A method, device, computer equipment and storage medium for skill adjustment
By displaying the skill adjustment area and point adjustment controls in the game interface and locking other attribute controls, the error operation problem in the adjustment of the skill points of the virtual character is solved, and the accuracy and efficiency of the operation are improved.
Patent Information
- Application Number
- CN202211370810.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-11-03
- Publication Date
- 2025-08-15
- Estimated Expiration
- 2042-11-03
AI Technical Summary
In online games, players are prone to misoperation when adjusting the skill attribute points of virtual characters, resulting in inaccurate operations.
Provide a skill adjustment method, by displaying the skill adjustment area in the graphical user interface, displaying the point adjustment control in response to the player's operation, and adjusting the skill points of the virtual character according to the operation information, and locking other attribute controls during the adjustment process to avoid misoperation.
Reduces players' misoperation on other attribute controls, and improves the accuracy and efficiency of skill point adjustment.
Smart Images

Figure CN115671720B_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game control, and in particular to a method, apparatus, computer device, and storage medium for skill adjustment. Background Art
[0002] Online games are developing rapidly, and the types of online games are becoming increasingly diverse. One type of online game is MMOG (Massive (Massively) Multiplayer Online Game). In this type of game, there is a skill adjustment mechanism for virtual characters. Players can adjust the points of the corresponding attributes of skills in the skill adjustment window.
[0003] Currently, the number of virtual characters available in games is limited, and each character's attribute points may be relatively standardized. However, different players have different operating habits. To better control the virtual character, players will adjust the virtual character's attribute points, allowing the virtual character to perform skills that suit the player's operating habits under their control. However, when players adjust the attribute points of the virtual character's skills, due to the excessive number of attributes of the virtual character, it is very likely that they will make mistakes. Summary of the Invention
[0004] In view of this, the purpose of this application is to provide a skill adjustment method, apparatus, computer equipment and storage medium for solving the problem of easy misoperation when adjusting the points of the target skill of the target virtual character in the prior art.
[0005] In a first aspect, an embodiment of the present application provides a method for skill adjustment, which is applied to a terminal device, wherein the terminal device provides a graphical user interface, including:
[0006] In response to a first operation on a skill adjustment control in a graphical user interface, an adjustment window including at least one skill adjustment area is displayed; the skill adjustment area includes a plurality of attribute controls;
[0007] In response to a second operation on a target attribute control in the target skill adjustment area, displaying a point adjustment control for the target attribute control;
[0008] In response to a third operation on the point adjustment control, displaying the pre-adjusted points of the target attribute control on the point adjustment control according to the operation attribute information of the third operation;
[0009] In response to the completion of the third operation on the point adjustment control, the points of the target skill of the target virtual character are adjusted according to the pre-adjusted points.
[0010] In a second aspect, the present application provides a device for adjusting skills, which is applied to a terminal device, wherein the terminal device provides a graphical user interface, including:
[0011] A first response module, configured to respond to a first operation on a skill adjustment control in the graphical user interface and display an adjustment window including at least one skill adjustment area; the skill adjustment area includes a plurality of attribute controls;
[0012] A second response module is configured to respond to a second operation on a target attribute control in the target skill adjustment area and display a point adjustment control for the target attribute control;
[0013] a third response module, configured to respond to a third operation on the point adjustment control and display the pre-adjusted points of the target attribute control on the point adjustment control according to the operation attribute information of the third operation;
[0014] The fourth response module is used to respond to the completion of the third operation on the point adjustment control and adjust the points of the target skill of the target virtual character according to the pre-adjusted points.
[0015] In a third aspect, an embodiment of the present application provides a computer device comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements the steps of the above method when executing the computer program.
[0016] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the steps of the above method are executed.
[0017] The skill adjustment method provided in an embodiment of the present application firstly responds to a first operation on a skill adjustment control in a graphical user interface, displays an adjustment window including at least one skill adjustment area; the skill adjustment area includes a plurality of attribute controls; secondly, responds to a second operation on a target attribute control in a target skill adjustment area, displays a point adjustment control for the target attribute control; thirdly, responds to a third operation on the point adjustment control, displays pre-adjusted points of the target attribute control on the point adjustment control according to the operation attribute information of the third operation; thirdly, responds to the end of the third operation on the point adjustment control, adjusts the points of the target skill of the target virtual character according to the pre-adjusted points.
[0018] In some embodiments, when adjusting the points of the target skill of the target virtual character, the attribute control of the target skill to be increased will be used as the target attribute control, and other attribute controls will be controlled to enter a locked state to reduce the player's erroneous operation of other attribute controls, and only the point adjustment control of the target attribute control will be displayed in the graphical user interface, so that the player can only adjust the points of the attribute of the target attribute control, further reducing the situation of player erroneous operation.
[0019] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0020] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following is a brief introduction to the drawings required for use in the embodiments. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without creative work.
[0021] Figure 1 A flowchart of a skill adjustment method provided in an embodiment of the present application;
[0022] Figure 2 A schematic diagram of a first graphical user interface provided in an embodiment of the present application;
[0023] Figure 3 A schematic diagram of a second graphical user interface provided in an embodiment of the present application;
[0024] Figure 4 A schematic diagram of a third graphical user interface provided in an embodiment of the present application;
[0025] Figure 5 A schematic diagram of a fourth graphical user interface provided in an embodiment of the present application;
[0026] Figure 6 A fifth graphical user interface diagram provided in an embodiment of the present application;
[0027] Figure 7 A sixth graphical user interface diagram provided in an embodiment of the present application;
[0028] Figure 8 A seventh graphical user interface diagram provided in an embodiment of the present application;
[0029] Figure 9 A schematic diagram of the structure of a skill adjustment device provided in an embodiment of the present application;
[0030] Figure 10 A schematic diagram of the structure of a computer device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0031] In order to make the purpose, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. The components of the embodiments of the present application generally described and shown in the drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work are within the scope of protection of this application.
[0032] In the prior art, when players adjust the attribute points of the skills of the virtual character in the game, they adjust the points through the attribute controls in the adjustment window, such as Figure 2 As mentioned above, the character skill adjustment window may include multiple attribute controls (the attributes corresponding to the multiple attribute controls are: attribute 1, attribute 2, attribute 3...attribute 24). In order to allow players to understand multiple attributes as quickly as possible, as many attribute controls as possible will be set in the adjustment window. This will result in a smaller gap between each attribute control, and the multiple attribute controls in the adjustment window will be denser. This will also lead to the possibility of incorrect operation when players adjust the points of the attribute controls.
[0033] The skill adjustment method in the embodiment of the present application can be run on a terminal device or a game server. The terminal device can be a local terminal device. When the skill adjustment method is run on a game server, it can be a cloud game.
[0034] In an optional embodiment, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the operating body of the game program and the main body presenting the game screen are separated. The storage and operation of the skill adjustment method are completed on the cloud gaming server. The terminal device is used to receive and send data and present the game screen. For example, the terminal device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, game console, etc.; however, the terminal device that processes the game data is the cloud gaming server in the cloud. When playing the game, the target player operates the terminal device to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the terminal device through the network. Finally, the terminal device decodes and outputs the game screen.
[0035] In an optional embodiment, the terminal device may be a local terminal device. The local terminal device stores the game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device may provide the graphical user interface to the target player in a variety of ways, for example, it may be rendered and displayed on the terminal device's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen being used to present the graphical user interface, the graphical user interface including a portion of the game scene, and the processor being used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0036] The game of the present application includes a game scene and a target virtual character controlled by a player in the game scene. The target virtual character is a virtual character controlled by the target player through a target terminal device. The terminal device or cloud game can respond to the control of the virtual character, so that the virtual character performs virtual actions in the game scene, such as moving in the game scene, or releasing skills, etc. The game scene can include any one or more of the following game elements: landforms, rocks, flowers, rivers, buildings, virtual objects, game props, etc. Generally speaking, a virtual camera is set in the game scene, and the game screen displayed on the graphical user interface is the part of the game scene content captured by the virtual camera. For example, in a first-person game, the virtual camera can be set to the head (such as the eye position) of the target virtual character controlled by the player, and the virtual camera moves with the movement of the virtual character, and the direction of the virtual camera rotates with the rotation of the virtual character. Therefore, the game screen presented on the graphical user interface is a part of the game scene within a preset range in front of the target virtual character. For example, in a third-person game, the virtual camera can be set directly above or above the target virtual character controlled by the player. Therefore, the game screen presented on the graphical user interface is a part of the game scene including the virtual character. If an account of a target virtual character is logged into a terminal device or a cloud game, the target virtual character is controlled by the terminal device or the cloud game. A virtual object refers to a dynamic object that can be controlled in a game scene. Optionally, the dynamic object can be a virtual person, a virtual animal, an anime character, etc. The target virtual character is a character controlled by the player through the target terminal device, or an artificial intelligence (AI) set up in a virtual environment through training, or a non-player character (NPC) set up in a game scene. Optionally, the target virtual character is a virtual character that competes in a game scene.
[0037] The present application embodiment provides a method for skill adjustment, such as Figure 1 As shown, it is applied to a terminal device, and the terminal device provides a graphical user interface, including:
[0038] S101, in response to a first operation on a skill adjustment control in a graphical user interface, displaying an adjustment window including at least one skill adjustment area; the skill adjustment area including a plurality of attribute controls;
[0039] S102, in response to a second operation on a target attribute control in a target skill adjustment area, displaying a point adjustment control for the target attribute control;
[0040] S103, in response to a third operation on the point adjustment control, displaying the pre-adjusted points of the target attribute control on the point adjustment control according to the operation attribute information of the third operation;
[0041] S104: In response to the completion of the third operation on the point adjustment control, the points of the target skill of the target virtual character are adjusted according to the pre-adjusted points.
[0042] In step S101 above, the skill adjustment control is a control displayed in the graphical user interface before the player enters the game combat phase or during combat, and is used to control the adjustment window displayed in the graphical user interface. The adjustment window may include at least one skill adjustment area, and each skill adjustment area may include multiple attribute controls. The skill corresponding to each skill adjustment area is a skill of the virtual character controlled by the player, and the attribute control is used to represent the attributes of the skill. The multiple attributes corresponding to each skill of the virtual character controlled by the player may be at least partially the same. The first operation is an operation acting on the skill adjustment control in the graphical user interface, and the first operation can be any of the following operations: a click operation, a hard press operation, a long press operation, a sliding operation, etc.
[0043] In a specific implementation, after the player performs a first operation on the skill adjustment control in the graphical user interface, an adjustment window will be displayed in the graphical user interface. At least one skill adjustment area will be displayed in the adjustment window, and multiple attribute controls will be displayed in the skill adjustment area.
[0044] In the above step S102, the second operation is an operation acting on the target attribute control, and the second operation can be any of the following operations: a click operation, a hard press operation, a long press operation, a sliding operation, etc. The first operation and the second operation can be continuous operations. For example, the first operation is a left slide, and the second operation is an upward or downward slide when the touch medium does not leave the graphical user interface, or the first operation is a right slide, and the second operation is an upward or downward slide when the touch medium does not leave the graphical user interface. The target skill adjustment area is a skill adjustment area in which the points of the attribute control in the multiple skill adjustment areas of the adjustment window can be adjusted. In order to avoid the player from making erroneous operations on other skill adjustment areas except the target skill adjustment area during the process of adjusting the points of the attribute control in the target skill adjustment area, the attribute controls in the other skill adjustment areas can be locked, that is, the other skill adjustment areas cannot respond to the player's touch operations on the attribute controls. In order to allow the player to more clearly know which target skill adjustment area in the adjustment window is, the target skill adjustment area will be highlighted. The target skill adjustment area may be determined based on the player's first operation on the skill adjustment control before the adjustment window is displayed. That is, the target skill adjustment area may be determined through the following steps:
[0045] Step 1021 , in response to a first operation on a plurality of skill adjustment controls in a graphical user interface, determining a target skill from a plurality of skills, and highlighting a target skill adjustment area corresponding to the target skill in the adjustment window.
[0046] In step 1021, a plurality of skill adjustment controls are displayed in the graphical user interface. Each skill adjustment control corresponds to a skill possessed by the virtual character controlled by the player using the terminal device. Furthermore, each skill adjustment area in the adjustment window corresponds to a skill possessed by the virtual character controlled by the player using the terminal device. In other words, the skills corresponding to each skill adjustment control displayed in the graphical user interface match the skills corresponding to each skill adjustment area in the adjustment window. The target skill is the skill of the virtual character controlled by the player whose skill points need to be adjusted. Highlighting includes any of the following methods: highlighting, strobing, etc.
[0047] In a specific implementation, after the player selects multiple skill adjustment controls in the graphical user interface through a first operation, the skill corresponding to the skill adjustment control selected by the player through the first operation is determined as the target skill, an adjustment window is displayed in the graphical user interface, and in the adjustment window, the skill adjustment area corresponding to the target skill is determined as the target skill adjustment area and highlighted.
[0048] Of course, the adjustment window includes multiple skill adjustment areas. After the player has adjusted the points of the target skill in the target adjustment area, the player may also need to adjust the points of other skills. If the target skill adjustment area is to be determined in the above manner, the player needs to exit the adjustment window and reselect the target skill adjustment control from the multiple skill adjustment controls in the graphical user interface, and then redisplay the adjustment window. However, this method is cumbersome and reduces the player's interaction efficiency. Therefore, the present application also provides another method for determining the target skill adjustment area, including:
[0049] Step 1022: In response to a fourth operation on the skill switching control in the adjustment window, the target skill adjustment area is updated from the current skill adjustment area to another skill adjustment area, and the updated target skill adjustment area is highlighted.
[0050] In step 1022, a skill switching control is displayed in the adjustment window. The skill switching control is used to redefine the target skill adjustment area in the adjustment window. The fourth operation is an operation performed on the skill switching control. The fourth operation includes any of the following operations: a click operation, a hard press operation, a long press operation, a slide operation, etc.
[0051] In the specific implementation, when the player performs the fourth operation on the skill switching control in the adjustment window, the target skill adjustment area will be re-determined in the adjustment window, that is, the target skill adjustment area will be updated from the current skill adjustment area to other skill adjustment areas, and the updated target skill adjustment area will be highlighted.
[0052] For example, Figure 3 As shown, the adjustment window includes multiple skill adjustment areas, namely the skill adjustment area corresponding to skill A, the skill adjustment area corresponding to skill B, and the skill adjustment area corresponding to skill C. The adjustment window also includes a skill switching control, and the target skill adjustment area is the skill adjustment area of skill A in the multiple skill adjustment areas. When the player touches the skill switching control through the fourth operation, the target skill adjustment area in the adjustment window will be updated from the skill adjustment area of skill A to the skill adjustment area of skill B, that is, from Figure 3 Switch to Figure 4 .
[0053] The target attribute control is the attribute control touched by the second operation in the target skill adjustment area, and the point adjustment control is a control used to adjust the points of the corresponding attribute of the target attribute control. The control locking stage refers to the locking stage in which the other attribute controls except the target attribute control in the target skill adjustment area are touched, and the touch operations acting on the other attribute controls will not be responded. The purpose of locking and unlocking controls is mainly to avoid misoperation of other attribute controls in the process of adjusting the pre-adjusted points displayed in the point adjustment control through the third operation. Therefore, it is sufficient to enter the control locking stage during the process of adjusting the pre-adjusted points of the target attribute control. That is, the start time of the control locking stage is the time of responding to the second operation acting on the target attribute control in the target skill adjustment area, and the end time is the time of responding to the end of the third operation on the point adjustment control.
[0054] In a specific implementation, if the player performs a second operation on the target attribute control in the target skill adjustment area, the point adjustment control will be displayed in the current graphical user interface, and the point adjustment control has the highest display level in the graphical user interface, that is, the point adjustment control displayed in the graphical user interface will not be blocked by other things in the interface (for example, other controls, etc.). During the control locking stage, only touch operations on the target attribute control and the point adjustment control in the target skill adjustment area will be responded to, and touch operations on other attribute controls in the target skill adjustment area except the target attribute control will not be responded to. In this way, during the control locking stage, the player can only adjust the points of the target attribute control, and there will be no misoperation of other attribute controls, thereby improving the accuracy of the skill point adjustment of the target virtual character.
[0055] For example, Figure 5 As shown, when the target property control is Figure 5 , when the player performs a second operation on the attribute 9 control, a point adjustment control will appear to the left of the attribute 9 control in the current graphical user interface. The point adjustment control contains multiple numbers that will become the pre-adjusted points, such as 0-5. The other attribute controls will enter the control lock phase.
[0056] In the above step S103, the third operation is an operation for the point adjustment control. The third operation may or may not be applied to the point adjustment control. The third operation and the second operation may be continuous operations or discontinuous operations. The third operation may be any one of the following operations: a click operation, a long press operation, a re-press operation, and a sliding operation. When the third operation and the second operation are continuous operations, the second operation may be any one of a sliding operation, a long press operation, and a re-press operation, and the third operation is a sliding operation, wherein the position of the touch point of the second operation is the position of the initial touch point of the sliding operation. For example, the second sliding operation is a horizontal sliding operation starting from the attribute control, and the third sliding operation is a vertical sliding operation that is continuous with the second sliding operation.
[0057] The operation attribute information is information recorded by the terminal device during the implementation of the third operation, such as the operation direction of the third operation, the operation speed of the third operation, the touch position of the third operation, etc. The pre-adjusted points refer to the points displayed on the point adjustment control during the operation of the third operation.
[0058] In a specific implementation, the player performs a third operation on the point adjustment control, and the pre-adjusted points of the target attribute control displayed on the point adjustment control will change with the change of the third operation, that is, the pre-adjusted points of the target attribute control displayed on the point adjustment control will change with the change of the slave operation attribute information of the third operation.
[0059] In step S104, when the third operation ends, the points of the target skill of the target virtual character controlled by the player through the terminal device are adjusted according to the pre-adjusted points currently displayed on the point adjustment control, and the control lock is unlocked. After the control lock is unlocked, any attribute control in the target skill adjustment area will respond accordingly to the touch operation applied to it. For example, if the touch operation is a new second operation, the attribute control touched by the new second operation is determined to be the new target attribute control, and the point adjustment control of the new target attribute control is then displayed in the current graphical user interface.
[0060] The third operation can end in any of the following ways:
[0061] Step 1041: If the third operation is a sliding operation, the end of the third operation is when the touch object of the third operation leaves the graphical user interface;
[0062] Step 1042: the end of the third operation is closing the adjustment window;
[0063] Step 1043: The third operation ends when the sum of the pre-adjusted points of the plurality of attribute controls in the target skill adjustment area is equal to the preset point value of the target skill;
[0064] Step 1044: The end of the third operation is a sixth operation acting on the adjustment end control.
[0065] In the above step 1041 , the touch object is the object released from the graphical user interface when the player performs the third operation, for example, the finger used by the player to perform the third operation, or the stylus used by the player to perform the third operation.
[0066] In the above step 1042, the adjustment window is displayed in the graphical user interface only after the player has performed the first operation on the skill adjustment control. That is, the adjustment window is not always displayed in the graphical user interface. When the adjustment window is closed, the points corresponding to the attribute control of the target skill adjustment area in the current adjustment window can be assumed to be the points adjusted by the player. The operation of closing the adjustment window can be the seventh operation of the close control on the adjustment window. Figure 6 As shown, the close control may be a control displayed in the upper right corner of the adjustment window for closing the adjustment window. The seventh operation may be any one of the following operations: a click operation, a long press operation, a re-press operation, and a slide operation.
[0067] In the above step 1043, each skill of the target virtual character controlled by the player corresponds to multiple attributes, and each skill of the target virtual character is also set with a point limit. The point limit corresponding to each skill is a preset point value, which can be set manually. If the points of each attribute of the skill are added to the maximum value, the sum of the points of all attributes will far exceed the point limit of the skill. Specifically, when the sum of the pre-adjusted points of the attribute control in the target skill adjustment area corresponding to the target skill reaches the preset point value, it means that the points of the target skill of the target virtual character have been adjusted, which means the end of the third operation.
[0068] In step 1044, an adjustment end control is displayed in the adjustment window. This control is used to adjust the sum of the pre-adjusted points of all attribute controls in the adjustment window to the skill points of the target avatar. The sixth operation is an operation performed on the adjustment end control. The sixth operation can be any of the following: a click, a long press, a hard press, and a slide.
[0069] After executing the above step S104, the following steps may be further performed:
[0070] S105 , responding to the interaction instruction acting on the target virtual character, completing the interaction between the target virtual character and other virtual characters in the game scene according to the adjusted points of the target skill.
[0071] In the above step 105, the interaction instruction is used to control the target virtual character to interact with other virtual characters in the game scene.
[0072] In a specific implementation, the player issues an interaction instruction to the target virtual character, and the player controls the target virtual character to perform the target skill with adjusted points in the game scene according to the interaction instruction, and interacts with other virtual characters through the target skill.
[0073] In the embodiment provided by the present application, when adjusting the points of the target skill of the target virtual character, the attribute of the target skill whose points are increased will be used as the target attribute control, and the other attribute controls will be controlled to enter a locked state to reduce the player's erroneous operation of other attribute controls, and only the point adjustment control of the target attribute control will be displayed in the graphical user interface, so that the player can only adjust the points of the attribute of the target attribute control, further reducing the situation of player's erroneous operation.
[0074] When the third operation is a sliding operation, the sliding operation is a continuous and directional operation. During the sliding operation, the touch object performing the sliding operation will not leave the graphical user interface. Therefore, based on these characteristics of the sliding operation, the pre-adjusted points displayed on the point adjustment control can be updated according to the sliding direction and sliding distance of the sliding operation. That is, step S103 includes:
[0075] Step 1031 , in response to a sliding operation on the point adjustment control, updating the pre-adjusted points of the target attribute control displayed on the point adjustment control according to the sliding direction and sliding distance of the sliding operation.
[0076] In the above step 1031, the pre-adjusted points displayed on the point adjustment control have two update trends, namely, the trend of adding points to the pre-adjusted points and the trend of subtracting points from the pre-adjusted points. In order to match the sliding direction of the sliding operation with the above two update trends, the sliding direction and the update trend will be associated. Generally, the sliding directions corresponding to the two update trends are opposite. For example, sliding upward is to add points to the pre-adjusted points, and sliding downward is to subtract points from the pre-adjusted points. When the player performs a sliding operation on the point adjustment control, the pre-adjusted points of the target attribute control displayed on the point adjustment control can be updated linearly and continuously according to the sliding direction and sliding distance of the sliding operation, further improving the convenience of the pre-adjusted points displayed on the point adjustment control. And the updating of the pre-adjusted points displayed on the point adjustment control can be achieved with only one action, which reduces more touch operations and thus reduces the situation of misoperation.
[0077] For example, Figure 5 As shown, the area formed by the two dotted lines in the point adjustment control is the area for displaying the pre-adjusted points. As the sliding direction of the sliding operation changes, the pre-adjusted points displayed in the area formed by the two dotted lines are continuously updated.
[0078] In order to make the virtual characters in the game more diverse, the adjustment range of the adjustable points of the attributes corresponding to the skills is set to be larger and larger. If the adjustment range is too wide, it will be necessary to update quickly to find the points required by the player. However, if the update speed is too fast, it is easy to over-update, that is, exceed the points required by the player. Therefore, the update speed needs to be properly controlled. Therefore, step 1031 includes:
[0079] Step 10311, in response to a sliding operation on the point adjustment control, the pre-adjusted points of the target attribute control displayed on the point adjustment control are updated according to the sliding direction, sliding distance and sliding speed of the sliding operation at an update speed matching the sliding speed.
[0080] In the above step 10311, the sliding direction is used to determine the update trend of the pre-adjustment points, the sliding distance is used to determine the update amplitude of the pre-adjustment points, and the sliding speed is used to determine the update speed of the pre-adjustment points. For example, the faster the sliding speed, the faster the update speed of the pre-adjustment points, and the slower the sliding speed, the slower the update speed of the pre-adjustment points.
[0081] In addition to the sliding operation, the third operation can also be a click operation, such as Figure 7As shown, two plus and minus point areas are set in the point adjustment control for changing the update trend of the pre-adjusted points, namely the plus point area and the minus point area. The plus point area is the area where the symbol "+" is located, and the minus point area is the area where the symbol "-" is located. The plus point area is used to increase the pre-adjusted points, and the minus point area is used to decrease the pre-adjusted points. That is, step S103 includes:
[0082] Step 1032 , in response to a click operation on the point adjustment control, if the touch position of the click operation is located in the point adding area, increasing the pre-adjusted points of the target attribute control displayed on the point adjustment control;
[0083] Step 1033: In response to a click operation on the point adjustment control, if the touch position of the click operation is located in the point reduction area, the pre-adjusted points of the target attribute control displayed on the point adjustment control are reduced.
[0084] In the above steps 1032 and 1033, the touch position of the click operation in the graphical user interface is detected. If the touch position of the click operation is in the plus point area, the pre-adjusted points displayed on the point adjustment control are increased. If the touch position of the click operation is in the minus point area, the pre-adjusted points displayed on the point adjustment control are reduced.
[0085] In addition to the two aforementioned methods of changing and adjusting points, a third operation can also be a long press operation. When the third operation is a long press operation, in response to a long press operation on the point adjustment control, the pre-adjusted points of the target attribute control displayed on the point adjustment control are updated at a preset update rate, and the control lock phase is entered. During the control lock phase, the touch operation on other attribute controls in the target skill adjustment area is stopped. The preset update rate can be to update the preset adjustment points per unit time, for example, updating one pre-adjusted point every 0.5 seconds.
[0086] In order to adjust the points of the target attribute control more quickly, the points of the target attribute control can be recommended to the player through intelligent recommendation. That is, step S102 includes:
[0087] Step 1023, in response to the second operation acting on the target attribute control in the target skill adjustment area, a point adjustment control about the target attribute control is displayed, and the initial pre-adjustment points of the target attribute control are displayed on the point adjustment control, and the initial pre-adjustment points are determined based on the historical adjustment data of the player using the terminal device.
[0088] In step 1023, the initial pre-adjusted points are the pre-adjusted points initially displayed in the points adjustment control for the target attribute control in the graphical user interface in response to the second operation on the target attribute control in the target skill adjustment area. Historically adjusted points can be points earned by players adjusting the target attribute of a target skill within a historical time period; points earned by players adjusting the target attribute of a target virtual character within a historical time period; or points earned by players adjusting the target attribute of a target skill of a target virtual character within a historical time period. Determining the initial pre-adjusted points displayed in the points adjustment control based on the player's historical data allows the player to avoid having to update the pre-adjusted points based on the third operation, reducing player operations and speeding up the determination of target skill points.
[0089] Because each skill of the target virtual character is set with a preset point value, when the points of the attributes of the target skill are adjusted, the sum of the points of the attributes of the target skill cannot exceed the preset point value corresponding to the target skill. In order to facilitate players to understand the current remaining points after the points of the target attributes are adjusted, the solution of this application also includes:
[0090] Step 106: Update the remaining points in the remaining points prompt information according to the pre-adjusted points of the target attribute control displayed on the point adjustment control.
[0091] In the above step 106, the remaining points are the difference between the preset point value, the points of the adjusted attribute, and the pre-adjusted points.
[0092] In specific implementation, when calculating the remaining points, it is necessary to first count the sum of the points of the adjusted attributes in the target skill adjustment area, and then use the difference between the preset point value and the sum of the points of the adjusted attributes to determine how many points are available for the target skill. In the process of updating the pre-adjustment points, in order to let players understand the remaining points of the target skill more clearly, the remaining points will also be updated according to the update of the pre-adjustment points.
[0093] For example, Figure 7 As shown, the preset point value is 60, the points of the adjusted attributes total 39, the pre-adjusted points in the point adjustment control are 3, and the remaining points are 18, which is displayed in the remaining points prompt information.
[0094] The adjustment of skill points in this application is mainly to adjust the effect produced by the virtual player when using skills, such as adjusting the attack range, adjusting the attack strength, etc. However, after the player adjusts the skill points, it is not clear what the effect of the skill corresponding to the adjusted points is. Therefore, this application provides a skill simulation scene to allow players to have a more accurate understanding of their skills after adjusting their points. That is, the method also includes:
[0095] Step 107, in response to the fifth operation acting on the simulation control in the adjustment window, enter the simulation game scene, and control the target virtual character to perform the target skill according to the adjusted points of the target skill in the simulation game scene.
[0096] In step 107, the simulation control is used to control the target virtual character to enter a simulated game scene and perform the target skill within the simulated game scene. The simulated game scene can be a scene where the player controls the target virtual character to experience the effects of the target skill. In the simulated game scene, the virtual objects that the target virtual character needs to attack are controlled by artificial intelligence, not by other players via the Internet. The fifth operation is an operation performed on the simulation control and can be any of the following: a click, a slide, a long press, a hard press, etc.
[0097] In specific implementation, Figure 8 As shown, the adjustment window displays simulation controls. When the player performs the fifth operation on the simulation controls, the current graphical user interface directly switches to the simulated game scene, and the adjustment window is no longer displayed. The simulated game scene includes a target virtual character and an attack target. The attack target is controlled by artificial intelligence. The player controls the target virtual character to execute the target skill obtained according to the adjusted points to attack the attack target, and the attack animation corresponding to the target skill is displayed in the graphical user interface. The attack animation displayed in the graphical user interface allows the player to understand the attack effect corresponding to the target skill based on the current adjusted points, so that the player can decide whether to readjust the points of the target skill based on the attack effect, or directly give the target skill the current points to fight. This allows the player to adjust the points of the target skill more accurately.
[0098] As mentioned above, each skill has multiple corresponding attributes. Players may not be able to fully remember the attribute information corresponding to each attribute control. Therefore, in order to enable players to clearly understand each attribute of the skill, introductory prompt information about the attribute can be provided to the players. That is, the method further includes:
[0099] Step 108: In response to the seventh operation on the target attribute control in the target skill adjustment area, display introduction prompt information about the target attribute control.
[0100] In step 108, the seventh operation is an operation performed on the target attribute control. The seventh operation can be any of the following: a click operation, a slide operation, a long press operation, and a hard press operation. The seventh operation can be the same as the second operation or a different operation. When the seventh operation is the same as the second operation, an introductory prompt and a point adjustment control are displayed simultaneously in the graphical user interface. The introductory prompt is used to provide detailed information about the properties of the target attribute control.
[0101] In the solution of the present application, the adjustment window also provides a reset control. When the player is not satisfied with the points of most of the attributes he has adjusted, the player can clear the attribute points corresponding to the attribute control in the target skill adjustment area through the eighth operation of the reset control.
[0102] This application also provides a device for skill adjustment, such as Figure 9 As shown, it is applied to a terminal device, and the terminal device provides a graphical user interface, including:
[0103] A first response module 901 is configured to respond to a first operation on a skill adjustment control in a graphical user interface by displaying an adjustment window including at least one skill adjustment area; the skill adjustment area includes a plurality of attribute controls;
[0104] A second response module 902 is configured to respond to a second operation on a target attribute control in the target skill adjustment area and display a point adjustment control for the target attribute control;
[0105] A third response module 903 is configured to respond to a third operation on the point adjustment control and display the pre-adjusted points of the target attribute control on the point adjustment control according to the operation attribute information of the third operation;
[0106] The fourth response module 904 is configured to respond to the completion of the third operation on the points adjustment control and adjust the points of the target skill of the target virtual character according to the pre-adjusted points.
[0107] Optionally, the third response module includes:
[0108] The first response unit is used to respond to a sliding operation on the point adjustment control and update the pre-adjusted points of the target attribute control displayed on the point adjustment control according to the sliding direction and sliding distance of the sliding operation.
[0109] Optionally, the first response unit includes:
[0110] The first response sub-unit is used to respond to the sliding operation on the point adjustment control, update the pre-adjusted points of the target attribute control displayed on the point adjustment control according to the sliding direction, sliding distance and sliding speed of the sliding operation at an update speed matching the sliding speed, and enter the control locking stage, and stop responding to touch operations acting on other attribute controls in the target skill adjustment area during the control locking stage.
[0111] Optionally, the third response module includes:
[0112] a second response unit, configured to respond to a click operation on the point adjustment control, and increase the pre-adjusted points of the target attribute control displayed on the point adjustment control if the touch position of the click operation is located in the point adding area;
[0113] The third response unit is used to respond to a click operation on the point adjustment control. If the touch position of the click operation is located in the point reduction area, the pre-adjusted points of the target attribute control displayed on the point adjustment control are reduced.
[0114] Optionally, the second response module includes:
[0115] The fourth response unit is used to respond to the second operation acting on the target attribute control in the target skill adjustment area, display the point adjustment control about the target attribute control, and display the initial pre-adjustment points of the target attribute control on the point adjustment control, wherein the initial pre-adjustment points are determined based on the historical adjustment data of the player using the terminal device.
[0116] Optionally, the device further includes:
[0117] An updating module is used to update the remaining points in the remaining points prompt information according to the pre-adjusted points of the target attribute control displayed on the point adjustment control.
[0118] Optionally, the device further includes:
[0119] a first highlighting module, configured to respond to a first operation on a plurality of skill adjustment controls in the graphical user interface, determine a target skill from the plurality of skills, and highlight a target skill adjustment area corresponding to the target skill in the adjustment window;
[0120] The second highlighting module is used to respond to the fourth operation acting on the skill switching control in the adjustment window, update the target skill adjustment area from the current skill adjustment area to other skill adjustment areas, and highlight the updated target skill adjustment area.
[0121] Optionally, the device further includes:
[0122] The simulation module is used to respond to the fifth operation acting on the simulation control in the adjustment window, enter the simulation game scene, and control the target virtual character to perform the target skill in the simulation game scene according to the adjusted points of the target skill.
[0123] Optionally, the third operation is terminated in any one of the following ways:
[0124] If the third operation is a sliding operation, the end of the third operation is when the touch object of the third operation leaves the graphical user interface;
[0125] The end of the third operation is an operation of closing the adjustment window;
[0126] The third operation ends when the sum of the pre-adjusted points of the plurality of attribute controls in the target skill adjustment area is equal to the preset point value of the target skill;
[0127] The end of the third operation is the sixth operation acting on the adjustment end control.
[0128] Optionally, the device further includes:
[0129] The introduction module is used to respond to the seventh operation acting on the target attribute control in the target skill adjustment area and display introduction prompt information about the target attribute control.
[0130] Corresponding to Figure 1 The embodiment of the present application further provides a computer device 1000, such as Figure 10 As shown, the device includes a memory 1001, a processor 1002, and a computer program stored in the memory 1001 and executable on the processor 1002. When the processor 1002 executes the computer program, the skill adjustment method is implemented, and the method includes:
[0131] In response to a first operation on a skill adjustment control in a graphical user interface, an adjustment window including at least one skill adjustment area is displayed; the skill adjustment area includes a plurality of attribute controls;
[0132] In response to a second operation on a target attribute control in the target skill adjustment area, displaying a point adjustment control for the target attribute control;
[0133] In response to a third operation on the point adjustment control, displaying the pre-adjusted points of the target attribute control on the point adjustment control according to the operation attribute information of the third operation;
[0134] In response to the completion of the third operation on the point adjustment control, the points of the target skill of the target virtual character are adjusted according to the pre-adjusted points.
[0135] Optionally, the third operation is a sliding operation; and in response to the third operation on the point adjustment control, displaying the pre-adjusted points of the target attribute control on the point adjustment control according to the operation attribute information of the third operation includes:
[0136] In response to a sliding operation on the point adjustment control, the pre-adjusted points of the target attribute control displayed on the point adjustment control are updated according to the sliding direction and sliding distance of the sliding operation.
[0137] Optionally, in response to a sliding operation on the point adjustment control, updating the pre-adjusted points of the target attribute control displayed on the point adjustment control according to the sliding direction and sliding distance of the sliding operation includes:
[0138] In response to a sliding operation on the point adjustment control, the pre-adjusted points of the target attribute control displayed on the point adjustment control are updated according to the sliding direction, sliding distance and sliding speed of the sliding operation at an update speed matching the sliding speed.
[0139] Optionally, the third operation is a click operation, and the point adjustment control includes a plus point area and a minus point area; in response to the third operation on the point adjustment control, displaying the pre-adjusted points of the target attribute control on the point adjustment control according to the operation attribute information of the third operation, including:
[0140] In response to a click operation on the point adjustment control, if the touch position of the click operation is located in the point adding area, increasing the pre-adjusted points of the target attribute control displayed on the point adjustment control;
[0141] In response to a click operation on the point adjustment control, if the touch position of the click operation is located in the point reduction area, the pre-adjusted points of the target attribute control displayed on the point adjustment control are reduced.
[0142] Optionally, in response to a second operation on a target attribute control in the target skill adjustment area, displaying a point adjustment control for the target attribute control includes:
[0143] In response to a second operation acting on the target attribute control in the target skill adjustment area, a point adjustment control regarding the target attribute control is displayed, and the initial pre-adjustment points of the target attribute control are displayed on the point adjustment control, wherein the initial pre-adjustment points are determined based on historical adjustment data of the player using the terminal device.
[0144] Optionally, the method further includes:
[0145] The remaining points in the remaining points prompt information are updated according to the pre-adjusted points of the target attribute control displayed on the point adjustment control.
[0146] Optionally, the target skill adjustment area is determined by the following steps:
[0147] In response to a first operation on a plurality of skill adjustment controls in a graphical user interface, determining a target skill from the plurality of skills, and highlighting a target skill adjustment area corresponding to the target skill in the adjustment window;
[0148] Or, in response to a fourth operation on the skill switching control in the adjustment window, the target skill adjustment area is updated from the current skill adjustment area to another skill adjustment area, and the updated target skill adjustment area is highlighted.
[0149] Optionally, the method further includes:
[0150] In response to a fifth operation acting on the simulation control in the adjustment window, a simulation game scene is entered, and in the simulation game scene, the target virtual character is controlled to perform the target skill according to the adjusted points of the target skill.
[0151] Optionally, the third operation is terminated in any one of the following ways:
[0152] If the third operation is a sliding operation, the end of the third operation is when the touch object of the third operation leaves the graphical user interface;
[0153] The end of the third operation is an operation of closing the adjustment window;
[0154] The third operation ends when the sum of the pre-adjusted points of the plurality of attribute controls in the target skill adjustment area is equal to the preset point value of the target skill;
[0155] The end of the third operation is the sixth operation acting on the adjustment end control.
[0156] Optionally, the method further includes:
[0157] In response to the seventh operation on the target attribute control in the target skill adjustment area, introductory prompt information about the target attribute control is displayed.
[0158] Specifically, the above-mentioned memory 1001 and processor 1002 can be general-purpose memory and processor, which are not specifically limited here. When the processor 1002 runs the computer program stored in the memory 1001, it can execute the above-mentioned skill adjustment method, which solves the problem of easy misoperation when adjusting the points of the target skills of the target virtual character in the prior art.
[0159] Corresponding to Figure 1 The embodiment of the present application further provides a computer-readable storage medium having a computer program stored thereon. When the computer program is executed by a processor, the steps of the skill adjustment method are as follows:
[0160] In response to a first operation on a skill adjustment control in a graphical user interface, an adjustment window including at least one skill adjustment area is displayed; the skill adjustment area includes a plurality of attribute controls;
[0161] In response to a second operation on a target attribute control in the target skill adjustment area, displaying a point adjustment control for the target attribute control;
[0162] In response to a third operation on the point adjustment control, displaying the pre-adjusted points of the target attribute control on the point adjustment control according to the operation attribute information of the third operation;
[0163] In response to the completion of the third operation on the point adjustment control, the points of the target skill of the target virtual character are adjusted according to the pre-adjusted points.
[0164] Optionally, the third operation is a sliding operation; and in response to the third operation on the point adjustment control, displaying the pre-adjusted points of the target attribute control on the point adjustment control according to the operation attribute information of the third operation includes:
[0165] In response to a sliding operation on the point adjustment control, the pre-adjusted points of the target attribute control displayed on the point adjustment control are updated according to the sliding direction and sliding distance of the sliding operation.
[0166] Optionally, in response to a sliding operation on the point adjustment control, updating the pre-adjusted points of the target attribute control displayed on the point adjustment control according to the sliding direction and sliding distance of the sliding operation includes:
[0167] In response to a sliding operation on the point adjustment control, the pre-adjusted points of the target attribute control displayed on the point adjustment control are updated according to the sliding direction, sliding distance and sliding speed of the sliding operation at an update speed matching the sliding speed.
[0168] Optionally, the third operation is a click operation, and the point adjustment control includes a plus point area and a minus point area; in response to the third operation on the point adjustment control, displaying the pre-adjusted points of the target attribute control on the point adjustment control according to the operation attribute information of the third operation, including:
[0169] In response to a click operation on the point adjustment control, if the touch position of the click operation is located in the point adding area, increasing the pre-adjusted points of the target attribute control displayed on the point adjustment control;
[0170] In response to a click operation on the point adjustment control, if the touch position of the click operation is located in the point reduction area, the pre-adjusted points of the target attribute control displayed on the point adjustment control are reduced.
[0171] Optionally, in response to a second operation on a target attribute control in the target skill adjustment area, displaying a point adjustment control for the target attribute control includes:
[0172] In response to a second operation acting on the target attribute control in the target skill adjustment area, a point adjustment control regarding the target attribute control is displayed, and the initial pre-adjustment points of the target attribute control are displayed on the point adjustment control, wherein the initial pre-adjustment points are determined based on historical adjustment data of the player using the terminal device.
[0173] Optionally, the method further includes:
[0174] The remaining points in the remaining points prompt information are updated according to the pre-adjusted points of the target attribute control displayed on the point adjustment control.
[0175] Optionally, the target skill adjustment area is determined by the following steps:
[0176] In response to a first operation on a plurality of skill adjustment controls in a graphical user interface, determining a target skill from the plurality of skills, and highlighting a target skill adjustment area corresponding to the target skill in the adjustment window;
[0177] Or, in response to a fourth operation on the skill switching control in the adjustment window, the target skill adjustment area is updated from the current skill adjustment area to another skill adjustment area, and the updated target skill adjustment area is highlighted.
[0178] Optionally, the method further includes:
[0179] In response to a fifth operation acting on the simulation control in the adjustment window, a simulation game scene is entered, and in the simulation game scene, the target virtual character is controlled to perform the target skill according to the adjusted points of the target skill.
[0180] Optionally, the third operation is terminated in any one of the following ways:
[0181] If the third operation is a sliding operation, the end of the third operation is when the touch object of the third operation leaves the graphical user interface;
[0182] The end of the third operation is an operation of closing the adjustment window;
[0183] The third operation ends when the sum of the pre-adjusted points of the plurality of attribute controls in the target skill adjustment area is equal to the preset point value of the target skill;
[0184] The end of the third operation is the sixth operation acting on the adjustment end control.
[0185] Optionally, the method further includes:
[0186] In response to the seventh operation on the target attribute control in the target skill adjustment area, introductory prompt information about the target attribute control is displayed.
[0187] Specifically, the storage medium can be a general storage medium, such as a mobile disk, a hard disk, etc. When the computer program on the storage medium is run, the above-mentioned skill adjustment method can be executed, which solves the problem of easy misoperation when adjusting the points of the target skill of the target virtual character in the prior art. When adjusting the points of the target skill of the target virtual character, the present application increases the points of which attribute of the target skill, and uses the attribute property control as the target attribute control, and controls other attribute controls to enter a locked state to reduce the player's misoperation of other attribute controls, and only the point adjustment control of the target attribute control will be displayed in the graphical user interface, so that the player can only adjust the points of the attribute of the target attribute control, further reducing the player's misoperation.
[0188] In the embodiments provided in this application, it should be understood that the disclosed methods and devices can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, 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 through some communication interface, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.
[0189] 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.
[0190] In addition, each functional unit in the embodiments provided in the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
[0191] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several 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.
[0192] It should be noted that similar numbers and letters represent similar items in the following figures. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are only used to distinguish the description and are not to be understood as indicating or implying relative importance.
[0193] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present application, which are used to illustrate the technical solutions of the present application, rather than to limit them. The scope of protection of the present application is not limited thereto. Although the present application has been described in detail with reference to the above-described embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-described embodiments within the technical scope disclosed in the present application, or perform equivalent replacements for some of the technical features thereof. However, these modifications, changes, or replacements do not deviate from the essence of the corresponding technical solutions from the spirit and scope of the technical solutions of the embodiments of the present application. They should all be included in the scope of protection of the present application. Therefore, the scope of protection of the present application shall be subject to the scope of protection of the claims.
Claims
1. A method for skill adjustment, characterized in that: Applied to a terminal device, the terminal device provides a graphical user interface, including: In response to a first operation on a skill adjustment control in a graphical user interface, an adjustment window including at least one skill adjustment area is displayed; the skill adjustment area includes a plurality of attribute controls; In response to a second operation on a target attribute control in the target skill adjustment area, displaying a point adjustment control for the target attribute control; In response to a third operation on the point adjustment control, displaying the pre-adjusted points of the target attribute control on the point adjustment control according to the operation attribute information of the third operation; wherein the operation attribute information is information recorded by the terminal device during the implementation of the third operation, and the pre-adjusted points will change as the operation attribute information of the third operation changes; In response to the completion of the third operation on the point adjustment control, the points of the target skill of the target virtual character are adjusted according to the pre-adjusted points; wherein the points of the target skill after adjustment cannot exceed the preset point value corresponding to the target skill.
2. The method according to claim 1, characterized in that The third operation is a sliding operation; in response to the third operation on the point adjustment control, displaying the pre-adjusted points of the target attribute control on the point adjustment control according to the operation attribute information of the third operation, including: In response to a sliding operation on the point adjustment control, the pre-adjusted points of the target attribute control displayed on the point adjustment control are updated according to the sliding direction and sliding distance of the sliding operation.
3. The method according to claim 2, characterized in that In response to a sliding operation on the point adjustment control, updating the pre-adjusted points of the target attribute control displayed on the point adjustment control according to the sliding direction and sliding distance of the sliding operation, including: In response to a sliding operation on the point adjustment control, the pre-adjusted points of the target attribute control displayed on the point adjustment control are updated according to the sliding direction, sliding distance and sliding speed of the sliding operation at an update speed matching the sliding speed.
4. The method according to claim 1, wherein The third operation is a click operation, and the point adjustment control includes a plus point area and a minus point area. In response to the third operation on the point adjustment control, the pre-adjusted points of the target attribute control are displayed on the point adjustment control according to the operation attribute information of the third operation, including: In response to a click operation on the point adjustment control, if the touch position of the click operation is located in the point adding area, increasing the pre-adjusted points of the target attribute control displayed on the point adjustment control; In response to a click operation on the point adjustment control, if the touch position of the click operation is located in the point reduction area, the pre-adjusted points of the target attribute control displayed on the point adjustment control are reduced.
5. The method according to claim 1, wherein In response to a second operation on a target attribute control in the target skill adjustment area, a point adjustment control for the target attribute control is displayed, including: In response to a second operation acting on the target attribute control in the target skill adjustment area, a point adjustment control regarding the target attribute control is displayed, and the initial pre-adjustment points of the target attribute control are displayed on the point adjustment control, wherein the initial pre-adjustment points are determined based on historical adjustment data of the player using the terminal device.
6. The method according to claim 1, characterized in that The method further comprises: The remaining points in the remaining points prompt information are updated according to the pre-adjusted points of the target attribute control displayed on the point adjustment control.
7. The method according to claim 1, characterized in that The target skill adjustment area is determined by the following steps: In response to a first operation on a plurality of skill adjustment controls in a graphical user interface, determining a target skill from the plurality of skills, and highlighting a target skill adjustment area corresponding to the target skill in the adjustment window; Or, in response to a fourth operation on the skill switching control in the adjustment window, the target skill adjustment area is updated from the current skill adjustment area to another skill adjustment area, and the updated target skill adjustment area is highlighted.
8. The method according to claim 1, characterized in that The method further comprises: In response to a fifth operation acting on the simulation control in the adjustment window, a simulation game scene is entered, and in the simulation game scene, the target virtual character is controlled to perform the target skill according to the adjusted points of the target skill.
9. The method according to claim 1, characterized in that The third operation is terminated in any of the following ways: If the third operation is a sliding operation, the end of the third operation is when the touch object of the third operation leaves the graphical user interface; The end of the third operation is an operation of closing the adjustment window; The third operation ends when the sum of the pre-adjusted points of the plurality of attribute controls in the target skill adjustment area is equal to the preset point value of the target skill; The end of the third operation is the sixth operation acting on the adjustment end control.
10. The method according to claim 1, characterized in that The method further comprises: In response to the seventh operation on the target attribute control in the target skill adjustment area, introductory prompt information about the target attribute control is displayed.
11. A device for skill adjustment, characterized in that: Applied to a terminal device, the terminal device provides a graphical user interface, including: A first response module, configured to respond to a first operation on a skill adjustment control in the graphical user interface and display an adjustment window including at least one skill adjustment area; the skill adjustment area includes a plurality of attribute controls; A second response module is configured to respond to a second operation on a target attribute control in the target skill adjustment area and display a point adjustment control for the target attribute control; a third response module, configured to respond to a third operation on the point adjustment control and display, on the point adjustment control, a pre-adjusted point value of the target attribute control according to operation attribute information of the third operation; wherein the operation attribute information is information recorded by the terminal device during the implementation of the third operation, and the pre-adjusted point value changes as the operation attribute information of the third operation changes; The fourth response module is used to respond to the completion of the third operation on the point adjustment control and adjust the points of the target skill of the target virtual character according to the pre-adjusted points; wherein the points of the target skill after adjustment cannot exceed the preset point value corresponding to the target skill.
12. A computer device comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein: When the processor executes the computer program, the steps of the method according to any one of claims 1 to 10 are implemented.
13. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 10 are executed.
Citation Information
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