A game skill control method, related device, equipment and storage medium
By displaying skill objects in tower defense games and controlling virtual characters to release skills in response to skill equipment instructions, the problem of players needing to be familiar with levels is solved, and the effect of reducing learning costs and increasing gameplay diversity is achieved.
Patent Information
- Application Number
- CN202210013352.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-01-06
- Publication Date
- 2025-08-22
- Estimated Expiration
- 2042-01-06
AI Technical Summary
In tower defense games, players need to be familiar with levels to better deal with enemy attacks, which increases learning costs.
It provides a game skill control method, by displaying skill objects on the game interactive interface and displaying target skill objects in the skill slot in response to skill equipment instructions, controlling the release skills of virtual characters, focusing on the combination of skill objects to deploy different skill objects as the basis for releasing skills.
It reduces the learning cost of players, increases the diversity of gameplay, simplifies the complexity of the game, and provides an organic combination of strategy and cultivation.
Smart Images

Figure CN114367111B_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of electronic game technology, and in particular to a method for controlling game skills, related devices, equipment, and storage media. Background Art
[0002] With the continuous development of the electronic gaming industry, a wide range of games with different gameplay styles have emerged. More and more users are beginning to experience various games through electronic devices, such as tower defense (TD) games. The main strategy of tower defense games lies in the user's ability to utilize limited resources, select appropriate locations, and build specific tower types or tower combinations to counter the enemy.
[0003] Currently, a common tower defense game involves allocating a certain number of "health points" at the start of the game. If an enemy reaches the end point, a health point is deducted. Players then spend in-game coins to place towers with different functions at fixed locations to attack enemies within a certain range. Furthermore, players can upgrade towers to increase their attack power and enhance their effectiveness.
[0004] However, the inventors discovered that existing solutions have at least the following problems: Because game scenes are usually divided into multiple routes, and towers are also located along these routes, players need to be familiar with the levels in order to better deal with enemy attacks, which increases the learning cost for players. Summary of the Invention
[0005] Embodiments of the present application provide a method, apparatus, device, and storage medium for controlling game skills. This application enables players to focus on skill object combinations, deploying different skill objects as a basis for unleashing skills. This eliminates the need for additional learning of routes involved in game scenarios, reducing the learning cost for players.
[0006] In view of this, the present application provides a method for controlling game skills, comprising:
[0007] Displaying K first skill objects on a game interaction interface, wherein the game interaction interface also displays a first virtual building, a target virtual character, and a first attacking unit, wherein the first virtual building is a virtual building of a first camp, the target virtual character belongs to the first camp, and the first attacking unit belongs to a second camp, and K is an integer greater than or equal to 1;
[0008] In response to a skill equip instruction for a target skill object, if a skill equip condition is met, displaying the target skill object in a target skill slot among the P skill slots, wherein the target skill object is included in the K first skill objects, and P is an integer greater than 1;
[0009] In response to the skill objects placed in the P skill slots, the target virtual character is controlled to release the target skill to the first attack unit located on the first path, wherein the first path is the path leading to the first virtual building, and the placed skill objects include the target skill object.
[0010] Another aspect of the present application provides a game skill control device, comprising:
[0011] A display module, configured to display K first skill objects on a game interaction interface, wherein the game interaction interface also displays a first virtual building, a target virtual character, and a first attacking unit, wherein the first virtual building is a virtual building of a first camp, the target virtual character belongs to the first camp, and the first attacking unit belongs to a second camp, and K is an integer greater than or equal to 1;
[0012] The display module is further configured to respond to a skill equipment instruction for a target skill object and, if a skill equipment condition is met, display the target skill object in a target skill slot among the P skill slots, wherein the target skill object is included in the K first skill objects and P is an integer greater than 1;
[0013] A control module is configured to control a target virtual character to release a target skill to a first attacking unit located on a first path in response to skill objects placed in P skill slots, wherein the first path is a path leading to a first virtual building, and the placed skill objects include a target skill object.
[0014] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0015] The display module is further configured to display a first interactive area and a second interactive area on the game interactive interface, wherein the first interactive area displays a first virtual building and a first path corresponding to the first camp, and the second interactive area displays a second virtual building and a second path corresponding to the second camp, wherein the second path is a path leading to the second virtual building;
[0016] The display module is further configured to display the first attacking unit in a moving state on the first path;
[0017] The display module is further used to display a second attack unit in a moving state on a second path, wherein the second attack unit belongs to the first camp.
[0018] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0019] The display module is further used to display the first health value corresponding to the first camp on the game interaction interface;
[0020] The display module is further used to display the second health value corresponding to the first camp when the first attacking unit reaches the first virtual building through the first path, wherein the second health value is less than the first health value.
[0021] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0022] The display module is also used to display the third health value corresponding to the second camp on the game interaction interface;
[0023] The display module is further used to display the fourth health value corresponding to the second camp when the second attack unit reaches the second virtual building through the second path, wherein the fourth health value is less than the third health value.
[0024] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0025] A display module, specifically configured to display a skill adding control corresponding to the target skill object and skill information corresponding to the target skill object in response to a click operation on the target skill object;
[0026] In response to a click operation on a skill add control, triggering a skill equip instruction for a target skill object;
[0027] or,
[0028] The display module is specifically configured to trigger a skill equipment instruction for a target skill object in response to a click operation on the target skill object.
[0029] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0030] The display module is specifically configured to detect a contact operation between the area where each of the K first skill objects is located and the touch screen;
[0031] When continuous contact is maintained with the touch screen, if the starting position of the touch point on the touch screen is within the area where the target skill object is located, and the ending position of the touch point on the touch screen is within the area where the target virtual character is located, the skill equip instruction for the target skill object is triggered;
[0032] or,
[0033] The display module is specifically configured to detect a contact operation between the area where each of the K first skill objects is located and the touch screen;
[0034] When continuous contact with the touch screen is maintained, if the starting position of the touch point on the touch screen is within the area where the target skill object is located, and the ending position of the touch point on the touch screen is within the target skill slot, the skill equipment instruction for the target skill object is triggered.
[0035] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0036] The display module is specifically used to display the target skill object on the target skill slot among the P skill slots if there is a skill slot among the P skill slots in which no skill object is placed.
[0037] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0038] The display module is further configured to display the resource value of each of the K first skill objects;
[0039] The display module is also used to display the total value of resources;
[0040] The display module is specifically used to display the target skill object on the target skill slot among the P skill slots if there is a skill slot among the P skill slots without a skill object, and the total resource value is greater than or equal to the resource value of the target skill object.
[0041] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0042] The display module is also used to display the target skill object on the storage slot after responding to the skill equipment instruction for the target skill object, if skill objects have been placed in P skill slots and the target skill object does not exist in the P skill slots.
[0043] In one possible design, in another implementation of another aspect of the embodiments of the present application, the game skill control device further includes an update module;
[0044] an updating module configured to, after responding to a skill equip instruction for a target skill object, update a first skill level corresponding to the target skill object to a second skill level if skill objects have been placed in all P skill slots and the target skill object exists in the P skill slots;
[0045] The control module is specifically used to control the target virtual character to release the target skill to the first attack unit located on the first path according to the skill levels of the skill objects placed in the P skill slots.
[0046] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0047] The display module is further configured to, after displaying the target skill object in the target skill slot among the P skill slots, display a skill removal control corresponding to the target skill object and skill information corresponding to the target skill object in response to a click operation on the target skill object;
[0048] The display module is further used to display the target skill object on the storage slot in response to a click operation on the skill removal control.
[0049] In one possible design, in another implementation of another aspect of the embodiments of the present application, the gaming skill control device further includes a detection module;
[0050] a detection module, configured to detect a contact operation between each of the P skill slots and the touch screen after displaying a target skill object on the target skill slot among the P skill slots;
[0051] The display module is also used to display the target skill object on the storage slot when maintaining continuous contact with the touch screen, if the starting position of the touch point on the touch screen is located in the target skill slot and the ending position of the touch point on the touch screen is located in the storage slot.
[0052] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0053] The display module is also used to display the total resource value and the resource value refreshed by the skill;
[0054] The display module is further configured to respond to a skill refresh instruction, and if the total resource value is greater than or equal to the resource value of the skill refresh, cancel the display of K first skill objects and display K second skill objects.
[0055] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0056] The display module is also used to display the total resource value and the resource value of the expansion slot;
[0057] The display module is further configured to respond to a slot expansion instruction and display (P+1) skill slots if the total resource value is greater than or equal to the resource value of the expansion slot.
[0058] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0059] The display module is further configured to, after displaying the target skill object in the target skill slot among the P skill slots, display a skill selling control corresponding to the target skill object and skill information corresponding to the target skill object in response to a click operation on the target skill object;
[0060] The display module is further configured to display an updated total resource value in response to a click operation on the skill selling control, wherein the total resource value includes the resource value obtained after selling the target skill object.
[0061] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0062] The display module is further configured to detect a contact operation between each of the P skill slots and the touch screen after displaying the target skill object on the target skill slot among the P skill slots;
[0063] The display module is also used to display the updated total resource value when maintaining continuous contact with the touch screen, if the starting position of the touch point on the touch screen is located in the target skill slot and the ending position of the touch point on the touch screen is located in the area where the K first skill objects are located, wherein the total resource value includes the resource value obtained after selling the target skill object.
[0064] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0065] The control module is specifically used to control the target virtual character to release the target skill to the first attack unit located on the first path according to the skill type of each skill object in the placed skill objects.
[0066] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0067] The control module is specifically configured to control the target virtual character to release a target skill to the first attacking unit located on the first path based on the first cooldown time if the placed skill objects do not include a skill object corresponding to the cooldown skill type;
[0068] If the placed skill objects include skill objects corresponding to the cooling skill type, the target virtual character is controlled to release the target skill to the first attack unit on the first path based on the second cooling time, wherein the duration of the second cooling time is shorter than the duration of the first cooling time.
[0069] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0070] The control module is specifically configured to control the target virtual character to release a target skill with a first attack value to a first attacking unit located on the first path if the placed skill objects do not include a skill object corresponding to the enhanced skill type;
[0071] If the placed skill objects include skill objects corresponding to the enhanced skill type, the target virtual character is controlled to release a target skill with a second attack value to the first attack unit located on the first path, wherein the second attack value is greater than the first attack value.
[0072] On the other hand, the present application provides a terminal device, comprising: a memory, a processor, and a bus system;
[0073] Wherein, the memory is used to store programs;
[0074] The processor is configured to execute the program in the memory, and the processor is configured to perform the above-mentioned methods according to the instructions in the program code;
[0075] The bus system is used to connect the memory and the processor so that the memory and the processor can communicate with each other.
[0076] Another aspect of the present application provides a computer-readable storage medium, wherein instructions are stored in the computer-readable storage medium. When the computer-readable storage medium is run on a computer, the computer is enabled to execute the above-mentioned methods.
[0077] Another aspect of the present application provides a computer program product or computer program, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the methods provided in the above aspects.
[0078] It can be seen from the above technical solutions that the embodiments of the present application have the following advantages:
[0079] In an embodiment of the present application, a method for controlling game skills is provided, and a terminal device displays K first skill objects. Thus, when the terminal device responds to a skill equipment instruction for a target skill object, if the skill equipment condition is met, the target skill object is displayed on the target skill slot among the P skill slots. Based on this, the terminal device responds to the skill objects placed in the P skill slots, and controls the target virtual character to release the target skill to the first attack unit located on the first path, and the placed skill objects include the target skill object. In the above manner, in tower defense games, the gameplay is designed from the perspective of developing the ability of a single game character, which enables players to focus on the combination of skill objects and deploy different skill objects as the basis for releasing skills. No additional learning is required for the routes involved in the game scene, therefore, not only reducing the learning cost of the players, but also increasing the diversity of the gameplay. BRIEF DESCRIPTION OF THE DRAWINGS
[0080] Figure 1 This is a schematic diagram of the architecture of a game skill control system in an embodiment of the present application;
[0081] Figure 2 A schematic diagram of a process for obtaining a skill object in an embodiment of the present application;
[0082] Figure 3 A flowchart of a method for controlling game skills in an embodiment of the present application;
[0083] Figure 4 This is a schematic diagram of the game interaction interface in an embodiment of the present application;
[0084] Figure 5 This is a schematic diagram of an interface for adding a skill object based on a click operation in an embodiment of the present application;
[0085] Figure 6 This is another schematic diagram of an interface for adding a skill object based on a click operation in an embodiment of the present application;
[0086] Figure 7 This is a schematic diagram of an interface for adding a skill object based on a drag-and-drop operation in an embodiment of the present application;
[0087] Figure 8 This is another schematic diagram of an interface for adding a skill object based on a drag-and-drop operation in an embodiment of the present application;
[0088] Figure 9 A schematic diagram of an interface for adding a skill object in an embodiment of the present application;
[0089] Figure 10 This is another schematic diagram of an interface for adding a skill object in an embodiment of the present application;
[0090] Figure 11This is a schematic diagram of an interface for displaying skill objects on a storage slot in an embodiment of the present application;
[0091] Figure 12 A schematic diagram of an interface for upgrading a skill object in an embodiment of the present application;
[0092] Figure 13 This is a schematic diagram of an interface for removing a skill object based on a click operation in an embodiment of the present application;
[0093] Figure 14 This is a schematic diagram of an interface for removing a skill object based on a drag operation in an embodiment of the present application;
[0094] Figure 15 A schematic diagram of an interface for updating a skill object in an embodiment of the present application;
[0095] Figure 16 This is a schematic diagram of an interface for expanding skill slots in an embodiment of the present application;
[0096] Figure 17 This is a schematic diagram of an interface for selling skill objects based on click operation in an embodiment of the present application;
[0097] Figure 18 This is a schematic diagram of an interface for selling skill objects based on a drag-and-drop operation in an embodiment of the present application;
[0098] Figure 19 This is a schematic diagram of an interface for generating a synergistic effect based on multiple skill objects in an embodiment of the present application;
[0099] Figure 20 This is another schematic diagram of an interface for generating a synergistic effect based on multiple skill objects in an embodiment of the present application;
[0100] Figure 21 This is a schematic diagram of an embodiment of a game skill control device in an embodiment of the present application;
[0101] Figure 22 This is a structural diagram of a terminal device in an embodiment of the present application. DETAILED DESCRIPTION
[0102] Embodiments of the present application provide a method, apparatus, device, and storage medium for controlling game skills. This application enables players to focus on skill object combinations, deploying different skill objects as a basis for unleashing skills. This eliminates the need for additional learning of routes involved in game scenarios, reducing the learning cost for players.
[0103] The terms "first", "second", "third", "fourth", etc. (if any) in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects and are not necessarily used to describe a specific order or sequential order. It should be understood that the numbers used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can, for example, be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "corresponding to" and any variations thereof are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0104] Tower defense and strategy games have always been classic genres. With the increasing popularity of tower defense games, traditional tower defense games are no longer able to satisfy players' gaming experience, and tower defense games are ripe for breakthroughs and reforms. Traditional tower defense game content design has been developing for many years, and while the relevant mechanics and content are relatively complete, it has also reached a bottleneck, resulting in severe content homogeneity and a greater reliance on themes and the integration of multiple elements.
[0105] Based on this, this application has designed a solution that breaks away from the layout and upgrade dimensions of ordinary tower defense games. From the perspective of individual character ability development, it provides a highly differentiated gaming experience and opens up a different design approach in the tower defense game field. Because the enhancement ability is concentrated on a single game character, players can focus more on thinking about game strategy, thereby simplifying the complexity of the game. At the same time, it provides synergy between multiple skills, achieving a certain amplification effect, and realizing an organic combination of strategy and development.
[0106] This application proposes a game skill control method that can be applied to player versus environment (PVE) scenarios or player versus player (PVP) scenarios. Figure 1 As shown in the figure, the game skill control system includes a server and a terminal device in one case, and the client is deployed on the terminal device. The client can be run on the terminal device in the form of a browser or in the form of an independent application (APP). The specific presentation form of the client is not limited here. In another case, the game skill control system includes a terminal device, that is, a stand-alone game. The following will be described as an example of a game skill control system including a server and a terminal device. However, this should not be understood as a limitation of this application.
[0107] The server involved in this application can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDN), and basic cloud computing services such as big data and artificial intelligence platforms. The terminal device can be a smart phone, tablet computer, laptop computer, PDA, personal computer, smart TV, smart watch, vehicle-mounted device, wearable device, etc., but is not limited to this. The terminal device and the server can be directly or indirectly connected via wired or wireless communication, and this application does not make any restrictions on this. The number of servers and terminal devices is also not limited. The solution provided in this application can be completed independently by the terminal device, or by the server, or by the terminal device and the server in cooperation, and this application does not make any specific restrictions on this.
[0108] based on Figure 1 The game skill control system shown can respond to user click or drag operations to provide corresponding skill objects. For easier understanding, please refer to Figure 2 , Figure 2 This is a flow chart of obtaining a skill object in an embodiment of the present application, as shown in the figure, specifically:
[0109] In step S1, the user enters the skill object purchasing system through the client, thereby entering the store purchase process.
[0110] In step S2, the skill object purchasing system responds to different operations. At this time, the user triggers a click operation.
[0111] In step S3, it is determined whether the click operation is legal. If the operation is legal, step S4 is executed. If the operation is legal, the purchase process ends.
[0112] In step S4, it is determined whether the user's funds are sufficient to purchase the skill object clicked and selected. If so, step S5 is executed. If not, the purchase process ends.
[0113] In step S5, it is determined whether the purchased skill object can be synthesized. If it can be synthesized, it is directly synthesized into the existing skill object. If it cannot be synthesized, step S6 is executed.
[0114] In step S6, it is determined whether there is an empty skill slot. If there is an empty skill slot, step S7 is executed. If there is no empty skill slot, the purchase process is terminated and the user interface (UI) layer performance is rolled back.
[0115] In step S7, the client continuously updates the skill object and synthesis information to the UI layer, and the UI layer updates the status of the operation after receiving the broadcast.
[0116] In step S8, the system will continue to judge the legality of the click operation and broadcast the legality result. The UI layer will update the operation result in real time. If it is legal, the logic layer will continue to execute the processing.
[0117] In step S9, after receiving the frame synchronization command, the client sends it to the server, which broadcasts it to all clients in the game and performs a consistency check. If the check passes, a skill synthesis attempt is attempted. This consistency check ensures data consistency across multiple parties, preventing one party from continuing to play despite data being out of sync due to cheating or other reasons.
[0118] In step S10, the skill object purchasing system responds to different operations. At this time, the user triggers a drag operation.
[0119] In step S11 , during the drag operation, on the one hand, it is necessary to determine whether the operation is legal, ie, executing step S3 , and on the other hand, it is necessary to determine whether there is an empty slot, ie, executing step S6 .
[0120] In step S12 , the user releases the drag operation.
[0121] In step S13, during the drag operation, the system will continue to judge the legality of the operation and broadcast the legality result. The UI layer will update the operation result in real time. If it is legal, the logic layer will continue to execute the processing.
[0122] In step S14, after receiving the frame synchronization command, the client can send the frame synchronization command to the server, and the server broadcasts it to all clients in the game and performs a consistency rule check.
[0123] In step S15 , the server receives the frame synchronization instruction sent by the client.
[0124] In step S16, the server determines whether it is legal, and if so, executes step S17.
[0125] In step S17, a skill object (eg, skill card) is added.
[0126] In step S18, the server recursively determines whether to combine with the existing hand, and if so, executes step S19.
[0127] In step S19, existing skill objects are synthesized until synthesis becomes impossible, thereby caching synthesis information.
[0128] Since this application involves some terms related to professional fields, they will be explained below for ease of understanding.
[0129] (1) Tower defense game: A game in which the enemy is prevented from reaching a designated area by attacking and obstructing defensive units.
[0130] (2) PVP Tower Defense: A game mode in which two or more players compete against each other by attacking monsters to summon more monsters to the other side, thereby competing to see who loses the position first.
[0131] (3) PVE Tower Defense: A game mode in which players compete with non-player characters (NPCs) by attacking monsters to summon more monsters for the other side, thereby competing to see who loses the position first.
[0132] (4) Defensive Unit: In this application, this refers to the player's target virtual character. That is, a combat unit that cannot be controlled in the game and automatically launches attacks continuously. It can be used to stop the enemy from advancing.
[0133] (5) Attack mode: This refers to the mode in which the defensive unit attacks the enemy. Players can have multiple attack modes at the same time by equipping skill cards.
[0134] (6) Equipment: In this application, it refers to carrying specific props (for example, skill objects such as cards) to the character to produce corresponding functions and effects.
[0135] (7) Skill Object: This application uses skill cards as an example of skill objects. That is, in the game, they are items that give defensive units offensive means and ability enhancements.
[0136] (8) Skill slots: This application uses equipment slots as an example of skill slots. That is, the location required by the game to place skill objects (e.g., skill cards). Each skill slot can be equipped with one different type of skill object (e.g., skill card).
[0137] (9) Synergy: In the game, it refers to the simultaneous effectiveness of multiple skill objects (for example, skill cards), achieving a 1+1>2 effect. Through correct combination, the improvement can be several times greater than the normal one.
[0138] (10) Spell: The attack method of the target virtual character. Each spell has a separate attack frequency.
[0139] (11) Cooling time: A parameter that determines the frequency of spell attacks. The shorter the cooling time, the faster the attack frequency.
[0140] Combined with the above introduction, the following will introduce the control method of the game skills in this application, please refer to Figure 3, an embodiment of the game skill control method in the embodiment of the present application includes:
[0141] 110. The terminal device displays K first skill objects on a game interaction interface. The game interaction interface also displays a first virtual building, a target virtual character, and a first attacking unit. The first virtual building is a virtual building of the first camp, the target virtual character belongs to the first camp, and the first attacking unit belongs to the second camp. K is an integer greater than or equal to 1.
[0142] In one or more embodiments, the terminal device displays K first skill objects in a store area of the game interaction interface, where each first skill object can be represented as a skill card. The K first skill objects are displayed randomly in the store area, and generally, no two identical first skill objects are displayed.
[0143] In addition, the game interaction interface also displays a first virtual building, a target virtual character and a first attacking unit, wherein the target virtual character is a game character controlled by the user. Taking a PVP game as an example, the first attacking unit can be a game character or NPC controlled by other users. Taking a PVE game as an example, the first attacking unit can be an NPC of the second camp. The first virtual building belongs to the virtual building (i.e., base) of the first camp, wherein the first camp is our camp and the second camp is the enemy camp. If a first attacking unit reaches the first virtual building, the first virtual building will be deducted a "blood volume (i.e., health value)". If the "blood volume (i.e., health value)" of the first virtual building is 0, the first camp fails.
[0144] It is understandable that the game can pre-design several skill objects and assign corresponding qualities to each skill object. The higher the quality, the lower the probability of random appearance. For easier understanding, please refer to Table 1, which shows an example of the corresponding relationship between skill objects and qualities.
[0145] Table 1
[0146] Skill Target quality Skill Card 1 White Skill Card 2 White Skill Card 3 blue Skill Card 4 Purple Skill Card 5 White Skill Card 6 Purple Skill Card 7 blue Skill Card 8 White Skill Card 9 orange color Skill Card 10 blue
[0147] Taking Table 1 as an example, "white" skill cards have the lowest quality, so "white" skill cards have the highest probability of appearing. "Blue" skill cards are of higher quality than "white" skill cards, so "blue" skill cards have a lower probability of appearing than "white" skill cards. "Purple" skill cards are of higher quality than "blue" skill cards, so "purple" skill cards have a lower probability of appearing than "blue" skill cards. "Orange" skill cards are of higher quality than "purple" skill cards, so "orange" skill cards have a lower probability of appearing than "purple" skill cards.
[0148] 120. In response to a skill equipment instruction for a target skill object, the terminal device displays the target skill object in a target skill slot among the P skill slots if a skill equipment condition is met, where the target skill object is included in the K first skill objects, and P is an integer greater than 1.
[0149] In one or more embodiments, the user can trigger a selection operation on any one of the K first skill objects. Based on this, the first skill object selected by the user is the target skill object, and thus, the terminal device can respond to the user's skill equipment instructions for the target skill object.
[0150] Specifically, it is necessary to determine whether the skill equipment conditions are currently met. If so, the target skill object is displayed in the target skill slot among the P skill slots. This allows the terminal device to cache the slot information of the currently operated slot (i.e., the target skill slot). If the skill equipment conditions are not met, the skill object fails to be equipped. The target skill slot is an empty skill slot among the P skill slots.
[0151] 130. The terminal device controls the target virtual character to release the target skill to the first attack unit located on the first path in response to the skill objects placed in the P skill slots, wherein the first path is the path leading to the first virtual building, and the placed skill objects include the target skill object.
[0152] In one or more embodiments, the terminal device immediately generates corresponding effects based on the skill objects placed in the P skill slots, granting the target virtual character a bonus to its abilities. This generates target skills, wherein the target skills include at least one attack method.
[0153] Specifically, assuming that P is 3 and all P skill slots are equipped with skill objects, the target skill is determined based on the 3 skill objects. The terminal device controls the target virtual character to release the target skill on the first attacking unit.
[0154] In one embodiment of the present application, a method for controlling game skills is provided. By designing gameplay in a tower defense game from the perspective of developing a single character's abilities, players can focus on the combination of skill objects, deploying different skill objects as the basis for unleashing skills. This eliminates the need for additional learning of the routes involved in the game scenario, thereby reducing the player's learning cost and increasing the diversity of gameplay.
[0155] Optionally, in the above Figure 3 On the basis of the corresponding embodiments, another optional embodiment provided by the embodiment of the present application may further include:
[0156] The terminal device displays a first interactive area and a second interactive area on the game interactive interface, wherein the first interactive area displays a first virtual building and a first path corresponding to the first camp, and the second interactive area displays a second virtual building and a second path corresponding to the second camp, wherein the second path is a path leading to the second virtual building;
[0157] The terminal device displays the first attacking unit in a moving state on the first path;
[0158] The terminal device displays a second attack unit in a moving state on a second path, wherein the second attack unit belongs to the first camp.
[0159] Optionally, the terminal device displays the first health value corresponding to the first camp on the game interaction interface;
[0160] When the first attacking unit reaches the first virtual building through the first path, the terminal device displays the second health value corresponding to the first camp, wherein the second health value is less than the first health value.
[0161] Optionally, the terminal device displays the third health value corresponding to the second camp on the game interaction interface;
[0162] When the second attack unit reaches the second virtual building through the second path, the terminal device displays the fourth health value corresponding to the second camp, wherein the fourth health value is less than the third health value.
[0163] In one or more embodiments, the game interface provides related content. The game interface may also include a second virtual building, which is a virtual building of a second camp (i.e., a base). The second camp is the enemy camp. Similarly, if the second virtual building's "health (i.e., life value)" is 0, the second camp has failed.
[0164] Specifically, for easier understanding, see Figure 4 , Figure 4This is a schematic diagram of the game interaction interface in an embodiment of the present application. As shown in the figure, Z1 is used to indicate the first interaction area, and the first path indicated by Z11 is displayed on the first interaction area. Z2 is used to indicate the second interaction area, and the second path indicated by Z21 is displayed on the second interaction area. Among them, the first interaction area belongs to the area of the first camp, and the first camp is our camp. The second interaction area belongs to the area of the second camp, and the second camp is the enemy camp. For our camp, Z12 is used to indicate the target virtual character from the first camp (i.e., our camp), and Z13 is used to indicate the first attack unit from the second camp (i.e., the enemy camp). For the enemy camp, Z22 is used to indicate the virtual character from the second camp (i.e., the enemy camp), and Z23 is used to indicate the second attack unit from the first camp (i.e., our camp).
[0165] Taking the first path indicated by Z11 as an example, Z14 is used to indicate the starting position of the first path, that is, the position where the first attack unit appears. Z15 is used to indicate the end position of the first path, that is, the position where the first attack unit arrives at the first virtual building. Z3 is used to indicate the first health value corresponding to the first camp. For example, in the initial state, the first health value corresponding to the first camp is 150. Assume that every time a first attack unit arrives at the first virtual building, a "blood volume (i.e., health value)" is deducted. Based on this, assuming that 5 first attack units arrive at the first virtual building, the second health value corresponding to the first camp is displayed as 145.
[0166] Taking the second path indicated by Z21 as an example, similarly, in the initial state, the third health value corresponding to the second camp is 150. Assume that each time a second attack unit arrives at the second virtual building, one health point (i.e., health value) is deducted. Based on this, assuming that 10 second attack units arrive at the second virtual building, the fourth health value corresponding to the second camp is displayed as 140.
[0167] It should be noted that Figure 4 The content of the interface elements and the layout of the interface elements shown are merely illustrative and should not be construed as limitations of this application.
[0168] In an embodiment of the present application, a game interaction interface is provided that can support a two-way tower defense layout strategy and increase the diversity of game play.
[0169] Optionally, in the above Figure 3 Based on the corresponding embodiments, in another optional embodiment provided by the embodiments of the present application, the terminal device responds to the skill equipment instruction for the target skill object, which may specifically include:
[0170] In response to a click operation on the target skill object, the terminal device displays a skill adding control corresponding to the target skill object and skill information corresponding to the target skill object;
[0171] The terminal device triggers a skill equipment instruction for a target skill object in response to a click operation on a skill addition control;
[0172] or,
[0173] The terminal device responds to the skill equipment instruction for the target skill object, which may specifically include:
[0174] The terminal device triggers a skill equipment instruction for the target skill object in response to a click operation on the target skill object.
[0175] In one or more embodiments, a method for users to purchase skill objects during gameplay is introduced. As can be seen from the aforementioned embodiments, K first skill objects are randomly presented in a store area, and users can equip the first skill objects by clicking on them.
[0176] For example, see Figure 5 , Figure 5 This is a schematic diagram of an interface for adding skill objects based on a click operation in an embodiment of the present application. Figure 5 As shown in the figure (A), A1 is used to indicate the store area, and 3 skill cards, that is, 3 first skill objects, are displayed in the store area. A2 is used to indicate a skill card selected by the user, that is, the target skill object. A3 is used to indicate the skill information area. A4 is used to indicate the skill addition control. Taking the example of the user clicking on the target skill object indicated by A2 (that is, "Skill Card 1"), at this time, the skill information of the target skill object (that is, "Skill Card 1") and the skill addition control are displayed in the skill information area indicated by A3. Skill information includes but is not limited to cooling time and skill effect, etc.
[0177] When the user clicks the skill add control indicated by A4, the skill equipment instruction for the target skill object is triggered. Figure 5 In the interface shown in Figure (B), it can be seen that the target skill object (i.e., "Skill Card 1") has been equipped to the target skill slot indicated by A5.
[0178] For example, see Figure 6 , Figure 6 This is another interface diagram for adding skill objects based on click operation in an embodiment of the present application, such as Figure 6As shown in Figure (A), B1 is used to indicate the store area, and 3 skill cards are displayed in the store area, that is, there are 3 first skill objects. B2 is used to indicate a skill card selected by the user, that is, the target skill object. When the user clicks the target skill object indicated by B2 (that is, "Skill Card 1"), the skill equipment instruction for the target skill object is triggered. Thus, the display is as follows Figure 6 In the interface shown in Figure (B), it can be seen that the target skill object (i.e., "Skill Card 1") has been equipped to the target skill slot indicated by B3.
[0179] It should be noted that Figure 5 and Figure 6 The content of the interface elements and the layout of the interface elements shown are merely illustrative and should not be construed as limitations of this application.
[0180] Secondly, in an embodiment of the present application, a method is provided for users to purchase skill objects during the game. Through the above method, users can purchase corresponding skill objects by clicking according to their operating habits, which is conducive to improving the flexibility of game operations and is closer to the user's operating habits.
[0181] Optionally, in the above Figure 3 Based on the corresponding embodiments, in another optional embodiment provided by the embodiments of the present application, the terminal device responds to the skill equipment instruction for the target skill object, which may specifically include:
[0182] The terminal device detects a contact operation between the terminal device and the touch screen for an area where each of the K first skill objects is located;
[0183] When continuous contact is maintained with the touch screen, if the starting position of the touch point on the touch screen is within the area where the target skill object is located, and the ending position of the touch point on the touch screen is within the area where the target virtual character is located, the terminal device triggers a skill equipment instruction for the target skill object;
[0184] or,
[0185] The terminal device responds to the skill equipment instruction for the target skill object, which may specifically include:
[0186] The terminal device detects a contact operation between the terminal device and the touch screen for an area where each of the K first skill objects is located;
[0187] When maintaining continuous contact with the touch screen, if the starting position of the touch point on the touch screen is located in the area where the target skill object is located, and the ending position of the touch point on the touch screen is located in the target skill slot, the terminal device triggers the skill equipment instruction for the target skill object.
[0188] In one or more embodiments, another method for users to purchase skill objects during the game is introduced. As can be seen from the above embodiments, K first skill objects are randomly displayed in the store area, and users can drag and drop the first skill objects to equip them.
[0189] For example, see Figure 7 , Figure 7 This is a schematic diagram of an interface for adding skill objects based on a drag-and-drop operation in an embodiment of the present application. Figure 7 As shown in the figure (A), C1 is used to indicate the store area, and 3 skill cards are displayed in the store area, that is, there are 3 first skill objects. C2 is used to indicate a skill card selected by the user, that is, the target skill object. C3 is used to indicate the target virtual character. After the user presses and holds the target skill object indicated by C2 (that is, "Skill Card 1"), it can be dragged to the area where the target virtual character is located indicated by C3. When the contact falls within the area where the target virtual character is located, release the finger to trigger the skill equipment instruction for the target skill object (that is, "Skill Card 1"). Thus, the display is as follows. Figure 7 In the interface shown in Figure (B), it can be seen that the target skill object (i.e., "Skill Card 1") has been equipped to the target skill slot indicated by C4.
[0190] For example, see Figure 8 , Figure 8 This is another interface diagram for adding skill objects based on drag and drop operations in an embodiment of the present application. Figure 8 As shown in the figure (A), D1 is used to indicate the store area, and 3 skill cards are displayed in the store area, that is, there are 3 first skill objects. D2 is used to indicate a skill card selected by the user, that is, the target skill object. D3 is used to indicate the target skill slot. After the user presses and holds the target skill object indicated by D2 (that is, "Skill Card 1"), it can be dragged to the target skill slot indicated by D3. When the contact falls on the target skill slot, release the finger to trigger the skill equipment instruction for the target skill object (that is, "Skill Card 1"). Thus, the display is as follows: Figure 8 In the interface shown in Figure (B), it can be seen that the target skill object (i.e., "Skill Card 1") has been equipped to the target skill slot indicated by D4.
[0191] It should be noted that Figure 7 and Figure 8 The content of the interface elements and the layout of the interface elements shown are for illustration only and should not be construed as limitations of this application. It is understood that when the user drags the target skill object (i.e., "Skill Card 1"), a prompt may appear on the game battlefield, for example, the game battlefield may be gray or blue, etc., which is not limited here.
[0192] Secondly, in an embodiment of the present application, another method is provided for users to purchase skill objects during the game. Through the above method, users can purchase corresponding skill objects by dragging and dropping according to their operating habits, which is conducive to improving the flexibility of game operations and is closer to the user's operating habits.
[0193] Optionally, in the above Figure 3 Based on the corresponding embodiments, in another optional embodiment provided by the embodiments of the present application, if the skill equipment conditions are met, the target skill object is displayed in the target skill slot among the P skill slots, which may specifically include:
[0194] If there is a skill slot among the P skill slots that does not have a skill object placed in it, the target skill object is displayed on the target skill slot among the P skill slots.
[0195] In one or more embodiments, a method for adding skill objects is introduced. As can be seen from the aforementioned embodiments, K first skill objects are randomly presented in a store area, and a user can select any first skill object as a target skill object and determine whether the target skill object can be successfully assembled.
[0196] Specifically, for ease of understanding, the following description will be made using an example where P is 3. Figure 9 , Figure 9 This is a schematic diagram of an interface for adding a skill object in an embodiment of the present application. For example, Figure 9 As shown in Figure (A), Skill Card 4, Skill Card 6, and Skill Card 2 are currently placed in P skill slots. Therefore, when the user triggers the skill equip command for the target skill object (i.e., Skill Card 1), it is determined that there are currently no available skill slots that can accommodate the target skill object (i.e., Skill Card 1). Therefore, the skill equipping condition is not met, meaning that the target skill object (i.e., Skill Card 1) cannot be equipped.
[0197] like Figure 9 As shown in Figure (B), Skill Card 4 is currently placed in P skill slots. Based on this, when the user triggers the skill equip command for the target skill object (i.e., Skill Card 1), it can be determined that there is currently an available skill slot that can accommodate the target skill object (i.e., Skill Card 1). Therefore, the skill equip condition is met, meaning that the target skill object (i.e., Skill Card 1) can be equipped.
[0198] It should be noted that Figure 9 The content of the interface elements and the layout of the interface elements shown are merely illustrative and should not be construed as limitations of this application.
[0199] Secondly, the present embodiment provides a method for adding skill objects. Through this method, if there is an empty skill slot, the user-added skill object can be automatically added to the target skill slot and presented to the user. On the one hand, it allows the user to more intuitively see the currently equipped skill objects. On the other hand, the existence of an empty skill slot is used as the basis for meeting the skill equipment conditions, thereby increasing the feasibility and operability of the solution.
[0200] Optionally, in the above Figure 3 On the basis of the corresponding embodiments, another optional embodiment provided by the embodiment of the present application may further include:
[0201] The terminal device displays the resource value of each of the K first skill objects;
[0202] The terminal device displays the total value of resources;
[0203] If the skill equipment conditions are met, the terminal device displays the target skill object in the target skill slot among the P skill slots, which may include:
[0204] If there is a skill slot among the P skill slots without a skill object, and the total resource value is greater than or equal to the resource value of the target skill object, the terminal device displays the target skill object on the target skill slot among the P skill slots.
[0205] In one or more embodiments, another method for adding skill objects is introduced. As can be seen from the above embodiments, K first skill objects are randomly presented in the store area, and the user can select any first skill object as the target skill object and determine whether the target skill object can be successfully assembled.
[0206] Specifically, for ease of understanding, the following description will be made using an example where P is 3. Figure 10 , Figure 10 This is another interface diagram for adding a skill object in an embodiment of the present application. For example, Figure 10 As shown in Figure (A), "Skill Card 4" is currently placed in P skill slots, and the total resource value of the target virtual character controlled by the user is "50". Based on this, when the user triggers the skill equip instruction for the target skill object (i.e., "Skill Card 1"), although it can be determined that there are currently free skill slots that can accommodate the target skill object (i.e., "Skill Card 1"), the resource value required by the target skill object (i.e., "Skill Card 1") is "100", and the total resource value is not enough to pay for the target skill object (i.e., "Skill Card 1"). Therefore, the skill equipping condition is not met, that is, the target skill object (i.e., "Skill Card 1") cannot be equipped.
[0207] like Figure 10 As shown in the middle (B) figure, "Skill Card 4" has been placed in the current P skill slots, and it is assumed that the total resource value owned by the target virtual character controlled by the user is "300". Based on this, when the user triggers the skill equipment instruction for the target skill object (i.e., "Skill Card 1"), it can be determined that there are currently free skill slots that can accommodate the target skill object (i.e., "Skill Card 1"). The resource value required to be consumed by the target skill object (i.e., "Skill Card 1") is "100", and the total resource value is sufficient to pay for the target skill object (i.e., "Skill Card 1"). Therefore, the skill equipment condition is met, that is, the target skill object (i.e., "Skill Card 1") can be equipped. At the same time, the total resource value is updated to "200".
[0208] It should be noted that Figure 10 The content of the interface elements and the layout of the interface elements shown are merely illustrative and should not be construed as limitations of this application.
[0209] Secondly, in an embodiment of the present application, another way to add skill objects is provided. Through the above method, when there are free skill slots, it is also necessary to determine whether the total value of resources currently held by the user is sufficient to pay for the resource value required by the target skill object. If all conditions are met, the skill object added by the user can be automatically added to the target skill slot and presented to the user. On the one hand, for the user, it is possible to more intuitively see the currently equipped skill objects. On the other hand, the existence of free skill slots and sufficient resource values are used as the basis for meeting the skill equipment conditions, thereby increasing the feasibility and operability of the solution.
[0210] Optionally, in the above Figure 3 Based on the corresponding embodiments, in another optional embodiment provided by the embodiments of the present application, after the terminal device responds to the skill equipment instruction for the target skill object, it may further include:
[0211] If skill objects have been placed in all P skill slots, and the target skill object does not exist in the P skill slots, the terminal device displays the target skill object on the placement slot.
[0212] In one or more embodiments, a method for automatically adding skill objects to storage slots is described. As can be seen from the aforementioned embodiments, K first skill objects are randomly presented in the store area, and the user can select any of them as the target skill object. If P skill slots are full but Q storage slots are still available, the target skill object can be directly placed in the empty storage slot (i.e., the hand card area).
[0213] It is understandable that skill objects added to a slot cannot produce skill effects. The following example uses K = 3 and Q = 4 as an example.
[0214] Specifically, for easier understanding, see Figure 11 , Figure 11 This is a schematic diagram of an interface for displaying skill objects on a storage slot in an embodiment of the present application, such as Figure 11 As shown in Figure (A), E1 indicates the store area, where three skill cards are displayed, i.e., three first skill objects. E2 indicates a skill card selected by the user, i.e., the target skill object. E3 indicates an empty storage slot, where four empty storage slots are shown.
[0215] After the user issues the skill equipment instruction for the target skill object (i.e., "Skill Card 1"), since there is no vacant skill slot, but there are 4 vacant storage slots, the target skill object (i.e., "Skill Card 1") is directly placed on the storage slot indicated by E3. Figure 11 In the interface shown in Figure (B), it can be seen that the target skill object (i.e., "Skill Card 1") is displayed in the storage slot.
[0216] It should be noted that Figure 11 The content of the interface elements and the layout of the interface elements shown are merely illustrative and should not be construed as limitations of this application.
[0217] Secondly, this embodiment of the application provides a method for automatically adding skill objects to storage slots. Through this method, when the skill slot is full but there is a vacant storage slot, the skill object purchased by the user can be directly added to the storage slot. This simplifies user operations and improves the operability of the solution.
[0218] Optionally, in the above Figure 3 Based on the corresponding embodiments, in another optional embodiment provided by the embodiments of the present application, after the terminal device responds to the skill equipment instruction for the target skill object, it may further include:
[0219] If skill objects have been placed in all P skill slots, and the target skill object exists in the P skill slots, the terminal device updates the first skill level corresponding to the target skill object to the second skill level;
[0220] The terminal device controls the target virtual character to release a target skill on the first attacking unit located on the first path, which may specifically include:
[0221] The terminal device controls the target virtual character to release the target skill to the first attack unit located on the first path according to the skill levels of the skill objects placed in the P skill slots.
[0222] In one or more embodiments, a method for upgrading skill objects is described. As described in the aforementioned embodiments, K first skill objects are randomly presented in a store area, and a user can select any of these first skill objects as a target skill object. Since only different types of skill objects can be equipped in P skill slots, and two identical skill objects cannot be equipped simultaneously, if the target skill object already exists in one of the P skill slots, the target skill object can be upgraded.
[0223] Specifically, for easier understanding, see Figure 12 , Figure 12 This is a schematic diagram of an interface for upgrading a skill object in an embodiment of the present application. Figure 12 As shown in the figure (A), F1 is used to indicate the store area, where 3 skill cards are displayed, that is, there are 3 first skill objects. F2 is used to indicate a skill card selected by the user, that is, the target skill object. F3 is used to indicate the equipped target skill object (that is, "Skill Card 1"). Among them, the equipped target skill object (that is, "Skill Card 1") is the first skill level, that is, "Level 1".
[0224] After the user issues a skill equipment instruction for the target skill object (e.g., "Skill Card 1"), since the target skill slot has already been equipped with the target skill object (e.g., "Skill Card 1"), the target skill object (i.e., "Skill Card 1") can be upgraded to obtain the second skill level (i.e., "Level 2"). Figure 12 In the interface shown in the middle (B) figure, the target skill object of the second skill level (for example, "Skill Card 1") is displayed in the target skill slot indicated by F4.
[0225] It should be noted that Figure 12 The content of the interface elements and the layout of the interface elements shown are merely illustrative and should not be construed as limitations of this application.
[0226] Secondly, the present embodiment provides a method for upgrading skill objects. Through this method, if a similar skill object appears again in the store area, the user can choose to upgrade the equipped skill object to give it better skill attributes. This enriches the gameplay and improves the playability of the game.
[0227] Optionally, in the above Figure 3Based on the corresponding embodiments, in another optional embodiment provided by the embodiments of the present application, after the terminal device displays the target skill object in the target skill slot among the P skill slots, it may further include:
[0228] In response to a click operation on the target skill object, the terminal device displays a skill removal control corresponding to the target skill object and skill information corresponding to the target skill object;
[0229] In response to a click operation on the skill removal control, the terminal device displays the target skill object on the storage slot.
[0230] In one or more embodiments, a method is provided for a user to remove a skill object during a game. As can be seen from the aforementioned embodiments, a target skill object is equipped on a target skill slot, and the user can remove the target skill object by clicking on the target skill object.
[0231] Specifically, for easier understanding, see Figure 13 , Figure 13 This is a schematic diagram of an interface for removing a skill object based on a click operation in an embodiment of the present application. Figure 13 As shown in Figure (A), G1 is used to indicate the skill information area. G2 is used to indicate the target skill object equipped in the target skill slot. G3 is used to indicate the skill removal control. For example, if a user clicks the target skill object indicated by G2 (i.e., "Skill Card 1"), a click operation on the target skill object is triggered. As a result, the skill information and skill removal control of the target skill object (i.e., "Skill Card 1") are displayed in the skill information area indicated by G1. Skill information includes, but is not limited to, cooldown time and skill effect.
[0232] When the user clicks the skill removal control indicated by G3, the click operation on the skill removal control is triggered. Figure 13 In the interface shown in Figure (B), G4 indicates an empty slot. The figure shows four empty slots. The target skill object (i.e., "Skill Card 1") has been placed in the slot indicated by G4 (i.e., the hand card area).
[0233] It should be noted that Figure 13 The content of the interface elements and the layout of the interface elements shown are merely illustrative and should not be construed as limitations of this application.
[0234] Secondly, in an embodiment of the present application, a method is provided for users to remove skill objects during the game. Through the above method, users can remove corresponding skill objects by clicking according to their operating habits, which is conducive to improving the flexibility of game operations and is closer to the user's operating habits.
[0235] Optionally, in the above Figure 3 Based on the corresponding embodiments, in another optional embodiment provided by the embodiments of the present application, after the terminal device displays the target skill object in the target skill slot among the P skill slots, it may further include:
[0236] The terminal device detects a contact operation between the terminal device and the touch screen for each of the P skill slots;
[0237] When continuous contact with the touch screen is maintained, if the starting position of the touch point on the touch screen is located in the target skill slot and the ending position of the touch point on the touch screen is located in the storage slot, the terminal device displays the target skill object on the storage slot.
[0238] In one or more embodiments, another method for users to remove skill objects during the game is provided. As can be seen from the above embodiments, if a target skill object is equipped on a target skill slot, the user can remove the target skill object by dragging it.
[0239] Specifically, for easier understanding, see Figure 14 , Figure 14 This is a schematic diagram of an interface for removing a skill object based on a drag operation in an embodiment of the present application. Figure 14 As shown in the figure (A), H1 is used to indicate the target skill object that has been equipped on the target skill slot. H2 is used to indicate a vacant storage slot, wherein 4 vacant storage slots are shown in the figure. After the user presses and holds the target skill object indicated by H1 (i.e., "Skill Card 1"), it can be dragged to the storage slot indicated by H2. When the contact falls on the storage slot, release the finger to trigger the skill removal instruction for the target skill object (i.e., "Skill Card 1"). Thus, the display is as follows Figure 14 In the interface shown in Figure (B), it can be seen that the target skill object (i.e., "Skill Card 1") has been placed in the storage slot (i.e., the hand card area).
[0240] It should be noted that Figure 14 The content of the interface elements and the layout of the interface elements shown are for illustration only and should not be construed as limitations of this application. It is understood that when the user drags the target skill object (i.e., "Skill Card 1"), a prompt may appear on the game battlefield, for example, the game battlefield may be gray or blue, etc., which is not limited here.
[0241] Secondly, in an embodiment of the present application, another method is provided for users to remove skill objects during the game. Through the above method, users can remove corresponding skill objects by dragging and dropping according to their operating habits. This is conducive to improving the flexibility of game operations and is closer to the user's operating habits.
[0242] Optionally, in the above Figure 3 On the basis of the corresponding embodiments, another optional embodiment provided by the embodiment of the present application may further include:
[0243] The terminal device displays the total resource value and the resource value refreshed by the skill;
[0244] The terminal device responds to the skill refresh instruction, and if the total resource value is greater than or equal to the resource value of the skill refresh, cancels the display of the K first skill objects and displays the K second skill objects.
[0245] In one or more embodiments, a method for updating skill objects in a store area is introduced. As can be seen from the above embodiments, K first skill objects are randomly displayed in the store area, and users can spend resource values to actively update the randomly displayed skill objects in the store area.
[0246] Specifically, for easier understanding, see Figure 15 , Figure 15 This is a schematic diagram of an interface for updating a skill object in an embodiment of the present application. Figure 15 As shown in Figure (A), I1 indicates the store area, which displays three skill cards, namely, three first skill objects: "Skill Card 5," "Skill Card 8," and "Skill Card 1." I2 indicates the total resource value, which is shown as "300." I3 indicates the resource value required to refresh a skill, which is shown as "15." I4 indicates the skill refresh control.
[0247] When the user clicks the skill refresh control indicated by I4, the skill refresh instruction is triggered. At this time, the total resource value is greater than the resource value required for skill refresh, so the skill objects in the store area can be updated. Figure 15 The interface shown in Figure (B) shows the updated K second skill objects, namely "Skill Card 10," "Skill Card 7," and "Skill Card 9." The updated total resource value, "285," is also displayed.
[0248] It should be noted that Figure 15 The content of the interface elements and the layout of the interface elements shown are merely illustrative and should not be construed as limitations of this application.
[0249] Secondly, the present embodiment provides a method for updating skill objects in the store area. Through this method, users can also use resource values to update skill objects in the store area, which increases the flexibility of the solution. On the other hand, for users, if they have sufficient resource values, they can choose to replace the skill objects in the store area, thereby having the possibility of obtaining skill objects of higher quality, which is conducive to increasing user stickiness of the game application.
[0250] Optionally, in the above Figure 3 On the basis of the corresponding embodiments, another optional embodiment provided by the embodiment of the present application may further include:
[0251] The terminal device displays the total resource value and the resource value of the expansion slot;
[0252] The terminal device responds to the slot expansion instruction, and if the total resource value is greater than or equal to the resource value of the expansion slot, (P+1) skill slots are displayed.
[0253] In one or more embodiments, a method for expanding skill slots is introduced. As can be seen from the aforementioned embodiments, skill objects can be placed in P skill slots, and users can spend resources to expand the number of skill slots. It is understood that the number of expandable skill slots is typically limited, for example, to a maximum of 7 skill slots.
[0254] Specifically, for easier understanding, see Figure 16 , Figure 16 This is a schematic diagram of an interface for expanding skill slots in an embodiment of the present application. Figure 16 As shown in Figure (A), J1 is used to indicate the total resource value, which is "300". J2 is used to indicate the resource value required for the expansion slot, which is "200". J3 is used to indicate the slot expansion control.
[0255] When the user clicks the slot expansion control indicated by J3, the slot expansion instruction is triggered. At this time, the total resource value is greater than the resource value required for the expansion slot, so a new skill slot can be added. Figure 16 In the middle (B) screen, J4 indicates the newly added skill slot, showing a total of four skill slots. At the same time, the updated total resource value, "100," is displayed.
[0256] It should be noted that Figure 16 The content of the interface elements and the layout of the interface elements shown are merely illustrative and should not be construed as limitations of this application.
[0257] Secondly, the embodiments of this application provide a method for expanding skill slots. Through this method, users can also use resource values to increase skill slots, which increases the flexibility of the solution. On the other hand, for users with sufficient resource values, they can add more skill slots, thereby expanding the possibility of skill object combinations, improving game combat effectiveness, and increasing gameplay diversity.
[0258] Optionally, in the above Figure 3 Based on the corresponding embodiments, in another optional embodiment provided by the embodiments of the present application, after the terminal device displays the target skill object in the target skill slot among the P skill slots, it may further include:
[0259] In response to a click operation on the target skill object, the terminal device displays a skill selling control corresponding to the target skill object and skill information corresponding to the target skill object;
[0260] In response to a click operation on the skill selling control, the terminal device displays an updated total resource value, wherein the total resource value includes a resource value obtained after selling the target skill object.
[0261] In one or more embodiments, a method for users to sell skill objects during gameplay is described. As can be seen from the aforementioned embodiments, a user can sell a skill object by clicking on it after it is equipped in a target skill slot or placed in a storage slot. The following description uses the example of selling a skill object in a target skill slot, but this should not be construed as a limitation of this application.
[0262] Specifically, for easier understanding, see Figure 17 , Figure 17 This is a schematic diagram of an interface for selling skill objects based on click operation in an embodiment of the present application. Figure 17 As shown in the figure (A), K1 is used to indicate the skill information area. K2 is used to indicate the target skill object equipped on the target skill slot. K3 is used to indicate the skill selling control. K4 is used to indicate the total resource value, and the total resource value shown in the figure is "300". Taking the user clicking on the target skill object indicated by K2 (i.e., "Skill Card 1") as an example, at this time, the click operation on the target skill object is triggered. Then, the skill information of the target skill object (i.e., "Skill Card 1") and the skill selling control are displayed in the skill information area indicated by K1. Skill information includes but is not limited to cooling time and skill effects, etc.
[0263] When the user clicks the skill selling control indicated by K3, the click operation on the skill selling control is triggered. Figure 17In the interface shown in Figure (B), after the selling operation is completed, the resource value is returned and the updated total resource value, i.e. "400", is displayed.
[0264] It should be noted that Figure 17 The content of the interface elements and the layout of the interface elements shown are merely illustrative and should not be construed as limitations of this application.
[0265] Secondly, in an embodiment of the present application, a method is provided for users to sell skill objects during the game. Through the above method, users can sell corresponding skill objects by clicking according to their operating habits, which is conducive to improving the flexibility of game operations and is closer to the user's operating habits.
[0266] Optionally, in the above Figure 3 Based on the corresponding embodiments, in another optional embodiment provided by the embodiments of the present application, after the terminal device displays the target skill object in the target skill slot among the P skill slots, it may further include:
[0267] The terminal device detects a contact operation between the terminal device and the touch screen for each of the P skill slots;
[0268] When continuous contact with the touch screen is maintained, if the starting position of the touch point on the touch screen is located in the target skill slot and the ending position of the touch point on the touch screen is located in the area where the K first skill objects are located, the terminal device displays the updated total resource value, where the total resource value includes the resource value obtained after selling the target skill object.
[0269] In one or more embodiments, another method for users to sell skill objects during gameplay is introduced. As can be seen from the aforementioned embodiments, if a target skill object is equipped in a target skill slot or placed in a storage slot, the user can sell the target skill object by dragging it. The following description uses the selling of a target skill object in a target skill slot as an example, but this should not be construed as a limitation of this application.
[0270] Specifically, for easier understanding, see Figure 18 , Figure 18 This is a schematic diagram of an interface for selling skill objects based on a drag-and-drop operation in an embodiment of the present application. Figure 18 As shown in Figure (A), L1 indicates the target skill object equipped in the target skill slot. L2 indicates the area (i.e., the store area) where the K first skill objects are located. L3 indicates the total number of resources, which is shown as "300".
[0271] After the user presses and holds the target skill object indicated by L1 (i.e., "Skill Card 1"), he can drag it to the area indicated by L2. When the touch point falls within the area where the K first skill objects are located, he releases his finger to trigger the operation of selling the skill object. Figure 18 In the interface shown in Figure (B), after the selling operation is completed, the resource value is returned and the updated total resource value, i.e. "400", is displayed.
[0272] It should be noted that Figure 18 The content of the interface elements and the layout of the interface elements shown are for illustration only and should not be construed as limitations of this application. It is understood that when the user drags the target skill object (i.e., "Skill Card 1"), a prompt may appear on the game battlefield, for example, the game battlefield may be gray or blue, etc., which is not limited here.
[0273] Secondly, in an embodiment of the present application, another method is provided for users to sell skill objects during the game. Through the above method, users can sell corresponding skill objects by dragging and dropping according to their operating habits, which is conducive to improving the flexibility of game operations and is closer to the user's operating habits.
[0274] Optionally, in the above Figure 3 On the basis of the corresponding embodiments, in another optional embodiment provided by the embodiments of the present application, the terminal device controls the target virtual character to release a target skill on the first attacking unit located on the first path, which may specifically include:
[0275] The terminal device controls the target virtual character to release the target skill to the first attack unit located on the first path according to the skill type of each skill object in the placed skill objects.
[0276] In one or more embodiments, a method for achieving synergistic effects with multiple skill objects is described. As can be seen from the aforementioned embodiments, at least one attack method can be determined based on the skill objects already placed in P skill slots. Based on all attack methods, the target virtual character is controlled to release a target skill against the first attacking unit on the first path.
[0277] It is understandable that skill objects of different skill types confer different abilities, which can be combined with each other to produce a powerful synergistic effect to enhance the combat capabilities of the target virtual character (i.e., the target virtual character). Users need to consume a large amount of resource value to purchase and unlock them, and users need to decide how to reasonably use the resource value to maximize their benefits, thus reflecting the strategic nature of the game.
[0278] Specifically, for ease of understanding, please refer to Table 2, which is a diagram illustrating the relationship between the skill type and attack method of the skill object.
[0279] Table 2
[0280] Skill Target Skill Type Offensive method Skill Card 1 strengthen Each additional skill card will give you an additional fireball for attack. Skill Card 2 cool down Spell cooldown is less than 3 seconds Skill Card 4 strengthen Increases skill attack range Skill Card 6 strengthen Increases continuous damage to each first attacking unit
[0281] As can be seen, each skill object has a corresponding attack method, and multiple skill objects can form new attack methods. For example, when Skill Cards 1, 2, 4, and 6 are all equipped in the skill slots, the target skill includes at least the following skill methods: increasing the skill's attack range, outputting 4 fireballs, increasing continuous damage to all first-attack units, and reducing the cooldown of all skills to 3 seconds.
[0282] It should be noted that the skill types and attack methods shown in Table 2 are only for illustration, and the combination of different skill types is also for illustration and should not be understood as a limitation on this application.
[0283] Secondly, in the embodiment of the present application, a method for achieving the synergistic effect of multiple skill objects is provided. Through the above method, considering that the target virtual characters are usually coordinated based on attribute addition, which lacks connectivity. Therefore, the present application introduces the effect of synergistic addition of multiple skill objects, so that the skill objects have a deep influence on each other. Appropriate matching of skill objects can produce different synergistic effects, achieve combination diversification, and provide a higher strategic depth, thereby increasing the diversity of gameplay.
[0284] Optionally, in the above Figure 3 Based on the corresponding embodiments, in another optional embodiment provided by the embodiments of the present application, the terminal device controls the target virtual character to release the target skill to the first attacking unit located on the first path according to the skill type of each skill object in the placed skill objects, which may specifically include:
[0285] If the placed skill objects do not include a skill object corresponding to the cooldown skill type, the terminal device controls the target virtual character to release the target skill to the first attacking unit located on the first path based on the first cooldown time;
[0286] If the placed skill objects include skill objects corresponding to the cooling skill type, the terminal device controls the target virtual character to release the target skill to the first attack unit on the first path based on the second cooling time, wherein the duration of the second cooling time is shorter than the duration of the first cooling time.
[0287] In one or more embodiments, a method for achieving synergistic effects based on multiple skill objects is described. As can be seen from the aforementioned embodiments, skill objects placed in P skill slots can influence each other. That is, the effect of a skill object equipped in a skill slot affects all other equipped skill objects, thereby amplifying their effects. The effects of other equipped skill objects are then modified by the effects of other equipped skill objects.
[0288] Specifically, for easier understanding, see Figure 19 , Figure 19 This is a schematic diagram of an interface for generating synergistic effects based on multiple skill objects in an embodiment of the present application. Figure 19 As shown in Figure (A), at this time, the placed skill objects include "Skill Card 4" and "Skill Card 6". It can be seen that the cooldown time of these skills is 5 seconds, that is, the first cooldown time is 5 seconds.
[0289] When the user equips the skill object corresponding to the cooldown skill type (i.e., "Skill Card 2"), the following is displayed: Figure 19 The interface shown in Figure (B) is shown. At this point, the placed skill objects include "Skill Card 4," "Skill Card 6," and "Skill Card 2." As you can see, the cooldown for these skills is 3 seconds, meaning the second cooldown is 3 seconds. Therefore, after equipping "Skill Card 2," the cooldowns for the other equipped skill objects are shortened.
[0290] It should be noted that Figure 19 The content of the interface elements and the layout of the interface elements shown are merely illustrative and should not be construed as limitations of this application.
[0291] Furthermore, the embodiments of this application provide a method for achieving synergy based on multiple skill objects. This method simplifies the strategic dimension required for the game, while at the same time giving the game more strategic elements through the diverse skill object combinations. Furthermore, the combination of various skill objects will bring about different synergistic effects, which can provide rich variations and playability for the game.
[0292] Optionally, in the above Figure 3 Based on the corresponding embodiments, in another optional embodiment provided by the embodiments of the present application, the terminal device controls the target virtual character to release the target skill to the first attacking unit located on the first path according to the skill type of each skill object in the placed skill objects, which may specifically include:
[0293] If the placed skill objects do not include a skill object corresponding to the enhanced skill type, the terminal device controls the target virtual character to release a target skill with a first attack value to the first attack unit located on the first path;
[0294] If the placed skill objects include skill objects corresponding to the enhanced skill type, the terminal device controls the target virtual character to release a target skill with a second attack value to the first attack unit located on the first path, wherein the second attack value is greater than the first attack value.
[0295] In one or more embodiments, another method for achieving synergistic effects based on multiple skill objects is introduced. As can be seen from the aforementioned embodiments, skill objects placed in P skill slots can influence each other. That is, the effect of a skill object equipped in a skill slot affects all other equipped skill objects, thereby amplifying their effects. The effects of other equipped skill objects will be modified by the effects of other equipped skill objects.
[0296] Specifically, for easier understanding, see Figure 20 , Figure 20 This is another interface diagram for generating synergistic effects based on multiple skill objects in an embodiment of the present application. Figure 20 As shown in Figure (A), at this time, the placed skill objects include "Skill Card 4" and "Skill Card 6." The current skill card combination can output a fireball, and the fireball has a first attack value, for example, the first attack value is 500.
[0297] When the user equips the skill object corresponding to the enhanced skill type (i.e., "Skill Card 1"), the following is displayed: Figure 20 The interface shown in Figure (B) below. At this point, the placed skill objects include "Skill Card 4," "Skill Card 6," and "Skill Card 1." Equipping "Skill Card 1" provides an additional bonus: each additional skill card grants an additional fireball for attack. Based on this, the current skill card combination can output three fireballs, each with a secondary attack value of, for example, 1500.
[0298] It should be noted that Figure 20 The content of the interface elements and the layout of the interface elements shown are merely illustrative and should not be construed as limitations of this application.
[0299] Furthermore, the embodiments of this application provide another way to achieve synergy based on multiple skill objects. This approach simplifies the strategic dimension required for the game, while at the same time giving the game more strategic elements through the diverse skill object combinations. Furthermore, the various skill object combinations can bring about different synergistic effects, providing rich variations and playability for the game.
[0300] The following is a detailed description of the game skill control device in this application. Figure 21 , Figure 21This is a schematic diagram of an embodiment of a game skill control device in an embodiment of the present application. The game skill control device 20 includes:
[0301] Display module 210, configured to display K first skill objects on a game interaction interface, wherein the game interaction interface also displays a first virtual building, a target virtual character, and a first attacking unit, wherein the first virtual building is a virtual building of a first camp, the target virtual character belongs to the first camp, and the first attacking unit belongs to a second camp, and K is an integer greater than or equal to 1;
[0302] The display module 210 is further configured to respond to a skill equip instruction for a target skill object and, if a skill equip condition is met, display the target skill object in a target skill slot among the P skill slots, where the target skill object is included in the K first skill objects and P is an integer greater than 1;
[0303] The control module 220 is used to control the target virtual character to release the target skill to the first attack unit located on the first path in response to the skill objects placed in the P skill slots, wherein the first path is the path leading to the first virtual building, and the placed skill objects include the target skill object.
[0304] In one embodiment of the present application, a device for controlling game skills is provided. Using this device, in tower defense games, gameplay is designed from the perspective of developing a single character's abilities, allowing players to focus on the combination of skill objects and deploy different skill objects as the basis for unleashing skills. This eliminates the need for additional learning of routes involved in game scenarios, thereby reducing player learning costs and increasing gameplay diversity.
[0305] Optionally, in the above Figure 21 On the basis of the corresponding embodiment, in another embodiment of the game skill control device 20 provided in the embodiment of the present application,
[0306] The display module 210 is further configured to display a first interactive area and a second interactive area on the game interactive interface, wherein the first interactive area displays a first virtual building and a first path corresponding to the first camp, and the second interactive area displays a second virtual building and a second path corresponding to the second camp, wherein the second path is a path leading to the second virtual building;
[0307] The display module 210 is further configured to display the first attacking unit in a moving state on the first path;
[0308] The display module 210 is further configured to display a second attacking unit in a moving state on a second path, wherein the second attacking unit belongs to the first camp.
[0309] In an embodiment of the present application, a game skill control device is provided. Utilizing the device, a two-way tower defense layout strategy can be supported, and the game play can be diversified.
[0310] Optionally, in the above Figure 21 On the basis of the corresponding embodiment, in another embodiment of the game skill control device 20 provided in the embodiment of the present application,
[0311] The display module 210 is further configured to display the first health value corresponding to the first camp on the game interaction interface;
[0312] The display module 210 is further configured to display a second health value corresponding to the first camp when the first attacking unit reaches the first virtual building through the first path, wherein the second health value is less than the first health value.
[0313] In an embodiment of the present application, a game skill control device is provided. Utilizing the device, a two-way tower defense layout strategy can be supported, and the game play can be diversified.
[0314] Optionally, in the above Figure 21 On the basis of the corresponding embodiment, in another embodiment of the game skill control device 20 provided in the embodiment of the present application,
[0315] The display module 210 is further configured to display the third health value corresponding to the second camp on the game interaction interface;
[0316] The display module 210 is further configured to display a fourth health value corresponding to the second camp when the second attacking unit reaches the second virtual building through the second path, wherein the fourth health value is less than the third health value.
[0317] Optionally, in the above Figure 21 On the basis of the corresponding embodiment, in another embodiment of the game skill control device 20 provided in the embodiment of the present application,
[0318] The display module 210 is specifically configured to display a skill adding control corresponding to the target skill object and skill information corresponding to the target skill object in response to a click operation on the target skill object;
[0319] In response to a click operation on a skill add control, triggering a skill equip instruction for a target skill object;
[0320] or,
[0321] The display module 210 is specifically configured to trigger a skill equipment instruction for a target skill object in response to a click operation on the target skill object.
[0322] In an embodiment of the present application, a game skill control device is provided. Using the device, a user can purchase corresponding skill objects by clicking according to their operating habits, thereby improving the flexibility of game operation and being more in line with the user's operating habits.
[0323] Optionally, in the above Figure 21 On the basis of the corresponding embodiment, in another embodiment of the game skill control device 20 provided in the embodiment of the present application,
[0324] The display module 210 is specifically configured to detect a contact operation between the area where each of the K first skill objects is located and the touch screen;
[0325] When continuous contact is maintained with the touch screen, if the starting position of the touch point on the touch screen is within the area where the target skill object is located, and the ending position of the touch point on the touch screen is within the area where the target virtual character is located, the skill equip instruction for the target skill object is triggered;
[0326] or,
[0327] The display module 210 is specifically configured to detect a contact operation between the area where each of the K first skill objects is located and the touch screen;
[0328] When continuous contact with the touch screen is maintained, if the starting position of the touch point on the touch screen is within the area where the target skill object is located, and the ending position of the touch point on the touch screen is within the target skill slot, the skill equipment instruction for the target skill object is triggered.
[0329] In an embodiment of the present application, a game skill control device is provided. Using the device, a user can purchase corresponding skill objects by dragging and dropping according to their operating habits, thereby improving the flexibility of game operation and being more in line with the user's operating habits.
[0330] Optionally, in the above Figure 21 On the basis of the corresponding embodiment, in another embodiment of the game skill control device 20 provided in the embodiment of the present application,
[0331] The display module 210 is specifically configured to display a target skill object on a target skill slot among the P skill slots if there is a skill slot among the P skill slots in which no skill object is placed.
[0332] In an embodiment of the present application, a gaming skill control device is provided. Using this device, when there are vacant skill slots, a user-added skill object can be automatically added to the target skill slot and presented to the user. This allows the user to more intuitively see the currently equipped skill objects. Furthermore, the availability of vacant skill slots serves as a basis for determining whether skill equipment conditions have been met, thereby increasing the feasibility and operability of the solution.
[0333] Optionally, in the above Figure 21 On the basis of the corresponding embodiment, in another embodiment of the game skill control device 20 provided in the embodiment of the present application,
[0334] The display module 210 is further configured to display the resource value of each of the K first skill objects;
[0335] The display module 210 is also used to display the total value of resources;
[0336] The display module 210 is specifically used to display the target skill object on the target skill slot among the P skill slots if there is a skill slot among the P skill slots without a skill object placed therein and the total resource value is greater than or equal to the resource value of the target skill object.
[0337] In an embodiment of the present application, a game skill control device is provided. Using the above device, when there are free skill slots, it is also necessary to determine whether the total value of resources currently held by the user is sufficient to pay for the resource value required by the target skill object. If all conditions are met, the skill object added by the user can be automatically added to the target skill slot and presented to the user. On the one hand, for the user, it is possible to more intuitively see the currently equipped skill objects. On the other hand, the existence of free skill slots and sufficient resource values are used as the basis for meeting the skill equipment conditions, thereby increasing the feasibility and operability of the solution.
[0338] Optionally, in the above Figure 21 On the basis of the corresponding embodiment, in another embodiment of the game skill control device 20 provided in the embodiment of the present application,
[0339] The display module 210 is also used to display the target skill object on the storage slot after responding to a skill equipment instruction for the target skill object, if skill objects have been placed in all P skill slots and the target skill object does not exist in the P skill slots.
[0340] In one embodiment of the present application, a gaming skill control device is provided. Using this device, when a skill slot is full but an item slot is available, a user-purchased skill object can be directly added to the item slot. This simplifies user operations and improves the operability of the solution.
[0341] Optionally, in the above Figure 21 On the basis of the corresponding embodiment, in another embodiment of the game skill control device 20 provided in the embodiment of the present application, the game skill control device 20 further includes an updating module 230;
[0342] an updating module 230 for, in response to a skill equip instruction for a target skill object, updating a first skill level corresponding to the target skill object to a second skill level if skill objects are already placed in all P skill slots and the target skill object exists in the P skill slots;
[0343] The control module 220 is specifically configured to control the target virtual character to release a target skill to the first attacking unit located on the first path according to the skill levels of the skill objects placed in the P skill slots.
[0344] In one embodiment of the present application, a device for controlling game skills is provided. Using this device, if a similar skill object appears again in a store area, the user can upgrade the already equipped skill object to enhance its skill attributes. This enriches the gameplay and improves the game's playability.
[0345] Optionally, in the above Figure 21 On the basis of the corresponding embodiment, in another embodiment of the game skill control device 20 provided in the embodiment of the present application,
[0346] The display module 210 is further configured to, after displaying the target skill object in the target skill slot among the P skill slots, display a skill removal control corresponding to the target skill object and skill information corresponding to the target skill object in response to a click operation on the target skill object;
[0347] The display module 210 is further configured to display a target skill object on the storage slot in response to a click operation on the skill removal control.
[0348] In an embodiment of the present application, a game skill control device is provided. With the above device, users can remove corresponding skill objects by clicking according to their operating habits, thereby improving the flexibility of game operation and being more in line with the user's operating habits.
[0349] Optionally, in the above Figure 21On the basis of the corresponding embodiment, in another embodiment of the game skill control device 20 provided in the embodiment of the present application, the game skill control device 20 further includes a detection module 240;
[0350] a detection module 240 configured to detect a contact operation between each of the P skill slots and the touch screen after displaying the target skill object in the target skill slot among the P skill slots;
[0351] The display module 210 is also used to display the target skill object on the storage slot when continuous contact with the touch screen is maintained, if the starting position of the touch point on the touch screen is located in the target skill slot and the ending position of the touch point on the touch screen is located in the storage slot.
[0352] In an embodiment of the present application, a game skill control device is provided. Using the device, a user can remove corresponding skill objects by dragging them according to their operating habits, thereby improving the flexibility of game operations and being more in line with the user's operating habits.
[0353] Optionally, in the above Figure 21 On the basis of the corresponding embodiment, in another embodiment of the game skill control device 20 provided in the embodiment of the present application,
[0354] The display module 210 is further used to display the total value of resources and the resource value of skill refresh;
[0355] The display module 210 is further configured to, in response to a skill refresh instruction, cancel display of the K first skill objects and display the K second skill objects if the total resource value is greater than or equal to the resource value of the skill refresh.
[0356] In an embodiment of the present application, a device for controlling game skills is provided. Using this device, users can also use resource values to update skill objects in a store area, increasing the flexibility of the solution. Furthermore, users can choose to replace skill objects in a store area if they have sufficient resource values, thereby potentially acquiring skill objects of higher quality, which helps increase user engagement with the game application.
[0357] Optionally, in the above Figure 21 On the basis of the corresponding embodiment, in another embodiment of the game skill control device 20 provided in the embodiment of the present application,
[0358] The display module 210 is further used to display the total resource value and the resource value of the expansion slot;
[0359] The display module 210 is further configured to respond to a slot expansion instruction and display (P+1) skill slots if the total resource value is greater than or equal to the resource value of the expanded slot.
[0360] In an embodiment of the present application, a device for controlling game skills is provided. Using this device, users can use resource values to add skill slots, which increases the flexibility of the solution. Furthermore, with sufficient resource values, users can add more skill slots, thereby expanding the possibilities for skill object combinations, improving game combat effectiveness, and increasing gameplay diversity.
[0361] Optionally, in the above Figure 21 On the basis of the corresponding embodiment, in another embodiment of the game skill control device 20 provided in the embodiment of the present application,
[0362] The display module 210 is further configured to display a skill selling control corresponding to the target skill object and skill information corresponding to the target skill object in response to a click operation on the target skill object after the target skill object is displayed in the target skill slot among the P skill slots;
[0363] The display module 210 is further configured to display an updated total resource value in response to a click operation on the skill selling control, wherein the total resource value includes the resource value obtained after selling the target skill object.
[0364] In an embodiment of the present application, a game skill control device is provided. Using the device, a user can click to purchase corresponding skill objects according to their operating habits, thereby improving the flexibility of game operation and being more in line with the user's operating habits.
[0365] Optionally, in the above Figure 21 On the basis of the corresponding embodiment, in another embodiment of the game skill control device 20 provided in the embodiment of the present application,
[0366] The display module 210 is further configured to detect a contact operation between each of the P skill slots and the touch screen after displaying the target skill object on the target skill slot among the P skill slots;
[0367] The display module 210 is also used to display the updated total resource value when maintaining continuous contact with the touch screen, if the starting position of the touch point on the touch screen is located in the target skill slot and the ending position of the touch point on the touch screen is located in the area where the K first skill objects are located, wherein the total resource value includes the resource value obtained after selling the target skill object.
[0368] In an embodiment of the present application, a game skill control device is provided. Using the device, a user can sell corresponding skill objects by dragging and dropping according to their operating habits, thereby improving the flexibility of game operation and being more in line with the user's operating habits.
[0369] Optionally, in the above Figure 21 On the basis of the corresponding embodiment, in another embodiment of the game skill control device 20 provided in the embodiment of the present application,
[0370] The control module 220 is specifically configured to control the target virtual character to release a target skill to the first attacking unit located on the first path according to the skill type of each skill object in the placed skill objects.
[0371] In an embodiment of the present application, a device for controlling game skills is provided. This device, while typically based on attribute additions, lacks connectivity between target virtual characters, introduces the synergistic addition effect of multiple skill objects, allowing them to deeply influence each other. Appropriately matching skill objects can produce different synergistic effects, achieve diverse combinations, and provide a high level of strategic depth, thereby increasing the diversity of gameplay.
[0372] Optionally, in the above Figure 21 On the basis of the corresponding embodiment, in another embodiment of the game skill control device 20 provided in the embodiment of the present application,
[0373] The control module 220 is specifically configured to control the target virtual character to release a target skill on a first attacking unit located on a first path based on a first cooldown time if the placed skill objects do not include a skill object corresponding to a cooldown skill type;
[0374] If the placed skill objects include skill objects corresponding to the cooling skill type, the target virtual character is controlled to release the target skill to the first attack unit on the first path based on the second cooling time, wherein the duration of the second cooling time is shorter than the duration of the first cooling time.
[0375] In one embodiment of the present application, a device for controlling game skills is provided. This device simplifies the strategic dimension required for the game while also providing greater strategic value through the diverse combinations of skill objects. Furthermore, the combination of various skill objects creates diverse synergistic effects, providing a richer variety and greater playability.
[0376] Optionally, in the above Figure 21 On the basis of the corresponding embodiment, in another embodiment of the game skill control device 20 provided in the embodiment of the present application,
[0377] The control module 220 is specifically configured to control the target virtual character to release a target skill with a first attack value to a first attacking unit located on the first path if the placed skill objects do not include a skill object corresponding to the enhanced skill type;
[0378] If the placed skill objects include skill objects corresponding to the enhanced skill type, the target virtual character is controlled to release a target skill with a second attack value to the first attack unit located on the first path, wherein the second attack value is greater than the first attack value.
[0379] In one embodiment of the present application, a device for controlling game skills is provided. This device simplifies the strategic dimension required for the game while also providing greater strategic value through the diverse combinations of skill objects. Furthermore, the combination of various skill objects creates diverse synergistic effects, providing a richer variety and greater playability.
[0380] The present application also provides another game skill control device, such as Figure 22 For ease of explanation, only the parts related to the embodiments of the present application are shown. For specific technical details not disclosed, please refer to the method part of the embodiments of the present application. The terminal device can be any terminal device including a mobile phone, tablet computer, personal digital assistant (PDA), point of sales (POS), car computer, etc., taking the mobile phone as an example:
[0381] Figure 22 The block diagram shows a partial structure of a mobile phone related to the terminal device provided in the embodiment of the present application. Figure 22 The mobile phone includes components such as a radio frequency (RF) circuit 310, a memory 320, an input unit 330, a display unit 340, a sensor 350, an audio circuit 360, a wireless fidelity (WiFi) module 370, a processor 380, and a power supply 390. Those skilled in the art will understand that Figure 22 The mobile phone structure shown in the figure does not constitute a limitation to the mobile phone, and may include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently.
[0382] The following combination Figure 22 A detailed introduction to the various components of a mobile phone:
[0383] The RF circuit 310 can be used to receive and send signals during information transmission or calls. In particular, after receiving the downlink information from the base station, it is sent to the processor 380 for processing; in addition, the designed uplink data is sent to the base station. Generally, the RF circuit 310 includes but is not limited to an antenna, at least one amplifier, a transceiver, a coupler, a low noise amplifier (LNA), a duplexer, etc. In addition, the RF circuit 310 can also communicate with the network and other devices through wireless communication. The above-mentioned wireless communication can use any communication standard or protocol, including but not limited to Global System of Mobile communication (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, Short Messaging Service (SMS), etc.
[0384] The memory 320 can be used to store software programs and modules. The processor 380 executes the various functional applications and data processing of the mobile phone by running the software programs and modules stored in the memory 320. The memory 320 may mainly include a program storage area and a data storage area. The program storage area may store an operating system and at least one application required for a function (such as a sound playback function, an image playback function, etc.); the data storage area may store data created based on the use of the mobile phone (such as audio data, a phone book, etc.). In addition, the memory 320 may include high-speed random access memory and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.
[0385] The input unit 330 can be used to receive input digital or character information, and to generate key signal input related to the user settings and function control of the mobile phone. Specifically, the input unit 330 may include a touch panel 331 and other input devices 332. The touch panel 331, also known as a touch screen, can collect user touch operations on or near it (such as operations performed by the user using any suitable object or accessory such as a finger, stylus, etc. on or near the touch panel 331) and drive the corresponding connection device according to a pre-set program. Optionally, the touch panel 331 may include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch direction and detects the signal caused by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device and converts it into touch point coordinates, which are then sent to the processor 380, and can receive commands sent by the processor 380 and execute them. In addition, the touch panel 331 can be implemented using various types such as resistive, capacitive, infrared and surface acoustic wave. In addition to the touch panel 331, the input unit 330 may further include other input devices 332. Specifically, the other input devices 332 may include but are not limited to one or more of a physical keyboard, function keys (such as volume control keys, switch keys, etc.), a mouse, and an operating stick.
[0386] The display unit 340 can be used to display information input by the user or information provided to the user and various menus of the mobile phone. The display unit 340 may include a display panel 341. Optionally, the display panel 341 may be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), etc. Further, the touch panel 331 may cover the display panel 341. When the touch panel 331 detects a touch operation on or near it, it is transmitted to the processor 380 to determine the type of touch event. Subsequently, the processor 380 provides corresponding visual output on the display panel 341 according to the type of touch event. Although in Figure 22 In the embodiment, the touch panel 331 and the display panel 341 are used as two independent components to realize the input and output functions of the mobile phone, but in some embodiments, the touch panel 331 and the display panel 341 can be integrated to realize the input and output functions of the mobile phone.
[0387] The mobile phone may also include at least one sensor 350, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor may include an ambient light sensor and a proximity sensor, wherein the ambient light sensor may adjust the brightness of the display panel 341 according to the brightness of the ambient light, and the proximity sensor may turn off the display panel 341 and / or the backlight when the mobile phone is moved to the ear. As a type of motion sensor, the accelerometer sensor can detect the magnitude of acceleration in all directions (generally three axes), and can detect the magnitude and direction of gravity when stationary. It can be used for applications that identify the posture of the mobile phone (such as horizontal and vertical screen switching, related games, magnetometer posture calibration), vibration recognition related functions (such as pedometer, tapping), etc.; as for other sensors that the mobile phone can also be configured with, such as gyroscopes, barometers, hygrometers, thermometers, infrared sensors, etc., they will not be described here.
[0388] Audio circuit 360, speaker 361, and microphone 362 provide an audio interface between the user and the phone. Audio circuit 360 converts received audio data into electrical signals and transmits them to speaker 361, where they are converted into sound signals for output. Microphone 362, on the other hand, converts collected sound signals into electrical signals, which are received by audio circuit 360 and converted into audio data. The audio data is then processed by processor 380 and transmitted to, for example, another phone via RF circuit 310, or stored in memory 320 for further processing.
[0389] WiFi is a short-range wireless transmission technology. The mobile phone can help users send and receive emails, browse the web and access streaming media through the WiFi module 370. It provides users with wireless broadband Internet access. Figure 22 A WiFi module 370 is shown, but it is understandable that it is not an essential component of the mobile phone and can be omitted as needed without changing the essence of the invention.
[0390] Processor 380 is the control center of the phone, connecting all parts of the phone using various interfaces and circuits. It executes software programs and / or modules stored in memory 320 and accesses data stored in memory 320 to perform various phone functions and process data. Optionally, processor 380 may include one or more processing units. Alternatively, processor 380 may integrate an application processor and a modem processor, with the application processor primarily handling the operating system, user interface, and application programs, while the modem processor primarily handles wireless communications. It is understood that the modem processor may not be integrated into processor 380.
[0391] The mobile phone also includes a power supply 390 (such as a battery) for supplying power to various components. Optionally, the power supply can be logically connected to the processor 380 through a power management system, thereby managing charging, discharging, and power consumption through the power management system.
[0392] Although not shown, the mobile phone may also include a camera, a Bluetooth module, etc., which will not be described in detail here.
[0393] The steps performed by the terminal device in the above embodiment can be based on the Figure 22 The terminal device structure shown.
[0394] A computer-readable storage medium is also provided in an embodiment of the present application. The computer-readable storage medium stores a computer program, which, when executed on a computer, enables the computer to execute the methods described in the aforementioned embodiments.
[0395] An embodiment of the present application also provides a computer program product including a program, which, when executed on a computer, enables the computer to execute the methods described in the aforementioned embodiments.
[0396] It is understandable that in the specific implementation of this application, related data such as user operation information is involved. When the above embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of relevant data must comply with relevant laws, regulations and standards of relevant countries and regions.
[0397] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.
[0398] In the several embodiments provided in this application, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. For example, the device embodiments described above are merely schematic. For example, the division of the units is merely a logical function division. In actual implementation, there may be other division methods, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be an indirect coupling or communication connection through some interfaces, devices or units, which can be electrical, mechanical or other forms.
[0399] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.
[0400] In addition, the functional units in the various embodiments of the present application may be integrated into a single processing unit, or each unit may exist physically separately, or two or more units may be integrated into a single unit. The aforementioned integrated units may be implemented in the form of hardware or software functional units.
[0401] If the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application is essentially or the part that contributes to the prior art or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0402] As described above, the above embodiments are only used to illustrate the technical solutions of the present application, rather than to limit them. Although the present application has been described in detail with reference to the above embodiments, those skilled in the art should understand that they can still modify the technical solutions described in the above embodiments, or make equivalent replacements for some of the technical features therein. However, these modifications or replacements do not deviate the essence of the corresponding technical solutions from the spirit and scope of the technical solutions of the embodiments of the present application.
Claims
1. A method for controlling game skills, characterized in that: include: Displaying K first skill objects on a game interaction interface, wherein the game interaction interface also displays a first virtual building, a target virtual character, and a first attacking unit, wherein the first virtual building is a virtual building of a first camp, the target virtual character belongs to the first camp, and the first attacking unit belongs to a second camp, and K is an integer greater than or equal to 1; For each area where the K first skill objects are located, if the starting position of the contact point that maintains continuous contact on the touch screen is located in the area where the target skill object is located, and the ending position is located in the area where the target virtual character is located, a skill equipment instruction for the target skill object is triggered, and if there is a skill slot without a skill object among the P skill slots, the target skill object is displayed in the target skill slot among the P skill slots, wherein the target skill object is any first skill object included in the K first skill objects, and P is an integer greater than 1; If skill objects have been placed in all of the P skill slots, and the target skill object does not exist in the P skill slots, then the target skill object is displayed on the placement slot; If skill objects have been placed in all of the P skill slots, and the target skill object exists in the P skill slots, then the first skill level corresponding to the target skill object is updated to the second skill level; In response to the skill objects placed in the P skill slots, controlling the target virtual character to release a target skill on the first attacking unit located on a first path, wherein the first path is a path leading to the first virtual building, and the placed skill objects include the target skill object; Displays the total resource value and the resource value refreshed by skills; In response to a skill refresh instruction, if the total resource value is greater than or equal to the resource value of the skill refresh, the K first skill objects are canceled from display, and the K second skill objects are displayed.
2. The control method according to claim 1, characterized in that: The method further comprises: Displaying a first interactive area and a second interactive area on the game interactive interface, wherein the first interactive area displays the first virtual building and the first path corresponding to the first camp, and the second interactive area displays the second virtual building and the second path corresponding to the second camp, wherein the second path is a path leading to the second virtual building; displaying the first attack unit in a moving state on the first path; A second attack unit in a moving state is displayed on the second path, wherein the second attack unit belongs to the first camp.
3. The control method according to claim 2, characterized in that: The method further comprises: Displaying a first health value corresponding to the first camp on the game interaction interface; When the first attack unit reaches the first virtual building through the first path, a second health value corresponding to the first camp is displayed, wherein the second health value is less than the first health value.
4. The control method according to claim 2, characterized in that: The method further comprises: Displaying a third health value corresponding to the second camp on the game interaction interface; When the second attack unit reaches the second virtual building through the second path, the fourth health value corresponding to the second camp is displayed, wherein the fourth health value is less than the third health value.
5. The control method according to claim 1, characterized in that: The method further comprises: Displaying the resource value of each of the K first skill objects; Display the total value of resources; If there is a skill slot in the P skill slots where no skill object is placed, displaying the target skill object in the target skill slot in the P skill slots includes: If there is a skill slot in the P skill slots where no skill object is placed, and the total resource value is greater than or equal to the resource value of the target skill object, the target skill object is displayed on the target skill slot in the P skill slots.
6. The control method according to claim 1, characterized in that: The controlling the target virtual character to release a target skill on the first attacking unit located on the first path includes: According to the skill levels of the skill objects placed in the P skill slots, the target virtual character is controlled to release the target skill to the first attacking unit located on the first path.
7. The control method according to claim 1, characterized in that: After displaying the target skill object in the target skill slot among the P skill slots, the method further includes: In response to a click operation on the target skill object, displaying a skill removal control corresponding to the target skill object and skill information corresponding to the target skill object; In response to a click operation on the skill removal control, the target skill object is displayed on the storage slot.
8. The control method according to claim 1, characterized in that: After displaying the target skill object in the target skill slot among the P skill slots, the method further includes: For each of the P skill slots, detecting a contact operation with the touch screen; When continuous contact with the touch screen is maintained, if the starting position of the touch point on the touch screen is located in the target skill slot and the ending position of the touch point on the touch screen is located in the storage slot, the target skill object is displayed on the storage slot.
9. The control method according to claim 1, characterized in that: The method further comprises: Display the total resource value and the resource value of the expansion slot; In response to the slot expansion instruction, if the total resource value is greater than or equal to the resource value of the expanded slot, (P+1) skill slots are displayed.
10. The control method according to claim 1, characterized in that: After displaying the target skill object in the target skill slot among the P skill slots, the method further includes: In response to a click operation on the target skill object, displaying a skill selling control corresponding to the target skill object and skill information corresponding to the target skill object; In response to a click operation on the skill selling control, an updated total resource value is displayed, wherein the total resource value includes the resource value obtained after selling the target skill object.
11. The control method according to claim 1, characterized in that: After displaying the target skill object in the target skill slot among the P skill slots, the method further includes: For each of the P skill slots, detecting a contact operation with the touch screen; When continuous contact with the touch screen is maintained, if the starting position of the touch point on the touch screen is located in the target skill slot and the ending position of the touch point on the touch screen is located in the area where the K first skill objects are located, the updated total resource value is displayed, wherein the total resource value includes the resource value obtained after selling the target skill object.
12. The control method according to any one of claims 1 to 11, characterized in that: The controlling the target virtual character to release a target skill on the first attacking unit located on the first path includes: According to the skill type of each skill object in the placed skill objects, the target virtual character is controlled to release the target skill to the first attack unit located on the first path.
13. The control method according to claim 12, characterized in that: The step of controlling the target virtual character to release the target skill to the first attacking unit located on the first path according to the skill type of each skill object in the placed skill objects includes: If the placed skill objects do not include a skill object corresponding to a cooldown skill type, controlling the target virtual character to release the target skill to the first attacking unit located on the first path based on a first cooldown time; If the placed skill objects include skill objects corresponding to the cooling skill type, the target virtual character is controlled to release the target skill to the first attack unit located on the first path based on the second cooling time, wherein the duration of the second cooling time is shorter than the duration of the first cooling time.
14. The control method according to claim 13, characterized in that: The step of controlling the target virtual character to release the target skill to the first attacking unit located on the first path according to the skill type of each skill object in the placed skill objects includes: If the placed skill objects do not include a skill object corresponding to the enhanced skill type, controlling the target virtual character to release the target skill with a first attack value to the first attack unit located on the first path; If the placed skill objects include a skill object corresponding to the enhanced skill type, the target virtual character is controlled to release the target skill with a second attack value to the first attack unit located on the first path, wherein the second attack value is greater than the first attack value.
15. A game skill control device, characterized in that: include: a display module configured to display K first skill objects on a game interaction interface, wherein the game interaction interface further displays a first virtual building, a target virtual character, and a first attacking unit, wherein the first virtual building is a virtual building of a first camp, the target virtual character belongs to the first camp, and the first attacking unit belongs to a second camp, and K is an integer greater than or equal to 1; The display module is further configured to, for each area where the K first skill objects are located, trigger a skill equipment instruction for the target skill object if the starting position of a contact point that maintains continuous contact on the touch screen is located within the area where the target skill object is located and the ending position is located within the area where the target virtual character is located; and if there is a skill slot without a skill object among the P skill slots, display the target skill object in the target skill slot among the P skill slots, wherein the target skill object is any first skill object included in the K first skill objects, and P is an integer greater than 1; The display module is further configured to display the target skill object on the placement slot if skill objects have been placed in all of the P skill slots and the target skill object does not exist in the P skill slots; an updating module, configured to update the first skill level corresponding to the target skill object to a second skill level if skill objects have been placed in all of the P skill slots and the target skill object exists in the P skill slots; a control module, configured to control the target virtual character to release a target skill on the first attacking unit located on a first path in response to skill objects placed in the P skill slots, wherein the first path is a path leading to the first virtual building, and the placed skill objects include the target skill object; The display module is further used to display the total value of resources and the resource value of skill refresh; The display module is further configured to respond to a skill refresh instruction, and if the total resource value is greater than or equal to the resource value of the skill refresh, cancel the display of the K first skill objects and display the K second skill objects.
16. The control device according to claim 15, characterized in that The display module is further configured to display a first interactive area and a second interactive area on the game interactive interface, wherein the first interactive area displays the first virtual building and the first path corresponding to the first camp, and the second interactive area displays the second virtual building and the second path corresponding to the second camp, wherein the second path is a path leading to the second virtual building; The display module is further configured to display the first attacking unit in a moving state on the first path; The display module is further configured to display a second attack unit in a moving state on the second path, wherein the second attack unit belongs to the first camp.
17. The control device according to claim 16, characterized in that The display module is further configured to display the first health value corresponding to the first camp on the game interaction interface; The display module is further used to display the second health value corresponding to the first camp when the first attack unit reaches the first virtual building through the first path, wherein the second health value is less than the first health value.
18. The control device according to claim 16, characterized in that The display module is further configured to display the third health value corresponding to the second camp on the game interaction interface; The display module is further used to display the fourth health value corresponding to the second camp when the second attack unit reaches the second virtual building through the second path, wherein the fourth health value is less than the third health value.
19. The control device according to claim 15, characterized in that The display module is further configured to display the resource value of each of the K first skill objects; The display module is further used to display the total value of resources; The display module is specifically used to display the target skill object on the target skill slot among the P skill slots if there is a skill slot among the P skill slots in which no skill object is placed, and the total resource value is greater than or equal to the resource value of the target skill object.
20. The control device according to claim 15, characterized in that The control module is specifically configured to control the target virtual character to release the target skill to the first attacking unit located on the first path according to the skill levels of the skill objects placed in the P skill slots.
21. The control device according to claim 15, characterized in that The display module is further configured to, after displaying the target skill object in the target skill slot among the P skill slots, display a skill removal control corresponding to the target skill object and skill information corresponding to the target skill object in response to a click operation on the target skill object; The display module is further configured to display the target skill object on the storage slot in response to a click operation on the skill removal control.
22. The control device according to claim 15, characterized in that The device further comprises: a detection module, configured to detect a contact operation between each of the P skill slots and the touch screen after the target skill object is displayed on the target skill slot among the P skill slots; The display module is also used to display the target skill object on the storage slot when maintaining continuous contact with the touch screen, if the starting position of the contact point on the touch screen is located in the target skill slot and the ending position of the contact point on the touch screen is located in the storage slot.
23. The control device according to claim 15, characterized in that The display module is further used to display the total resource value and the resource value of the expansion slot; The display module is further configured to respond to a slot expansion instruction and display (P+1) skill slots if the total resource value is greater than or equal to the resource value of the expansion slot.
24. The control device according to claim 15, characterized in that The display module is further configured to, after displaying the target skill object in the target skill slot among the P skill slots, display a skill selling control corresponding to the target skill object and skill information corresponding to the target skill object in response to a click operation on the target skill object; The display module is further configured to display an updated total resource value in response to a click operation on the skill selling control, wherein the total resource value includes the resource value obtained after selling the target skill object.
25. The control device according to claim 15, characterized in that The display module is further configured to, after displaying the target skill object on the target skill slot among the P skill slots, detect a contact operation between each of the P skill slots and the touch screen; The display module is also used to display the updated total resource value when maintaining continuous contact with the touch screen, if the starting position of the touch point on the touch screen is located in the target skill slot and the ending position of the touch point on the touch screen is located in the area where the K first skill objects are located, wherein the total resource value includes the resource value obtained after selling the target skill object.
26. The control device according to any one of claims 15 to 25, characterized in that The control module is specifically configured to control the target virtual character to release the target skill to the first attacking unit located on the first path according to the skill type of each skill object in the placed skill objects.
27. The control device according to claim 26, characterized in that The control module is specifically used to: If the placed skill objects do not include a skill object corresponding to a cooldown skill type, controlling the target virtual character to release the target skill to the first attacking unit located on the first path based on a first cooldown time; If the placed skill objects include skill objects corresponding to the cooling skill type, the target virtual character is controlled to release the target skill to the first attack unit located on the first path based on the second cooling time, wherein the duration of the second cooling time is shorter than the duration of the first cooling time.
28. The control device according to claim 27, characterized in that The control module is specifically used to: If the placed skill objects do not include a skill object corresponding to the enhanced skill type, controlling the target virtual character to release the target skill with a first attack value to the first attack unit located on the first path; If the placed skill objects include a skill object corresponding to the enhanced skill type, the target virtual character is controlled to release the target skill with a second attack value to the first attack unit located on the first path, wherein the second attack value is greater than the first attack value.
29. A terminal device, characterized in that: include: Memory, processor, and bus system; Wherein, the memory is used to store programs; The processor is configured to execute the program in the memory, and the processor is configured to execute the control method according to any one of claims 1 to 14 according to instructions in the program code; The bus system is used to connect the memory and the processor so that the memory and the processor can communicate with each other.
30. A computer-readable storage medium comprising instructions, which, when executed on a computer, causes the computer to execute the control method according to any one of claims 1 to 14.
31. A computer program product comprising a computer program and instructions, characterized in that When the computer program / instructions are executed by a processor, the control method according to any one of claims 1 to 14 is implemented.