) runs on the terminal device.
  • the virtual environment refers to a scene created for virtual objects to perform activities (such as competition), such as virtual houses, virtual islands, virtual maps, etc.
  • the above-mentioned virtual objects may refer to virtual characters, virtual vehicles, virtual items, etc. controlled by the user account in the target application, which are not limited in the embodiments of the present application.
  • the virtual object may refer to a game character controlled by the user account in the game application.
  • the virtual object may be in the form of a character, an animal, a cartoon, or other forms, which are not limited in the embodiments of the present application.
  • the virtual object can be displayed in a three-dimensional form or in a two-dimensional form, which is not limited in the embodiments of the present application.
  • the virtual object is a three-dimensional model created based on animation skeleton technology.
  • Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment.
  • the virtual object's activities include at least one of the following: adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing.
  • the virtual object is a virtual character, such as a simulation character or an animation character.
  • the server 20 is used to provide background services for clients that install and run target applications in the terminal device 10 .
  • the server 20 may be a backend server of the above-mentioned game application.
  • the server 20 may be one server, a server cluster composed of multiple servers, or a cloud computing service center.
  • the server 20 provides background services for target applications in multiple terminal devices 10 at the same time.
  • the terminal device 10 includes a first terminal device 11 (not shown in the figure) and a second terminal device 12 (not shown in the figure), wherein the first terminal device has a first version of the target application installed.
  • Client a second client of the target application installed on the second terminal device, a first user account of the first user controlling the first virtual object in the first client of the target application, a second user of the second user The account controls the second virtual object in the second client of the target application.
  • the first virtual object and the second virtual object are in the same virtual environment.
  • the first virtual object and the second virtual object may belong to the same camp, the same team, the same organization, have a friend relationship, or have temporary communication permissions.
  • the first virtual object and the second virtual object may belong to different camps, different teams, different organizations or have a hostile relationship.
  • the clients installed on the first terminal device and the second terminal device are the same, or the clients installed on the two terminals are under different operating system platforms.
  • the first terminal device may generally refer to one of the plurality of terminal devices, and the second terminal device may generally refer to another of the plurality of terminal devices. This embodiment only takes the first terminal device and the second terminal device as an example.
  • the terminal device 10 and the server 20 can communicate with each other through the network.
  • the virtual object control method provided by the embodiment of the present application is explained, taking the execution subject of the method as the client running on the terminal device shown in Figure 1 as an example. illustrate.
  • the terminal device is installed and runs the above target application, and the target application can support the virtual environment.
  • Virtual objects in MOBA games have character levels, and virtual objects can upgrade their character levels by gaining experience points. Experience points can be obtained based on game time, virtual objects killing other virtual objects, virtual objects killing wild monsters, etc.
  • experience points can be obtained based on game time, virtual objects killing other virtual objects, virtual objects killing wild monsters, etc.
  • the character level of the virtual object is upgraded, you can get a skill upgrade opportunity, and the virtual object can upgrade its skills. For example, take the virtual object having three skills as an example.
  • the character level of the virtual object is level 1.
  • the virtual object has a skill upgrade opportunity.
  • the user can upgrade from the first skill to the third skill. Choose one of the two skills to upgrade. After the first skill or the second skill is upgraded, the virtual object will obtain that skill.
  • the user only upgrades the skill once before the virtual object can obtain the skill and the virtual object can use this skill. That is, a level 1 virtual object can only use one skill, and a level 2 virtual object can only use one skill. If the virtual object uses two upgrade opportunities on two skills respectively, the virtual object can use two skills. If the two upgrade opportunities are used on the same skill, the virtual object can still only use one skill. Illustrative Yes, the skill upgrade opportunity obtained by the virtual object at each level can only be used to upgrade one of the specified skills. For example, levels 1-3 can upgrade one of the first and second skills, and level 4 can upgrade the first and second skills. , one of the three skills.
  • a virtual object upgrades a skill for the first time, after acquiring the skill, the virtual object can continue to upgrade the skill.
  • Upgrading can increase the value of certain attributes of the skill. For example, upgrading can increase the duration and distance of the skill. , at least one of the range of action, attack value, defense value, shield value, and virtual object model size.
  • a skill before upgrading, can cause 100 points of physical damage to the hit virtual object and stun it for 3 seconds. After upgrading, it can cause 200 points of physical damage to the hit virtual object and stun it for 6 seconds. That is, upgrading will only change the numerical value of the skill mechanism based on the original skill mechanism, and will not bring new attributes to the skill.
  • the skills of the virtual object have skill levels, and each skill upgrade can increase one skill level.
  • the skill level of the virtual object's first skill, second skill, and third skill is up to level 4, that is, it can be upgraded four times
  • the skill level of the fourth skill is up to level 3, that is, it can be upgraded three times.
  • the skill level of the first skill and the second skill of the virtual object can be up to level 6, that is, it can be upgraded six times
  • the skill level of the third skill of the virtual object can be up to level 3, that is, it can be upgraded three times.
  • this embodiment provides a skill evolution mechanism.
  • the skill evolution mechanism can evolve the skill of a virtual object into another skill.
  • a skill of a virtual object before evolution is the first skill. After evolving a skill, it changes from the first skill to the second skill.
  • the first skill and the second skill can be two completely different skills; the second skill can also be a skill obtained by improving the first skill and adding a new skill mechanism.
  • a skill can cause 100 points of physical damage to the hit virtual object and stun it for 3 seconds. After evolution, it can cause 200 points of physical damage to the hit virtual object, stun it for 6 seconds and reduce its 50% defense value for 3 seconds.
  • the skill group mechanism is that one skill control corresponds to multiple skills.
  • one skill control corresponds to at least two skills, and the virtual object can be controlled to release different skills under different trigger conditions. For example, in response to a touch or sliding operation on the first skill control, when the virtual object meets the first condition, the first skill in the skill group corresponding to the first skill control is released. When the virtual object does not meet the first condition, the first skill in the skill group corresponding to the first skill control is released. When the first condition is met, the second skill in the skill group corresponding to the first skill control is released.
  • the first condition is that the second skill corresponding to the first skill control of the first virtual object hits the second virtual object, then when the first skill control is triggered again, the first virtual object releases the skill corresponding to the first skill control.
  • the first skill In other embodiments, multiple skills corresponding to the first skill control are set in advance. When the first skill control is triggered for the first time, the first skill corresponding to the first skill control is released. When the first skill control is triggered for the second time, When the first skill control is triggered, the second skill corresponding to the first skill control is released. When the first skill control is triggered for the third time, the third skill corresponding to the first skill control is released.
  • the embodiment of the present application does not limit the composition type of the skill group corresponding to the skill control.
  • multiple skills in a skill group have the same attributes, for example, they are all defensive skills, and a skill group includes multiple different defensive skills.
  • multiple skills in a skill group have different attributes. For example, there are skills with defensive attributes and skills with offensive attributes in a skill group. For example, there are two skills with attack attributes and one defensive attribute in a skill group. Skill. That is, when the first skill control is triggered, the client can control the virtual object to release the attack attribute skill in the skill group corresponding to the first skill control, or can control the virtual object to release the skill in the skill group corresponding to the first skill control. Skills with defensive attributes. Of course, different skills in this skill group have different triggering conditions.
  • a skill combination mechanism Based on the skill group mechanism, embodiments of the present application provide a skill combination mechanism.
  • several skill points may be stored.
  • the user interface 100 displays a virtual object 101 , a first skill control 102 , a second skill control 103 , a third skill control 104 , and a skill point set 105 indicating three skill points possessed by the virtual object 101 . .
  • the skill points in the skill point set 105 can be consumed.
  • the virtual object 101 releases the skill corresponding to the first skill control 102, one skill point is consumed.
  • the virtual object 101 when the virtual object 101 releases the second skill control 103 When using the corresponding skill, skill points are also consumed.
  • no skill points will be consumed (that is, the skill points are shared by the first skill control 102 and the second skill control 103, but not by the third skill control 104).
  • the user After all three skill points in the skill point set 105 are consumed, the user cannot perform triggering operations on the first skill control 102 and the second skill control 103 , that is, the first skill control 102 and the second skill control 103 are in an unselectable state.
  • the virtual object 101 cannot release the skills corresponding to the first skill control 102 and the skills corresponding to the second skill control 103.
  • the virtual object 101 can release the skill corresponding to the third skill control 104 in response to the user's triggering operation on the third skill control 104 .
  • the skill points in the skill point set 105 can be restored after being consumed.
  • one skill control corresponds to one skill group. It is assumed that the skill group corresponding to the first skill control 102 has three skills, namely A1, A2, and A3, and the skill group corresponding to the second skill control 103 has three skills. , are B1, B2, and B3 respectively, and the third skill control 104 corresponds to skill C.
  • different skills can be released in response to the user's trigger operation.
  • the virtual object 101 releases the A1 skill or the B1 skill.
  • the virtual object 101 When the first skill point is consumed and only the second skill point and the third skill point are left, if the user continues to perform triggering operations on the first skill control 102 or the second skill control 103, the virtual object 101 will be released. A2 skills or B2 skills. When the second skill point is consumed and only the third skill point remains, if the user continues to perform triggering operations on the first skill control 102 or the second skill control 103, the virtual object 101 releases the A3 skill or the B3 skill.
  • the released skill combination corresponding to the first skill control 102 and the second skill control 103 can be among A1A2A3, B1A2A3, A1B2A3, A1A2B3, B1B2A3, B1A2B3, A1B2B3 and B1B2B3. At least one.
  • the embodiment of the present application does not limit the number of skill points in the skill point set 105, nor does it limit the combination of consuming skill points to release skills, nor does it limit the number of skill controls corresponding to the skills that consume skill points, such as
  • the skills in the skill groups corresponding to the three skill controls all consume skill points when released, or it can be one or two of them.
  • the client in response to the user's triggering operation on the first skill control 102, the client controls the virtual object 101 to release the skill corresponding to the first skill control 102.
  • the number of skill points in the skill point set 105 becomes two, and in After the virtual object 101 releases the skill, the first skill control 102 enters the cooling state.
  • both the first skill control 102 and the second skill control 103 enter a cooling state (which can also be called an unselectable state).
  • the fourth skill icon 602 is in an unusable state.
  • the fourth skill corresponding to the fourth skill icon 602 can copy the first skill, then the fourth skill icon 602
  • the corresponding skill is the first skill corresponding to the first skill icon.
  • the skills that the fourth skill icon 602 can copy are different.
  • the cooldown time of the skill is refreshed under certain conditions, such as using other existing interactive conditions in the game to refresh a specific skill to achieve multiple releases of the skill. These conditions can be: a skill hits the target, defeats the target, releases the skill multiple times, hits a target with a specific mark, etc.
  • a skill hits the target, defeats the target, releases the skill multiple times, hits a target with a specific mark, etc.
  • a button for The mark 703 indicates that the second virtual object 702 is marked, and the skill cooling time of the third skill of the first virtual object 701 is adjusted to 0, that is, the first virtual object 701 is marked.
  • 701 can immediately respond to the user's triggering operation on the third skill control 704 to release the third skill.
  • the third skill control 801 is enlarged and displayed, and multiple third skills are stored at the same time, that is, in response to the user's input to the third skill control 801 By triggering the operation, the virtual object can release the third skill multiple times in a row.
  • a certain skill is stored in the form of skill beans. That is, a skill bean is set as a resource for the number of releases of a certain skill. When the skill bean is not completely consumed, the virtual object can release the skill multiple times, and the skill does not enter the CD or does not enter the full CD.
  • the number 3 is displayed on the second skill control 901, indicating that three second skills are stored, that is, in response to the user's continuous triggering operations on the second skill control 901,
  • the client controls the virtual object to release the second skill multiple times in succession.
  • the combination of skills is relatively simple.
  • Another skill corresponding to the skill control appears when the conditions are met (essentially two stages corresponding to one skill).
  • the skills are stored in the form of skill beans, but the storage of the skills is for the same skill, that is, the virtual object can be controlled to release the same skill multiple times in succession, but cannot release different skills (essentially, one skill corresponding to the different stage). Therefore, the combination of skills in related technologies is relatively simple.
  • skill points there are three skill controls on the user interface. In response to the operation on the first skill control or the second skill control, skill points are consumed. Only by controlling virtual objects can you release skills.
  • the skill control that consumes skill points corresponds to a skill group, and there are multiple skills in the skill group.
  • the total number of skill points is 3, and the skills in the skill group are also three and each is different.
  • the skills in the skill group correspond to the skill points. Therefore, for different skill points, the user operates the skill control differently, which can cause the virtual object to release more different skill combinations.
  • FIG. 10 shows a flow chart of a virtual object control method provided by an embodiment of the present application.
  • the execution subject of each step of the method may be the terminal device 10 in the solution implementation environment shown in Figure 1.
  • the execution subject of each step may be the client of the above-mentioned target application.
  • the method may include at least one of the following steps (1001-1003):
  • Step 1001 Display at least two skill controls sharing the same skill point set in the user interface; wherein the skill point set includes at least two skill points, each skill control corresponds to a skill group, and each skill group includes at least A skill.
  • the user interface refers to the user interface of the above-mentioned client, which can be used for content display, providing human-computer interaction services, etc.
  • the user interface may refer to the user interface of the above-mentioned competitive game, which may be used to display a virtual environment screen corresponding to the competitive game.
  • the user interface may include a display layer and a control layer.
  • the control layer is located above the display layer.
  • the display layer is used to display content
  • the control layer is used to deploy UI controls.
  • Skill controls controls used to release skills, such as UI controls displayed on the user interface for controlling virtual objects to release skills in response to user operations. This application limits the number of skill controls to at least two, which can increase the combination of skills and increase the fun of competition. The style, layout, size, etc. of skill controls can be set and adjusted according to actual usage needs.
  • Skill set refers to a collection of skills, such as a collection of multiple different skills. Each skill in the skill group shares the same skill control. For example, under different conditions, in response to the user's operation on the same skill control, the client controls the virtual object to release different skills.
  • the current skill point is used to indicate the skill currently corresponding to the skill control. For example, for the selection of different skill points, the skills corresponding to each skill control are different; for another example, for the different number of skill points, the skills corresponding to each skill control are different. This is not limited in the embodiment of the present application.
  • Skill point set a set composed of skill points.
  • the number of skill points in the skill point set will change. For example, every time the user consumes a skill point, the number of skill points in the skill point set will be reduced. Optionally, when all skill points are consumed, there are no skill points in the skill point set. In some embodiments, skill points in a skill point set may be restored over time.
  • the display position and display style of skill points can also be set and adjusted according to actual usage needs.
  • At least one skill control whose corresponding skill group includes Include at least two skills. In other embodiments, at least two skills are included in each skill group. This application does not limit this.
  • the first skill group among the skill groups corresponding to the at least two skill controls includes at least two skills, and different skills included in the first skill group correspond to different skill points.
  • the first skill group may refer to any one of at least two skill groups.
  • the number of skills in the first skill group may correspond to the number of skill points. For example, if the skill point set includes 3 skill points, then the first skill group may include 3 skills. The number of skills in the first skill group may be less than the number of skill points. For example, if the skill point set includes 3 skill points, the first skill group may include 2 skills.
  • the first skill group includes skill a1 and skill a2, and skill a1 and skill a2 correspond to different skill points.
  • skill point 1 and skill point 2 there are a total of two skill points in the skill set, namely skill point 1 and skill point 2.
  • skill point 1 corresponds to skill a1
  • skill point 2 corresponds to skill a2
  • skill point 1 can be used to make the skill control corresponding to the first skill group used to release skill a1
  • skill point 2 can be used to make the first skill group corresponding
  • the skill control is used to release skill a2, and skill point 2 does not correspond to skill a1, and skill point 1 does not correspond to skill a2.
  • the skill currently corresponding to the skill control can also be related to the current number of skill points in the skill point set. For example, when the current number of skill points in the skill point set is 2, the skill control corresponds to skill a1; in the skill point When the current number of skill points in the set is 1, the skill control corresponds to skill a2.
  • the individual skills within a skill set are distinct.
  • each skill in a skill group has the same attribute.
  • each skill in a skill group has a defensive attribute, or each skill in a skill group has an attack attribute.
  • the skills in a skill group have different attributes.
  • a skill group has skills with attack attributes and skills with defense attributes.
  • the attack value caused by skill a1 is 100
  • the attack value caused by skill a2 is 200
  • there is a difference in defense value between skills with the same attribute in a skill group is 100
  • the defense value of skill a1 to the virtual object is 100
  • the defense value of skill a2 to the virtual object is 200
  • different skills in a skill group can correspond to different forms of the virtual object.
  • skill a1 can make the virtual object be in the first form
  • skill a2 can make the virtual object be in the second form
  • the first form and the third form can be different.
  • the second form refers to two different forms.
  • the specific form may be at least one of human form, animal form, walking form, and flying form, which is not limited in this application.
  • the technical solution provided by the embodiment of the present application allows one skill control to correspond to one skill group by setting multiple skills in the skill group, and one skill can be selected from the skill group as the skill currently corresponding to the skill control.
  • a skill control corresponds to a skill group, and the skill group includes at least two skills
  • the user can selectively control the virtual object to release a certain skill in the skill group according to the actual situation, so more users can be satisfied.
  • the control methods of virtual objects are more diverse, and the combination methods of skill release are also more diverse.
  • Step 1002 In response to an operation on a first skill control among at least two skill controls, determine a first skill point to be used from at least two skill points.
  • the first skill control may be any one of at least two skill controls.
  • the first skill control can be selected by the user by targeting the first skill control and using a touch device or finger on the display screen of the terminal device where the client is located, or it can be selected by the user through an external device (such as a handle, rocker, etc.) Rod, mouse, keyboard, etc.) are selected for operating the first skill control, which is not limited in the embodiments of the present application.
  • the above operation may be at least one of a click operation, a sliding operation, a touch operation, etc., which is not limited in this application.
  • the client determines the first skill point to be used from at least two skill points.
  • the embodiment of the present application does not limit the method of determining the first skill point. For example, you can randomly select one skill point from at least two skill points as the first skill point to be used, or you can determine the first skill point to be used currently and the next one to be used in order from front to back.
  • the first skill point, etc. can also be determined in order from back to front, the first skill point to be used currently, and the first skill point to be used next, etc.
  • the first skill point is also It can be set by the user, for example, the first skill point under each operation is determined sequentially according to the order set by the user.
  • the client determines the first skill point to be used from at least two skill points according to the skill point usage sequence; wherein the skill point usage sequence is used to define the usage sequence of the at least two skill points.
  • the order in which skill points are used can be adjusted by the user, or it can be a fixed order preset by the application.
  • the skill points in the skill point set are selected in order from front to back/from left to right.
  • the skill point set 105 includes three skill points. The order of using skill points is from left to right. After using the first skill point in the order from left to right, the leftmost skill point in the skill point set 105 will be used. The skill points disappear, and the skill point set 105 is updated to the skill point set 105 as shown in Figure 3 (only 2 skill points remain). This application does not limit the order in which skill points are used. In addition, this application does not limit the form of skill points.
  • the skill points appear in the form of the moon above the health bar of the virtual object 101.
  • the skill points can also be in the form of the sun, monsters, stars, numbers, Grid and other forms to display.
  • skill points may be fully displayed on the user interface, or may not be fully displayed on the user interface.
  • only the skill point control is displayed on the user interface without displaying the specific number of skill points.
  • the user needs to click the skill point control where the skill point is located before all skill points can be fully expanded.
  • the skill points may not be displayed in the user interface at all.
  • the number of skill points may not be displayed on the user interface at all, but there may be a voice broadcast, such as "User xxx has obtained 3 skill points.”
  • the user uses skill points there is also a broadcast saying "User xxx has used skill point 1 and has 2 skill points left.”
  • this application does not limit the display position of skill points in the user interface.
  • the skill points are displayed in the virtual environment (ie, the display layer) where the virtual object is located.
  • the skill points appear in the user interface. On the spatial layer, it can be touched or clicked by the user.
  • the user can clearly identify the skill points to be used, and re-determine the skills to control the release of the virtual object based on the skill points to be used, which facilitates the user in real time. Understand the competitive status and is also very friendly to novice users.
  • Step 1003 Control the first virtual object to release the skill corresponding to the first skill point in the skill group corresponding to the first skill control.
  • the first virtual object may refer to a virtual object controlled by the current user account of the client logged into the terminal device.
  • the first virtual object may also be called the master virtual object in the current user interface corresponding to the current terminal device.
  • the skills in the skill group correspond one-to-one with the skill points in the skill point set in order; the correspondence between the skills in the skill group and the skill points can also be set by the user; the skills in the skill group and The correspondence between skill points may also be random, which is not limited in the embodiments of the present application.
  • the client controls the first virtual object to release the first skill in the skill group corresponding to the first skill control.
  • the client controls the first virtual object to release the second skill in the skill group corresponding to the first skill control.
  • the client controls the first virtual object to release the third skill in the skill group corresponding to the first skill control.
  • the user interface displays the unused skill points among at least two skill points, that is, the unused skill points are displayed on the user interface, so that the user can know how many or which skill points are left. Use, or which skill points have been used, thereby improving the user experience.
  • the three skill points included in the skill point set 105 are unused skill points.
  • the two skill points included in the skill point set 105 in Figure 3 are unused skill points.
  • the technical solution provided by the embodiment of this application can effectively give the user a prompt by displaying the unused skill points among the skill points, informing the user of the unused skill points, thus helping the user to more accurately determine which skills need to be released. Convenient for user operation.
  • the client displays an icon of the skill corresponding to the next used skill point in the display area of the skill control. For example, after using the first skill point, if the next skill point to be used is the second skill point, the skills corresponding to the first skill control and the skills corresponding to the second skill control will change, If it corresponds to the second skill point, the first skill control and the second skill control update to display the icon of the transformed skill.
  • the skill icon corresponding to the next used skill point will be displayed, so that the user knows what the next triggered skill is.
  • the next skill point to be used refers to the skill point to be used next determined according to the default logic (predetermined sequence). In other embodiments, if the user can select the "skill point to be used", the next skill point used may be the "skill point to be used" selected by the user. This application does not limit whether the "skill points to be used" are selected by the user.
  • the technical solution provided by the embodiment of the present application can effectively inform the user of the skill corresponding to the next skill point by displaying the icon of the skill corresponding to the next skill point to be used, making it convenient for the user to choose from multiple skill controls. It improves the competitive operation and at the same time facilitates the user to determine the skills to control the release of virtual objects according to the actual situation, thereby improving the user experience.
  • the cooldown time of the skill is less than the rated cooldown time of the skill.
  • the rated cooldown time is equivalent to the original cooldown time of the skill, that is, the cooldown time of the skill without the participation of skill points.
  • the rated cooling time of the skill group corresponding to the first skill control is 10 seconds. If the user uses skill points to release the skill, the cooling time of the skill can be reduced to 2 seconds.
  • the cooldown time of the skill becomes Rated cooling time.
  • the cooling time of the skill is less than the rated cooling time of the skill.
  • the cooling time (cooling time) of the skill can be shortened, which makes it easier for the user to pass
  • the skill control can release multiple skills continuously in a short period of time. The connection between skills is better and the user experience is better. For veteran users, it can better reflect their competitive strength, thus improving the continuity of operations.
  • the technical solution provided by the embodiment of the present application supports at least two skill controls sharing the same skill point set, and when the user performs an operation on the first skill control in the at least two skill controls, the skill point set is determined from the skill point set.
  • the first skill point will be used, and at the same time, the first virtual object will be controlled to release the skill corresponding to the first skill point in the skill group corresponding to the first skill control, thereby realizing the determination of the skill corresponding to the currently triggered skill control through the skill point.
  • Current skills Therefore, when there are at least two skill points and at least two skill controls, there are many possible combinations of skill release based on different skill point selections and different skill control selections, thereby achieving diverse skill release combinations. ization, thereby improving the combination flexibility and diversity of skill release.
  • the user interface can also be optimized, such as using skill points to reduce the number of skill controls, thereby improving the utilization rate of the user interface.
  • FIG. 11 shows a flow chart of a virtual object control method provided by another embodiment of the present application.
  • the execution subject of each step of the method may be the terminal device 10 in the solution implementation environment shown in Figure 1.
  • the execution subject of each step may be the client of the target application.
  • the method may include at least one of the following steps (1101-1103):
  • Step 1101 Display at least two skill controls that share the same skill point set in the user interface; the skill point set includes at least two skill points, each skill control corresponds to a skill group, and each skill group includes at least A skill.
  • Steps 1101 and 1103 are the same as those introduced in the above embodiments.
  • Step 1102 in response to the operation on the first skill control among the at least two skill controls, determine the skill point selected by the skill point selection operation from the at least two skill points as the first skill point; wherein, the skill point selection Actions refer to actions performed by the user to select skill points.
  • the embodiment of the present application does not limit the type of skill point selection operation, which can be at least one of sliding, clicking, and double-clicking.
  • the skill point selection operation and the operation on the first skill control are one-step sliding operations; where the one-step sliding operation refers to an uninterrupted sliding operation, that is, the initial position and the ending position are clear, and thus the initial position A one-step sliding operation to the end position.
  • the skill control corresponding to the starting position of the one-step sliding operation is the first skill control
  • the skill point corresponding to the ending position of the one-step sliding operation is the first skill point.
  • the user interface displays skill control 1 and skill control 2, as well as skill point 1 and skill point 2.
  • the client determines skill control 1 as the first skill.
  • Control determine skill point 1 as the first skill point.
  • the skill point corresponding to the starting position of the one-step sliding operation is the first skill point
  • the skill control corresponding to the end position of the one-step sliding operation is the first skill control.
  • the user interface displays skill control 1 and skill control 2, as well as skill point 1 and skill point 2.
  • the client determines skill control 1 as the first skill.
  • Control determine skill point 1 as the first skill point.
  • this operation efficiency is low and will affect the skill release efficiency.
  • Even for advanced players, trying to click with two fingers at the same time requires high operation.
  • the technical solution provided by the embodiment of the present application only requires one sliding operation to complete the selection of skills and skill points, which is very efficient and has low operation difficulty.
  • Step 1103 Control the first virtual object to release the skill corresponding to the first skill point in the skill group corresponding to the first skill control.
  • the skill currently corresponding to the first skill control is also determined.
  • the triggering operation for the first skill control is equivalent to the triggering operation for the skill currently corresponding to the first skill control.
  • the technical solution provided by the embodiment of the present application sets skill points on the control layer, and the user can perform operations on the skill points. After the user selects the skill point, and then performs operations on the skill control, a certain function can be achieved.
  • the trigger of the skill in the skill group corresponding to the skill point. It is precisely because different skill points correspond to different skills in the skill group, so when the user can select the corresponding skill point, he can selectively release the skills in the skill group.
  • the user can choose according to the ever-changing situation. Use different skill points. For novice users, it may be relatively difficult to select skill points in an extra step, but on the contrary, for veteran users, selecting skill points in advance can better reflect the user's reaction speed and competitive strength.
  • skills Click selection operation allows users to identify the skills they need to control the release of virtual objects, making it easier for users to choose different skills according to the game situation.
  • skill points there is no fixed order of use of skill points.
  • the use of skill points relies on the user's skill point selection operation, which enriches the control method of virtual objects and enhances the fun and challenge of competitive games. sex.
  • FIG. 12 shows a flow chart of a virtual object control method provided by another embodiment of the present application.
  • the execution subject of each step of the method may be the terminal device 10 in the solution implementation environment shown in Figure 1.
  • the execution subject of each step may be the client of the target application.
  • the method may include at least one of the following steps (1201-1203):
  • Step 1201 Display at least two skill controls that share the same skill point set in the user interface; the skill point set includes at least two skill points, each skill control corresponds to a skill group, and each skill group includes at least one Skill.
  • Steps 1201 and 1203 are the same as those introduced in the above embodiments. For content not explained in the embodiments of this application, please refer to the above embodiments and will not be described again here.
  • Step 1202 In response to the operation on the first skill control among the at least two skill controls, determine the first skill point to be used from the at least two skill points according to the real-time game data.
  • the real-time game data may refer to the real-time game data of the above-mentioned competitive games, such as the real-time game data of competitive games in MOBA games.
  • This real-time game data can reflect the current progress of the competitive game in real time.
  • the real-time game data includes at least one of the following: skills released by the first virtual object for the last N times, attribute information of the first virtual object, attribute information of the second virtual object that the first virtual object is playing against, Attribute information of the third virtual object being assisted by the first virtual object, N is a positive integer. Precisely because of the variability of the competitive game situation, determining the first skill point to be used from at least two skill points based on real-time game data can improve the rationality of the determination of the first skill point.
  • the client may determine the first skill point to be used from at least two skill points based on the skills released by the first virtual object for the last N times. For example, the client determines the skill point preference of the first virtual object in the game based on the number of different skill points corresponding to the skills released by the first virtual object in the last N times. If the first virtual object prefers to use the first skill point corresponding For the skills in the skill group, priority will be given to determining the skill point you prefer to use from at least two skill points as the first skill point to be used.
  • the client may determine the first skill point to be used from at least two skill points according to the attribute information of the first virtual object.
  • the skills corresponding to different skill points have different attributes.
  • the skill corresponding to skill point 1 is a defensive skill
  • the skill corresponding to skill point 2 is an offensive skill. If the attribute information of the first virtual object is the blood volume information of the first virtual object, then when the blood volume value of the first virtual object is low, the client can determine skill point 1 of the at least two skill points as The first skill point will be used. At this time, the defensive skill corresponding to skill point 1 can increase the defense value of the first virtual object.
  • the health information of the first virtual object is very healthy, but the location of the first virtual object is very dangerous.
  • the client determines skill point 2 among at least two skill points as the first skill point to be used.
  • the offensive skill corresponding to skill point 2 can improve the first virtual object attack value.
  • the attribute information of the first virtual object can also be the attribute gain of the first virtual object.
  • the first virtual object itself has the attribute gain of attack.
  • the client will add at least two Skill point 1 among the skill points is determined as the first skill point to be used.
  • the defensive skill corresponding to skill point 1 can increase the defense value of the first virtual object.
  • the first virtual object itself has defensive attribute gains.
  • the attack power needs to be increased.
  • the client determines skill point 2 of at least two skill points as the first skill point to be used.
  • the skill point The offensive skill corresponding to point 2 can increase the attack value of the first virtual object, thus achieving complementarity between skills and attribute gains.
  • the client may determine the first skill point to be used from at least two skill points based on the attribute information of the second virtual object that the first virtual object is fighting against. For example, the client determines the first skill point to be used among the at least two skill points based on the blood volume value, attack value, defense value, etc. of the second virtual object.
  • the client may determine the first skill point to be used from at least two skill points based on the attribute information of the third virtual object being assisted by the first virtual object.
  • the third virtual object is a virtual object in the same camp as the first virtual object.
  • the client can determine the first of at least two skill points to be used based on the health value, attack value, defense value, etc. of the third virtual object. Skill points.
  • Step 1203 Control the first virtual object to release the skill corresponding to the first skill point in the skill group corresponding to the first skill control.
  • the technical solution provided by the embodiments of this application can better meet the needs of users by determining the first skill point to be used based on real-time game data, and at the same time can avoid the selection operation of skill points, which is very friendly to novice users, thus Improves the user's competitive experience.
  • FIG. 13 shows a flow chart of a virtual object control method provided by another embodiment of the present application.
  • the execution subject of each step of the method may be the terminal device 10 in the solution implementation environment shown in Figure 1.
  • the execution subject of each step may be the client of the target application.
  • the method may include at least one of the following steps (1301-1304):
  • Step 1301 Display at least two skill controls that share the same skill point set in the user interface; the skill point set includes at least two skill points, each skill control corresponds to a skill group, and each skill group includes at least A skill.
  • Step 1302 In response to an operation on a first skill control among at least two skill controls, determine a first skill point to be used from at least two skill points.
  • Step 1303 Control the first virtual object to release the skill corresponding to the first skill point in the skill group corresponding to the first skill control.
  • Steps 1301 to 1303 are the same as those introduced in the above embodiments.
  • Step 1304 When the number of unused skill points in the skill point set is less than the rated maximum number, if the skill point recovery conditions are met, increase the number of unused skill points in the skill point set.
  • the rated maximum number refers to the maximum number of skill points that can be included in the skill point set, which can be set and adjusted according to actual usage requirements.
  • the skill point recovery condition is used to indicate whether skill points can be recovered.
  • unused skill points in a skill point set may be restored to the rated maximum number.
  • the rated maximum number is 3. If the number of unused skill points in the skill point set is less than 3, the client determines whether the recovery conditions are met. If the recovery conditions are met, the skill points are restored to the rated maximum number.
  • the embodiment of the present application does not limit the method of increasing the number of unused skill points in the skill point set. It may be a one-time increase to the rated maximum number, or the skill points may be added one by one until the rated maximum number.
  • the skill point recovery conditions include at least one of the following: a first period of time has elapsed since the last time skill points were used, a second period of time has elapsed since the last time skill points were restored, and the first virtual object's generation of the enemy virtual object satisfies the third time period. Damage under one condition, the camp to which the first virtual object belongs causes damage to the enemy virtual object that satisfies the second condition, the first virtual object obtains the first gain effect, and the camp to which the first virtual object belongs obtains the second gain effect.
  • the number of skill points in the skill point set is restored to the rated maximum number at the beginning of the competitive match.
  • the skill point recovery condition is that the skill point is last used for a first period of time. For example, if the first duration is 10s and the user does not use skill points again 10s after the last use of skill points, the number of skill points will be restored to the rated maximum number.
  • the skill point recovery condition is that the second time period has elapsed since the last time the skill point was recovered.
  • the second duration is 60s. After the last skill point recovery, the number of skill points automatically recovers to the rated maximum number after 60s.
  • the skill point recovery condition is that the first virtual object causes damage to the enemy virtual object that satisfies the first condition.
  • the first condition is that the damage caused by the first virtual object to the enemy virtual object is greater than the first damage threshold, or the number of enemy virtual objects defeated by the first virtual object is greater than the first quantity threshold. If it is met, the skill The number of points is restored to the rated maximum number. For example, the first quantity threshold is 5. If the number of enemy virtual objects defeated by the first virtual object is greater than 5, the number of skill points is restored to the rated maximum number.
  • the skill point recovery condition is that the camp to which the first virtual object belongs causes damage to the enemy virtual object that satisfies the second condition.
  • the second condition is that the damage caused by the camp to which the first virtual object belongs to the enemy virtual object is greater than the second damage threshold, or the number of enemy virtual objects defeated by the camp to which the first virtual object belongs is greater than the second quantity threshold, if If satisfied, the number of skill points will be restored to the rated maximum number.
  • the second quantity threshold is 5. If the number of enemy virtual objects defeated by the camp to which the first virtual object belongs is greater than 5, the number of skill points is restored to the rated maximum number.
  • the skill point recovery condition is that the first virtual object obtains the first gain effect.
  • the first gain effect is at least one of an attack effect or a defense effect, which is not limited in the embodiments of the present application. For example, if the first gain effect is an attack effect, when the first virtual object obtains the attack effect, the number of skill points is restored to the rated maximum number. quantity.
  • the skill point recovery condition is that the camp to which the first virtual object belongs obtains the second gain effect.
  • the second gain effect is at least one of an attack effect or a defense effect, which is not limited in the embodiments of the present application. For example, if the second gain effect is a defense effect, when the first virtual object obtains the defense effect, the number of skill points is restored to the rated maximum number.
  • the technical solution provided by the embodiment of this application is that when the number of unused skill points in the skill point set is less than the rated maximum number, if the skill point recovery conditions are met, the number of unused skill points in the skill point set is increased.
  • the conditions for skill point recovery are also diverse. According to different needs, users can set different skill point recovery methods. In addition, the rapid recovery of skill points is also helpful to speed up the progress of the game and reduce equipment processing overhead.
  • FIG. 14 shows a block diagram of a virtual object control method provided by an embodiment of the related technology.
  • the method may include at least one of the following steps (S1-S6):
  • Step S1 request to release skills.
  • the server requests the client of the terminal device to release the skill. After receiving the skill release request, the client will execute steps S2-S3 to release the skill logic of the selected designated skill slot.
  • Step S2 Select a designated skill slot.
  • the skill slots in the embodiment of this application can also be considered as skill controls.
  • Step S3 execute skill logic.
  • the client After the logic is executed, the client will check whether the skill needs to be switched to other skills. If switching is required, the client will switch the specific skill object in the skill slot to ensure that the skill logic is different the next time it is released.
  • Step S4 Whether to switch skills.
  • step S5 If yes, execute step S5; if not, execute step S6.
  • Step S5 switch the skill to the target skill.
  • the target skill can refer to the next skill in the specified skill slot of the current skill.
  • the skill release logic in related technologies has the problem that the target skills need to be clear, and the order of skill release needs to be fixed.
  • the technical solution provided by the embodiment of the present application does not limit the order of skill release.
  • skill points that is, Skills can be combined randomly, and there is no limit on the order of skill release, which enriches the way virtual objects release skills.
  • FIG. 15 shows a block diagram of a virtual object control method provided by an embodiment of the present application.
  • the execution subject of each step of the method may be the terminal device 10 in the solution implementation environment shown in Figure 1.
  • the execution subject of each step may be the client of the target application.
  • the method may include at least one of the following steps (P1 to P6):
  • Step P1 request to release skills.
  • Step P2 select the designated skill slot.
  • Step P3 execute skill logic.
  • Step P4 send a skill switching event.
  • Step P5 receive the event.
  • Step P6 execute skill switching logic.
  • the skill switching logic provided by the embodiment of the present application is a function of switching different logics according to specific circumstances. That is, after the skill points are used (or the skill logic of a certain skill is executed), the client can directly switch to each skill control. Switch the corresponding skills. Therefore, the skill switching logic needs to be scripted and configured.
  • the specific skill switching logic has changed from simply checking whether a slot needs to switch skills to checking whether the conditions are met and switching the skills of each designated skill slot in the user interface at the same time.
  • FIG. 16 shows a block diagram of a virtual object control method provided by another embodiment of the present application.
  • the execution subject of each step may be the terminal device 10 in the solution implementation environment shown in Figure 1.
  • the execution subject of each step may be the client of the target application.
  • the method may include at least one of the following steps (Q1 ⁇ Q3):
  • Step Q1 event judgment.
  • step Q1 is used to determine which specific skill point the currently used skill point is in the skill point set.
  • Step Q2 execute skill switching logic.
  • the skill switching logic is executed based on the determined skill points, that is, the skill corresponding to the skill control is switched to the skill corresponding to the current skill point.
  • Step Q3 output the switching result.
  • the technical solution provided by the embodiments of this application can configure the skill switching logic, and different virtual objects can adjust the specific content of the skill switching logic under different circumstances.
  • the execution subject of each step of the method may be the terminal device 10 in the solution implementation environment shown in Figure 1.
  • the execution subject of each step may be the client of the target application.
  • the method may include at least one of the following steps (W1 ⁇ V5):
  • Step W1 select the first skill slot.
  • Step W2 Switch the first skill corresponding to the first skill slot.
  • Step W3 Switch the second skill corresponding to the first skill slot.
  • Step W4 switch the third skill corresponding to the first skill slot.
  • step W5 the skill corresponding to the first skill slot cannot be released.
  • Step V1 select the second skill slot.
  • Step V2 switch the first skill corresponding to the second skill slot.
  • Step V3 switch the second skill corresponding to the second skill slot.
  • Step V4 switch the third skill corresponding to the second skill slot.
  • step V5 the skill corresponding to the second skill slot cannot be released.
  • the technical solution provided by the embodiment of this application can design different skills corresponding to different skills by numbering different skill points, and provides a new skill switching logic to facilitate the determination of the need to switch based on the skill points used.
  • the skill that is, the current skill point is consumed, and the skill corresponding to the skill slot needs to be updated to the skill corresponding to the next skill point.
  • the execution subject of each step of the method may be the terminal device 10 in the solution implementation environment shown in Figure 1.
  • the execution subject of each step may be the client of the target application.
  • the method may include at least one of the following steps (U1 ⁇ U3):
  • Step U1 request to release skills.
  • step U2 is executed. If not, step U3 is executed.
  • Step U2 reset the skill CD of the first skill slot and the second skill slot.
  • Step U3 restore the rated CD of the skills corresponding to the first skill slot and the second skill slot.
  • FIG. 19 shows a block diagram of a virtual object control device provided by an embodiment of the present application.
  • the device has the function of implementing the above method example, and the function can be implemented by hardware, or can be implemented by hardware executing corresponding software.
  • the device can be the terminal equipment introduced above, or can be set in the terminal equipment.
  • the device 1800 may include: a display module 1810, a skill point determination module 1820 and a control module 1830.
  • the display module 1810 is used to display at least two skill controls that share the same skill point set in the user interface; wherein the skill point set includes at least two skill points, and each skill control corresponds to a skill group, Each skill group includes at least one skill.
  • the skill point determination module 1820 is configured to determine a first skill point to be used from the at least two skill points in response to an operation on a first skill control among the at least two skill controls.
  • the control module 1830 is used to control the first virtual object to release the skill corresponding to the first skill point in the skill group corresponding to the first skill control.
  • a first skill group in the skill group corresponding to the at least two skill controls includes at least two skills, and different skills included in the first skill group correspond to different skill points.
  • the display module 1810 is also used to display unused skill points among the at least two skill points.
  • the display module 1810 is also configured to display the icon of the skill corresponding to the next used skill point in the display area of the skill control.
  • the skill point determination module 1820 is configured to determine the first skill point to be used from the at least two skill points according to the skill point usage sequence; wherein the skill point usage sequence Used to define the order in which the at least two skill points are used.
  • the skill point determination module 1820 is configured to determine the skill point selected by the skill point selection operation from the at least two skill points as the first skill point; wherein, the skill point Point selection operations refer to operations performed by the user to select skill points.
  • the skill point selection operation and the operation on the first skill control are one-step sliding operations; wherein the skill control corresponding to the starting position of the one-step sliding operation is the first skill control , the skill point corresponding to the end position of the one-step sliding operation is the first skill point; or, the skill point corresponding to the starting position of the one-step sliding operation is the first skill point, and the one-step sliding operation
  • the skill control corresponding to the end position of the operation is the first skill control.
  • the skill point determination module 1820 is configured to determine the first skill point to be used from the at least two skill points according to real-time game data; wherein the real-time game data Including at least one of the following: skills released by the first virtual object for the last N times, attribute information of the first virtual object, attribute information of the second virtual object the first virtual object is fighting against, the first The attribute information of the third virtual object that the virtual object is assisting, N is a positive integer.
  • the cooldown time of the skill is less than the rated cooldown time of the skill.
  • the device further includes a skill point increasing module 1840.
  • the skill point increasing module 1840 is used to increase the number of unused skill points in the skill point set if the skill point recovery conditions are met when the number of unused skill points in the skill point set is less than the rated maximum number.
  • the enemy virtual object is generated to meet the first condition damage, the camp to which the first virtual object belongs causes damage to the enemy virtual object that satisfies the second condition, the first virtual object obtains a first gain effect, and the camp to which the first virtual object belongs obtains a second gain effect.
  • the technical solution provided by the embodiment of the present application supports at least two skill controls sharing the same skill point set, and when the user performs an operation on the first skill control in the at least two skill controls, the skill point set is determined from the skill point set.
  • the first skill point will be used, and at the same time, the first virtual object will be controlled to release the skill corresponding to the first skill point in the skill group corresponding to the first skill control, thereby realizing the determination of the skill corresponding to the currently triggered skill control through the skill point.
  • Current skills Therefore, when there are at least two skill points and at least two skill controls, there are many possible combinations of skill release based on different skill point selections and different skill control selections, thereby achieving diverse skill release combinations. ization, thereby improving the combination flexibility and diversity of skill release.
  • the user interface can also be optimized, such as using skill points to reduce the number of skill controls, thereby improving the utilization rate of the user interface.
  • FIG 21 shows a structural block diagram of a terminal device 2100 provided by an embodiment of the present application.
  • the terminal device 2100 may be the terminal device 10 in the implementation environment shown in Figure 1, and is used to implement the virtual object control method provided in the above embodiment. Specifically:
  • the terminal device 2100 includes: a processor 2101 and a memory 2102.
  • the processor 2101 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc.
  • the processor 2101 can be implemented using at least one hardware form among DSP (Digital Signal Processing, digital signal processing), FPGA (Field Programmable Gate Array, field programmable gate array), and PLA (Programmable Logic Array, programmable logic array).
  • the processor 2101 can also include a main processor and a co-processor.
  • the main processor is a processor used to process data in the wake-up state, also called CPU (Central Processing Unit, central processing unit); the co-processor is A low-power processor used to process data in standby mode.
  • the processor 2101 may be integrated with a GPU (Graphics Processing Unit, image processor), and the GPU is responsible for rendering and drawing the content that needs to be displayed on the display screen.
  • the processor 2101 may also include an AI (Artificial Intelligence, artificial intelligence) processor, which is used to process computing operations related to machine learning.
  • AI Artificial Intelligence, artificial intelligence
  • Memory 2102 may include one or more computer-readable storage media, which may be non-transitory. Memory 2102 may also include high-speed random access memory, and non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 2102 is used to store a computer program configured to be executed by one or more processors to implement the above-mentioned control method of virtual objects.
  • the terminal device 2100 optionally further includes: a peripheral device interface 2103 and at least one peripheral device.
  • the processor 2101, the memory 2102 and the peripheral device interface 2103 may be connected through a bus or a signal line.
  • Each peripheral device can be connected to the peripheral device interface 2103 through a bus, a signal line or a circuit board.
  • the peripheral device includes: at least one of a radio frequency circuit 2104, a display screen 2105, an audio circuit 2107, and a power supply 2108.
  • Figure 21 does not constitute a limitation on the terminal device 2100, and may include more or fewer components than shown, or combine certain components, or adopt different component arrangements.
  • a computer-readable storage medium is also provided, and a computer-readable storage medium is stored in the storage medium.
  • Program the computer program implements the control method of the virtual object when executed by the processor.
  • the computer-readable storage medium may include: ROM (Read-Only Memory), RAM (Random Access Memory), SSD (Solid State Drives, solid state drive) or optical disk, etc.
  • random access memory can include ReRAM (Resistance Random Access Memory, resistive random access memory) and DRAM (Dynamic Random Access Memory, dynamic random access memory).
  • a computer program product including a computer program stored in a computer-readable storage medium.
  • the processor of the terminal device reads the computer program from the computer-readable storage medium, and the processor executes the computer program, so that the terminal device executes the above control method of the virtual object.
  • the embodiment of the present application can display a prompt interface, pop-up window or output voice prompt information before collecting the user's relevant data and during the process of collecting the user's relevant data.
  • the prompt interface, pop-up window or voice prompt information The information is used to remind the user that their relevant data is currently being collected, so that this application only starts to perform the relevant steps of obtaining the user's relevant data after obtaining the user's confirmation operation on the prompt interface or pop-up window, otherwise (that is, the user's relevant data is not obtained)
  • the relevant steps of obtaining user-related data are completed, that is, the user-related data is not obtained.

Landscapes

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

Abstract

一种虚拟对象的控制方法、装置、设备、存储介质及程序产品,涉及计算机和互联网技术领域。所述方法包括:在用户界面中显示共用同一技能点集合的至少两个技能控件;其中,技能点集合中包括至少两个技能点,每个技能控件对应于一个技能组,每个技能组中包括至少一个技能(310);响应于针对至少两个技能控件中的第一技能控件的操作,从至少两个技能点中确定将使用的第一技能点(320);控制第一虚拟对象释放第一技能控件对应的技能组中,与第一技能点相对应的技能(330)。本申请实通过给每个技能控件设置和技能点对应的技能组,实现了在不增加技能控件的情况下增加技能,从而在不影响用户面的情况下提升技能的释放多样性。

Description

虚拟对象的控制方法、装置、设备、存储介质及程序产品
本申请要求于2022年08月03日提交的申请号为202210928035.6、发明名称为“虚拟对象的控制方法、装置、设备、存储介质及程序产品”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请实施例涉及计算机和互联网技术领域,特别涉及一种虚拟对象的控制方法、装置、设备、存储介质及程序产品。
背景技术
对战游戏是一种多个用户帐号在同一场景内进行竞技的游戏。可选地,对战游戏可以是多人在线战术竞技(Multiplayer Online Battle Arena,MOBA)游戏。
在典型的MOBA游戏中,用户可以控制虚拟对象在虚拟环境中释放技能,每个虚拟对象各自具有一套技能。例如,虚拟对象具有第一技能、第二技能和第三技能,则用户界面上可设置有与该三个技能分别对应的三个技能控件,用户通过触发技能控件,来控制虚拟对象使用对应的技能。
相关技术中,如果想控制虚拟对象使用组合技能,则只能简单对该三个技能进行组合,因此技能释放的组合方式较少。
发明内容
本申请实施例提供了一种虚拟对象的控制方法、装置、设备、存储介质及程序产品。所述技术方案如下:
根据本申请实施例的一个方面,提供了一种虚拟对象的控制方法,所述方法由终端设备执行,所述方法包括:
在用户界面中显示共用同一技能点集合的至少两个技能控件;其中,所述技能点集合中包括至少两个技能点,每个技能控件对应于一个技能组,每个技能组中包括至少一个技能;
响应于针对所述至少两个技能控件中的第一技能控件的操作,从所述至少两个技能点中确定将使用的第一技能点;
控制第一虚拟对象释放所述第一技能控件对应的技能组中,与所述第一技能点相对应的技能。
根据本申请实施例的一个方面,提供了一种虚拟对象的控制装置,所述装置包括:
控件显示模块,用于在用户界面中显示共用同一技能点集合的至少两个技能控件;其中,所述技能点集合中包括至少两个技能点,每个技能控件对应于一个技能组,每个技能组中包括至少一个技能;
技能点确定模块,用于响应于针对所述至少两个技能控件中的第一技能控件的操作,从所述至少两个技能点中确定将使用的第一技能点;
控制模块,用于控制第一虚拟对象释放所述第一技能控件对应的技能组中,与所述第一技能点相对应的技能。
根据本申请实施例的一个方面,提供了一种终端设备,所述终端设备包括处理器和存储器,所述存储器中存储有计算机程序,所述计算机程序由所述处理器加载并执行以实现上述方法。
根据本申请实施例的一个方面,提供了一种计算机可读存储介质,所述可读存储介质中存储有计算机程序,所述计算机程序由处理器加载并执行以实现上述方法。
根据本申请实施例的一个方面,提供了一种计算机程序产品,该计算机程序产品包括计算机程序,该计算机程序存储在计算机可读存储介质中。终端设备的处理器从计算机可读存储介质读取该计算机程序,处理器执行该计算机程序,使得该终端设备执行上述方法。
本申请实施例提供的技术方案可以包括如下有益效果:通过支持至少两个技能控件共用同一技能点集合,且当用户执行针对至少两个技能控件中的第一个技能控件的操作时,从技能点集合中确定出将使用的第一技能点,同时控制第一虚拟对象释放第一技能控件对应的技能组中,与第一技能点相对应的技能,实现了通过技能点来确定当前所触发的技能控件对应的当前技能。因此,在有至少两个技能点、至少两个技能控件的情况下,根据不同的技能点选择和不同技能控件的选择,技能的释放有多种可能的组合方式,从而实现技能释放的组合多样化,进而提升技能释放的组合灵活性和多样性。
附图说明
图1是本申请一个实施例提供的方案实施环境的示意图;
图2是本申请一个实施例提供的用户界面的示意图;
图3是本申请另一个实施例提供的用户界面的示意图;
图4是本申请另一个实施例提供的用户界面的示意图;
图5-9是相关技术示例性示出的用户界面的示意图;
图10是本申请一个实施例提供的虚拟对象的控制方法的流程图;
图11是本申请另一个实施例提供的虚拟对象的控制方法的流程图;
图12是本申请另一个实施例提供的虚拟对象的控制方法的流程图;
图13是本申请另一个实施例提供的虚拟对象的控制方法的流程图;
图14是相关技术一个实施例提供的虚拟对象的控制方法的框图;
图15是本申请一个实施例提供的虚拟对象的控制方法的框图;
图16是本申请另一个实施例提供的虚拟对象的控制方法的框图;
图17是本申请一个实施例提供的技能切换逻辑的框图;
图18是本申请一个实施例提供的CD(Cool Down Time,冷却时间)切换逻辑的框图;
图19是本申请一个实施例提供的虚拟对象的控制装置的框图;
图20是本申请另一个实施例提供的虚拟对象的控制装置的框图;
图21是本申请一个实施例提供的终端设备的结构框图。
具体实施方式
为使本申请的目的、技术方案和优点更加清楚,下面将结合附图对本申请实施方式作进一步地详细描述。
首先,对本申请实施例中涉及的名词进行简单介绍:
虚拟环境:是应用程序在终端上运行时显示(或提供)的虚拟环境。该虚拟环境可以是对真实世界的仿真世界,也可以是半仿真半虚构的三维世界,还可以是纯虚构的三维世界。虚拟环境可以是二维虚拟环境、2.5维虚拟环境和三维虚拟环境中的任意一种。可选地,该虚拟环境还用于至少两个虚拟对象之间的对战,如为该至少两个虚拟对象提供对战环境。该虚拟环境中可以具有可供至少两个虚拟对象使用的虚拟资源。可选地,该虚拟环境可以包括对称的左下角区域和右上角区域,属于两个敌对阵营的虚拟对象分别占据其中一个区域,并以摧毁对方区域深处的目标建筑/据点/基地/水晶来作为胜利目标。
虚拟对象:是指在虚拟环境中的可活动对象和不可活动对象。该可活动对象可以是虚拟人物、虚拟动物、动漫人物中的至少一种。该不可活动对象可以是虚拟建筑、虚拟植物、虚拟地形中的至少一种。可选地,当虚拟环境为三维虚拟环境时,虚拟对象可以是三维虚拟模型,每个虚拟对象在三维虚拟环境中具有自身的形状和体积,占据三维虚拟环境中的一部分空间。可选地,虚拟对象是基于三维人体骨骼技术构建的三维角色,该虚拟对象通过穿戴不同的皮肤来实现不同的外在形象。在一些实现方式中,虚拟对象也可以采用2.5维或2维模型来实现,本申请实施例对此不加以限定。示例性的,根据控制虚拟对象的方式不同,可以将虚拟对象分为用户控制的虚拟对象和非用户控制的虚拟对象(如服务器控制的虚拟对象), 其中,用户控制的虚拟对象是由客户端控制的在虚拟环境中可活动的对象。服务器控制的虚拟对象是由客户端或服务器上的自动控制算法或人工智能程序控制的虚拟对象。服务器控制的虚拟对象包括虚拟环境中可活动对象和不可活动对象。示例性的,不可活动对象可以响应或影响可活动对象的活动,例如,可活动对象可以摧毁不可活动对象,或,当可活动对象进入不可活动对象时,可活动对象进入隐身状态。示例性的,本申请中的虚拟对象是由客户端控制的虚拟对象。示例性的,本申请中的虚拟对象可以是由其他客户端或服务器控制的虚拟对象。
MOBA游戏是指:在虚拟环境中,分属至少两个敌对阵营的不同虚拟队伍分别占据各自的地图区域,以某一种胜利条件作为目标进行竞技。该胜利条件包括以下至少之一:占领据点或摧毁敌对阵营据点、击杀敌对阵营的虚拟对象、在指定场景和时刻内保证自身的存活、抢夺到某种资源和在指定时刻内比分超过对方。战术竞技可以以局为单位来进行(即竞技对局),每局战术竞技的地图可以相同,也可以不同。每个虚拟队伍包括一个或多个虚拟对象,比如1个、2个、3个或5个。在一些实施例中,MOBA游戏是一种在虚拟环境中提供若干个据点,处于不同阵营的用户控制虚拟对象在虚拟环境中对战,占领据点或摧毁敌对阵营据点的游戏。例如,MOBA游戏可将用户分成两个敌对阵营,将用户控制的虚拟对象分散在虚拟环境中互相竞争,以摧毁或占领敌方的全部据点作为胜利条件,一局MOBA游戏的持续时刻是从游戏开始的时刻至达成胜利条件的时刻。
UI(User Interface,用户界面)控件,用户界面中所展示的供用户进行人机交互的控件,如用户可可通过UI控件对虚拟对象进行控制、通过UI控件对客户端进行功能实现等。其可是在应用程序的用户界面上能够看见的任何可视控件或元素,比如图片、输入框、文本框、按钮、标签等控件,其中一些UI控件可响应用户的操作,比如用于控制虚拟对象释放技能的技能控件,用户通过触发技能控件,可控制虚拟对象释放技能。本申请实施例中涉及的UI控件包括以下至少之一:技能控件、位移控件、系统功能控件和进化控件(用于触发将一个技能进化为另一个技能)。
冷却时间(Cool Down Time,简称CD):也可称为技能冷却时间,其为可以使用技能的时间间隔,即释放一次技能后再次释放该技能需要等待的时间。
技能点:用来管理技能释放次数的资源。如,n(如2、3等)个技能点可用于指示释放n次技能(n次技能可以不相同),在一些实施例中,技能点随着时间推进而生成,可以存储若干个。在一些实施例中,技能点消耗完毕之后,技能才进入完整的冷却时间,在有技能点的情况下,技能的冷却时间发生改变。
请参考图1,其示出了本申请一个实施例提供的方案实施环境的示意图。该方案实施环境可以实现成为虚拟对象的控制系统。该方案实施环境可以包括:终端设备10和服务器20。
终端设备10可以是诸如手机、平板电脑、游戏主机、电子书阅读器、多媒体播放设备、可穿戴设备、PC(Personal Computer,个人计算机)、车载终端、智能机器人等电子设备。终端设备10中可以安装目标应用程序(如游戏应用程序)的客户端。可选地,该目标应用程序可以是需要下载安装的应用程序,也可以是即点即用的应用程序,本申请实施例对此不作限定。
在本申请实施例中,上述目标应用程序可以是仿真程序、大逃杀射击游戏、虚拟现实(Virtual Reality,简称VR)应用程序、增强现实(Augmented Reality,简称AR)程序、三维地图程序、虚拟现实游戏、增强现实游戏、第一人称射击游戏(First-Person Shooting Game,简称FPS)、多人枪战类生存游戏、第三人称射击游戏(Third-Person Shooting Game,简称TPS)、多人在线战术竞技游戏、策略游戏(Simulation Game,简称SLG)、社交类应用程序、互动娱乐类应用程序中的任意一种。在本申请实施例中,以该目标应用程序是MOBA游戏来举例说明。另外,对于不同的应用程序来说,其所提供的虚拟对象的形态也会有所不同,且相应的 功能也会有所不同,这都可以根据实际需求进行设计,本申请实施例对此不作限定。可选地,终端设备10中安装运行有上述目标应用程序的客户端。
其中,上述虚拟环境可以是目标应用程序(如游戏应用程序)的客户端在终端设备上运行时显示(或提供)的场景。以竞技对局为例,该虚拟环境是指营造出的供虚拟对象进行活动(如竞技)的场景,如虚拟房屋、虚拟岛屿、虚拟地图等。
上述虚拟对象可以是指用户帐号在目标应用程序中控制的虚拟角色、虚拟载具、虚拟物品等等,本申请实施例对此不作限定。以目标应用程序为MOBA游戏应用程序为例,虚拟对象可以是指用户帐号在游戏应用程序中控制的游戏角色。虚拟对象可以是人物形态,可以是动物、卡通或者其它形态,本申请实施例对此不作限定。虚拟对象可以三维形式展示,也可以二维形式展示,本申请实施例对此不作限定。可选地,当虚拟环境为三维虚拟环境时,虚拟对象是基于动画骨骼技术创建的三维立体模型。每个虚拟对象在三维虚拟环境中具有自身的形状和体积,占据三维虚拟环境中的一部分空间。虚拟对象的活动包括以下至少之一:调整身体姿态、爬行、步行、奔跑、骑行、飞行、跳跃、驾驶、拾取、射击、攻击和投掷。示意性的,虚拟对象是虚拟人物,比如仿真人物角色或动漫人物角色。
服务器20用于为终端设备10中安装运行的目标应用程序的客户端提供后台服务。例如,服务器20可以是上述游戏应用程序的后台服务器。服务器20可以是一台服务器,也可以是由多台服务器组成的服务器集群,或者是一个云计算服务中心。可选地,服务器20同时为多个终端设备10中的目标应用程序提供后台服务。
在一些实施例中,终端设备10包括第一终端设备11(图中未示出)和第二终端设备12(图中未示出),其中第一终端设备上安装有目标应用程序的第一客户端,第二终端设备上安装有目标应用程序的第二客户端,第一用户的第一用户账号在目标应用程序的第一客户端中控制第一虚拟对象,第二用户的第二用户账号在目标应用程序的第二客户端中控制第二虚拟对象。可选地,第一虚拟对象和第二虚拟对象处于同一虚拟环境中。可选地,第一虚拟对象和第二虚拟对象可以属于同一个阵营、同一个队伍、同一个组织、具有好友关系或具有临时性的通讯权限。可选地,第一虚拟对象和第二虚拟对象可以属于不同的阵营、不同的队伍、不同的组织或具有敌对关系。可选地,第一终端设备和第二终端设备上安装的客户端是相同的,或两个终端上安装的客户端是不同操作系统平台下的。第一终端设备可以泛指多个终端设备中的一个,第二终端设备可以泛指多个终端设备中的另一个,本实施例仅以第一终端设备和第二终端设备来举例说明。
终端设备10和服务器20之间可通过网络进行互相通信。
结合上述对虚拟环境的介绍以及方案实施环境的说明,对本申请实施例提供的虚拟对象的控制方法进行说明,以该方法的执行主体为图1所示出的终端设备上运行的客户端来举例说明。该终端设备安装运行有上述目标应用程序,该目标应用程序可支持虚拟环境。
示例性的,以本申请提供的虚拟对象的控制方法应用在MOBA游戏中为例。
首先,对MOBA游戏中的技能升级机制进行说明。MOBA游戏中的虚拟对象具有角色等级,虚拟对象可以通过获得经验值来升级角色等级,经验值可以根据对局时间、虚拟对象击杀其他虚拟对象、虚拟对象击杀野怪等来获得。虚拟对象的角色等级每升一级,就可以获得一次技能升级机会,虚拟对象可以对技能进行升级。示例性的,以虚拟对象具有三个技能为例进行说明,在对局刚开始时,虚拟对象的角色等级为1级,此时虚拟对象具有一次技能升级机会,用户可以从第一技能和第二技能中任选一个进行升级,第一技能或第二技能升级后,虚拟对象获得该技能。示例性的,在对局开始时,用户只有对技能进行一次升级,才能使虚拟对象获得该技能,使虚拟对象可以使用这个技能,即,1级的虚拟对象只可以使用一个技能,2级的虚拟对象如果将两次升级机会分别用在两个技能上,则虚拟对象可以使用两个技能,若两次升级机会都使用在同一个技能上,则虚拟对象仍只可以使用一个技能。示例性 的,虚拟对象在每个等级获得的技能升级机会只能用于升级指定技能中的一个,例如,1-3级可以升级一技能、二技能中的一个,4级可以升级一技能、二技能、三技能中的一个。当虚拟对象对技能进行第一次升级,获得该技能后,虚拟对象还可以继续对该技能进行升级,升级可以提高该技能某些属性的数值,例如,升级可以提高技能的作用时长、作用距离、作用范围、攻击值、防御值、护盾数值、虚拟对象模型大小中的至少一种。例如,一技能在升级前可以对命中的虚拟对象造成100点物理伤害并使其击晕3秒,在升级后可以对命中的虚拟对象造成200点物理伤害并使其击晕6秒。即,升级只会在技能原有的技能机制的基础上,更改技能机制的数值大小,不会为技能带来新的属性。
在一种可选的实施例中,虚拟对象的技能具有技能等级,技能每进行一次升级可以提升一个技能等级。当虚拟对象拥有四个技能时,虚拟对象的一技能、二技能、三技能的技能等级最高为4级,即,可以升级四次,四技能的技能等级最高为3级,即,可以升级三次。当虚拟对象拥有三个技能时,虚拟对象的一技能、二技能的技能等级最高为6级,即,可以升级六次,三技能的技能等级最高为3级,即,可以升级三次。当每个技能的技能等级大于或等于1时,虚拟对象获得该技能;当技能的技能等级小于1时,虚拟对象无法使用该技能,且该技能对应的技能控件显示为灰态,灰态的UI控件无法接收用户的触发操作。
在技能升级机制的基础上,本实施例提供了一种技能进化机制,技能进化机制可以将虚拟对象的技能进化为另一个技能,例如,虚拟对象在进化前的一技能是第一技能,在对一技能进行进化后,一技能由第一技能变为第二技能。第一技能和第二技能可以是完全不同的两个技能;第二技能也可以对第一技能进行改进,增加新的技能机制后得到的技能。例如,一技能在进化前可以对命中的虚拟对象造成100点物理伤害并使其击晕3秒,在进化后可以对命中的虚拟对象造成200点物理伤害、使其击晕6秒并降低其50%的防御值3秒。
在技能进化机制的基础上,本申请实施例提供了一种技能的技能组机制。技能组机制是一个技能控件对应多个技能。可选地,一个技能控件对应至少两个技能,在不同的触发条件下可以控制虚拟对象释放不同的技能。例如,同样是响应于针对第一技能控件的触摸或者滑动操作,当虚拟对象满足第一条件时,则释放的是第一技能控件对应的技能组中的第一个技能,当虚拟对象不满足第一条件时,则释放的是第一技能控件对应的技能组中的第二个技能。可选地,第一条件是第一虚拟对象的第一技能控件对应的第二个技能命中第二虚拟对象,则当再次触发对第一技能控件时,第一虚拟对象释放第一技能控件对应的第一个技能。在另一些实施例中,第一技能控件对应的多个技能是提前设置好的,当第一次触发第一技能控件时,则释放第一技能控件对应的第一个技能,当第二次触发第一技能控件时,则释放第一技能控件对应的第二个技能,当第三次触发第一技能控件时,则释放第一技能控件对应的第三个技能。本申请实施例对于技能控件对应的技能组的构成类型不作限定。
可选地,技能组中的多个技能是相同属性的,例如都是防守技能,一个技能组中包括多个不同的防守技能。可选地,技能组中的多个技能是不同属性的,例如一个技能组中有防守属性的技能,也有攻击属性的技能,如一个技能组中有两个攻击属性的技能以及一个防守属性的技能。也即,当第一技能控件被触发时,客户端可以控制虚拟对象释放第一技能控件对应的技能组中的攻击属性的技能,也可以控制虚拟对象释放第一技能控件对应的技能组中的防守属性的技能,当然该技能组中不同的技能的触发条件不同。
在技能组机制的基础上,本申请实施例提供了一种技能的组合机制。在本申请实施例中,提供了一种用来管理虚拟对象的技能释放次数的资源——技能点。在一些实施例中,可以存储若干个技能点。参考图2,用户界面100上显示有虚拟对象101、第一技能控件102、第二技能控件103、第三技能控件104,以及用于指示虚拟对象101拥有的三个技能点的技能点集合105。其中,技能点集合105中的技能点是可以被消耗的,当虚拟对象101释放第一技能控件102对应的技能时,消耗一个技能点,可选地,当虚拟对象101释放第二技能控件103对应的技能时,也消耗技能点。可选地,当虚拟对象101释放第三技能控件104对应的技能 时,不会消耗技能点(也即技能点为第一技能控件102和第二技能控件103所共用,并不被第三技能控件104所共用)。在技能点集合105中的三个技能点都消耗结束之后,用户无法对第一技能控件102以及第二技能控件103执行触发操作,即第一技能控件102以及第二技能控件103处于不可选中状态,同时虚拟对象101也无法释放第一技能控件102对应的技能以及第二技能控件103对应的技能。但是,虚拟对象101可以响应于用户对于第三技能控件104的触发操作,释放第三技能控件104对应的技能。
在本申请实施例中,技能点集合105中的技能点在消耗完之后,还可以重新恢复。在一些实施例中,一个技能控件对应一个技能组,假设第一技能控件102对应的技能组中有三个技能,分别是A1、A2、A3,第二技能控件103对应的技能组中有三个技能,分别是B1、B2、B3,第三技能控件104对应技能C。对于有三个技能点的虚拟对象101来说,可以响应于用户的触发操作,释放不同的技能。可选地,在有三个技能点的情况下,若用户对第一技能控件102或者第二技能控件103执行触发操作,则虚拟对象101释放A1技能或者B1技能。当第一技能点被消耗之后,只剩第二个技能点和第三个技能点的情况下,若用户继续对第一技能控件102或者第二技能控件103执行触发操作,则虚拟对象101释放A2技能或者B2技能。当第二技能点消耗被消耗之后,只剩第三技能点的情况下,若用户继续对第一技能控件102或者第二技能控件103执行触发操作,则虚拟对象101释放A3技能或者B3技能。因此,对于有三个技能点的虚拟对象101来说,第一技能控件102和第二技能控件103对应的释放的技能组合可以是A1A2A3、B1A2A3、A1B2A3、A1A2B3、B1B2A3、B1A2B3、A1B2B3和B1B2B3中的至少一种。
本申请实施例对技能点集合105中的技能点的数量不作限定,对于消耗技能点以释放技能的组合形式也不作限定,以及对于消耗技能点的技能所对应的技能控件的数量不作限定,如三个技能控件所对应的技能组中的技能在释放时都消耗技能点,也可以是其中的一个或者两个。参考图3,响应于用户针对第一技能控件102的触发操作,客户端控制虚拟对象101释放第一技能控件102对应的技能,此时技能点集合105中的技能点数量变为两个,并且在虚拟对象101释放完技能之后,第一技能控件102进入冷却状态。参考图4,在技能点集合105中的技能点均被消耗时,第一技能控件102和第二技能控件103都进入了冷却状态(也可称为不可选中状态)。
相关技术中,也提供了一些技能的组合方式。在一些实施例中,在如图5所示的用户界面500的示意图中,第一虚拟对象501在第二技能控件502对应的第一个技能命中第二虚拟对象(图中未示出)时,则刷新第二技能控件502的冷却时间,当再次触发第二技能控件502时,则控制虚拟对象501释放第二技能控件502对应的第二个技能,其中第二技能控件502对应的第一个技能和第二个技能是不同的技能。在满足一定条件下,才可以控制虚拟对象501释放第二个技能,虚拟对象501的第二个技能和第一个技能不同,可选地,第二个技能造成的攻击值提升25%。
在另一些实施例中,如图6所示的用户界面600的示意图中,第四个技能图标602处于不可使用状态。可选地,在虚拟对象601释放了第一个技能图标603对应的第一个技能时,第四个技能图标602对应的第四个技能可以复制第一个技能,则第四个技能图标602对应的技能是第一个技能图标对应的第一个技能。根据虚拟对象601释放的技能不同,第四个技能图标602可以复制的技能不同。
在另一些实施例中,以某种条件刷新技能的冷却时间,如利用游戏内已有的其他交互条件达成时,去刷新特定技能,来实现技能的多次释放。这些条件可以是:某个技能命中目标、战胜目标、释放了多次技能、命中带有特定标记的目标等等。如图7所示的用户界面700的示意图中,第一虚拟对象701释放了第三技能,并且该第三技能命中了第二虚拟对象702,则在第二虚拟对象702的头顶上方显示用于指示被标记的标识703,同时基于第二虚拟对象702被标记,将第一虚拟对象701的第三个技能的技能冷却时间调整为0,也即第一虚拟对象 701可以立刻响应于用户对第三技能控件704的触发操作,释放第三个技能。
在另一些实施例中,如图8所示的用户界面800的示意图中,第三技能控件801被放大显示,同时储存多个第三技能,也即可以响应于用户对于第三技能控件801的触发操作,虚拟对象可连续释放多次第三技能。在另一些实施例中,以技能豆的形式存储某个技能。即设定一种技能豆作为某个技能的释放次数的资源,在技能豆没有消耗完毕的情况下,虚拟对象可以多次释放该技能,且技能不进入CD或者不进入完整CD。如图9所示的用户界面900的示意图中,第二技能控件901上显示有数字3,说明储存了三个第二技能,也即可以响应于用户对于第二技能控件901的连续触发操作,客户端控制虚拟对象连续释放多次第二技能。
在相关技术中,技能的组合相对比较简单,一种是在满足条件下出现技能控件对应的另一个技能(实质为一个技能对应的两种阶段),但是如果在阈值时间内不释放该技能,则此次无法再继续释放另一个技能。或者,以技能豆的形式储存技能,但是该技能的存储,针对的是同一个技能,也即可以控制虚拟对象连续多次释放相同的技能,而不能释放不同的技能(实质为一个技能对应的不同阶段)。因此相关技术中对于技能的组合相对来说比较简单。
不同的是,本申请实施例中提出技能点的概念,在一些实施例中,在用户界面上有三个技能控件,其中响应于针对第一技能控件或者第二技能控件的操作,消耗技能点,才能控制虚拟对象释放技能。在另一些实施例中,消耗技能点的技能控件对应有技能组,技能组中多个技能。可选地,技能点的总数为3个,技能组中的技能也有三个并且各不相同,技能组中的技能和技能点相对应。因此,对于不同的技能点数,用户对于技能控件的操作不同,可以使得虚拟对象释放更多不同的技能组合。
请参考图10,其示出了本申请一个实施例提供的虚拟对象的控制方法的流程图。该方法各步骤的执行主体可以是图1所示方案实施环境中的终端设备10,如各步骤的执行主体可以是上述目标应用程序的客户端。在下文方法实施例中,为了便于描述,仅以各步骤的执行主体为“客户端”进行介绍说明。该方法可以包括如下几个步骤(1001~1003)中的至少一个步骤:
步骤1001,在用户界面中显示共用同一技能点集合的至少两个技能控件;其中,技能点集合中包括至少两个技能点,每个技能控件对应于一个技能组,每个技能组中包括至少一个技能。
用户界面是指上述客户端的用户界面,其可用于内容展示、提供人机交互服务等。示例性地,该用户界面可以是指上述竞技对局的用户界面,其可用于显示竞技对局对应的虚拟环境画面。可选地,用户界面可以包括显示层和控件层,控件层位于显示层的上层,显示层用于显示内容,控件层用于部署UI控件。
技能控件:用于释放技能的控件,如在用户界面上显示的用于响应于用户的操作而控制虚拟对象释放技能的UI控件。本申请对于技能控件的数量限定为至少两个,如此可以增加技能之间的组合方式,增加竞技的趣味性。技能控件的样式、布局、尺寸等可以根据实际使用需求进行设置与调整。
技能组:是指技能的集合,如由多个不同的技能所组合得到的集合。技能组中的各个技能共用同一个技能控件,如在不同的条件下,响应于用户针对同一个技能控件的操作,客户端控制虚拟对象释放不同的技能。可选地,本申请实施例以当前的技能点来指示技能控件当前所对应的技能。例如,针对不同技能点的选择,各个技能控件对应的技能不同;又例如,针对技能点的数量不同,各个技能控件对应的技能不同,本申请实施例对此不作限定。
技能点集合:由技能点构成的集合,技能点集合中的技能点的数量会发生改变。示例性的,用户每消耗一个技能点,技能点集合中的技能点就会减少。可选地,当技能点都消耗完毕时,技能点集合中没有技能点。在一些实施例中,技能点集合中的技能点可以随着时间恢复。技能点的显示位置、显示样式也可以根据实际使用需求进行设置与调整。
在一些实施例中,至少两个技能控件中,存在至少一个技能控件,其对应的技能组中包 括至少两个技能。在另一些实施例中,每个技能组中包括至少两个技能。本申请对此不作限定。
在一些实施例中,上述至少两个技能控件对应的技能组中的第一技能组包括至少两个技能,第一技能组中包括的不同技能对应于不同的技能点。
该第一技能组可以是指至少两个技能组中的任一技能组。可选地,第一技能组中的技能的数量可以与技能点的数量相对应,如技能点集合中包括3个技能点,则第一技能组中可以包括3个技能。第一技能组中的技能的数量可以小于技能点的数量,如技能点集合中包括3个技能点,则第一技能组中可以包括2个技能。
示例性的,第一技能组中有技能a1和技能a2,技能a1和技能a2对应于不同的技能点。例如,技能集合中总共有两个技能点,分别是技能点1和技能点2。可选地,技能点1对应技能a1,技能点2对应技能a2,技能点1可用于使得第一技能组对应的技能控件用于释放技能a1,而技能点2可用于使得第一技能组对应的技能控件用于释放技能a2,且技能点2与技能a1不对应,技能点1与技能a2不对应。
可选地,技能控件当前对应的技能也可以与技能点集合中的当前技能点数量相关,如在技能点集合中的当前技能点数量为2的情况下,技能控件对应技能a1;在技能点集合中的当前技能点数量为1的情况下,技能控件对应技能a2。
在一些实施例中,一个技能组中的各个技能是不同的。可选地,一个技能组中的各个技能都是相同属性的,例如,一个技能组中的各个技能都是防御属性的,或者一个技能组中的各个技能都是攻击属性。可选地,一个技能组中的技能是不同属性的,例如,一个技能组中既有攻击属性的技能,也有防御属性的技能。
示例性的,一个技能组中相同属性的技能之间存在攻击值的区别,例如技能a1造成的攻击值是100,技能a2造成的攻击值是200。在一些实施例中,一个技能组中相同属性的技能之间存在防御值的区别,例如技能a1给虚拟对象的防御值是100,技能a2给虚拟对象的防御值是200。在另一些实施例中,一个技能组中的不同技能可以对应虚拟对象的不同形态,例如技能a1可以使得虚拟对象处于第一形态,技能a2可以使得虚拟对象处于第二形态,第一形态和第二形态是两种不同的形态,具体的形态可以是人形态、动物形态、走形态、飞形态中的至少一种,本申请对此不作限定。
本申请实施例提供的技术方案,通过在技能组中设置多个技能,可以使得一个技能控件对应一个技能组,并且可以从该技能组中选择出一个技能作为该技能控件当前对应的技能。在一个技能控件对应一个技能组,并且该技能组中至少包括两个技能的情况下,用户可以根据实际情况,选择性地控制虚拟对象释放技能组中的某种技能,因此可以满足更多用户的需求,同时虚拟对象的控制方式更多样,技能释放的组合方式也更多样。
步骤1002,响应于针对至少两个技能控件中的第一技能控件的操作,从至少两个技能点中确定将使用的第一技能点。
第一技能控件可以是至少两个技能控件中的任一技能控件。可选地,第一技能控件可以是用户以第一技能控件为目标,使用触摸设备或手指针对客户端所在的终端设备的显示屏所选中的,也可以是用户通过外接设备(如手柄、摇杆、鼠标、键盘等)针对第一技能控件进行操作所选中的,本申请实施例对此不作限定。
在一些实施例中,上述操作可以是点击操作、滑动操作、触摸操作等中的至少一种,本申请对此不作限定。如响应于用户针对第一技能控件的点击操作,客户端从至少两个技能点中确定将使用的第一技能点。
本申请实施例对第一技能点的确定方式不作限定。示例性的,可以随机从至少两个技能点中选择一个技能点作为将使用的第一技能点,也可以按照从前往后的顺序,确定当前将要使用的第一技能点,以及下一个将使用的第一技能点等,还可以按照从后往前的顺序,确定当前将要使用的第一技能点,以及下一个将使用的第一技能点等。可选地,该第一技能点也 可以由用户设置,如根据用户设置的顺序,依次确定各个操作下的第一技能点。
在一些实施例中,客户端根据技能点使用顺序,从至少两个技能点中确定将使用的第一技能点;其中,技能点使用顺序用于定义至少两个技能点的使用顺序。该技能点使用顺序可以用户调整设置,也可以是应用程序预设的固定顺序。
可选地,若技能点使用顺序是从前往后/从左往右,则技能点集合中的技能点从前往后/从左往右依次被选定。例如,参考图2,技能点集合105中包括三个技能点,技能点使用顺序是从左往右,则按照从左往右的顺序使用第一技能点之后,技能点集合105中最左边的技能点消失,技能点集合105更新为如图3所示的技能点集合105(仅剩2个技能点)。本申请对技能点的使用顺序不作限定,除此之外,本申请对技能点的形式不作限定。在如图2或3所示的用户界面100的示意图中,技能点是以月亮的形式出现在虚拟对象101的血条上方,可选地,技能点也可以以太阳、怪兽、星星、数字、格子等其他形式来显示。
可选地,技能点可以完全显示在用户界面上,也可以不完全显示在用户界面上。例如,用户界面上仅显示有技能点控件而不显示具体的技能点的数量,需要用户点击技能点所在的技能点控件之后,才能完全展开所有的技能点。在另一些实施例中,技能点还可以完全不显示在用户界面中,例如在用户界面上完全不显示技能点的数量,但是可以存在语音播报,例如“用户xxx获得了3个技能点”。当用户使用技能点时,也存在播报“用户xxx使用了技能点1,还剩2个技能点”。另外,本申请对技能点在用户界面中的显示位置不作限定,可选地,技能点在虚拟对象所在的虚拟环境(即显示层)中显示,可选地,技能点是出现在用户界面的空间层上,其可以被用户触控或点击。
本申请实施例中,通过根据技能点使用顺序确定下一个将使用的技能点,用户可以明确将使用的技能点,根据将使用的技能点而重新确定将控制虚拟对象释放的技能,方便用户实时了解竞技状态,同时对于新手用户也十分友好。
步骤1003,控制第一虚拟对象释放第一技能控件对应的技能组中,与第一技能点相对应的技能。
第一虚拟对象可以是指登录终端设备中客户端的当前用户帐号所控制的虚拟对象,对于当前终端设备,第一虚拟对象也可以被称为当前终端设备对应的当前用户界面中的主控虚拟对象,上文中已对虚拟对象作了详细的叙述,在此不作赘述。
每个技能组中的技能和技能点存在着对应关系。示例性的,技能组中的技能,按照顺序与技能点集合中的技能点一一对应;技能组中的技能与技能点之间的对应关系也可以由用户进行设置;技能组中的技能与技能点之间的对应关系也可以是随机的,本申请实施例对此不作限定。
例如,第一技能控件对应的技能组中有3个技能,技能点集合中也有3个技能点,响应于对第一技能控件的操作,若使用的是技能点集合中的第一个技能点,客户端则控制第一虚拟对象释放第一技能控件对应的技能组中的第一个技能。响应于对第一技能控件的操作,若使用的是技能点集合中的第二个技能点时,客户端则控制第一虚拟对象释放第一技能控件对应的技能组中的第二个技能。响应于对第一技能控件的操作,若使用的是技能点集合中的第三个技能点时,客户端则控制第一虚拟对象释放第一技能控件对应的技能组中的第三个技能。
在一些实施例中,用户界面显示至少两个技能点中,未使用的技能点,也即用户界面上将未使用的技能点显示出来,便于用户知道还有几个或者哪几个技能点未使用,或者已使用了哪些技能点,从而提高用户体验。例如,参考图2,技能点集合105中包含的三个技能点就是未使用的技能点。又例如,图3中的技能点集合105所包含的两个技能点就是未使用的技能点。
本申请实施例提供的技术方案,通过显示技能点中未使用的技能点,可以有效给予用户以提示,告知用户还未使用的技能点,因此可以帮助用户更准确的判断需要释放何种技能,便于用户的操作。
在一些实施例中,客户端在技能控件的显示区域,显示与下一个使用的技能点相对应的技能的图标。示例性的,在使用了第一个技能点之后,若下一个将使用的技能点是第二个技能点,则第一技能控件对应的技能和第二技能控件对应的技能将会发生改变,如与第二个技能点相对应,则第一技能控件和第二技能控件更新显示变换后的技能的图标。在一些实施例中,下一个使用的技能点相对应的技能,图标会被显示,以使得用户知道下一个触发的技能是什么。可选地,下一个使用的技能点是指按照默认逻辑(既定顺序)确定的、下一个将要被使用的技能点。在另一些实施例中,若用户可以选择“将使用的技能点”,则下一个使用的技能点可以是用户所选择的“将使用的技能点”。本申请对于是否由用户选择“将使用的技能点”不作限定。
本申请实施例提供的技术方案,通过显示与下一个使用的技能点相对应的技能的图标,可以有效地告知用户下一个技能点对应的技能,便于用户从多个技能控件中作出选择,方便了竞技的操作,同时便于用户根据实际情况确定所要控制虚拟对象释放的技能,提高了用户体验。
在一些实施例中,在使用技能点释放技能的情况下,技能的冷却时长小于技能的额定冷却时长。
额定冷却时长相当于是技能的原始的冷却时长,也即在没有技能点参与的情况下的技能的冷却时长。可选地,第一技能控件对应的技能组的额定冷却时长是10s,则在用户使用技能点释放技能的情况下,技能的冷却时间可降至2s。在用户使用最后一个技能点的情况下,例如最后一个技能点对应的是用户释放了第一技能控件的技能组的第三个技能,则在该技能用完之后,该技能的冷却时长变为额定冷却时长。
本申请实施例提供的技术方案,在使用技能点释放技能的情况下,技能的冷却时长小于技能的额定冷却时长,通过使用技能点可以缩短技能的冷却时长(冷却时间),也即方便用户通过技能控件,在短时间内可以连续释放多个技能,技能之间的衔接性较好,用户体验感也更好,对于老手用户来说,更能体现其竞技实力,从而提高了操作连续性。
本申请实施例提供的技术方案,通过支持至少两个技能控件共用同一技能点集合,且当用户执行针对至少两个技能控件中的第一个技能控件的操作时,从技能点集合中确定出将使用的第一技能点,同时控制第一虚拟对象释放第一技能控件对应的技能组中,与第一技能点相对应的技能,实现了通过技能点来确定当前所触发的技能控件对应的当前技能。因此,在有至少两个技能点、至少两个技能控件的情况下,根据不同的技能点选择和不同技能控件的选择,技能的释放有多种可能的组合方式,从而实现技能释放的组合多样化,进而提升技能释放的组合灵活性和多样性。
另外,通过采用本申请实施例提供的技术方案,仅需对技能组中的技能数量或技能点集合中的技能点数量进行调整,即可在不增加多余实体(如技能控件)的情况下,提升技能释放的组合多样性,从而提高了本申请实施例提供的技术方案的可扩展性。另外,通过采用本申请实施例提供的技术方案,也可对用户界面进行优化,如利用技能点减少技能控件数量,从而有利于提高用户界面的利用率。
请参考图11,其示出了本申请另一个实施例提供的虚拟对象的控制方法的流程图。该方法各步骤的执行主体可以是图1所示方案实施环境中的终端设备10,如各步骤的执行主体可以是目标应用程序的客户端。在下文方法实施例中,为了便于描述,仅以各步骤的执行主体为“客户端”进行介绍说明。该方法可以包括如下几个步骤(1101~1103)中的至少一个步骤:
步骤1101,在用户界面中显示共用同一技能点集合的至少两个技能控件;其中,技能点集合中包括至少两个技能点,每个技能控件对应于一个技能组,每个技能组中包括至少一个技能。
步骤1101与步骤1103与上述实施例介绍相同,本申请实施例未说明的内容可以参考上 述实施例,这里不再赘述。
步骤1102,响应于针对至少两个技能控件中的第一技能控件的操作,从至少两个技能点中,将技能点选择操作所选择的技能点确定为第一技能点;其中,技能点选择操作是指用户执行的用于选择技能点的操作。
本申请实施例对于技能点选择操作的类型不作限定,其可以是滑动、点击、双击中的至少一种。
在一些实施例中,技能点选择操作和针对第一技能控件的操作为一步滑动操作;其中,一步滑动操作是指一次不间断的滑动操作,也即初始位置和终止位置明确,且从而初始位置到终止位置一步到位的滑动操作。
可选地,该一步滑动操作的起始位置所对应的技能控件为第一技能控件,一步滑动操作的终止位置所对应的技能点为第一技能点。例如,用户界面中显示有技能控件1和技能控件2,以及技能点1和技能点2,响应于针对技能控件1到技能点1的一步滑动操作,客户端将技能控件1确定为第一技能控件,将技能点1确定为第一技能点。
或者,该一步滑动操作的起始位置所对应的技能点为第一技能点,一步滑动操作的终止位置所对应的技能控件为第一技能控件。例如,用户界面中显示有技能控件1和技能控件2,以及技能点1和技能点2,响应于针对技能点1到技能控件1的一步滑动操作,客户端将技能控件1确定为第一技能控件,将技能点1确定为第一技能点。
一方面,可以通过从第一技能控件滑动到技能点,另一方面可以从技能点滑动至技能控件,这两种方式都可用于选择当前操作所对应的技能点,在确定出技能点之后,可以根据使用的技能点,来确定技能控件对应的技能组中的当前技能。
在一些实施例中,可以分别点击技能控件选择技能,以及点击技能点选择技能点,来实现选择哪一个技能点的目的,然而这样操作效率低,会影响技能释放效率。即便对于高水平玩家,尝试通过两个手指同时点击,那也是对操作有较高要求。不同的是,本申请实施例提供的技术方案仅需一步滑动操作就可完成技能和技能点的选择,非常高效,且操作难度低。
步骤1103,控制第一虚拟对象释放第一技能控件对应的技能组中,与第一技能点相对应的技能。
可选地,在第一技能点确定之后,第一技能控件当前对应的技能也随之确定,此时针对第一技能控件的触发操作,等效于第一技能控件当前对应的技能的触发操作。
本申请实施例提供的技术方案,通过将技能点设置在控件层上,并且用户可以对该技能点执行操作,当用户在选择了技能点之后,再执行对于技能控件的操作,可以实现某个技能组中对应于该技能点的技能的触发。也正是因为,不同的技能点对应技能组中的不同技能,因此当用户可以选择对应的技能点时,也就可以有选择的释放技能组中的技能,用户可以根据瞬息万变的局势,来选择使用不同的技能点。对于新手用户来说,要多一步对技能点的选择操作可能相对较为困难,但是相反的,对于老手用户来说,提前对技能点进行选择,更能体现用户的反应速度和竞技实力,同时技能点选择操作可以让用户明确需要控制虚拟对象释放的技能,方便用户根据对局情况选择不同的技能。在本申请实施例提供的技术方案中,技能点没有了固定的使用顺序,技能点的使用依靠用户的技能点选择操作,丰富了虚拟对象的控制方式,提升了竞技对局的趣味性和挑战性。
请参考图12,其示出了本申请另一个实施例提供的虚拟对象的控制方法的流程图。该方法各步骤的执行主体可以是图1所示方案实施环境中的终端设备10,如各步骤的执行主体可以是目标应用程序的客户端。在下文方法实施例中,为了便于描述,仅以各步骤的执行主体为“客户端”进行介绍说明。该方法可以包括如下几个步骤(1201~1203)中的至少一个步骤:
步骤1201,在用户界面中显示共用同一技能点集合的至少两个技能控件;其中,技能点集合中包括至少两个技能点,每个技能控件对应于一个技能组,每个技能组中包括至少一个 技能。
步骤1201与步骤1203与上述实施例介绍相同,本申请实施例未说明的内容可以参考上述实施例,这里不再赘述。
步骤1202,响应于针对至少两个技能控件中的第一技能控件的操作,根据实时对局数据,从至少两个技能点中确定将使用的第一技能点。
其中,实时对局数据可以是指上述竞技对局的实时对局数据,如MOBA游戏中的竞技对局的实时对局数据。该实时对局数据可以实时反映竞技对局当前进度情况。
在一些实施例中,实时对局数据包括以下至少之一:第一虚拟对象最近N次释放的技能、第一虚拟对象的属性信息、第一虚拟对象正在对战的第二虚拟对象的属性信息、第一虚拟对象正在辅助的第三虚拟对象的属性信息,N为正整数。正是由于竞技对局的形势的多变性,因此根据实时对局数据来从至少两个技能点中确定将使用的第一技能点,可以提高第一技能点的确定合理性。
示例性的,客户端可根据第一虚拟对象最近N次释放的技能,从至少两个技能点中确定将使用的第一技能点。例如,客户端根据第一虚拟对象最近N次释放的技能中对应的不同技能点的数量,确定第一虚拟对象在对局中的技能点偏好,如果第一虚拟对象偏好使用第一技能点对应的技能组中的技能,则优先从至少两个技能点中将偏好使用的技能点确定为将使用的第一技能点。
示例性的,客户端可根据第一虚拟对象的属性信息,从至少两个技能点中确定将使用的第一技能点。可选地,不同技能点对应的技能的属性不同,例如,技能点1对应的技能是防御型技能,技能点2对应的技能是攻击型技能。若第一虚拟对象的属性信息为第一虚拟对象的血量信息,则在第一虚拟对象的血量值较低的情况下,客户端可将至少两个技能点中的技能点1确定为将使用的第一技能点,此时技能点1对应的防御型技能可以提高第一虚拟对象的防御值。又例如,第一虚拟对象的血量信息十分健康,但是第一虚拟对象所处的位置很危险,比如第一虚拟对象周围有多个第二虚拟对象(此处第二虚拟对象为与第一虚拟对象处于不同阵营的虚拟对象),则客户端将至少两个技能点中的技能点2确定为将使用的第一技能点,此时技能点2对应的攻击型技能可以提高第一虚拟对象的攻击值。又例如,第一虚拟对象的属性信息还可以是第一虚拟对象身上具有的属性增益,例如第一虚拟对象身上本身具有了攻击的属性增益,此时需要提高防御力,则客户端将至少两个技能点中的技能点1确定为将使用的第一技能点,此时技能点1对应的防御型技能可以提高第一虚拟对象的防御值。又例如,第一虚拟对象身上本身具有了防御的属性增益,此时需要提高攻击力,则客户端将至少两个技能点中的技能点2确定为将使用的第一技能点,此时技能点2对应的攻击型技能可以提高第一虚拟对象的攻击值,如此可实现技能和属性增益之间的互补。
示例性的,客户端可根据第一虚拟对象正在对战的第二虚拟对象的属性信息,从至少两个技能点中确定将使用的第一技能点。例如,客户端根据第二虚拟对象的血量值、攻击值、防御值等确定至少两个技能点中将使用的第一技能点。
示例性的,客户端可根据第一虚拟对象正在辅助的第三虚拟对象的属性信息,从至少两个技能点中确定将使用的第一技能点。例如,第三虚拟对象是和第一虚拟对象处于同一阵营的虚拟对象,客户端可根据第三虚拟对象的血量值、攻击值、防御值等确定至少两个技能点中将使用的第一技能点。
步骤1203,控制第一虚拟对象释放第一技能控件对应的技能组中,与第一技能点相对应的技能。
本申请实施例提供的技术方案,通过根据实时对局数据来确定将使用的第一技能点,更能满足用户的需求,同时可以避免对技能点进行选择操作,如此对于新手用户十分友好,从而提高了用户的竞技体验感。
请参考图13,其示出了本申请另一个实施例提供的虚拟对象的控制方法的流程图。该方法各步骤的执行主体可以是图1所示方案实施环境中的终端设备10,如各步骤的执行主体可以是目标应用程序的客户端。在下文方法实施例中,为了便于描述,仅以各步骤的执行主体为“客户端”进行介绍说明。该方法可以包括如下几个步骤(1301~1304)中的至少一个步骤:
步骤1301,在用户界面中显示共用同一技能点集合的至少两个技能控件;其中,技能点集合中包括至少两个技能点,每个技能控件对应于一个技能组,每个技能组中包括至少一个技能。
步骤1302,响应于针对至少两个技能控件中的第一技能控件的操作,从至少两个技能点中确定将使用的第一技能点。
步骤1303,控制第一虚拟对象释放第一技能控件对应的技能组中,与第一技能点相对应的技能。
步骤1301-步骤1303与上述实施例介绍相同,本申请实施例未说明的内容可以参考上述实施例,这里不再赘述。
步骤1304,在技能点集合中未使用的技能点的数量小于额定最大数量的情况下,若满足技能点恢复条件,则增加技能点集合中未使用的技能点的数量。
额定最大数量是指技能点集合中所能包含的技能点的最大数量,其可以根据实际使用需求进行设置与调整。技能点回复条件用于指示技能点是否能回复。
在一些实施例中,技能点集合中未使用的技能点是可以恢复到额定最大数量的。示例性的,额定最大数量是3,若技能点集合中未使用的技能点的数量小于3,客户端则判断是否满足恢复条件,在满足恢复条件的情况下,恢复技能点到额定最大数量。
本申请实施例对增加技能点集合中未使用的技能点的数量的方式不作限定,可以是一次性增加至额定最大数量,也可以是一个一个地增加技能点直至额定最大数量。
在一些实施例中,技能点恢复条件包括以下至少之一:距离上一次使用技能点达到第一时长、距离上一次恢复技能点达到第二时长、第一虚拟对象对敌方虚拟对象产生满足第一条件的伤害、第一虚拟对象所属阵营对敌方虚拟对象产生满足第二条件的伤害、第一虚拟对象获得第一增益效果、第一虚拟对象所属阵营获得第二增益效果。
可选地,在竞技对局的一开始即恢复技能点集合中技能点的数量至额定最大数量。
在一些实施例中,技能点恢复条件是距离上一次使用技能点达到第一时长。例如,第一时长是10s,在上一次使用技能点之后的10s,用户都没有再次使用技能点,则技能点的数量恢复至额定最大数量。
在一些实施例中,技能点恢复条件是距离上一次恢复技能点达到第二时长。例如,第二时长是60s,在上一次恢复技能点之后,技能点的数量经过60s自动恢复至额定最大数量。
在一些实施例中,技能点恢复条件是第一虚拟对象对敌方虚拟对象产生满足第一条件的伤害。可选地,第一条件是第一虚拟对象对于敌方虚拟对象造成的伤害大于第一伤害阈值,或者第一虚拟对象战胜的敌方虚拟对象的数量大于第一数量阈值,若满足,则技能点的数量恢复至额定最大数量。例如,第一数量阈值是5,若第一虚拟对象战胜的敌方虚拟对象的数量大于5个,则技能点的数量恢复至额定最大数量。
在一些实施例中,技能点恢复条件是第一虚拟对象所属阵营对敌方虚拟对象产生满足第二条件的伤害。可选地,第二条件是第一虚拟对象所属阵营对于敌方虚拟对象造成的伤害大于第二伤害阈值,或者第一虚拟对象所属阵营战胜的敌方虚拟对象的数量大于第二数量阈值,若满足,则技能点的数量恢复至额定最大数量。例如,第二数量阈值是5,若第一虚拟对象所属阵营对战胜的敌方虚拟对象的数量大于5个,则技能点的数量恢复至额定最大数量。
在一些实施例中,技能点恢复条件是第一虚拟对象获得第一增益效果。可选地,第一增益效果是攻击效果或者防御效果中的至少一种,本申请实施例对此不作限定。例如,若第一增益效果是攻击效果,则当第一虚拟对象获得攻击效果时,技能点的数量恢复至额定最大数 量。
在一些实施例中,技能点恢复条件是第一虚拟对象所属阵营获得第二增益效果。可选地,第二增益效果是攻击效果或者防御效果中的至少一种,本申请实施例对此不作限定。例如,若第二增益效果是防御效果,则当第一虚拟对象获得防御效果时,则技能点的数量恢复至额定最大数量。
本申请实施例提供的技术方案,在技能点集合中未使用的技能点的数量小于额定最大数量的情况下,若满足技能点恢复条件,则增加技能点集合中未使用的技能点的数量。同时技能点恢复条件也是多样的,根据不同的需求,用户可以设置不同的技能点恢复方式,另外,技能点的快速恢复也有利于加快对局的进度,减少设备的处理开销。
请参考图14,其示出了相关技术一个实施例提供的虚拟对象的控制方法的框图。该方法可以包括如下几个步骤(S1~S6)中的至少一个步骤:
步骤S1,请求释放技能。
服务器请求终端设备的客户端释放技能,客户端接收到技能释放请求之后,会执行步骤S2-S3,释放所选择的指定技能槽位的技能逻辑。
步骤S2,选择指定技能槽位。
本申请实施例中的技能槽位也可认为是技能控件。
步骤S3,执行技能逻辑。
在逻辑执行完毕后,客户端会检查该技能是否要切换到其他的技能。如果需要进行切换,客户端则会将该技能槽位里的具体技能对象进行切换,来保证下次释放时是不同的技能逻辑。
步骤S4,是否切换技能。
若是,则执行步骤S5,若否,则执行步骤S6。
步骤S5,切换技能至目标技能。目标技能可以是指当前技能在指定技能槽位中的下一技能。
步骤S6,结束。
相关技术中的技能释放逻辑存在着目标技能需要明确,以及技能释放的顺序需要固定的问题,而本申请实施例提供的技术方案对于技能释放的顺序不作限定,在存在技能点的情况下,即可随机组合技能,对于技能释放顺序不作限定,丰富了虚拟对象释放技能的方式。
请参考图15,其示出了本申请一个实施例提供的虚拟对象的控制方法的框图。该方法各步骤的执行主体可以是图1所示方案实施环境中的终端设备10,如各步骤的执行主体可以是目标应用程序的客户端。在下文方法实施例中,为了便于描述,仅以各步骤的执行主体为“客户端”进行介绍说明。该方法可以包括如下几个步骤(P1~P6)中的至少一个步骤:
步骤P1,请求释放技能。
步骤P2,选择指定技能槽位。
步骤P3,执行技能逻辑。
步骤P4,发送技能切换事件。
步骤P5,接收事件。
步骤P6,执行技能切换逻辑。
本申请实施例提供的技能切换逻辑是一种根据具体情况下切换不同逻辑的功能,也即技能点使用(或某个技能的技能逻辑执行完)之后,客户端即可直接对各个技能控件所对应的技能进行切换。所以需要将技能切换逻辑脚本化,配置化。具体的技能切换逻辑从之前的单纯检查一个槽位是否需要切换技能,变成了检测条件是否满足,并且同时切换用户界面中的各个指定技能槽位的技能。
请参考图16,其示出了本申请另一个实施例提供的虚拟对象的控制方法的框图。该方法 各步骤的执行主体可以是图1所示方案实施环境中的终端设备10,如各步骤的执行主体可以是目标应用程序的客户端。在下文方法实施例中,为了便于描述,仅以各步骤的执行主体为“客户端”进行介绍说明。该方法可以包括如下几个步骤(Q1~Q3)中的至少一个步骤:
步骤Q1,事件判断。
在一些实施例中,通过步骤Q1确定当前所使用的技能点是技能点集合中的具体哪一个。
步骤Q2,执行技能切换逻辑。
根据确定出来的技能点来执行技能切换逻辑,即将技能控件对应的技能切换为当前技能点对应的技能。
步骤Q3,输出切换结果。
本申请实施例提供的技术方案,可以将技能切换逻辑进行配置化,不同的虚拟对象在不同的情况下可以调整技能切换逻辑的具体内容。
请参考图17,其示出了本申请一个实施例提供的技能切换逻辑的框图。该方法各步骤的执行主体可以是图1所示方案实施环境中的终端设备10,如各步骤的执行主体可以是目标应用程序的客户端。在下文方法实施例中,为了便于描述,仅以各步骤的执行主体为“客户端”进行介绍说明。该方法可以包括如下几个步骤(W1~V5)中的至少一个步骤:
步骤W1,选择第一技能槽位。
判断是否消耗技能点1,若是,则执行步骤W2,若不是,则判断是否消耗技能点2。
本申请实施例中,使用技能点也可认为是消耗技能点。
步骤W2,切换第一技能槽位对应的第一技能。
判断是否消耗技能点2,若是,则执行步骤W3,若不是,则判断是否消耗技能点3。
步骤W3,切换第一技能槽位对应的第二技能。
判断是否消耗技能点3,若是,则执行步骤W4,若不是,则执行步骤W5。
步骤W4,切换第一技能槽位对应的第三技能。
步骤W5,无法释放第一技能槽位对应的技能。
步骤V1,选择第二技能槽位。
判断是否消耗技能点1,若是,则执行步骤V2,若不是,则判断是否消耗技能点2。
步骤V2,切换第二技能槽位对应的第一技能。
判断是否消耗技能点2,若是,则执行步骤V3,若不是,则判断是否消耗技能点3。
步骤V3,切换第二技能槽位对应的第二技能。
判断是否消耗技能点3,若是,则执行步骤V4,若不是,则执行步骤V5。
步骤V4,切换第二技能槽位对应的第三技能。
步骤V5,无法释放第二技能槽位对应的技能。
本申请实施例提供的技术方案,通过给不同的技能点以编号,可以设计不同的技能下对应的不同的技能,提供了一种新的技能切换逻辑,便于根据使用的技能点来确定需要切换的技能,也即当前技能点被消耗,技能槽位对应的技能则需要更新至下一技能点对应的技能。
请参考图18,其示出了本申请一个实施例提供的CD切换逻辑的框图。该方法各步骤的执行主体可以是图1所示方案实施环境中的终端设备10,如各步骤的执行主体可以是目标应用程序的客户端。在下文方法实施例中,为了便于描述,仅以各步骤的执行主体为“客户端”进行介绍说明。该方法可以包括如下几个步骤(U1~U3)中的至少一个步骤:
步骤U1,请求释放技能。
在技能释放之后,判断是否还有技能点,若是,则执行步骤U2,若不是,则执行步骤U3。
在每次释放完技能之后,都去检测技能点集合中是否还有技能点,如果还有技能点则该释放的技能不进入该技能的完整CD(额定CD)。
步骤U2,重新设置第一技能槽位以及第二技能槽位的技能CD。
可选地,将所有槽位对应的技能CD都调整为0,或者调整到小于额定CD。
步骤U3,恢复第一技能槽位以及第二技能槽位对应技能的额定CD。
下述为本申请装置实施例,可以用于执行本申请方法实施例。对于本申请装置实施例中未披露的细节,请参照本申请方法实施例。
请参考图19,其示出了本申请一个实施例提供的虚拟对象的控制装置的框图。该装置具有实现上述方法示例的功能,所述功能可以由硬件实现,也可以由硬件执行相应的软件实现。该装置可以是上文介绍的终端设备,也可以设置在终端设备中。如图19所示,该装置1800可以包括:显示模块1810、技能点确定模块1820和控制模块1830。
所述显示模块1810,用于在用户界面中显示共用同一技能点集合的至少两个技能控件;其中,所述技能点集合中包括至少两个技能点,每个技能控件对应于一个技能组,每个技能组中包括至少一个技能。
所述技能点确定模块1820,用于响应于针对所述至少两个技能控件中的第一技能控件的操作,从所述至少两个技能点中确定将使用的第一技能点。
所述控制模块1830,用于控制第一虚拟对象释放所述第一技能控件对应的技能组中,与所述第一技能点相对应的技能。
在一些实施例中,所述至少两个技能控件对应的技能组中的第一技能组中包括至少两个技能,所述第一技能组中包括的不同技能对应于不同的技能点。
在一些实施例中,所述显示模块1810,还用于显示所述至少两个技能点中,未使用的技能点。
在一些实施例中,所述显示模块1810,还用于在所述技能控件的显示区域,显示与下一个使用的技能点相对应的技能的图标。
在一些实施例中,所述技能点确定模块1820,用于根据技能点使用顺序,从所述至少两个技能点中确定将使用的所述第一技能点;其中,所述技能点使用顺序用于定义所述至少两个技能点的使用顺序。
在一些实施例中,所述技能点确定模块1820,用于从所述至少两个技能点中,将技能点选择操作所选择的技能点确定为所述第一技能点;其中,所述技能点选择操作是指用户执行的用于选择技能点的操作。
在一些实施例中,所述技能点选择操作和针对所述第一技能控件的操作为一步滑动操作;其中,所述一步滑动操作的起始位置所对应的技能控件为所述第一技能控件,所述一步滑动操作的终止位置所对应的技能点为所述第一技能点;或者,所述一步滑动操作的起始位置所对应的技能点为所述第一技能点,所述一步滑动操作的终止位置所对应的技能控件为所述第一技能控件。
在一些实施例中,所述技能点确定模块1820,用于根据实时对局数据,从所述至少两个技能点中确定将使用的所述第一技能点;其中,所述实时对局数据包括以下至少之一:所述第一虚拟对象最近N次释放的技能、所述第一虚拟对象的属性信息、所述第一虚拟对象正在对战的第二虚拟对象的属性信息、所述第一虚拟对象正在辅助的第三虚拟对象的属性信息,N为正整数。
在一些实施例中,在使用所述技能点释放所述技能的情况下,所述技能的冷却时长小于所述技能的额定冷却时长。
在一些实施例中,如图20所示,所述装置还包括技能点增加模块1840。
所述技能点增加模块1840,用于在所述技能点集合中未使用的技能点的数量小于额定最大数量的情况下,若满足技能点恢复条件,则增加所述技能点集合中所述未使用的技能点的数量;其中,所述技能点恢复条件包括以下至少之一:距离上一次使用技能点达到第一时长、距离上一次恢复技能点达到第二时长、所述第一虚拟对象对敌方虚拟对象产生满足第一条件 的伤害、所述第一虚拟对象所属阵营对敌方虚拟对象产生满足第二条件的伤害、所述第一虚拟对象获得第一增益效果、所述第一虚拟对象所属阵营获得第二增益效果。
本申请实施例提供的技术方案,通过支持至少两个技能控件共用同一技能点集合,且当用户执行针对至少两个技能控件中的第一个技能控件的操作时,从技能点集合中确定出将使用的第一技能点,同时控制第一虚拟对象释放第一技能控件对应的技能组中,与第一技能点相对应的技能,实现了通过技能点来确定当前所触发的技能控件对应的当前技能。因此,在有至少两个技能点、至少两个技能控件的情况下,根据不同的技能点选择和不同技能控件的选择,技能的释放有多种可能的组合方式,从而实现技能释放的组合多样化,进而提升技能释放的组合灵活性和多样性。
另外,通过采用本申请实施例提供的技术方案,仅需对技能组中的技能数量或技能点集合中的技能点数量进行调整,即可在不增加多余实体(如技能控件)的情况下,提升技能释放的组合多样性,从而提高了本申请实施例提供的技术方案的可扩展性。另外,通过采用本申请实施例提供的技术方案,也可对用户界面进行优化,如利用技能点减少技能控件数量,从而有利于提高用户界面的利用率。
需要说明的是,上述实施例提供的装置,在实现其功能时,仅以上述各功能模块的划分进行举例说明,实际应用中,可以根据需要而将上述功能分配由不同的功能模块完成,即将设备的内部结构划分成不同的功能模块,以完成以上描述的全部或者部分功能。另外,上述实施例提供的装置与方法实施例属于同一构思,其具体实现过程详见方法实施例,这里不再赘述。
请参考图21,其示出了本申请一个实施例提供的终端设备2100的结构框图。该终端设备2100可以是图1所示实施环境中的终端设备10,用于实施上述实施例中提供的虚拟对象的控制方法。具体来讲:
通常,终端设备2100包括有:处理器2101和存储器2102。
处理器2101可以包括一个或多个处理核心,比如4核心处理器、8核心处理器等。处理器2101可以采用DSP(Digital Signal Processing,数字信号处理)、FPGA(Field Programmable Gate Array,现场可编程门阵列)、PLA(Programmable Logic Array,可编程逻辑阵列)中的至少一种硬件形式来实现。处理器2101也可以包括主处理器和协处理器,主处理器是用于对在唤醒状态下的数据进行处理的处理器,也称CPU(Central Processing Unit,中央处理器);协处理器是用于对在待机状态下的数据进行处理的低功耗处理器。在一些实施例中,处理器2101可以在集成有GPU(Graphics Processing Unit,图像处理器),GPU用于负责显示屏所需要显示的内容的渲染和绘制。一些实施例中,处理器2101还可以包括AI(Artificial Intelligence,人工智能)处理器,该AI处理器用于处理有关机器学习的计算操作。
存储器2102可以包括一个或多个计算机可读存储介质,该计算机可读存储介质可以是非暂态的。存储器2102还可包括高速随机存取存储器,以及非易失性存储器,比如一个或多个磁盘存储设备、闪存存储设备。在一些实施例中,存储器2102中的非暂态的计算机可读存储介质用于存储计算机程序,所述计算机程序经配置以由一个或者一个以上处理器执行,以实现上述虚拟对象的控制方法。
在一些实施例中,终端设备2100还可选包括有:外围设备接口2103和至少一个外围设备。处理器2101、存储器2102和外围设备接口2103之间可以通过总线或信号线相连。各个外围设备可以通过总线、信号线或电路板与外围设备接口2103相连。具体地,外围设备包括:射频电路2104、显示屏2105、音频电路2107和电源2108中的至少一种。
本领域技术人员可以理解,图21中示出的结构并不构成对终端设备2100的限定,可以包括比图示更多或更少的组件,或者组合某些组件,或者采用不同的组件布置。
在示例性实施例中,还提供了一种计算机可读存储介质,所述存储介质中存储有计算机 程序,所述计算机程序在被处理器执行时以实现上虚拟对象的控制方法。
可选地,该计算机可读存储介质可以包括:ROM(Read-Only Memory,只读存储器)、RAM(Random Access Memory,随机存取存储器)、SSD(Solid State Drives,固态硬盘)或光盘等。其中,随机存取存储器可以包括ReRAM(Resistance Random Access Memory,电阻式随机存取存储器)和DRAM(Dynamic Random Access Memory,动态随机存取存储器)。
在示例性实施例中,还提供了一种计算机程序产品,所述计算机程序产品包括计算机程序,所述计算机程序存储在计算机可读存储介质中。终端设备的处理器从所述计算机可读存储介质中读取所述计算机程序,所述处理器执行所述计算机程序,使得所述终端设备执行上述虚拟对象的控制方法。
需要说明的是,本申请实施例在收集用户的相关数据之前以及在收集用户的相关数据的过程中,都可以显示提示界面、弹窗或输出语音提示信息,该提示界面、弹窗或语音提示信息用于提示用户当前正在搜集其相关数据,使得本申请仅仅在获取到用户对该提示界面或者弹窗发出的确认操作后,才开始执行获取用户相关数据的相关步骤,否则(即未获取到用户对该提示界面或者弹窗发出的确认操作时),结束获取用户相关数据的相关步骤,即不获取用户的相关数据。换句话说,本申请所采集的所有用户数据,处理严格根据相关国家法律法规的要求,获取个人信息主体的知情同意或单独同意都是在用户同意并授权的情况下进行采集的,并在法律法规及个人信息主体的授权范围内,开展后续数据使用及处理行为且相关用户数据的收集、使用和处理需要遵守相关国家和地区的相关法律法规和标准。例如,本申请中涉及到的操作、用户界面、虚拟环境、虚拟对象等都是在充分授权的情况下获取的。
应当理解的是,在本文中提及的“多个”是指两个或两个以上。“和/或”,描述关联对象的关联关系,表示可以存在三种关系,例如,A和/或B,可以表示:单独存在A,同时存在A和B,单独存在B这三种情况。字符“/”一般表示前后关联对象是一种“或”的关系。另外,本文中描述的步骤编号,仅示例性示出了步骤间的一种可能的执行先后顺序,在一些其它实施例中,上述步骤也可以不按照编号顺序来执行,如两个不同编号的步骤同时执行,或者两个不同编号的步骤按照与图示相反的顺序执行,本申请实施例对此不作限定。
以上所述仅为本申请的示例性实施例,并不用以限制本申请,凡在本申请的精神和原则之内,所作的任何修改、等同替换、改进等,均应包含在本申请的保护范围之内。

Claims (14)

  1. 一种虚拟对象的控制方法,所述方法由终端设备执行,所述方法包括:
    在用户界面中显示共用同一技能点集合的至少两个技能控件;其中,所述技能点集合中包括至少两个技能点,每个技能控件对应于一个技能组,每个技能组中包括至少一个技能;
    响应于针对所述至少两个技能控件中的第一技能控件的操作,从所述至少两个技能点中确定将使用的第一技能点;
    控制第一虚拟对象释放所述第一技能控件对应的技能组中,与所述第一技能点相对应的技能。
  2. 根据权利要求1所述的方法,所述至少两个技能控件对应的技能组中的第一技能组包括至少两个技能,所述第一技能组中包括的不同技能对应于不同的技能点。
  3. 根据权利要求1所述的方法,所述方法还包括:
    显示所述至少两个技能点中,未使用的技能点。
  4. 根据权利要求1所述的方法,所述方法还包括:
    在所述技能控件的显示区域,显示与下一个使用的技能点相对应的技能的图标。
  5. 根据权利要求1所述的方法,所述从所述至少两个技能点中确定将使用的第一技能点,包括:
    根据技能点使用顺序,从所述至少两个技能点中确定将使用的所述第一技能点;其中,所述技能点使用顺序用于定义所述至少两个技能点的使用顺序。
  6. 根据权利要求1所述的方法,所述从所述至少两个技能点中确定将使用的第一技能点,包括:
    从所述至少两个技能点中,将技能点选择操作所选择的技能点确定为所述第一技能点;其中,所述技能点选择操作是指用户执行的用于选择技能点的操作。
  7. 根据权利要求6所述的方法,所述技能点选择操作和针对所述第一技能控件的操作为一步滑动操作;其中,
    所述一步滑动操作的起始位置所对应的技能控件为所述第一技能控件,所述一步滑动操作的终止位置所对应的技能点为所述第一技能点;
    或者,
    所述一步滑动操作的起始位置所对应的技能点为所述第一技能点,所述一步滑动操作的终止位置所对应的技能控件为所述第一技能控件。
  8. 根据权利要求1所述的方法,所述从所述至少两个技能点中确定将使用的第一技能点,包括:
    根据实时对局数据,从所述至少两个技能点中确定将使用的所述第一技能点;
    其中,所述实时对局数据包括以下至少之一:所述第一虚拟对象最近N次释放的技能、所述第一虚拟对象的属性信息、所述第一虚拟对象正在对战的第二虚拟对象的属性信息、所述第一虚拟对象正在辅助的第三虚拟对象的属性信息,N为正整数。
  9. 根据权利要求1所述的方法,在使用所述技能点释放所述技能的情况下,所述技能的冷却时长小于所述技能的额定冷却时长。
  10. 根据权利要求1所述的方法,所述方法还包括:
    在所述技能点集合中未使用的技能点的数量小于额定最大数量的情况下,若满足技能点恢复条件,则增加所述技能点集合中所述未使用的技能点的数量;其中,所述技能点恢复条件包括以下至少之一:距离上一次使用技能点达到第一时长、距离上一次恢复技能点达到第二时长、所述第一虚拟对象对敌方虚拟对象产生满足第一条件的伤害、所述第一虚拟对象所属阵营对敌方虚拟对象产生满足第二条件的伤害、所述第一虚拟对象获得第一增益效果、所述第一虚拟对象所属阵营获得第二增益效果。
  11. 一种虚拟对象的控制装置,所述装置包括:
    控件显示模块,用于在用户界面中显示共用同一技能点集合的至少两个技能控件;其中,所述技能点集合中包括至少两个技能点,每个技能控件对应于一个技能组,每个技能组中包括至少一个技能;
    技能点确定模块,用于响应于针对所述至少两个技能控件中的第一技能控件的操作,从所述至少两个技能点中确定将使用的第一技能点;
    控制模块,用于控制第一虚拟对象释放所述第一技能控件对应的技能组中,与所述第一技能点相对应的技能。
  12. 一种终端设备,所述终端设备包括处理器和存储器,所述存储器中存储有计算机程序,所述计算机程序由所述处理器加载并执行以实现如权利要求1至10任一项所述的方法。
  13. 一种计算机可读存储介质,所述计算机可读存储介质中存储有计算机程序,所述计算机程序由处理器加载并执行以实现如上述权利要求1至10任一项所述的方法。
  14. 一种计算机程序产品,所述计算机程序产品包括计算机指令,所述计算机指令存储在计算机可读存储介质中,处理器从所述计算机可读存储介质读取并执行所述计算机指令,以实现如权利要求1至10任一项所述的方法。
PCT/CN2023/096736 2022-08-03 2023-05-29 虚拟对象的控制方法、装置、设备、存储介质及程序产品 WO2024027304A1 (zh)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
CN202210928035.6 2022-08-03
CN202210928035.6A CN117547818A (zh) 2022-08-03 2022-08-03 虚拟对象的控制方法、装置、设备、存储介质及程序产品

Publications (1)

Publication Number Publication Date
WO2024027304A1 true WO2024027304A1 (zh) 2024-02-08

Family

ID=89809683

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/CN2023/096736 WO2024027304A1 (zh) 2022-08-03 2023-05-29 虚拟对象的控制方法、装置、设备、存储介质及程序产品

Country Status (2)

Country Link
CN (1) CN117547818A (zh)
WO (1) WO2024027304A1 (zh)

Citations (9)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2004073681A (ja) * 2002-08-21 2004-03-11 Namco Ltd ゲームシステム、プログラム及び情報記憶媒体
JP2016049302A (ja) * 2014-08-29 2016-04-11 株式会社セガゲームス サーバ装置及びプログラム
CN107930122A (zh) * 2017-12-14 2018-04-20 网易(杭州)网络有限公司 信息处理方法、装置及存储介质
CN108635854A (zh) * 2018-05-08 2018-10-12 网易(杭州)网络有限公司 技能释放控制方法及装置、存储介质、电子设备
CN110007839A (zh) * 2019-04-10 2019-07-12 网易(杭州)网络有限公司 游戏中的技能控制方法及装置、存储介质及电子设备
CN111282284A (zh) * 2020-03-02 2020-06-16 腾讯科技(深圳)有限公司 虚拟对象的控制方法、装置、终端和存储介质
CN111905363A (zh) * 2020-08-21 2020-11-10 腾讯科技(深圳)有限公司 虚拟对象的控制方法、装置、终端及存储介质
CN112007362A (zh) * 2020-08-28 2020-12-01 腾讯科技(深圳)有限公司 虚拟世界中的显示控制方法、装置、存储介质及设备
CN113750522A (zh) * 2021-09-07 2021-12-07 网易(杭州)网络有限公司 游戏技能的处理方法、装置及电子设备

Patent Citations (9)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2004073681A (ja) * 2002-08-21 2004-03-11 Namco Ltd ゲームシステム、プログラム及び情報記憶媒体
JP2016049302A (ja) * 2014-08-29 2016-04-11 株式会社セガゲームス サーバ装置及びプログラム
CN107930122A (zh) * 2017-12-14 2018-04-20 网易(杭州)网络有限公司 信息处理方法、装置及存储介质
CN108635854A (zh) * 2018-05-08 2018-10-12 网易(杭州)网络有限公司 技能释放控制方法及装置、存储介质、电子设备
CN110007839A (zh) * 2019-04-10 2019-07-12 网易(杭州)网络有限公司 游戏中的技能控制方法及装置、存储介质及电子设备
CN111282284A (zh) * 2020-03-02 2020-06-16 腾讯科技(深圳)有限公司 虚拟对象的控制方法、装置、终端和存储介质
CN111905363A (zh) * 2020-08-21 2020-11-10 腾讯科技(深圳)有限公司 虚拟对象的控制方法、装置、终端及存储介质
CN112007362A (zh) * 2020-08-28 2020-12-01 腾讯科技(深圳)有限公司 虚拟世界中的显示控制方法、装置、存储介质及设备
CN113750522A (zh) * 2021-09-07 2021-12-07 网易(杭州)网络有限公司 游戏技能的处理方法、装置及电子设备

Also Published As

Publication number Publication date
CN117547818A (zh) 2024-02-13

Similar Documents

Publication Publication Date Title
US20230036265A1 (en) Method and apparatus for controlling virtual characters, electronic device, computer-readable storage medium, and computer program product
US20230075245A1 (en) Method and apparatus for controlling virtual character, terminal, storage medium, and program product
CN113069767B (zh) 虚拟互动方法、装置、终端和存储介质
CN111760282B (zh) 界面显示方法、装置、终端及存储介质
WO2022037529A1 (zh) 虚拟对象的控制方法、装置、终端及存储介质
WO2022242021A1 (zh) 多人在线对战程序中的消息发送方法、装置、终端及介质
WO2022151777A1 (zh) 虚拟物品信息的发送方法、显示方法、装置及终端
JP7138810B2 (ja) 仮想オブジェクト制御方法並びにその装置、コンピュータ装置及びプログラム
US20220392153A1 (en) Image processing method and apparatus, electronic device, and computer-readable storage medium
US20230065576A1 (en) Battle settlement interface display method, apparatus, device, and storage medium
CN112691366B (zh) 虚拟道具的显示方法、装置、设备及介质
WO2022121503A1 (zh) 预购道具的显示方法、装置、设备、介质及产品
CN111686449A (zh) 虚拟对象的控制方法、装置、终端及存储介质
KR20230130109A (ko) 가상 시나리오 디스플레이 방법, 장치, 단말 및 저장매체
JP7314311B2 (ja) 仮想環境の画面表示方法、装置、機器及びコンピュータプログラム
WO2023024880A1 (zh) 虚拟场景中的表情显示方法、装置、设备以及介质
WO2024027304A1 (zh) 虚拟对象的控制方法、装置、设备、存储介质及程序产品
WO2023231557A1 (zh) 虚拟对象的互动方法、装置、设备、存储介质及程序产品
US20220054944A1 (en) Virtual object control method and apparatus, terminal, and storage medium
WO2024119717A1 (zh) 游戏交互方法、装置、存储介质和电子设备
WO2024041142A1 (zh) 基于可拾取道具的交互方法、装置、电子设备、计算机可读介质及计算机程序产品
WO2024060914A1 (zh) 虚拟对象的生成方法、装置、设备、介质和程序产品
TWI843025B (zh) 虛擬物品資訊的發送方法及裝置、虛擬物品資訊的顯示方法及裝置、終端、電腦可讀存儲介質及電腦程式產品
US12029977B2 (en) Method and apparatus for generating special effect in virtual environment, device, and storage medium
WO2024045806A1 (zh) 基于虚拟场景的技能获取方法、装置、设备、介质及产品

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 23849014

Country of ref document: EP

Kind code of ref document: A1