Skill control method and device, electronic equipment and computer program product

By providing a graphical user interface and perspective display function in the game, it solves the problem that players find it difficult to accurately release out-of-sight skills in complex scenes, achieving more efficient operation and better gaming experience.

CN119971499AActive Publication Date: 2025-05-13NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510346409.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-03-21
Publication Date
2025-05-13
Estimated Expiration
2045-03-21

AI Technical Summary

Technical Problem

In tactical competitive games, it is difficult for players to release skills outside of sight accurately in complex scene spaces, and it is difficult to determine how to release skills to achieve maximum profit.

Method used

Provide a graphical user interface through the terminal device, including some game scenes, adjust the skill release direction in response to the aiming command, determine the target game object, and display the internal structure of the target object and the obscured game scene in perspective.

Benefits of technology

It realizes accurate out-of-sight skills release in complex scene spaces, improves user operation efficiency, and helps players release skills with higher yields and lower thresholds, thereby improving the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention relates to a skill control method and device, electronic equipment and a computer program product, and belongs to the technical field of games. The method comprises the steps that when a game role is in a skill release state of a target skill, in response to an aiming instruction, the release direction of the target skill is controlled and adjusted; determining a target game object from the game scene according to the release direction; and controlling perspective display of the internal structure of the target game object and / or perspective display of the game scene shielded by the target game object. According to the method, the three-dimensional perspective structure of the target game object is displayed, so that a user can be assisted to perform precise out-of-sight skill release when facing a complex scene space, and the operation efficiency of the user is improved.
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Description

Technical Field

[0001] The present disclosure relates to the field of game technology, and in particular, to a skill control method, a skill control device, an electronic device, and a computer program product. Background Art

[0002] In tactical competitive games, some game characters' skills can hit enemies through walls or by throwing them from high places, and can be released without regard to spatial obstacles.

[0003] However, the scene space in the actual game is very complex. When faced with complex scenes and obstacles, it is difficult for players to accurately aim at the target behind the obstacles and release skills, and it is difficult to determine how to release skills to maximize benefits.

[0004] In view of this, the field is in urgent need of a skill control method that can assist users in accurately releasing skills outside of their line of sight when facing complex scene spaces, thereby improving the user's operating efficiency.

[0005] It should be noted that the information disclosed in the above background technology section is only used to enhance the understanding of the background of the present disclosure, and therefore may include information that does not constitute the prior art known to ordinary technicians in the field. Summary of the invention

[0006] The purpose of the present disclosure is to provide a skill control method, a skill control device, an electronic device and a computer program product, which can at least to a certain extent assist users in accurately releasing skills outside of their line of sight when facing complex scene spaces, thereby improving the user's operating efficiency.

[0007] According to a first aspect of the present disclosure, a skill control method is provided, wherein a graphical user interface is provided through a terminal device, and the graphical user interface includes at least a part of a game scene, and the method includes:

[0008] When the game character is in a skill release state of a target skill, in response to an aiming instruction, control and adjust the release direction of the target skill;

[0009] Determining a target game object from the game scene according to the release direction;

[0010] Control the perspective display of the internal structure of the target game object and / or the perspective display of the game scene blocked by the target game object.

[0011] According to a second aspect of the present disclosure, a skill control device is provided, which provides a graphical user interface through a terminal device, and the graphical user interface includes at least a part of a game scene, and the device includes:

[0012] A skill direction determination module, used for controlling and adjusting the release direction of a target skill in response to an aiming instruction when the game character is in a skill release state of the target skill;

[0013] A target object determination module, used to determine a target game object from the game scene according to the release direction;

[0014] A perspective structure display module is used to control the perspective display of the internal structure of the target game object and / or the perspective display of the game scene blocked by the target game object.

[0015] According to a third aspect of the present disclosure, there is provided an electronic device, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute any one of the skill control methods described above by executing the executable instructions.

[0016] According to a fourth aspect of the present disclosure, a computer program product is provided, comprising a computer program, wherein when the computer program is executed by a processor, the skill control method described in any one of the above is implemented.

[0017] The exemplary embodiments of the present disclosure may have the following beneficial effects:

[0018] In the skill control method of the example implementation of the present disclosure, the release direction of the target skill is obtained, and the target game object is determined from the game scene according to the release direction, and then the internal structure of the target game object and / or the game scene blocked by the target game object are controlled to be displayed in perspective. The skill control method in the example implementation of the present disclosure provides a spatial scanning function, and the internal structure of the target game object and the blocked part of the game scene are displayed in perspective, which can assist players in accurately releasing skills outside the line of sight when facing complex scene spaces, accurately aiming and striking at targets blocked behind obstacles, improving the user's operating efficiency, and helping players with weak spatial sense or new players to release skills in a way with higher returns and lower thresholds, thereby obtaining more positive feedback from battles, thereby improving the gaming experience.

[0019] It is to be understood that the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the present disclosure. BRIEF DESCRIPTION OF THE DRAWINGS

[0020] The accompanying drawings herein are incorporated into the specification and constitute a part of the specification, illustrate embodiments consistent with the present disclosure, and together with the specification are used to explain the principles of the present disclosure. Obviously, the accompanying drawings described below are only some embodiments of the present disclosure, and for ordinary technicians in this field, other accompanying drawings can be obtained based on these accompanying drawings without creative work.

[0021] Figure 1 A schematic diagram showing an exemplary system architecture of a skill control method and device to which the embodiments of the present disclosure can be applied;

[0022] Figure 2 A schematic flow chart showing a skill control method according to an exemplary embodiment of the present disclosure;

[0023] Figure 3 A schematic diagram of enabling a spatial object scanning function according to a specific embodiment of the present disclosure is schematically shown;

[0024] Figure 4 A schematic diagram schematically shows a skill release trajectory according to a specific embodiment of the present disclosure;

[0025] Figure 5 A schematic diagram schematically shows a three-dimensional perspective structure of a target game object according to a specific embodiment of the present disclosure;

[0026] Figure 6 A schematic diagram of a skill effect heat map according to a specific embodiment of the present disclosure is schematically shown;

[0027] Figure 7 A schematic diagram schematically shows skill damage data according to a specific embodiment of the present disclosure;

[0028] Figure 8 A schematic diagram showing a process of determining skill damage data according to an exemplary embodiment of the present disclosure;

[0029] Fig. 9 A schematic diagram of a process of intelligently adjusting the skill release direction of a target skill according to an exemplary embodiment of the present disclosure is shown;

[0030] Fig.10 A schematic diagram schematically shows a skill adjustment control in a specific embodiment of the present disclosure;

[0031] Fig.11 A schematic diagram schematically shows a result of adjusting the skill release direction according to a specific embodiment of the present disclosure;

[0032] Fig.12 A block diagram showing a skill control device according to an exemplary embodiment of the present disclosure;

[0033] Fig.13 A schematic diagram of the structure of a computer system suitable for implementing the electronic device of the embodiment of the present disclosure is shown. DETAILED DESCRIPTION

[0034] Example embodiments will now be described more fully with reference to the accompanying drawings. However, example embodiments can be implemented in a variety of forms and should not be construed as being limited to the examples set forth herein; on the contrary, these embodiments are provided so that the present disclosure will be more comprehensive and complete, and the concepts of the example embodiments are fully conveyed to those skilled in the art. The described features, structures, or characteristics may be combined in one or more embodiments in any suitable manner. In the following description, many specific details are provided to provide a full understanding of the embodiments of the present disclosure. However, those skilled in the art will appreciate that the technical solutions of the present disclosure may be practiced while omitting one or more of the specific details, or other methods, components, devices, steps, etc. may be adopted. In other cases, known technical solutions are not shown or described in detail to avoid obscuring various aspects of the present disclosure.

[0035] In addition, the accompanying drawings are only schematic illustrations of the present disclosure and are not necessarily drawn to scale. The same reference numerals in the figures represent the same or similar parts, and their repeated description will be omitted. Some of the block diagrams shown in the accompanying drawings are functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software form, or implemented in one or more hardware modules or integrated circuits, or implemented in different networks and / or processor devices and / or microcontroller devices.

[0036] Figure 1 A schematic diagram showing a system architecture of an exemplary application environment in which a skill control method and device according to an embodiment of the present disclosure can be applied.

[0037] like Figure 1 As shown, the system architecture 100 may include multiple terminal devices 101, 102, 103, a network 104, and a server 105. The network 104 is used to provide a medium for communication links between the terminal devices 101, 102, 103 and the server 105. The network 104 may include various connection types, such as wireless communication links, etc.

[0038] It should be understood that Figure 1 The number of terminal devices, networks and servers in the embodiment is only for illustration. According to the implementation requirements, there may be any number of terminal devices, networks and servers. For example, the server 105 may be a server cluster composed of multiple servers.

[0039] The terminal devices 101, 102, and 103 may be various electronic devices with processors, including but not limited to smart phones, tablet computers, portable computers, and the like. The server 105 may be a server that provides various services. For example, when a game character is in a skill release state of a target skill, the terminal devices 101, 102, and 103 may control and adjust the release direction of the target skill in response to an aiming instruction through a processor. The server 105 may determine the target game object from the game scene according to the release direction, and then control the perspective display of the internal structure of the target game object and / or the perspective display of the game scene blocked by the target game object through the terminal devices 101, 102, and 103. The terminal devices 101, 102, and 103 may also complete the control of adjusting the release direction of the target skill to controlling the perspective display of the internal structure of the target game object and / or the perspective display of the game scene blocked by the target game object through the processor.

[0040] The skill control method in one embodiment of the present disclosure may be run on a local terminal device or a server. When the skill control method is run on a server, the method may be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0041] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated, the storage and operation of the skill control method are completed on the cloud game server, and the role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0042] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0043] In a possible implementation, an embodiment of the present disclosure provides a skill control method, which provides a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or can be a client device in the cloud interaction system mentioned above.

[0044] This example implementation first provides a skill control method, which provides a graphical user interface through a terminal device, and the graphical user interface includes at least part of the game scene. Figure 2 As shown, the skill control method may include the following steps:

[0045] Step S210. When the game character is in a skill release state of a target skill, in response to an aiming instruction, control and adjust the release direction of the target skill.

[0046] Step S220: Determine the target game object from the game scene according to the release direction.

[0047] Step S230: Control the perspective display of the internal structure of the target game object and / or the perspective display of the game scene blocked by the target game object.

[0048] In the skill control method of the example implementation of the present disclosure, the release direction of the target skill is obtained, and the target game object is determined from the game scene according to the release direction, and then the internal structure of the target game object and / or the game scene blocked by the target game object are controlled to be displayed in perspective. The skill control method in the example implementation of the present disclosure provides a spatial scanning function, and the internal structure of the target game object and the blocked part of the game scene are displayed in perspective, which can assist players in accurately releasing skills outside the line of sight when facing complex scene spaces, accurately aiming and striking at targets blocked behind obstacles, improving the user's operating efficiency, and helping players with weak spatial sense or new players to release skills in a way with higher returns and lower thresholds, thereby obtaining more positive feedback from battles, thereby improving the gaming experience.

[0049] Next, combine Figures 3 to 11 The above steps of this exemplary embodiment are described in more detail.

[0050] In step S210, when the game character is in a skill release state of a target skill, in response to an aiming instruction, control is performed to adjust the release direction of the target skill.

[0051] In this example implementation, the target skill refers to a skill that can pass through or cross an obstacle and attack a target object behind the obstacle, such as a skill that can hit an enemy through a wall or by throwing it from a high point and can be released without regard to spatial obstacles.

[0052] For the above-mentioned target skills, this example implementation provides a spatial perspective solution. When the game character is in the skill release state of the target skill, this auxiliary function can be turned on to assist the user in aiming and releasing the skill when there are obstacles blocking it. The skill release state of the target skill refers to the state of aiming before releasing the target skill. At this time, the skill release trajectory of the target skill can be obtained according to the aiming direction and position.

[0053] In an optional implementation, the above-mentioned perspective solution can be turned on or off by manual settings of the user.

[0054] In an optional embodiment, during the process of releasing a skill, the perspective scheme can be turned on or off by detecting whether there is an obstacle in the release direction.

[0055] Figure 3 A schematic diagram of a skill release trajectory in accordance with a specific embodiment of the present disclosure is schematically shown. The skill release trajectory of a target skill refers to a line from a skill starting point to a landing point. Obstacles may exist on the skill release trajectory of the target skill.

[0056] In step S220, a target game object is determined from the game scene according to the release direction.

[0057] In this example implementation, a game object refers to an object existing in the game scene, such as a building or other obstacle, including a building, a container, etc. The target game object is a game object in the game scene that interacts with the target skill in the release direction, such as a game object that intersects with the skill release trajectory. If there are multiple connected game objects, such as multiple connected containers, the multiple connected game objects are regarded as a whole game object, and if it is a target game object, its overall perspective structure is displayed.

[0058] In this example implementation, the release indicator of the target skill can be controlled to be displayed, and the release indicator is used to indicate the release direction of the target skill. The release direction of the target skill can be the running track of the target skill, and the running track can include a straight line, an arc, a parabola, a cycloid, etc. The release indicator can be a running track indicator, or it can be other types of indicators, such as a red dot aimed by an infrared laser, etc., which is not specifically limited in this example implementation.

[0059] In this example implementation, in response to the first game object in the game scene intersecting with the release indicator, the first game object can be controlled to be determined as the target game object. If the skill release trajectory overlaps with multiple game objects, the first game object is the game object that first intersects with the release indicator.

[0060] The game object touched by the line from the starting point to the landing point of the target skill is considered the target game object. If there are multiple game objects intersecting with the skill trajectory, the first touch point will be used as the target game object corresponding to the target skill.

[0061] Figure 4 A schematic diagram of enabling a spatial object scanning function according to a specific embodiment of the present disclosure is shown schematically. After enabling the scanning space assist function in the game, when the player enters a skill release state, the player aims at the target position of the skill release, and then based on the triggering operation of the scanning space assist function, for example, the scanning space assist function is triggered after holding still for 1.5 seconds, and a spatial scan of the target game object 401 is started. During the scanning process, a corresponding spatial scanning progress bar can be displayed on the graphical user interface.

[0062] In step S230, the internal structure of the target game object is controlled to be displayed in perspective and / or the game scene blocked by the target game object is displayed in perspective.

[0063] In this example implementation, after the target game object is scanned, the three-dimensional perspective structure of the target game object can be displayed, and the internal structure of the target game object and / or the game scene blocked by the target game object can be displayed in perspective. It is also possible to display the target skill's action area in the target game object's internal structure or display the target skill's action area in the game scene blocked by the target game object through special display effects, such as plane highlighting. The target skill's action area refers to the skill's effective area after the target skill is released.

[0064] In this example implementation, the first action surface in the internal structure of the target game object can be determined according to the release direction, and the surface opposite to the first action surface is used as the second action surface, and the action area of ​​the target skill is displayed on the second action surface. The first action surface refers to the first surface of the target game object that contacts the skill release trajectory, and the second action surface is the other surface opposite to the first action surface. The target skill will pass through the first action surface and act on the second action surface.

[0065] Figure 5 A schematic diagram of the three-dimensional perspective structure of the target game object in a specific embodiment of the present disclosure is schematically shown. The target skill passes through the front layer of the container and acts on the last layer of the container, so the target skill's action area is on the last layer of the container.

[0066] In this example implementation, obstacles may have different structural types. For example, containers are generally regular rectangular parallelepiped shapes, while if the obstacle is a stone, it is similar to an ellipse or an irregular shape. For obstacles other than rectangular parallelepipeds, a rectangular parallelepiped-shaped bounding volume can be provided for them, and the skill's action surface can be determined in the same way as above.

[0067] In this example implementation, the skill validation result can be evaluated by Figure 6 The skill effect is displayed to the player in the form of a heat map, and a prompt is given to the player on the interface. For example, the darker the color, the stronger the damage caused by the skill, or different colors are used to distinguish different damage effects.

[0068] In this example implementation, if an enemy game character exists within the occlusion range of the target game object, the enemy game character is displayed with the first perspective effect. Figure 7 A schematic diagram of skill damage data according to a specific implementation of the present disclosure is schematically shown. If there is an enemy game character behind the target game object, its position indication can be given on the interface. For example, a vague indication of the enemy game character can be given to prompt the player.

[0069] When there is an enemy game character within the occlusion range of the target game object, skill damage data of the target skill against the enemy game character can also be displayed on the graphical user interface, such as Figure 8 As shown, the following steps may be included:

[0070] Step S810. Determine the skill damage data of the target skill on the enemy game character based on the area of ​​effect of the target skill and the location of the enemy game character.

[0071] Skill damage data may include skill effectiveness and / or expected damage value, wherein skill effectiveness refers to the probability of a target skill effectively hitting an enemy game character, and expected damage value is the actual damage value that the target skill is expected to cause to the enemy game character.

[0072] In this example implementation, the effective strike area of ​​the target skill can be determined based on the area of ​​action of the target skill, and the skill effectiveness of the target skill against the enemy game character can be determined based on the positional relationship between the location of the enemy game character and the effective strike area; based on the maximum damage value and skill effectiveness of the target skill, the estimated damage value of the target skill against the enemy game character can be obtained.

[0073] The skill efficiency can be determined based on the positional relationship between the enemy game character's location and the effective strike area. The estimated damage value is calculated by multiplying the maximum damage value of the target skill by the skill efficiency. If the full damage of the skill is 150, and only half of the effective strike area can act on the enemy, the skill efficiency is 50%, and the estimated damage is 150*50%=75.

[0074] In this example implementation, the skill effectiveness of the target skill against the enemy game character can also be determined based on the distance between the location of the enemy game character and the center of the target skill's area of ​​effect; and the estimated damage value of the target skill against the enemy game character can be obtained based on the maximum damage value and skill effectiveness of the target skill.

[0075] Skill Effectiveness can also be calculated based on the distance from the center of the target skill's area of ​​effect, with the greater the distance, the lower the skill effectiveness.

[0076] Step S820. When the skill damage data meets the first condition, the skill damage data of the target skill against the enemy game character is displayed on the graphical user interface.

[0077] The first condition is the display condition of the skill damage data. After the skill effectiveness and expected damage value of the target skill against the enemy game character are calculated, or after the skill damage data reaches a certain threshold, for example, the skill damage data is greater than 0, it can be displayed in an appropriate position on the graphical user interface, such as around the enemy game character.

[0078] In this example implementation, when there is a deviation in the aiming direction when the game character releases a skill, the skill release direction of the target skill can also be intelligently adjusted, such as Fig. 9 As shown, the method of adjusting the target skill direction may specifically include the following steps:

[0079] Step S910. If the skill effectiveness of the target skill against the enemy game character is less than or equal to the skill effectiveness threshold, a skill adjustment control for the target skill is displayed on the graphical user interface.

[0080] If the skill efficiency of the target skill is less than or equal to a certain threshold, for example, less than 10%, or the skill efficiency is 0, a skill adjustment control can be provided on the graphical user interface, and the user can automatically adjust the direction of skill release by clicking the skill adjustment control.

[0081] Fig.10 A schematic diagram of a skill adjustment control in a specific implementation of the present disclosure is schematically shown. If, after a spatial scan, it is prompted that there is an enemy nearby and the skill in the current indicated direction is invalid, a smart adjustment control 1001 pops up.

[0082] Step S920. In response to the skill adjustment operation acting on the skill adjustment control, the release direction of the target skill is adjusted so that the skill efficiency of the target skill against the enemy game character reaches a preset skill efficiency.

[0083] After the user clicks on the skill adjustment control, the skill release direction can be intelligently adjusted to an effective release position. Under the influence of the enemy's position, space and other relationships, the skill efficiency under the current conditions is automatically calibrated to the preset value, such as adjusting to a position where the skill efficiency is 50%, or directly adjusting to the position where the skill efficiency is maximum.

[0084] Fig.11 A schematic diagram schematically shows the result of skill release direction adjustment in a specific implementation of the present disclosure. After the adjustment, the skill efficiency changes from 0 to 40%, and the expected damage value also changes from 0 to 80. The user can continue to make adjustments on this basis, or directly release the target skill, thereby improving the user's operating efficiency.

[0085] Finally, the game client responds to the skill release instruction and controls the target skill to pass through the target game object, take effect inside the target game object and / or take effect in the game scene blocked by the target game object.

[0086] After the game player adjusts the release direction and position of the target skill, he can operate and release the target skill so that the target skill passes through the obstacle and acts on the game scene inside or behind the obstacle. At this time, the effect of the target skill can be maximized, and the target hidden behind the obstacle can be accurately aimed at and hit.

[0087] It should be noted that although the steps of the method in the present disclosure are described in a specific order in the drawings, this does not require or imply that the steps must be performed in this specific order, or that all the steps shown must be performed to achieve the desired results. Additionally or alternatively, some steps may be omitted, multiple steps may be combined into one step, and / or one step may be decomposed into multiple steps, etc.

[0088] Furthermore, the present disclosure also provides a skill control device, which provides a graphical user interface through a terminal device, and the graphical user interface includes at least part of the game scene. Fig.12 As shown, the skill control device may include a skill direction determination module 1210, a target object determination module 1220, and a perspective structure display module 1230. Among them:

[0089] The skill direction determination module 1210 may be used to control and adjust the release direction of the target skill in response to an aiming instruction when the game character is in a skill release state of the target skill;

[0090] The target object determination module 1220 may be used to determine a target game object from the game scene according to the release direction;

[0091] The perspective structure display module 1230 may be used to control the perspective display of the internal structure of the target game object and / or the perspective display of the game scene blocked by the target game object.

[0092] In some exemplary embodiments of the present disclosure, the target game object is a game object in the game scene that interacts with the target skill in the release direction.

[0093] In some exemplary embodiments of the present disclosure, a skill control device provided by the present disclosure may further include an indicator display module, which can be used to control the display of a release indicator of a target skill, and the release indicator is used to indicate a release direction of the target skill.

[0094] In some exemplary embodiments of the present disclosure, the target object determination module 1220 may include an intersection object determination unit, which may be used to control the determination of the first game object as the target game object in response to the first game object in the game scene intersecting with the release indication mark.

[0095] In some exemplary embodiments of the present disclosure, the release direction is a running trajectory of the target skill, and the release indication mark is a running trajectory mark.

[0096] In some exemplary embodiments of the present disclosure, the first game object is a game object that first intersects with the release indication mark.

[0097] In some exemplary embodiments of the present disclosure, a skill control device provided by the present disclosure may also include a skill release module, which can be used to control a target skill to pass through a target game object in response to a skill release instruction, to take effect inside the target game object and / or to take effect in a game scene blocked by the target game object.

[0098] In some exemplary embodiments of the present disclosure, a skill control device provided by the present disclosure may also include an action area display module, which can be used to display the action area of ​​the target skill in the internal structure of the target game object, or to display the action area of ​​the target skill in a game scene blocked by the target game object.

[0099] In some exemplary embodiments of the present disclosure, the active area display module may include a second active surface determination unit and an active area display unit.

[0100] The second action surface determination unit may be used to determine a first action surface in the internal structure of the target game object according to the release direction, and use a surface opposite to the first action surface as the second action surface;

[0101] The action area display unit can be used to display the action area of ​​the target skill on the second action surface.

[0102] In some exemplary embodiments of the present disclosure, a skill control device provided by the present disclosure may also include an enemy character display module, which can be used to display the enemy game character with a first perspective effect if the enemy game character exists within the occlusion range of the target game object.

[0103] In some exemplary embodiments of the present disclosure, the enemy character display module may further include a skill damage data calculation unit and a skill damage data display unit.

[0104] The skill damage data calculation unit can be used to determine the skill damage data of the target skill against the enemy game character according to the effective area of ​​the target skill and the location of the enemy game character;

[0105] The skill damage data display unit can be used to display the skill damage data of the target skill against the enemy game character on the graphical user interface when the skill damage data meets the first condition.

[0106] In some exemplary embodiments of the present disclosure, the skill damage data calculation unit may include a first skill effectiveness calculation unit and an estimated damage value calculation unit.

[0107] The first skill effectiveness calculation unit may be used to determine the effective strike area of ​​the target skill according to the effective area of ​​the target skill, and determine the skill effectiveness of the target skill against the enemy game character according to the positional relationship between the location of the enemy game character and the effective strike area;

[0108] The estimated damage value calculation unit can be used to obtain the estimated damage value of the target skill to the enemy game character according to the maximum damage value and skill efficiency of the target skill.

[0109] In some exemplary embodiments of the present disclosure, the skill damage data calculation unit may also include a second skill effectiveness calculation unit, which can be used to determine the skill effectiveness of the target skill against the enemy game character based on the distance between the location of the enemy game character and the center of the target skill's area of ​​effect.

[0110] In some exemplary embodiments of the present disclosure, a skill control device provided by the present disclosure may further include a skill adjustment module, which may include a skill adjustment control display unit and a skill release direction adjustment unit.

[0111] The skill adjustment control display unit may be used to display a skill adjustment control for a target skill on a graphical user interface if the skill efficiency of the target skill for an enemy game character is less than or equal to a skill efficiency threshold;

[0112] The skill release direction adjustment unit can be used to respond to the skill adjustment operation acting on the skill adjustment control and adjust the release direction of the target skill so that the skill efficiency of the target skill against the enemy game character reaches a preset skill efficiency.

[0113] The specific details of each module / unit in the above-mentioned skill control device have been described in detail in the corresponding method embodiment part and will not be repeated here.

[0114] It should be noted that, although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the exemplary embodiments of the present disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be embodied.

[0115] Fig.13 A schematic diagram of the structure of a computer system suitable for implementing an electronic device of an embodiment of the present disclosure is shown.

[0116] It should be noted that Fig.13The computer system 1300 of the electronic device shown is only an example and should not bring any limitation to the functions and scope of use of the embodiments of the present disclosure.

[0117] like Fig.13 As shown, the computer system 1300 includes a central processing unit (CPU) 1301, which can perform various appropriate actions and processes according to a program stored in a read-only memory (ROM) 1302 or a program loaded from a storage part 1308 into a random access memory (RAM) 1303. In the RAM 1303, various programs and data required for system operation are also stored. The CPU 1301, the ROM 1302, and the RAM 1303 are connected to each other via a bus 1304. An input / output (I / O) interface 1305 is also connected to the bus 1304.

[0118] The following components are connected to the I / O interface 1305: an input section 1306 including a keyboard, a mouse, etc.; an output section 1307 including a cathode ray tube (CRT), a liquid crystal display (LCD), etc., and a speaker, etc.; a storage section 1308 including a hard disk, etc.; and a communication section 1309 including a network interface card such as a LAN card, a modem, etc. The communication section 1309 performs communication processing via a network such as the Internet. A drive 1310 is also connected to the I / O interface 1305 as needed. A removable medium 1311, such as a magnetic disk, an optical disk, a magneto-optical disk, a semiconductor memory, etc., is installed on the drive 1310 as needed, so that a computer program read therefrom is installed into the storage section 1308 as needed.

[0119] In particular, according to an embodiment of the present disclosure, the process described above with reference to the flowchart can be implemented as a computer software program. For example, an embodiment of the present disclosure includes a computer program product, which includes a computer program carried on a computer-readable medium, and the computer program includes a program code for executing the method shown in the flowchart. In such an embodiment, the computer program can be downloaded and installed from a network through a communication section 1309, and / or installed from a removable medium 1311. When the computer program is executed by a central processing unit (CPU) 1301, various functions defined in the system of the present disclosure are executed.

[0120] The exemplary embodiments of the present disclosure also provide a computer program product, which includes a computer program, and when the computer program is executed by a processor, the skill control method is implemented.

[0121] In one embodiment, the computer program product may be a tangible product containing a computer program, such as a computer-readable storage medium storing a computer program. The readable storage medium may be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory (Flash), mechanical hard disk (HDD), solid-state drive (SSD), and the like. Exemplarily, the computer program product may be implemented as a non-volatile storage medium storing a computer program, such as a read-only memory, a NAND flash memory, and the like.

[0122] In one embodiment, the computer program product may be an intangible product including a computer program. Exemplarily, the computer program product may be implemented as a virtual digital product, such as a digital file storing an executable file, an installation package, etc. of the computer program.

[0123] The code of the computer program can be written in one or more programming languages. Programming languages ​​such as C language, Java, C++, etc. The program code can be executed entirely on the user computing device, or partially on the user computing device, or as a separate software package, or partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In the case of a remote computing device, the remote computing device can be connected to the user computing device through any type of network, such as a local area network (LAN), a wide area network (WAN), etc., or can be connected to an external computing device (e.g., an Internet connection provided by an operator).

[0124] The computer program may be carried or transmitted via electrical, magnetic, optical, electromagnetic, infrared, or other signals. The electronic device may convert the signal carrying the computer program into a digital signal, thereby running the computer program. When the computer program is run on an electronic device, its code is used to enable the electronic device to execute (more specifically, the processor of the electronic device may execute) the method steps of various exemplary embodiments of the present disclosure, such as the skill control method described above.

[0125] The flow charts and block diagrams in the accompanying drawings illustrate the possible architecture, functions and operations of the systems, methods and computer program products according to various embodiments of the present disclosure. In this regard, each box in the flow chart or block diagram can represent a module, a program segment, or a part of a code, and the above-mentioned module, program segment, or a part of a code contains one or more executable instructions for realizing the specified logical function. It should also be noted that in some alternative implementations, the functions marked in the box can also occur in a different order from the order marked in the accompanying drawings. For example, two boxes represented in succession can actually be executed substantially in parallel, and they can sometimes be executed in the opposite order, depending on the functions involved. It should also be noted that each box in the block diagram or flow chart, and the combination of the boxes in the block diagram or flow chart can be implemented with a dedicated hardware-based system that performs a specified function or operation, or can be implemented with a combination of dedicated hardware and computer instructions.

[0126] It should be noted that, although several modules of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the embodiments of the present disclosure, the features and functions of two or more modules described above can be concretized in one module. Conversely, the features and functions of one module described above can be further divided into multiple modules to be concretized.

[0127] Those skilled in the art will readily appreciate other embodiments of the present disclosure after considering the specification and practicing the invention disclosed herein. The present disclosure is intended to cover any variations, uses or adaptations of the present disclosure that follow the general principles of the present disclosure and include common knowledge or customary technical means in the art that are not disclosed in the present disclosure.

[0128] It should be understood that the present disclosure is not limited to the exact structures that have been described above and shown in the drawings, and that various modifications and changes may be made without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.

Claims

1. A skill control method, characterized in that: Providing a graphical user interface through a terminal device, wherein the graphical user interface includes at least a portion of a game scene, the method comprising: When the game character is in a skill release state of a target skill, in response to an aiming instruction, control and adjust the release direction of the target skill; Determining a target game object from the game scene according to the release direction; Control the perspective display of the internal structure of the target game object and / or the perspective display of the game scene blocked by the target game object.

2. The skill control method according to claim 1, characterized in that: The target game object is a game object in the game scene that interacts with the target skill in the release direction.

3. The skill control method according to claim 1, characterized in that: The method further comprises: Controlling display of a release indication mark of the target skill, wherein the release indication mark is used to indicate a release direction of the target skill; Determining the target game object from the game scene according to the release direction includes: In response to a first game object in the game scene intersecting with the release indication mark, control is performed to determine the first game object as a target game object.

4. The skill control method according to claim 3, characterized in that: The release direction is the running track of the target skill, and the release indication mark is the running track mark.

5. The skill control method according to claim 3, characterized in that: The first game object is the game object that first intersects with the release indication mark.

6. The skill control method according to claim 1, characterized in that: The method further comprises: In response to a skill release instruction, the target skill is controlled to pass through the target game object, take effect inside the target game object and / or take effect at the game scene blocked by the target game object.

7. The skill control method according to claim 1, characterized in that: The method further comprises: The effective area of ​​the target skill is displayed in the internal structure of the target game object, or the effective area of ​​the target skill is displayed in the game scene blocked by the target game object.

8. The skill control method according to claim 7, characterized in that: The displaying of the effective area of ​​the target skill in the internal structure of the target game object includes: Determine a first action surface in the internal structure of the target game object according to the release direction, and use a surface opposite to the first action surface as a second action surface; The effective area of ​​the target skill is displayed on the second effective surface.

9. The skill control method according to claim 1, characterized in that: The method further comprises: If there is an enemy game character within the occlusion range of the target game object, the enemy game character is displayed with the first perspective effect.

10. The skill control method according to claim 9, characterized in that: The method further comprises: Determining skill damage data of the target skill on the enemy game character according to the effective area of ​​the target skill and the location of the enemy game character; When the skill damage data satisfies the first condition, the skill damage data of the target skill against the enemy game character is displayed on the graphical user interface.

11. The skill control method according to claim 10, characterized in that: The skill damage data includes a skill effectiveness rate and / or an expected damage value, wherein the skill effectiveness rate is a probability that the target skill effectively strikes the enemy game character, and the skill damage data of the target skill against the enemy game character is determined according to the effective area of ​​the target skill and the location of the enemy game character, including: Determining an effective strike area of ​​the target skill according to the action area of ​​the target skill, and determining the skill effectiveness of the target skill against the enemy game character according to the positional relationship between the location of the enemy game character and the effective strike area; According to the maximum damage value of the target skill and the skill effectiveness rate, the estimated damage value of the target skill to the enemy game character is obtained.

12. The skill control method according to claim 11, characterized in that: The step of determining skill damage data of the target skill on the enemy game character according to the effective area of ​​the target skill and the location of the enemy game character comprises: Determining the skill effectiveness of the target skill against the enemy game character according to the distance between the location of the enemy game character and the center of the effective area of ​​the target skill; According to the maximum damage value of the target skill and the skill effectiveness rate, the estimated damage value of the target skill to the enemy game character is obtained.

13. The skill control method according to claim 11, characterized in that: The method further comprises: If the skill efficiency of the target skill for the enemy game character is less than or equal to a skill efficiency threshold, displaying a skill adjustment control for the target skill on the graphical user interface; In response to the skill adjustment operation acting on the skill adjustment control, the release direction of the target skill is adjusted so that the skill efficiency of the target skill against the enemy game character reaches a preset skill efficiency.

14. A skill control device, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface at least includes a part of a game scene, and the apparatus includes: A skill direction determination module, used for controlling and adjusting the release direction of a target skill in response to an aiming instruction when the game character is in a skill release state of the target skill; A target object determination module, used to determine a target game object from the game scene according to the release direction; A perspective structure display module is used to control the perspective display of the internal structure of the target game object and / or the perspective display of the game scene blocked by the target game object.

15. An electronic device, characterized in that: include: processor; as well as A memory for storing one or more programs, which, when executed by the processor, enables the processor to implement the skill control method as described in any one of claims 1 to 13.

16. A computer program product comprising a computer program, characterized in that When the computer program is executed by a processor, the skill control method according to any one of claims 1 to 13 is implemented.

Citation Information

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