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

By adjusting the direction of skill release and displaying the target object through the graphical user interface of the terminal device, the problem of accurate skill release in complex scenarios in tactical competitive games is solved, improving operational efficiency and gaming experience.

CN119971499BActive Publication Date: 2026-05-01NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2025-03-21
Publication Date
2026-05-01

AI Technical Summary

Technical Problem

In tactical competitive games, players often struggle to accurately aim and unleash skills outside their line of sight in complex environments, resulting in low operational efficiency.

Method used

The terminal device provides a graphical user interface, allowing players to adjust the direction of skill release and view the internal structure of the target game object and obscured parts of the scene, thus assisting players in releasing skills accurately.

Benefits of technology

It improves players' operational efficiency in complex scenes, helps players with poor spatial awareness or novice players to unleash skills with higher efficiency, and enhances the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present disclosure relates to a skill control method and device, electronic equipment and computer program product, and belongs to the technical field of games. The method comprises: when a game character is in a skill release state of a target skill, in response to a targeting instruction, controlling to adjust the release direction of the target skill; determining a target game object from the game scene according to the release direction; and controlling to display the internal structure of the target game object in perspective and / or the game scene blocked by the target game object in perspective. The present disclosure can assist users in accurately releasing a line-of-sight-out skill when facing a complex scene space by displaying the three-dimensional perspective structure of the target game object, thereby improving the operation efficiency of the user.
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Description

Skill control methods, devices, electronic equipment and computer program products Technical Field

[0001] This disclosure relates to the field of game technology, and more specifically, to a skill control method, skill control device, electronic device, and computer program product. Background Technology

[0002] In tactical competitive games, some characters' skills can be used to strike enemies through walls or by launching them from high points, ignoring spatial obstacles.

[0003] In reality, the game's scene space is very complex. When faced with complex scenes and obstacles, players find it difficult to accurately aim at targets behind obstacles and release skills, and it is also difficult to determine how to release skills to maximize benefits.

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

[0005] It should be noted that the information disclosed in the background section above is only used to enhance the understanding of the background of this disclosure, and therefore may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention

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

[0007] According to a first aspect of this disclosure, a skill control method is provided, which provides a graphical user interface via a terminal device, the graphical user interface including at least a portion of a game scene, the method comprising:

[0008] When the game character is in the skill release state of the target skill, in response to the aiming command, the release direction of the target skill is controlled and adjusted;

[0009] The target game object is determined from the game scene based on the release direction;

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

[0011] According to a second aspect of this disclosure, a skill control device is provided that provides a graphical user interface via a terminal device, the graphical user interface including at least a portion of a game scene, the device comprising:

[0012] The skill direction determination module is used to control and adjust the release direction of the target skill in response to the aiming command when the game character is in the skill release state of the target skill;

[0013] The target object determination module is used to determine the 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 occluded by the target game object.

[0015] According to a third aspect of this disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the skill control method described in any of the preceding claims by executing the executable instructions.

[0016] According to a fourth aspect of this disclosure, a computer program product is provided, comprising a computer program that, when executed by a processor, implements the skill control method described in any of the preceding claims.

[0017] The exemplary embodiments disclosed herein can have the following beneficial effects:

[0018] In the skill control method of this exemplary embodiment, the release direction of the target skill is obtained, and the target game object is determined from the game scene based on the release direction. Then, the internal structure of the target game object and / or the game scene obscured by the target game object is displayed through perspective. This skill control method, by providing a spatial scanning function to display the internal structure of the target game object and the obscured portion of the game scene through perspective, can assist players in accurately releasing skills outside their line of sight when facing complex scene spaces. It allows for precise aiming and striking of targets behind obstacles, improving user operational efficiency. It also helps players with weak spatial awareness or novice players release skills with higher returns and lower barriers to entry, thereby obtaining more positive feedback in combat and enhancing the gaming experience.

[0019] It should be understood that the above general description and the following detailed description are exemplary and explanatory only, and are not intended to limit this disclosure. Attached Figure Description

[0020] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure. It is obvious that the drawings described below are merely some embodiments of this disclosure, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort.

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

[0022] Figure 2 shows a flowchart illustrating the skill control method according to an exemplary embodiment of this disclosure;

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

[0024] Figure 4 schematically illustrates a skill release trajectory according to a specific embodiment of the present disclosure;

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

[0026] Figure 6 schematically illustrates a heatmap of skill effects according to a specific embodiment of the present disclosure;

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

[0028] Figure 8 shows a schematic flowchart of the process for determining skill damage data in an exemplary embodiment of this disclosure;

[0029] Figure 9 illustrates a flowchart of an exemplary embodiment of this disclosure for intelligently adjusting the skill release direction of a target skill;

[0030] Figure 10 schematically illustrates a skill adjustment control according to one specific embodiment of the present disclosure;

[0031] Figure 11 schematically illustrates the result of skill release direction adjustment according to a specific embodiment of the present disclosure;

[0032] Figure 12 shows a block diagram of a skill control device according to an exemplary embodiment of the present disclosure;

[0033] Figure 13 shows a schematic diagram of the structure of a computer system suitable for implementing the embodiments of the present disclosure. Detailed Implementation

[0034] Example embodiments will now be described more fully with reference to the accompanying drawings. However, example embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided to make this disclosure more comprehensive and complete, and to fully convey the concept of the example embodiments to those skilled in the art. The described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a full understanding of embodiments of this disclosure. However, those skilled in the art will recognize that the technical solutions of this disclosure can be practiced with one or more of the specific details omitted, or other methods, components, apparatus, steps, etc., can be employed. In other instances, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of this disclosure.

[0035] Furthermore, the accompanying drawings are merely illustrative of this disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and therefore repeated descriptions of them will be omitted. Some block diagrams shown in the drawings are functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in one or more hardware modules or integrated circuits, or in different network and / or processor devices and / or microcontroller devices.

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

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

[0038] It should be understood that the number of terminal devices, networks, and servers in Figure 1 is merely illustrative. Depending on implementation needs, any number of terminal devices, networks, and servers can be used. For example, server 105 could be a server cluster composed of multiple servers.

[0039] Terminal devices 101, 102, and 103 can be various electronic devices with processors, including but not limited to smartphones, tablets, laptops, etc. Server 105 can be a server providing various services. For example, when a game character is in the skill release state of a target skill, terminal devices 101, 102, and 103 can control and adjust the release direction of the target skill in response to aiming commands via the processor. Server 105 can determine the target game object from the game scene based on 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 obscured by the target game object via terminal devices 101, 102, and 103. Terminal devices 101, 102, and 103 can also use the processor to complete the process from controlling and 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 obscured by the target game object.

[0040] In one embodiment of this disclosure, the skill control method can run on a local terminal device or a server. When the skill control method runs on a server, it can be implemented and executed based on a cloud interaction system, which includes a server and client devices.

[0041] 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 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.

[0042] 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.

[0043] In one possible implementation, this disclosure provides a skill control method that provides a graphical user interface through a terminal device, wherein the terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0044] This example implementation first provides a skill control method, which provides a graphical user interface (GUI) through a terminal device, the GUI including at least a portion of the game scene. Referring to Figure 2, the skill control method described above may include the following steps:

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

[0046] Step S220. Determine the target game object from the game scene based on the release direction.

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

[0048] In the skill control method of this exemplary embodiment, the release direction of the target skill is obtained, and the target game object is determined from the game scene based on the release direction. Then, the internal structure of the target game object and / or the game scene obscured by the target game object is displayed through perspective. This skill control method, by providing a spatial scanning function to display the internal structure of the target game object and the obscured portion of the game scene through perspective, can assist players in accurately releasing skills outside their line of sight when facing complex scene spaces. It allows for precise aiming and striking of targets behind obstacles, improving user operational efficiency. It also helps players with weak spatial awareness or novice players release skills with higher returns and lower barriers to entry, thereby obtaining more positive feedback in combat and enhancing the gaming experience.

[0049] The steps described above in this exemplary embodiment will now be explained in more detail with reference to Figures 3 to 11.

[0050] In step S210, when the game character is in the skill release state of the target skill, the release direction of the target skill is controlled and adjusted in response to the aiming command.

[0051] In this example implementation, a target skill refers to a skill that can pass through or over obstacles and attack a target object behind the obstacles, such as a skill that can strike an enemy through a wall or by throwing it from a high point, ignoring spatial obstacles.

[0052] For the aforementioned types of 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 activated to help the user aim and release the skill even when there are obstacles obstructing the view. The skill release state of the target skill refers to the aiming state before releasing the target skill. At this time, the skill release trajectory of the target skill can be obtained based on the aiming direction and position.

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

[0054] In an alternative implementation, during the skill release process, the perspective scheme can be turned on or off by detecting whether there are obstacles in the release direction.

[0055] Figure 3 schematically illustrates a skill release trajectory according to a specific embodiment of the present disclosure. The skill release trajectory of the target skill refers to the line connecting the starting point of the skill to the landing point. Obstacles may exist on the skill release trajectory of the target skill.

[0056] In step S220, the 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 buildings, containers, etc. A target game object is a game object in the game scene that interacts with the target skill in the direction of its release, such as a game object intersecting the skill's trajectory. If multiple connected game objects exist, such as multiple connected containers, these multiple connected game objects are considered as a single game object; if it is the target game object, its overall perspective structure is displayed.

[0058] In this example implementation, the release indicator of the target skill can be controlled and displayed. The release indicator is used to indicate the release direction of the target skill. The release direction of the target skill can be the trajectory of the target skill, which can include straight lines, arcs, parabolas, cycloids, etc. The release indicator can be a trajectory marker, or it can be other types of markers, such as the red dot of an infrared laser aiming device, etc. This example implementation does not impose any specific limitations.

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

[0060] Any game object touched by the line connecting 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 point of contact is used, and the game object that first comes into contact with the skill release trajectory is taken as the target game object corresponding to the target skill.

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

[0062] In step S230, the perspective display shows the internal structure of the target game object and / or the perspective display shows the game scene occluded by the target game object.

[0063] In this example implementation, after the target game object is scanned, its 3D perspective structure can be displayed. The perspective view can be controlled to display the internal structure of the target game object and / or the game scene obscured by the target game object. Special display effects, such as planar highlighting, can also be used to display the area of ​​effect of the target skill within the internal structure of the target game object, or within the game scene obscured by the target game object. The area of ​​effect of the target skill refers to the region where the skill takes effect after it is released.

[0064] In this example implementation, a first action surface within the internal structure of the target game object can be determined based on the release direction, and the surface opposite to the first action surface is designated as the second action surface. The area of ​​effect of the target skill is displayed on the second action surface. The first action surface refers to the surface of the target game object that first comes into contact with the skill release trajectory, and the second action surface is the opposite surface 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 schematically illustrates a three-dimensional perspective structure of a target game object according to a specific embodiment of the present disclosure. The target skill passes through the front layer of the container and acts on the back layer of the container, so the area of ​​effect of the target skill is the back layer of the container.

[0066] In this example implementation, obstacles may have various structural types. For example, containers are generally regular cuboids, while obstacles like rocks are elliptical or irregular shapes. For obstacles other than cuboids, a cuboid-shaped enclosure can be provided, and the effective surface of the skill can be determined in the same way described above.

[0067] In this example implementation, the effect of the skill can be evaluated and displayed to the player in the form of a heatmap as shown in Figure 6. The player can also be prompted on the interface. For example, the darker the color, the stronger the damage caused by the skill, or different colors can be 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 using a first perspective effect. Figure 7 schematically illustrates a diagram of skill damage data according to a specific embodiment of this disclosure. If there is an enemy game character behind the target game object, its location can be indicated on the interface, for example, a blurry indication of the enemy game character can be given to prompt the player.

[0069] When an enemy character is within the occlusion range of the target game object, the skill damage data of the target skill against the enemy game character can also be displayed on the graphical user interface, as shown in Figure 8. Specifically, it can include the following steps:

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

[0071] Skill damage data may include skill effectiveness rate and / or expected damage value, where skill effectiveness rate refers to the probability that the target skill will effectively hit the enemy game character, and expected damage value is the actual damage value that the target skill is expected to deal 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 ​​effect 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 enemy game character's location and the effective strike area; based on the maximum damage value of the target skill and the skill effectiveness, the expected damage value of the target skill against the enemy game character can be obtained.

[0073] Skill effectiveness is determined by the positional relationship between the enemy character's location and the effective hit area. The expected damage is calculated as the product of the target skill's maximum damage and the skill effectiveness. If the skill's maximum damage is 150, and only half of the effective hit area can affect the enemy, then the skill effectiveness is 50%, and the expected damage is 150 * 50% = 75.

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

[0075] Skill effectiveness can also be calculated based on the distance between the skill's effective area and the center of the target skill's area of ​​effect; the greater the distance, the lower the skill effectiveness.

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

[0077] The first condition is the display condition of skill damage data. After calculating the skill effectiveness and expected damage value of the target skill against the enemy game character, or after the skill damage data reaches a certain threshold, such as when the skill damage data is greater than 0, it can be displayed in a suitable 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 be intelligently adjusted. As shown in Figure 9, the method for adjusting the target skill direction can 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, then display the skill adjustment control for the target skill on the graphical user interface.

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

[0081] Figure 10 schematically illustrates a skill adjustment control according to a specific embodiment of the present disclosure. If, after a spatial scan, a message is displayed indicating that there is an enemy nearby and the skill in the current direction is invalid, a smart adjustment control 1001 pops up.

[0082] Step S920. Respond to the skill adjustment operation applied to the skill adjustment control, adjust the release direction of the target skill so that the skill effectiveness against the enemy game character reaches the preset skill effectiveness.

[0083] After the user clicks the skill adjustment control, the skill release direction can be intelligently adjusted to the effective release position. Under the influence of enemy and friendly positions, space and other relationships, the skill effectiveness under the current conditions will be automatically calibrated to a preset value, such as adjusting to a position with a skill effectiveness of 50%, or directly adjusting to a position with the maximum skill effectiveness.

[0084] Figure 11 schematically illustrates the result of skill release direction adjustment according to a specific embodiment of the present disclosure. After adjustment, the skill effectiveness rate changes from 0 to 40%, and the expected damage value also changes from 0 to 80. Users can continue to make adjustments based on this, or they can directly release the target skill, which improves the user's operational efficiency.

[0085] Finally, in response to the skill release command, the game client controls the target skill to pass through the target game object and take effect inside the target game object and / or in the game scene that is obscured by the target game object.

[0086] After the player adjusts the release direction and position of the target skill, they can release the skill to make it pass through obstacles and act inside the obstacle or in the game scene behind the obstacle. This maximizes the effect of the target skill, allowing for precise aiming and attack on targets hidden behind obstacles.

[0087] It should be noted that although the steps of the method in this disclosure are described in a specific order in the accompanying drawings, this does not require or imply that the steps must be performed in that specific order, or that all the steps shown must be performed to achieve the desired result. Additional or alternative steps may be omitted, multiple steps may be combined into one step, and / or a step may be broken down into multiple steps.

[0088] Furthermore, this disclosure also provides a skill control device that provides a graphical user interface via a terminal device, the graphical user interface including at least a portion of the game scene. Referring to Figure 12, 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. Wherein:

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

[0090] The target object determination module 1220 can be used to determine the target game object from the game scene based on the release direction;

[0091] The perspective structure display module 1230 can 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 occluded by the target game object.

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

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

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

[0095] In some exemplary embodiments of this disclosure, the release direction is the trajectory of the target skill, and the release indicator is the trajectory identifier.

[0096] In some exemplary embodiments of this disclosure, the first game object is the game object that first intersects with the release instruction identifier.

[0097] In some exemplary embodiments of this disclosure, a skill control device provided in this disclosure may further 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 command, to take effect inside the target game object and / or to take effect at a game scene obscured by the target game object.

[0098] In some exemplary embodiments of this disclosure, a skill control device provided in this disclosure may further 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 that is occluded by the target game object.

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

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

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

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

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

[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 based on the target skill's area of ​​effect and the enemy game character's location;

[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 this disclosure, the skill damage data calculation unit may include a first skill effectiveness calculation unit and an expected damage value calculation unit. Wherein:

[0107] The first skill effectiveness calculation unit can be used to determine the effective strike area of ​​the target skill based on the target skill's area of ​​effect, and to determine the skill effectiveness of the target skill against the enemy game character based on the positional relationship between the enemy game character's location and the effective strike area.

[0108] The projected damage calculation unit can be used to obtain the projected damage value of a target skill against an enemy game character based on the target skill's maximum damage value and skill effectiveness.

[0109] In some exemplary embodiments of this disclosure, the skill damage data calculation unit may further 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 this disclosure, a skill control device provided in this disclosure may further include a skill adjustment module, which may include a skill adjustment control display unit and a skill release direction adjustment unit. Wherein:

[0111] The skill adjustment control display unit can be used to display a skill adjustment control for the target skill on the graphical user interface if the skill effectiveness of the target skill against the enemy game character is less than or equal to the skill effectiveness threshold.

[0112] The skill release direction adjustment unit can be used to respond to skill adjustment operations applied to the skill adjustment control, and adjust the release direction of the target skill so that the target skill's effectiveness against the enemy game character's skill reaches the preset skill effectiveness.

[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 section, and will not be repeated here.

[0114] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this 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 and embodied by multiple modules or units.

[0115] Figure 13 shows a schematic diagram of the structure of a computer system suitable for implementing an electronic device according to embodiments of the present disclosure.

[0116] It should be noted that the computer system 1300 of the electronic device shown in FIG13 is only an example and should not impose any limitation on the functionality and scope of use of the embodiments of this disclosure.

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

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

[0119] In particular, according to embodiments of this disclosure, the processes described above with reference to the flowcharts can be implemented as computer software programs. For example, embodiments of this disclosure include a computer program product comprising a computer program carried on a computer-readable medium, the computer program containing program code for performing the methods shown in the flowcharts. In such embodiments, the computer program can be downloaded and installed from a network via communication section 1309, and / or installed from removable medium 1311. When the computer program is executed by central processing unit (CPU) 1301, it performs various functions defined in the system of this disclosure.

[0120] Exemplary embodiments of this disclosure also provide a computer program product. The computer program product includes a computer program that, when executed by a processor, implements the skill control method described above.

[0121] In one embodiment, the computer program product can be a tangible product containing a computer program, such as a computer-readable storage medium storing the computer program. The readable storage medium can 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, hard disk drive (HDD), solid-state drive (SSD), etc. For example, the computer program product can be implemented as a non-volatile storage medium storing the computer program, such as read-only memory, NAND flash memory, etc.

[0122] In one implementation, the computer program product can be an intangible product containing a computer program. For example, the computer program product can be implemented as a virtual digital product, such as an executable file, installation package, or other digital file storing the computer program.

[0123] Computer program code can be written in one or more programming languages. Examples of programming languages ​​include C, Java, and C++. Program code can execute entirely on the user's computing device, partially on the user's computing device, or as a standalone software package. It can also execute partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, such as a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via an internet connection provided by a mobile network operator).

[0124] Computer programs can be carried or transmitted via signals such as electricity, magnetism, light, electromagnetic fields, and infrared radiation. Electronic devices can convert the signals carrying computer programs into digital signals, thereby running the computer programs. When a computer program runs on an electronic device, its code is used to cause the electronic device to execute (more specifically, to be executed by the processor of the electronic device) the method steps of various exemplary embodiments of this disclosure, such as the skill control method described above.

[0125] The flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of systems, methods, and computer program products according to various embodiments of this disclosure. 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 indicated in the blocks may occur in a different order than those indicated in the drawings. For example, two consecutively indicated 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 or flowchart, and combinations of blocks in a block diagram or flowchart, may be implemented using a dedicated hardware-based system that performs the specified function or operation, or using a combination of dedicated hardware and computer instructions.

[0126] It should be noted that although several modules for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to embodiments of this disclosure, the features and functions of two or more modules described above can be embodied in one module. Conversely, the features and functions of one module described above can be further divided and embodied by multiple modules.

[0127] Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This disclosure is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein.

[0128] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is limited only by the appended claims.

Claims

1. A skill control method, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, wherein the GUI includes at least a portion of the game scene. The method comprises: when a game character is in a skill release state for a target skill, controlling and adjusting the release direction of the target skill in response to an aiming command; determining a target game object from the game scene based on the release direction; controlling perspective display of the internal structure of the target game object and / or perspective display of the game scene obscured by the target game object; if the skill effectiveness rate of the target skill against an enemy game character is less than or equal to a skill effectiveness threshold, displaying a skill adjustment control for the target skill on the GUI; wherein the skill effectiveness rate is the probability that the target skill effectively hits the enemy game character, the skill effectiveness rate is determined based on the positional relationship between the enemy game character's location and the effective hit area, and the effective hit area is determined based on the target skill's area of ​​effect; and adjusting the release direction of the target skill in response to a skill adjustment operation applied to the skill adjustment control, so that the skill effectiveness rate of the target skill against the enemy game character reaches a preset skill effectiveness rate.

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 direction of release.

3. The skill control method according to claim 1, characterized in that, The method further includes: controlling the display of a release indicator of the target skill, the release indicator being used to indicate the release direction of the target skill; determining the target game object from the game scene based on the release direction includes: in response to a first game object in the game scene intersecting with the release indicator, controlling the determination of the first game object as the target game object.

4. The skill control method according to claim 3, characterized in that, The release direction is the trajectory of the target skill, and the release indicator is the trajectory identifier.

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 instruction marker.

6. The skill control method according to claim 1, characterized in that, The method further includes: in response to a skill release command, controlling the target skill to pass through the target game object, to take effect inside the target game object and / or to take effect in the game scene obscured by the target game object.

7. The skill control method according to claim 1, characterized in that, The method further includes: displaying the area of ​​effect of the target skill in the internal structure of the target game object, or displaying the area of ​​effect of the target skill in the game scene that is obscured by the target game object.

8. The skill control method according to claim 7, characterized in that, Displaying the area of ​​effect of the target skill in the internal structure of the target game object includes: determining a first surface in the internal structure of the target game object according to the release direction, and taking the surface opposite to the first surface as a second surface; displaying the area of ​​effect of the target skill on the second surface.

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

10. The skill control method according to claim 9, characterized in that, The method further includes: determining the skill damage data of the target skill against the enemy game character based on the area of ​​effect of the target skill and the location of the enemy game character; and displaying the skill damage data of the target skill against the enemy game character on the graphical user interface when the skill damage data meets a first condition.

11. The skill control method according to claim 10, characterized in that, The skill damage data includes skill effectiveness rate and / or expected damage value. Determining the skill damage data of the target skill against the enemy game character based on the target skill's area of ​​effect and the enemy game character's location includes: determining the skill effectiveness rate of the target skill against the enemy game character based on the distance between the enemy game character's location and the center of the target skill's area of ​​effect; and obtaining the expected damage value of the target skill against the enemy game character based on the target skill's maximum damage value and the skill effectiveness rate.

12. A skill control device, characterized in that, A graphical user interface (GUI) is provided via a terminal device, the GUI including at least a portion of the game scene. The device comprises: a skill direction determination module, used to control and adjust the release direction of the target skill in response to an aiming command when the game character is in the skill release state of the target skill; a target object determination module, used to determine the target game object from the game scene according to the release direction; a perspective structure display module, used to control perspective display of the internal structure of the target game object and / or perspective display of the game scene obscured by the target game object; and a skill adjustment module, used to display a skill adjustment control for the target skill on the GUI if the skill effectiveness rate of the target skill against the enemy game character is less than or equal to a skill effectiveness rate threshold; wherein the skill effectiveness rate is the probability that the target skill effectively hits the enemy game character, the skill effectiveness rate is determined according to the positional relationship between the enemy game character's location and the effective hit area, and the effective hit area is determined according to the area of ​​effect of the target skill; and in response to a skill adjustment operation acting on the skill adjustment control, the release direction of the target skill is adjusted so that the skill effectiveness rate of the target skill against the enemy game character reaches a preset skill effectiveness rate.

13. An electronic device, characterized in that, include: processor; And a memory for storing one or more programs, which, when executed by the processor, cause the processor to implement the skill control method as described in any one of claims 1 to 11.

14. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by a processor, it implements the skill control method as described in any one of claims 1 to 11.

Citation Information

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