Method and device for controlling skills in a game, and electronic terminal

By displaying quantity controls and skill release location prompts in the graphical user interface of the game terminal device, the problem of difficulty in determining the skill release location is solved, enabling fast and convenient skill release operations and improving the gaming experience.

CN116726485BActive Publication Date: 2026-05-29NETEASE (HANGZHOU) NETWORK CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2022-03-01
Publication Date
2026-05-29

AI Technical Summary

Technical Problem

Determining the skill release location in existing games is quite difficult, which affects the player's gaming experience.

Method used

The terminal device provides a graphical user interface that displays quantity controls to indicate the number of selectable virtual characters and displays a prompt indicating the skill release location in response to the selection operation, simplifying the process of determining the skill release location.

Benefits of technology

Players can quickly and easily determine the location to release skills, reducing the difficulty of operation and improving the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application provides a game skill control method and device and an electronic terminal, and relates to the technical field of games, and alleviates the technical problem that the operation difficulty of a player in a game to determine a suitable skill release position is relatively large. The method comprises the following steps: in response to a specified operation on a range skill control, at least one quantity control is displayed at a corresponding position of the range skill control; the quantity control is used to represent a selectable quantity of a first virtual role; each selectable quantity corresponds to a skill release position, and the skill release position takes a specified scene range as a range skill release target, and the specified scene range contains the selectable quantity of the first virtual role; in response to a selection operation on a target quantity control in the at least one quantity control, a first prompt mark of a target skill release position is displayed in a graphical user interface; the target selectable quantity represented by the target quantity control corresponds to the target skill release position.
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Description

Technical Field

[0001] This application relates to the field of game technology, and in particular to a method, device, and electronic terminal for controlling skills in games. Background Technology

[0002] In games like Naraka: Bladepoint and Onmyoji Arena, players can control virtual characters to unleash area-of-effect skills within the game environment, achieving the effect of attacking multiple virtual characters simultaneously. For example, in the game, a player can control a virtual character to throw a bomb at three virtual characters positioned close together, causing the bomb to damage all three virtual characters at the same time.

[0003] However, with the existing skill control method, it is difficult for players to determine the appropriate position for skill release, which affects the player's gaming experience. Summary of the Invention

[0004] The purpose of this application is to provide a method, device, and electronic terminal for controlling skills in games, so as to alleviate the technical problem of the difficulty for players in determining the appropriate skill release position in games.

[0005] In a first aspect, embodiments of this application provide a method for controlling skills in a game, which provides a graphical user interface through a terminal device. The game scene includes at least one first virtual character, and the graphical user interface includes range-based skill controls. The method includes:

[0006] In response to a specified operation on the range-based skill control, at least one quantity control is displayed at the corresponding position of the range-based skill control; wherein the quantity control is used to represent the selectable quantity of the first virtual character; each selectable quantity corresponds to a skill release position, the skill release position takes a specified scene range as the range-based skill release target, and the specified scene range includes the selectable quantity of the first virtual character;

[0007] In response to a selection operation of a target quantity control among the at least one quantity control, a first prompt icon indicating the target skill release position is displayed in the graphical user interface; wherein the number of targets that can be selected, represented by the target quantity control, corresponds to the target skill release position.

[0008] In one possible implementation, in response to a selection operation of a target quantity control in the at least one quantity control, a second prompt icon is displayed for the target first virtual character; the target skill release location uses a target-specified scene range as the range of the skill release target, and the target-specified scene range includes the number of target first virtual characters that can be selected.

[0009] In one possible implementation, the step of controlling the display of a first indicator of the target skill release location in the graphical user interface in response to a selection operation of a target quantity control among the at least one quantity control includes:

[0010] In response to a sliding operation where a touch point moves to a target quantity control in the at least one quantity control, a first prompt icon indicating the target skill release position is displayed in the graphical user interface.

[0011] In one possible implementation, the specified operation includes any one or more of the following:

[0012] Clicking, swiping, and touch actions that exceed a preset time.

[0013] In one possible implementation, the selection operation includes any one or more of the following:

[0014] Clicking, swiping, and touch actions that exceed a preset time.

[0015] In one possible implementation, the game scene includes a second virtual character controlled by the terminal device; the ranged skill control is used to release ranged skills; and it also includes:

[0016] In response to the release operation of the area-of-effect skill targeting the target skill release location, the second virtual character is controlled to release the area-of-effect skill at the target skill release location.

[0017] In one possible implementation, the game scene includes a second virtual character controlled by the terminal device; the ranged skill control is used to release ranged skills; and it also includes:

[0018] In response to the second virtual character moving to the target skill release location, the second virtual character is controlled to release the area-of-effect skill at the current location.

[0019] In one possible implementation, the game scene includes a second virtual character controlled by the terminal device; the ranged skill control is used to release ranged skills;

[0020] Following the step of controlling the display of a first indicator of the target skill release location in the graphical user interface in response to a selection operation of the target quantity control among the at least one quantity control, the method further includes:

[0021] In response to the end of the touch operation for selecting the target quantity control, the second virtual character is controlled to release the area-of-effect skill at the target skill release location.

[0022] In one possible implementation, the game scene includes a second virtual character controlled by the terminal device; the ranged skill control is used to release ranged skills;

[0023] Following the step of controlling the display of a first indicator of the target skill release location in the graphical user interface in response to a selection operation of the target quantity control among the at least one quantity control, the method further includes:

[0024] In response to the end of the touch operation for selecting the target quantity control, the second virtual character is controlled to move to the target skill release location and release the area-of-effect skill at the target skill release location.

[0025] In one possible implementation, the game scene includes a second virtual character controlled by the terminal device;

[0026] The selectable number is less than or equal to a first number, wherein the first number is the maximum number of the first virtual characters existing within a preset range around the second virtual character in the game scene.

[0027] In one possible implementation, the target skill release location uses a target-specified scene range as the range-based skill release target, and the target-specified scene range includes a number of target first virtual characters that can be selected; wherein, the target first virtual character is the first virtual character within the preset range that is closest to the second virtual character.

[0028] In one possible implementation, the target skill release location uses the target-specified scene range as the range of the skill release target; the first prompt identifier of the target skill release location changes as the target first virtual character moves, so as to maintain the target-specified scene range containing the number of target first virtual characters that can be selected.

[0029] Secondly, a skill control device for a game is provided, which provides a graphical user interface via a terminal device. The game scene includes at least one first virtual character, and the graphical user interface includes ranged skill controls. The device includes:

[0030] A first control module is configured to respond to a specified operation on the range-bound skill control by controlling the display of at least one quantity control at the corresponding position of the range-bound skill control; wherein the quantity control is used to represent the selectable quantity of the first virtual character; each selectable quantity corresponds to a skill release position, the skill release position takes a specified scene range as the range-bound skill release target, and the specified scene range includes the selectable quantity of the first virtual character.

[0031] The second control module is configured to, in response to a selection operation of the target quantity control in the at least one quantity control, control the display of a first prompt icon for the target skill release position in the graphical user interface; wherein the number of targets that can be selected by the target quantity control corresponds to the target skill release position.

[0032] Thirdly, embodiments of this application provide an electronic terminal, including a memory and a processor. The memory stores a computer program that can run on the processor, and the processor executes the computer program to implement the steps of the method described in the first aspect above.

[0033] Fourthly, embodiments of this application also provide a computer-readable storage medium storing computer-executable instructions, which, when invoked and executed by a processor, cause the processor to perform the method described in the first aspect above.

[0034] The embodiments of this application bring the following beneficial effects:

[0035] This application provides a method, device, and electronic terminal for controlling skills in a game. In response to a specified operation on a range-bound skill control, it controls the display of at least one quantity control at the corresponding position of the range-bound skill control. The quantity control represents the selectable quantity of a first virtual character. Each selectable quantity corresponds to a skill release position. The skill release position uses a specified scene range as the target for the range-bound skill release. The specified scene range contains the selectable quantity of the first virtual character. Then, in response to a selection operation on the target quantity control among the at least one quantity control, it controls the display of a first prompt icon for the target skill release position in the graphical user interface. The target selectable quantity represented by the target quantity control corresponds to the target skill release position. In this solution, after a player performs a specified operation on a range-of-effect skill control in the graphical user interface, the system can display one or more quantity controls at the corresponding position of the range-of-effect skill control. The quantity controls correspond to the number of virtual characters that the range-of-effect skill can hit simultaneously. By selecting the quantity controls, the player can determine the target number of virtual characters that the range-of-effect skill can hit simultaneously. The system can then display the skill release position to the player in the graphical user interface, intuitively prompting the player that releasing the range-of-effect skill at that position can hit the target number of virtual characters simultaneously. This allows players to quickly and conveniently determine the skill release position, making the operation of determining the appropriate skill release position simpler and alleviating the technical problem of the high difficulty for players to determine the appropriate skill release position in the game. Attached Figure Description

[0036] To more clearly illustrate the technical solutions in the specific embodiments of this application or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this application. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0037] Figure 1 This is a schematic diagram illustrating an application scenario provided in the embodiments of this application;

[0038] Figure 2 This paper shows a schematic diagram of the structure of an electronic terminal provided in an embodiment of this application;

[0039] Figure 3 This is a schematic diagram illustrating a usage scenario of a touch terminal provided in an embodiment of this application;

[0040] Figure 4 A flowchart illustrating a method for controlling skills in a game, provided as an embodiment of this application;

[0041] Figure 5 A schematic diagram of an electronic terminal displaying a graphical user interface, provided for an embodiment of this application;

[0042] Figure 6 A schematic diagram of an electronic terminal displaying another graphical user interface, provided for an embodiment of this application;

[0043] Figure 7 A schematic diagram of an electronic terminal displaying another graphical user interface, provided for an embodiment of this application;

[0044] Figure 8 A schematic diagram of an electronic terminal displaying another graphical user interface, provided for an embodiment of this application;

[0045] Figure 9 A schematic diagram of an electronic terminal displaying another graphical user interface, provided for an embodiment of this application;

[0046] Figure 10 The present application provides a schematic diagram of the structure of a game skill control device. Detailed Implementation

[0047] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0048] The terms "comprising" and "having," and any variations thereof, used in the embodiments of this application, are intended to cover non-exclusive inclusion. For example, a process, method, system, product, or device that includes a series of steps or units is not limited to the steps or units listed, but may optionally include other steps or units not listed, or may optionally include other steps or units inherent to these processes, methods, products, or devices.

[0049] With existing methods for controlling the release of area-of-effect (AoE) skills, when multiple virtual characters are present in the game scene, players need to rely on their gaming experience to determine the optimal location for releasing an AoE skill to hit all of them. This is especially true in chaotic game situations, where determining the appropriate skill release location becomes even more difficult. Therefore, with this existing skill control method, determining the appropriate skill release location is challenging and negatively impacts the player's gaming experience.

[0050] Based on this, the embodiments of this application provide a method, device and electronic terminal for controlling skills in games, which alleviates the technical problem that it is difficult for players to determine the appropriate skill release position in games.

[0051] In one embodiment of this application, the skill control method in the game can run on a local terminal device or a server. When the skill control method in the game runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0052] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of skill control methods in the game are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0053] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0054] In one possible implementation, this application provides a method for controlling skills in a game, which provides a graphical user interface through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0055] For example, such as Figure 1 As shown, Figure 1 This is a schematic diagram of an application scenario provided by an embodiment of this application. The application scenario may include a touch terminal (e.g., mobile phone 102) and a server 101. The touch terminal can communicate with the server 101 via a wired or wireless network. The touch terminal is used to run a virtual desktop, through which it can interact with the server 101 to control virtual characters within the server 101.

[0056] This embodiment uses a mobile phone 102 as an example to illustrate the touch terminal. The mobile phone 102 includes components such as a radio frequency (RF) circuit 210, a memory 220, a touchscreen 230, and a processor 240. Those skilled in the art will understand that... Figure 2 The mobile phone structure shown does not constitute a limitation on the mobile phone and may include more or fewer components than shown, or combine or separate certain components, or have different component arrangements. Those skilled in the art will understand that the touchscreen 230 is a user interface (UI), and the mobile phone 102 may include a user interface with fewer components than shown.

[0057] RF circuit 210 can also communicate wirelessly with networks and other devices. The wireless communication can use any communication standard or protocol, including but not limited to Global System for Mobile Communications (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, and Short Messaging Service (SMS).

[0058] The memory 220 can be used to store software programs and modules. The processor 240 executes various functional applications and data processing of the mobile phone 102 by running the software programs and modules stored in the memory 220. The memory 220 may mainly include a program storage area and a data storage area. The program storage area may store the operating system, at least one application required for a function, etc.; the data storage area may store data created based on the use of the mobile phone 102, etc. In addition, the memory 220 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.

[0059] The touchscreen 230 can be used to display a graphical user interface and receive user actions on the graphical user interface. Specifically, the touchscreen 230 may include a display panel and a touch panel. The display panel can be configured as a liquid crystal display (LCD), organic light-emitting diode (OLED), or similar device. The touch panel can collect touch or non-touch operations from the user on or near it (e.g., ...). Figure 3As shown, the user operates on or near the touch panel using their finger 301, stylus, or any suitable object or accessory, generating pre-set operation commands. The touch panel can include a touch detection device and a touch controller. The touch detection device detects the user's touch position and posture, and detects the signals generated by the touch operation, transmitting the signals to the touch controller. The touch controller receives touch information from the touch detection device, converts it into information that the processor can process, and sends it to the processor 240. It can also receive and execute commands from the processor 240. Furthermore, the touch panel can be implemented using various types of technologies, such as resistive, capacitive, infrared, and surface acoustic wave, or any future-developed technology. Further, the touch panel can cover the display panel. The user can operate on or near the touch panel covered by the display panel according to the graphical user interface displayed on the display panel. After detecting the operation on or near the touch panel, the touch panel transmits it to the processor 240 to confirm the user input. Subsequently, the processor 240 responds to the user input by providing corresponding visual output on the display panel. In addition, the touch panel and the display panel can be implemented as two separate components or integrated together.

[0060] The processor 240 is the control center of the mobile phone 102. It connects various parts of the mobile phone through various interfaces and lines. By running or executing software programs and / or modules stored in the memory 220, and calling data stored in the memory 220, it performs various functions of the mobile phone 102 and processes data, thereby monitoring the mobile phone as a whole.

[0061] The embodiments of this application will be further described below with reference to the accompanying drawings.

[0062] Figure 4 This is a flowchart illustrating a method for controlling skills in a game, provided as an embodiment of this application. The method can be applied to terminal devices capable of displaying a graphical user interface (e.g., Figure 2 The mobile phone 102 shown provides a graphical user interface through the terminal device. The game scene contains at least one first virtual character, and the graphical user interface contains ranged skill controls. For example... Figure 4 As shown, the method includes:

[0063] Step S410: In response to a specified operation for a range-bound skill control, control to display at least one quantity control at the corresponding position of the range-bound skill control.

[0064] The quantity control represents the number of first virtual characters that can be selected; each selectable quantity corresponds to a skill release position, and the skill release position uses a specified scene range as the target of the skill release, and the specified scene range contains the number of first virtual characters that can be selected.

[0065] For example, such as Figure 5 As shown, players can click on the area-of-effect skill control 501 (a specified action). The system will then display a quantity control at the corresponding position above the area-of-effect skill control 501. The number of quantity controls can depend on the number of virtual characters in the specified scene. Figure 5 There are 3 first virtual characters within the specified scene range (e.g. Figure 6 (The black character in the picture), so three quantity controls can be displayed in the corresponding position above the range skill control 501, and each selectable quantity corresponds to one skill release position.

[0066] It should be noted that the corresponding position can be any position around the ranged skill control 501. This embodiment of the application uses the position above the ranged skill control 501 as an example for explanation. The first virtual character can be a friendly virtual character of the same faction as the player, an enemy virtual character of the opposing faction as the player, or a neutral virtual character, etc.

[0067] Step S420, in response to a selection operation for a target quantity control in at least one quantity control, controls the display of a first prompt indicator of the target skill release location in the graphical user interface.

[0068] The target quantity control indicates the number of targets that can be selected, corresponding to the target skill release position.

[0069] For example, such as Figure 6 As shown, players can select the target quantity control by clicking the target quantity control 601 among the three quantity controls. The target quantity control 601 corresponds to hitting the first virtual character three times. Therefore, the system will display the first prompt mark 602 of the target skill release location in the graphical user interface. Releasing the area-of-effect skill corresponding to the area-of-effect skill control 603 at this location can hit the first virtual character three times simultaneously (e.g., ...). Figure 6 (The black figures in the story).

[0070] In this embodiment, after a player performs a specified operation on a range-based skill control in the graphical user interface, the system can display one or more quantity controls at the corresponding position of the range-based skill control. The quantity controls correspond to the number of virtual characters that the range-based skill can hit simultaneously. By selecting the quantity controls, the player can determine the target number of virtual characters that the range-based skill can hit simultaneously. Then, the system can display the skill release position for the player in the graphical user interface, which can intuitively prompt the player that releasing the range-based skill at this position can hit the target number of virtual characters simultaneously. This allows the player to quickly and conveniently determine the skill release position, making the operation of determining the appropriate skill release position simpler and alleviating the technical problem of the high difficulty for players to determine the appropriate skill release position in the game.

[0071] The steps described above will be explained in detail below.

[0072] In some embodiments, the system can also provide a prompt for the first virtual character to be hit corresponding to the selected target quantity control. For example, after the player selects the number of virtual characters to be hit by a skill, the system can not only prompt the location where the target skill is released, but also identify the virtual characters that the target skill can hit, thus providing a clear prompt to the player, allowing the player to quickly and accurately confirm where to release the skill and which virtual characters it can hit. As an example, the method may also include the following steps:

[0073] Step a) In response to the selection operation of the target quantity control in at least one quantity control, control the display of a second prompt icon for the target first virtual character; the target skill release location takes the target specified scene range as the range skill release target, and the target specified scene range contains the target first virtual character that can be selected.

[0074] For example, such as Figure 6 As shown, players can select a target quantity control by clicking on the target quantity control 601 among the three quantity controls. The target quantity control 601 corresponds to three target first virtual characters. Therefore, the system can display a first indicator 602 indicating the target skill release location in the graphical user interface. Releasing the area-of-effect skill corresponding to the area-of-effect skill control 603 at this location will simultaneously hit all three target first virtual characters (black figures). Simultaneously, the system can also identify these three target first virtual characters, for example, by displaying a triangle above them (a second indicator) to indicate which target first virtual characters the area-of-effect skill corresponding to the area-of-effect skill control 603 can simultaneously hit.

[0075] In practical applications, the second prompt icon can include various types. In addition to displaying a special icon above the target first virtual character as mentioned above, the target first virtual character can also be highlighted or given a special outline.

[0076] It should be noted that the second prompt can be displayed anywhere around the target first virtual character, but displaying it above the target first virtual character can minimize the obstruction of the target first virtual character and make it easier for players to observe, allowing players to obtain as much game information as possible from the game screen.

[0077] By responding to the player's selection of the quantity control, the system determines the number of target virtual characters the player wants to hit simultaneously with an area-of-effect skill, and marks these target virtual characters with a second prompt icon, thus providing the player with intuitive prompts. This allows the player to quickly and accurately confirm where to release the skill and which virtual characters can be hit.

[0078] In some embodiments, players can also perform continuous operations between the specified operation and the selection operation without lifting their fingers. For example, by sliding their fingers from the range skill control to the quantity control, players can conveniently and quickly select the target quantity, allowing the system to intuitively indicate the target skill release location to the player in the graphical user interface. For example, step S420 may specifically include the following steps:

[0079] Step b) In response to a sliding operation where the touch point of the specified operation moves to the target quantity control in at least one quantity control, a first prompt indicator of the target skill release location is displayed in the graphical user interface.

[0080] As an example, such as Figure 5 As shown, after the player clicks (specified operation) the area-of-effect skill control 501, without lifting their finger, they slide their finger to the quantity control 502. The system will confirm that the number of target first virtual characters for the area-of-effect skill corresponding to the area-of-effect skill control 501 is 3, thereby controlling the display of the first prompt mark of the target skill release position in the graphical user interface. That is, releasing the area-of-effect skill at this position can hit 3 first virtual characters at the same time.

[0081] As another example, such as Figure 5As shown, after the player clicks (specified operation) the area-of-effect skill control 501, without lifting their finger, they slide their finger onto the quantity control 503. The system will confirm that the number of target first virtual characters for the area-of-effect skill corresponding to the area-of-effect skill control 501 is 2, thereby controlling the display of the first prompt mark of the target skill release position in the graphical user interface. That is, releasing the area-of-effect skill at this position can hit 2 first virtual characters at the same time.

[0082] By enabling the system to respond to a sliding operation where a touch point moves to the target quantity control in at least one quantity control, and controlling the display of the first prompt indicator of the target skill release location in the graphical user interface, players can perform continuous operations without lifting their fingers, simplifying the operation steps and thus enabling convenient and quick selection of the target quantity.

[0083] In some embodiments, there can be multiple ways to specify the operation for a range-based skill control, making the operation more flexible. For example, the specified operation can include multiple types to achieve triggering of the quantity control in various flexible ways, adapting to the gaming habits of different players. Exemplarily, the specified operation includes any one or more of the following:

[0084] Clicking, swiping, and touch actions that exceed a preset time.

[0085] As an example, such as Figure 5 As shown, players can trigger quantity controls by clicking the area-of-effect skill control 501. In response to the player's click on the area-of-effect skill control 501, the system displays one or more quantity controls, such as the quantity control 502, at the corresponding position on the area-of-effect skill control 501. The click operation can include single-click, double-click, etc.

[0086] As another example, such as Figure 5 As shown, players can trigger quantity controls by sliding their fingers from within the range skill control 501 to outside the range skill control 501. In response to the player's sliding action on the range skill control 501, the system displays one or more quantity controls, such as the quantity control 502, at the corresponding position on the range skill control 501.

[0087] As another example, such as Figure 5As shown, players can trigger quantity controls by long-pressing the range-based skill control 501, exceeding a preset time. In response to the long-press, the system displays one or more quantity controls, such as the quantity control 502, at the corresponding position on the range-based skill control 501. The preset time can be any duration, such as 0.5 seconds, 1 second, or 2 seconds.

[0088] By allowing specified operations to encompass multiple operation types, players can trigger quantity controls through various operation types, adapting to the gaming habits of different players. Players can choose the appropriate operation type according to their personal preferences, thus improving the gaming experience.

[0089] In some embodiments, there can be multiple ways to select the target quantity control in the quantity control, making the operation more flexible. For example, the selection operation can include multiple types to achieve the selection of the target quantity in a variety of flexible ways, adapting to the gaming habits of different players. For example, the selection operation includes any one or more of the following:

[0090] Clicking, swiping, and touch actions that exceed a preset time.

[0091] As an example, such as Figure 5 As shown, players can select a target quantity control by clicking the quantity control 502. The system responds to the player's click on the quantity control 502, determines the selected target quantity control, and thus determines the target quantity of the first virtual character corresponding to that target quantity control. The click operation can include single-click, double-click, etc.

[0092] As another example, such as Figure 5 As shown, players can select a target quantity control by sliding their finger from inside the quantity control 502 to an area outside the quantity control 502. The system responds to the player's sliding action on the quantity control 502, determines the selected target quantity control, and thus determines the target number of the first virtual character corresponding to the target quantity control.

[0093] As another example, such as Figure 5 As shown, players can select a quantity control by long-pressing the quantity control 502 for a duration exceeding a preset time. The system responds to the player's long-press operation on the quantity control 502, determines the target quantity control selected by the player, and thus determines the target first virtual character quantity corresponding to the target quantity control. The preset time can be any duration, such as 0.5 seconds, 1 second, 2 seconds, etc.

[0094] By making the selection operation cover multiple operation types, players can choose the target quantity control through multiple operation types, which can adapt to the gaming habits of different players. Players can choose the appropriate operation type according to their personal habits, thus improving the gaming experience.

[0095] In some embodiments, players can control a second virtual character to unleash an area-of-effect (AoE) skill at a target skill location, achieving the effect of casting an AoE skill from a distance and enabling precise and rapid casting of AoE skills. As an example, the game scene includes a second virtual character controlled by a terminal device; an AoE skill control is used to cast the AoE skill; the method may further include the following steps:

[0096] Step c) In response to the release operation of an area-of-effect skill targeting the target skill release location, control the second virtual character to release an area-of-effect skill at the target skill release location.

[0097] For example, such as Figure 6 As shown, players can select the target quantity control by clicking the target quantity control 601 among the three quantity controls. The target quantity control 601 corresponds to a hit count of 3 for the first virtual character. Therefore, the system will display the first prompt mark 602 of the target skill release location in the graphical user interface. The game scene also includes a second virtual character 605 controlled by the player through the terminal device. When the player releases an area-of-effect skill (e.g., throw a bomb) corresponding to the area-of-effect skill control 603 at the target skill release location, the system will control the second virtual character 605 to remotely release the area-of-effect skill at the target skill release location. The area-of-effect skill can hit 3 first virtual characters (black figures) at the same time.

[0098] By including a second virtual character controlled by a terminal device in the game scene, and making the system respond to the player's release operation of an area-of-effect skill targeting the skill release location, the system controls the second virtual character to release an area-of-effect skill towards the target skill release location, thus achieving the effect of releasing an area-of-effect skill from a distance and enabling the quick release of area-of-effect skills.

[0099] In some embodiments, when the player-controlled second virtual character moves to the target skill release location, it can automatically release an area-of-effect skill, making the release method of area-of-effect skills more flexible and enabling quick release of these skills. As an example, the game scene includes a second virtual character controlled by a terminal device; an area-of-effect skill control is used to release the area-of-effect skill; the method may further include the following steps:

[0100] Step d): In response to the second virtual character moving to the target skill release location, control the second virtual character to release an area-of-effect skill at the current location.

[0101] For example, such as Figure 7 As shown, players can select the target quantity control by clicking the target quantity control 701 among the three quantity controls. The target quantity control 701 corresponds to hitting the first virtual character 3 times. Therefore, the system will display the first prompt mark 702 of the target skill release location in the graphical user interface. The game scene also includes a second virtual character 703 controlled by the player through the terminal device. When the player controls the second virtual character 703 to move to the area corresponding to the first prompt mark 702 and releases the area-of-effect skill corresponding to the area-of-effect skill control 704 (for example, the second virtual character 703 releases a shock wave to the surroundings), the system will control the second virtual character to release the area-of-effect skill. The area-of-effect skill can hit 3 first virtual characters (black little men) at the same time.

[0102] By including a second virtual character controlled by a terminal device in the game scene, and making the system respond to the second virtual character moving to the target skill release location, the system controls the second virtual character to release an area-of-effect skill at the current location, thus realizing the quick release of area-of-effect skills.

[0103] In some embodiments, the system can control a virtual character to automatically release area-of-effect (AOE) skills. For example, after the player selects the number of targets a skill will hit, the system controls the virtual character to automatically release the AOE skill remotely at the target skill release location, reducing operation steps and enabling quick remote release of AOE skills. As an example, the game scene includes a second virtual character controlled by a terminal device; the AOE skill control is used to release the AOE skill; after step S420 above, the method may further include the following steps:

[0104] Step e) In response to the end of the touch operation for the selection operation of the target quantity control, control the second virtual character to release an area-of-effect skill at the target skill release location.

[0105] For example, such as Figure 6As shown, the game scene also includes a second virtual character 605 controlled by the player via a terminal device. The player can select the target quantity control 601 among the three quantity controls. The target quantity control 601 corresponds to hitting three of the first virtual characters. Therefore, the system will display a first prompt icon 602 indicating the target skill release location in the graphical user interface. When the player ends the touch on the target quantity control 601 (e.g., lifting the finger), the player does not need to release the area-of-effect skill corresponding to the area-of-effect skill control 603 (e.g., throwing a bomb) at the target skill release location again. The system will control the second virtual character 605 to automatically release the area-of-effect skill remotely to the target skill release location. The area-of-effect skill can hit three of the first virtual characters (black figures) simultaneously.

[0106] By making the system respond to the end of the touch operation of selecting the target quantity control, the system controls the second virtual character to release an area-of-effect skill at the target skill release location. This achieves the goal of automatically releasing an area-of-effect skill remotely to the target skill release location without the need for manual operation by the player. This simplifies the player's operation steps, reduces the likelihood of misoperation, and enables the remote and quick release of area-of-effect skills, thereby improving the player's gaming experience.

[0107] In some embodiments, the system can control the virtual character to move automatically and release area-of-effect skills. For example, after the player selects the number of targets to hit with a skill, the system controls the virtual character to automatically move to the target skill release location. When the virtual character reaches the target skill release location, it will automatically release the area-of-effect skill, reducing the player's operational difficulty and enabling quick and flexible release of area-of-effect skills. As an example, the game scene includes a second virtual character controlled by a terminal device; the area-of-effect skill control is used to release the area-of-effect skill; after step S420 above, the method may further include the following steps:

[0108] Step f) In response to the end of the touch operation for the selection operation of the target quantity control, the second virtual character is controlled to move to the target skill release position and release an area-of-effect skill at the target skill release position.

[0109] For example, such as Figure 7As shown, the game scene also includes a second virtual character 703 controlled by the player via a terminal device. The player can select the target quantity control 701 among the three quantity controls. The target quantity control 701 corresponds to hitting three first virtual characters, so the system will display a first prompt indicator 702 indicating the target skill release location in the graphical user interface. When the player ends the touch on the target quantity control 701 (e.g., lifting the finger), the player does not need to manually control the second virtual character 703 to move to the area corresponding to the first prompt indicator 702. The system can automatically control the second virtual character 703 to move to the area corresponding to the first prompt indicator 702 and release the area-of-effect skill corresponding to the area-of-effect skill control 704 (e.g., the second virtual character 703 releases a shockwave around itself). The area-of-effect skill can hit three first virtual characters (black figures) simultaneously.

[0110] By making the system respond to the end of the touch operation of selecting the target quantity control, the system controls the second virtual character to move to the target skill release location and release an area-of-effect skill at the target skill release location. This achieves the goal of automatically moving the second virtual character to the target skill release location and releasing the area-of-effect skill without the player's manual operation. This reduces the difficulty of operation for the player, makes it less likely for the player to make mistakes, realizes the remote and quick release of area-of-effect skills, and improves the player's gaming experience.

[0111] In some embodiments, players can only target other virtual characters near their controlled virtual character with their skills. For example, the system counts other virtual characters within a preset range around the player's controlled virtual character and uses the count as the maximum selectable number. A quantity control of the same maximum selectable number is provided to intuitively guide the player, allowing them to quickly and accurately determine where to release the skill and which virtual characters can be hit, while also preventing the player from selecting too many targets. For instance, the game scene includes a second virtual character controlled by a terminal device; the selectable number is less than or equal to a first number, where the first number is the maximum number of first virtual characters within a preset range around the second virtual character in the game scene.

[0112] As an example, such as Figure 5 As shown, there are 3 first virtual characters (black figures) within a preset range around the second virtual character 504 in the game scene. The first number is 3, so the maximum number that can be selected is 3. The system can provide the player with a maximum of 3 quantity controls in the graphical user interface.

[0113] As another example, such as Figure 8As shown, there are two first virtual characters (black figures) within a preset range around the second virtual character 801 in the game scene. The first number is two, so the maximum number that can be selected is two. The system can provide the player with a maximum of two quantity controls in the graphical user interface.

[0114] It should be noted that, as Figure 5 As shown, the preset range can be of any size. It can be a circular area with a radius of 10 meters centered on the second virtual character 504; it can be a fan-shaped area in front of the second virtual character 504; it can be a spherical area with a radius of 10 meters centered on the second virtual character 504, etc.

[0115] The system detects the maximum number of first virtual characters within a preset range around the second virtual character in the game scene, and ensures that the number of selectable characters provided to the player is less than or equal to the first number. This allows the player to know which first virtual characters can be hit with area-of-effect skills, providing an intuitive prompt to the player and enabling them to quickly and accurately determine the appropriate skill release position.

[0116] In some embodiments, the nearest other virtual character can be preferentially selected as the skill release target. For example, if there are multiple other virtual characters near the player-controlled virtual character, the system will preferentially suggest the nearest other virtual character as the skill release target to improve the skill release effect of the first virtual character. As an example, the target skill release location uses a specified scene range as the ranged skill release target, and the specified scene range contains a number of target first virtual characters that can be selected; wherein, the target first virtual character is the first virtual character closest to the second virtual character within a preset range.

[0117] For example, such as Figure 8 As shown, players can click on the area-of-effect skill control 802 (a specified action). The system then displays a quantity control at the corresponding position above the area-of-effect skill control 802. The number of quantity controls can depend on the number of virtual characters in the specified scene. Figure 8 Within a specified scene area, there are two first virtual characters (black figures). Therefore, two quantity controls are displayed at the corresponding positions above the area-of-effect skill control 802, with each selectable quantity corresponding to one skill release position. If the player selects a target quantity corresponding to the quantity control 803, the system can use the first virtual character 804, which is closest to the second virtual character 801, as the target virtual character, and display a first prompt icon indicating the target skill release position for the player on the first virtual character 804.

[0118] By using the target scene range as the target skill release location, and if the target scene range contains a number of selectable target virtual characters, the first virtual character closest to the second virtual character within the preset range is selected as the target first virtual character, thus providing a quick prompt for the skill release location.

[0119] In some embodiments, the target skill release location determined by the player and its first indicator can move along with the movement of other virtual characters. The target skill release location dynamically changes with the positions of other virtual characters to provide dynamic prompts to the player, making the skill release location and its prompts dynamic and flexible. As an example, the target skill release location uses a specified scene area as the target for the skill release; the first indicator of the target skill release location changes with the movement of the target first virtual character to ensure that the specified scene area contains a number of target first virtual characters that can be selected.

[0120] For example, such as Figure 6 As shown, players can select the target quantity control by clicking the target quantity control 601 among the three quantity controls. The target quantity control 601 corresponds to hitting three first virtual characters. Therefore, the system will display the first prompt icon 602 of the target skill release location in the graphical user interface. Releasing the area-of-effect skill corresponding to the area-of-effect skill control 603 at this location can simultaneously hit all three first virtual characters (black figures). When the positions of the three target first virtual characters in the game scene change, the first prompt icon 602 will also change accordingly, and the changed game scene will be as follows. Figure 9 As shown.

[0121] By making the first indicator of the target skill release location change with the movement of the target first virtual character, the first indicator can dynamically change with the movement of the target first virtual character, providing players with a dynamic skill release location in real time, so as to help players quickly determine the skill release location.

[0122] Figure 10 A schematic diagram of a skill control device 1000 in a game is provided. This device can be applied to an electronic terminal capable of running game programs, providing a graphical user interface (GUI) through the terminal device. The game scene includes at least one first virtual character, and the GUI includes ranged skill controls. Figure 10 The skill control device 1000 in the game includes:

[0123] The first control module 1001 is used to respond to a specified operation on a range-bound skill control and control the display of at least one quantity control at the corresponding position of the range-bound skill control; wherein, the quantity control is used to represent the selectable quantity of the first virtual character; each selectable quantity corresponds to a skill release position, the skill release position takes a specified scene range as the target of the range-bound skill release, and the specified scene range contains the selectable quantity of the first virtual character;

[0124] The second control module 1002 is used to control the display of a first prompt icon of the target skill release position in the graphical user interface in response to a selection operation of the target quantity control in at least one quantity control; wherein the number of targets that can be selected by the target quantity control corresponds to the target skill release position.

[0125] In some embodiments, the device further includes:

[0126] The third control module is used to respond to the selection operation of the target quantity control in at least one quantity control, and control the display of the second prompt icon for the target first virtual character; the target skill release location takes the target-specified scene range as the range skill release target, and the target-specified scene range contains the target first virtual character that can be selected.

[0127] In some embodiments, the second control module 1002 is specifically used for:

[0128] In response to a sliding operation where a touch point moves to a target quantity control in at least one quantity control, the system controls the display of a first indicator of the target skill release location in the graphical user interface.

[0129] In some embodiments, the specified operation includes any one or more of the following:

[0130] Clicking, swiping, and touch actions that exceed a preset time.

[0131] In some embodiments, the selection operation includes any one or more of the following:

[0132] Clicking, swiping, and touch actions that exceed a preset time.

[0133] In some embodiments, the game scene includes a second virtual character controlled by a terminal device; a ranged skill control is used to release ranged skills; the device further includes:

[0134] The fourth control module is used to control the second virtual character to release an area-of-effect skill at the target skill release location in response to the release operation of the area-of-effect skill targeting the skill release location.

[0135] In some embodiments, the game scene includes a second virtual character controlled by a terminal device; a ranged skill control is used to release ranged skills; the device further includes:

[0136] The fifth control module is used to respond to the second virtual character moving to the target skill release location and control the second virtual character to release an area-of-effect skill at the current location.

[0137] In some embodiments, the game scene includes a second virtual character controlled by a terminal device; a ranged skill control is used to release ranged skills; the device further includes:

[0138] The sixth control module is used to control the second virtual character to release an area-of-effect skill at the target skill release location after displaying a first prompt icon of the target skill release location in the graphical user interface in response to the end of the touch operation for the target quantity control selection operation.

[0139] In some embodiments, the game scene includes a second virtual character controlled by a terminal device; a ranged skill control is used to release ranged skills; the device further includes:

[0140] The seventh control module is used to control the display of a first prompt icon indicating the target skill release location in the graphical user interface after a selection operation for a target quantity control is performed, and to control the second virtual character to move to the target skill release location and release an area-of-effect skill at the target skill release location after the touch operation for the target quantity control ends.

[0141] In some embodiments, the game scene includes a second virtual character controlled by a terminal device;

[0142] The number of selectable characters is less than or equal to the first number, where the first number is the maximum number of first virtual characters that exist within a preset range around the second virtual character in the game scene.

[0143] In some embodiments, the target skill release location is a range of scenes specified by the target as the range of skill release targets, and the range of scenes specified by the target includes a number of target first virtual characters that can be selected by the target; wherein, the target first virtual character is the first virtual character that is closest to the second virtual character within a preset range.

[0144] In some embodiments, the target skill release location uses the target-specified scene range as the target range for skill release; the first prompt identifier of the target skill release location changes as the target first virtual character moves, so as to keep the target-specified scene range containing the number of target first virtual characters that can be selected.

[0145] The game skill control device provided in this application embodiment has the same technical features as the game skill control method provided in the above embodiment, so it can also solve the same technical problems and achieve the same technical effects.

[0146] Corresponding to the above-mentioned skill control method in the game, this application embodiment also provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and run by a processor, the computer-executable instructions cause the processor to perform the steps of the above-mentioned skill control method in the game.

[0147] The game skill control device provided in this application embodiment can be specific hardware on the device or software or firmware installed on the device. The implementation principle and technical effects of the device provided in this application embodiment are the same as those in the foregoing method embodiments. For the sake of brevity, any parts not mentioned in the device embodiment can be referred to the corresponding content in the foregoing method embodiments. Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can all be referred to the corresponding processes in the above method embodiments, and will not be repeated here.

[0148] In the embodiments provided in this application, it should be understood that the disclosed apparatus and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the displayed or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.

[0149] For example, the flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of apparatus, methods, and computer program products according to various embodiments of this application. In this regard, each block in a flowchart or block diagram may represent a module, segment, or portion of code containing one or more executable instructions for implementing a specified logical function. It should also be noted that in some alternative implementations, the functions marked in the blocks may occur in a different order than those marked in the drawings. For example, two consecutive blocks may actually be executed substantially in parallel, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in a block diagram and / or flowchart, and combinations of blocks in block diagrams and / or flowcharts, can be implemented using a dedicated hardware-based system that performs the specified function or action, or using a combination of dedicated hardware and computer instructions.

[0150] The units described as separate components may or may not be physically separate. 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 the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0151] In addition, the functional units in the embodiments provided in this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0152] If the aforementioned functions are implemented as 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 this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the game skill control method described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0153] It should be noted that similar labels and letters in the following figures indicate similar items. 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 used only to distinguish descriptions and should not be construed as indicating or implying relative importance.

[0154] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The protection scope of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this application; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of this application. All should be covered within the protection scope of this application. Therefore, the protection scope of this application should be determined by the protection scope of the claims.

Claims

1. A method for controlling skills in a game, characterized in that, A graphical user interface is provided through a terminal device, wherein the game scene contains at least one first virtual character, and the graphical user interface includes ranged skill controls; including: In response to a specified operation on the range-bound skill control, at least one quantity control is displayed at the corresponding position of the range-bound skill control; wherein the quantity control is used to represent the selectable quantity of the first virtual character, each selectable quantity corresponds to a skill release position, the skill release position takes a specified scene range as the range-bound skill release target, and the specified scene range includes the selectable quantity of the first virtual character; In response to a selection operation of a target quantity control among the at least one quantity control, a first prompt icon indicating the target skill release position is displayed in the graphical user interface; wherein the number of targets that can be selected, represented by the target quantity control, corresponds to the target skill release position.

2. The method for controlling skills in a game according to claim 1, characterized in that, Also includes: In response to a selection operation on a target quantity control among the at least one quantity control, a second prompt icon is displayed for the target first virtual character; The target skill release location uses the target-specified scene range as the range skill release target, and the target-specified scene range includes the number of target first virtual characters that can be selected.

3. The method for controlling skills in a game according to claim 1, characterized in that, The step of controlling the display of a first prompt indicating the target skill release location in the graphical user interface in response to a selection operation of a target quantity control among the at least one quantity control includes: In response to a sliding operation where a touch point moves to a target quantity control in the at least one quantity control, a first prompt icon indicating the target skill release position is displayed in the graphical user interface.

4. The method for controlling skills in a game according to claim 1, characterized in that, The specified operation includes any one or more of the following: Clicking, swiping, and touch actions that exceed a preset time.

5. The method for controlling skills in a game according to claim 1, characterized in that, The selection operation includes any one or more of the following: Clicking, swiping, and touch actions that exceed a preset time.

6. The method for controlling skills in a game according to claim 1, characterized in that, The game scene includes a second virtual character controlled by the terminal device; the area-of-effect skill control is used to release area-of-effect skills; Also includes: In response to the release operation of the area-of-effect skill targeting the target skill release location, the second virtual character is controlled to release the area-of-effect skill at the target skill release location.

7. The method for controlling skills in a game according to claim 1, characterized in that, The game scene includes a second virtual character controlled by the terminal device; the area-of-effect skill control is used to release area-of-effect skills; Also includes: In response to the second virtual character moving to the target skill release location, the second virtual character is controlled to release the area-of-effect skill at the current location.

8. The method for controlling skills in a game according to claim 1, characterized in that, The game scene includes a second virtual character controlled by the terminal device; the area-of-effect skill control is used to release area-of-effect skills; After responding to a selection operation of the target quantity control among the at least one quantity control, and controlling the display of a first prompt indicator of the target skill release location in the graphical user interface, the method further includes: In response to the end of the touch operation for selecting the target quantity control, the second virtual character is controlled to release the area-of-effect skill at the target skill release location.

9. The method for controlling skills in a game according to claim 1, characterized in that, The game scene includes a second virtual character controlled by the terminal device; the area-of-effect skill control is used to release area-of-effect skills; After responding to a selection operation of the target quantity control among the at least one quantity control, and controlling the display of a first prompt indicator of the target skill release location in the graphical user interface, the method further includes: In response to the end of the touch operation for selecting the target quantity control, the second virtual character is controlled to move to the target skill release location and release the area-of-effect skill at the target skill release location.

10. The method for controlling skills in a game according to any one of claims 1-9, characterized in that, The game scene includes a second virtual character controlled by the terminal device; The selectable number is less than or equal to a first number, wherein the first number is the maximum number of the first virtual characters existing within a preset range around the second virtual character in the game scene.

11. The method for controlling skills in a game according to claim 10, characterized in that, The target skill release location uses the target-specified scene range as the ranged skill release target, and the target-specified scene range includes a number of target first virtual characters that can be selected; wherein, the target first virtual character is the first virtual character within the preset range that is closest to the second virtual character.

12. The method for controlling skills in a game according to claim 1, characterized in that, The target skill release location uses the target-specified scene range as the range of the skill release target; the first prompt indicator of the target skill release location changes as the target first virtual character moves, so as to keep the target-specified scene range containing the number of target first virtual characters that can be selected.

13. A skill control device in a game, characterized in that, A graphical user interface is provided through a terminal device, wherein the game scene contains at least one first virtual character, and the graphical user interface contains range skill controls; The skill control device in the game includes: A first control module is configured to respond to a specified operation on the range-bound skill control by controlling the display of at least one quantity control at the corresponding position of the range-bound skill control; wherein the quantity control is used to represent the selectable quantity of the first virtual character; each selectable quantity corresponds to a skill release position, the skill release position takes a specified scene range as the range-bound skill release target, and the specified scene range includes the selectable quantity of the first virtual character. The second control module is configured to, in response to a selection operation of the target quantity control in the at least one quantity control, control the display of a first prompt icon for the target skill release position in the graphical user interface; wherein the number of targets that can be selected by the target quantity control corresponds to the target skill release position.

14. An electronic terminal, comprising a memory and a processor, wherein the memory stores a computer program executable on the processor, characterized in that, When the processor executes the computer program, it implements the steps of the game skill control method according to any one of claims 1 to 12.

15. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to execute the game skill control method according to any one of claims 1 to 12.