Game interaction control method and device and electronic equipment
By controlling game characters through terminal devices to enter a target state and release skills to increase attributes for other characters, the problem of limited skill quantity and attribute values is solved, achieving rapid buff effects and improving the gaming experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-12-25
- Publication Date
- 2026-03-31
AI Technical Summary
The limited number of skills or attribute values that game characters can use results in fewer game characters receiving buffs, and the limited buff effects, which affects the game experience.
The terminal device provides a graphical user interface to control the controlled character to enter the target state, configure the target attributes and first skill, release skills in the target state to increase the attributes of other characters, and exit the target state when the target attribute is lower than the threshold or the duration reaches the preset duration, and display the second attribute of the controlled character.
It can increase the attributes of a large number of game characters in a short period of time, improve the character buffs, and enhance the game experience.
Smart Images

Figure CN121754883A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of game technology, and in particular to a game interactive control method, device, and electronic device. Background Technology
[0002] In the game, characters can use attribute-boosting skills to provide attribute buffs to other characters, increasing their attribute values. Alternatively, characters can share their own attribute values with other characters. However, due to the limited number of skills a character can use or the limited number of their own attribute values, the number of characters receiving buffs is relatively small, resulting in limited buff effects and impacting the gaming experience. Summary of the Invention
[0003] In view of this, the purpose of the present invention is to provide an interactive control method, device and electronic device for games to improve character buff effects and thus improve the game experience.
[0004] In a first aspect, embodiments of the present invention provide an interactive control method for a game, which provides a graphical user interface through a terminal device, the graphical user interface displaying at least a portion of the game scene; the game scene includes a controlled character, the controlled character being controlled through the terminal device; the method includes: In response to the controlled character entering the target state, the control configures the target attribute and first skill for the controlled character, wherein the first skill is configured to be triggered by consuming the target attribute; when the controlled character is in the target state, in response to the controlled character releasing the first skill, and the target of the first skill is the first character in the game scene, the control increases the first character's first attribute and decreases the controlled character's target attribute; in response to the target attribute falling below a first preset threshold, or the duration of the controlled character being in the target state reaching a preset duration, the control exits the target state and displays the controlled character's second attribute.
[0005] Secondly, embodiments of the present invention provide an interactive control device for a game, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a portion of the scene screen of the game scene. The game scene includes a controlled character, which is controlled through the terminal device. The device includes: a state entry module, used to control the configuration of a target attribute and a first skill for the controlled character in response to the controlled character entering a target state, wherein the first skill is configured to be triggered by consuming the target attribute; a skill release module, used to control the increase of the first attribute of the first character and the decrease of the target attribute of the controlled character in response to the controlled character releasing the first skill when the controlled character is in the target state, and the target of the first skill is the first character in the game scene; and a state exit module, used to control the controlled character to exit the target state and display the second attribute of the controlled character in response to the target attribute falling below a first preset threshold or the duration of the controlled character being in the target state reaching a preset duration.
[0006] Thirdly, embodiments of the present invention provide an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the interactive control method of the above-mentioned game.
[0007] Fourthly, embodiments of the present invention provide a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to implement the interactive control method of the aforementioned game.
[0008] The embodiments of the present invention bring the following beneficial effects: The aforementioned interactive control method, device, and electronic device for the game provide a graphical user interface through a terminal device, which displays at least a portion of the game scene. The game scene includes a controlled character, which is controlled through the terminal device. In response to the controlled character entering a target state, the control configures a target attribute and a first skill for the controlled character, wherein the first skill is configured to be triggered by consuming the target attribute. When the controlled character is in the target state, in response to the controlled character releasing the first skill, and the target of the first skill being the first character in the game scene, the control increases the first character's first attribute and decreases the controlled character's target attribute. In response to the target attribute falling below a first preset threshold, or the duration of the controlled character being in the target state reaching a preset duration, the control exits the target state and displays the controlled character's second attribute.
[0009] In the above method, after the controlled character enters the target state, the target attribute is configured for the controlled character, and the target attribute is consumed by releasing skills, while the attribute is increased for other game characters. This can increase the attribute of a large number of game characters in a short period of time, improve the character buff effect, and thus improve the game experience.
[0010] Other features and advantages of the invention will be set forth in the description which follows, and will be apparent in part from the description, or may be learned by practicing the invention. The objects and other advantages of the invention are realized and obtained in accordance with the structures particularly pointed out in the description, claims and drawings.
[0011] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0012] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0013] Figure 1 A flowchart illustrating a game interaction control method provided in an embodiment of the present invention; Figure 2 A schematic diagram of a controlled character before entering a target state, an indicator bar for the second attribute of the controlled character, and a crosshair marker provided in an embodiment of the present invention; Figure 3 A schematic diagram of the controlled role and range indication identifier after entering the target state, provided in an embodiment of the present invention; Figure 4 A schematic diagram of the first operation instruction information and the second operation instruction information provided in an embodiment of the present invention; Figure 5 A schematic diagram of a crosshair aiming at a first character, provided in an embodiment of the present invention; Figure 6 A schematic diagram illustrating the update of status indicator and skill release count provided in an embodiment of the present invention; Figure 7 A schematic diagram of a skill status indicator control for when the first skill cannot be released, provided in an embodiment of the present invention; Figure 8 A schematic diagram of an interactive control device for a game provided in an embodiment of the present invention; Figure 9 This is a schematic diagram of an electronic device provided in an embodiment of the present invention. Detailed Implementation
[0014] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.
[0015] Considering that the number of game characters that receive buffs is relatively small and the buff effects are limited, which affects the game experience, the game interaction control method, device and electronic device provided in this embodiment of the invention can be applied to various games, such as games with multiple game characters or multiple game factions.
[0016] In one embodiment of this disclosure, the game interaction control method can run on a local terminal device or a server. When the game interaction control method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.
[0017] 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 the game's interactive control methods are completed on the cloud gaming server. 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 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.
[0018] 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.
[0019] In one possible implementation, embodiments of the present invention provide an interactive control method for a game, providing a graphical user interface (GUI) through a terminal device. The terminal device can be either a local terminal device as mentioned above, or a client device in a cloud interactive system as mentioned above. The GUI displays at least a portion of the game scene; the game scene includes a controlled character, which is controlled via the terminal device.
[0020] The scene visuals are captured by a virtual camera set up within the game environment. This virtual camera can be positioned at a specific location within the game scene and can also move with the controlled character. The orientation of the virtual camera can be controlled via commands. In addition to the controlled character, the game scene also includes other game characters, such as the controlled character's teammates, enemy characters, and NPCs (Non-Player Characters).
[0021] like Figure 1 As shown, the interactive control method of this game includes the following steps: In step S102, in response to the controlled character entering the target state, the control configures the target attribute and first skill for the controlled character; wherein, the first skill is configured to be triggered by consuming the target attribute; The controlled character enters the target state, either automatically or under the control of a state switching command. This state switching command can be generated by triggering a state switching control, which can be generated through touch operations on the touchscreen, mouse clicks, keyboard or game controller shortcuts, etc.
[0022] Before the state switching command is generated, the controlled character is in a default state and does not have the effect of increasing attribute values for other game characters. In this target state, the controlled character will increase the attribute values of other game characters. The target attribute can be health, HP, attack power, defense, etc.
[0023] To increase attribute values for a larger number of game characters, the target attribute is typically greater than the second attribute of the controlled character before entering the target state. This target attribute can be a preset value, such as 2000. Alternatively, it can be determined based on the second attribute of the controlled character before entering the target state; for example, increasing the second attribute by 1000. Another example is multiplying the second attribute by a specified factor. By setting a larger target attribute, the number of game characters that can benefit from skill activation by the controlled character in the target state can be increased, thereby improving the efficiency of the buffs.
[0024] Figure 2 The graphical user interface shown displays the controlled character before entering the target state, an indicator bar for the controlled character's second attribute, and a crosshair. Before entering the target state, the controlled character's second attribute is low. Figure 2 In the example, the controlled character's second attribute is 200, and the maximum value of the second attribute is 275. The aforementioned first skill is used to increase the first attribute of game characters other than the controlled character by consuming the target attribute.
[0025] Step S104: When the controlled character is in the target state, respond to the controlled character releasing the first skill, and the target of the first skill is the first character in the game scene, control increases the first character's first attribute and decreases the controlled character's target attribute; The first skill can be released through a skill release command, which can be generated by triggering a skill release control. This skill release control can be generated through touch operations on a touch screen, mouse clicks, keyboard or game controller shortcuts, etc.
[0026] The aforementioned first character is typically displayed in the scene, and the distance between the first character and the controlled character is within a preset distance threshold, such as 100 meters. This first character can be selected when generating a skill release command; for example, clicking on the first character generates the skill release command to release the first skill on that character. Alternatively, the first character can be selected before generating the skill release command; for example, after selecting the first character using a crosshair, the game character aimed at by the crosshair or the game character closest to the crosshair will be selected as the first character after the skill release command is generated.
[0027] After releasing the first skill, the first character's primary attribute can increase by a specified increment, increase to a specified value, or increase at a preset rate over a certain period of time. Releasing the first skill requires consuming the controlled character's target attribute. Specifically, this can decrease the target attribute by a specified amount, decrease the target attribute to a specified value, or decrease it at a preset rate over a certain period of time.
[0028] In actual implementation, the increase in the first attribute of the first character can be equal to, less than or greater than the decrease in the target attribute of the controlled character. For example, the increase in the first attribute of the first character is equal to 80% of the decrease in the target attribute of the controlled character.
[0029] Step S106: In response to the target attribute being lower than the first preset threshold, or the duration of the controlled character in the target state reaching the preset duration, control the controlled character to exit the target state and display the second attribute of the controlled character.
[0030] The first preset threshold can be pre-set, for example, 0, 200, etc. When the target attribute of the controlled character is lower than the first preset threshold, the controlled character cannot continue to release the first skill, and at the same time, the controlled character exits the target state. The aforementioned preset duration can also be understood as the maximum duration for which the controlled character is in the target state, for example, 8 seconds, 15 seconds, etc. When the controlled character enters the target state, a countdown of the duration can be displayed on the graphical user interface. When the countdown ends, the controlled character exits the target state.
[0031] When the controlled character exits the target state, the controlled character is restored to the default state before entering the target state; this second attribute can be a fixed value or it can be determined based on the second attribute of the controlled character before entering the target state, but usually, the second attribute is less than the aforementioned target attribute.
[0032] The aforementioned game's interactive control method provides a graphical user interface (GUI) via a terminal device, which displays at least a portion of the game scene. The game scene includes a controlled character, which is controlled via the terminal device. In response to the controlled character entering a target state, the control configures a target attribute and a first skill for the controlled character, wherein the first skill is configured to be triggered by consuming the target attribute. When the controlled character is in the target state, in response to the controlled character releasing the first skill, and the target of the first skill being the first character in the game scene, the control increases the first character's first attribute and decreases the controlled character's target attribute. In response to the target attribute falling below a first preset threshold, or the duration of the controlled character being in the target state reaching a preset duration, the control exits the target state and displays the controlled character's second attribute.
[0033] In the above method, after the controlled character enters the target state, the target attribute is configured for the controlled character, and the target attribute is consumed by releasing skills, while the attribute is increased for other game characters. This can increase the attribute of a large number of game characters in a short period of time, improve the character buff effect, and thus improve the game experience.
[0034] In one implementation, the aforementioned second attribute is a life attribute. In response to the controlled character's second attribute value falling below a second preset threshold, the controlled character is controlled to be defeated or eliminated from the game scene. The life attribute can also be called health points, HP, etc. This second attribute differs in function from the aforementioned target attribute. As seen in the previous embodiments, when the target attribute falls below a first preset threshold, the effect on the controlled character is exiting the target state; the controlled character remains in an un-eliminated state in the game scene. That is, the target attribute is only used to provide attribute resources to other game characters and does not affect the controlled character's own character state; the aforementioned first preset threshold can be 0. When the target attribute reaches 0, the controlled character is neither defeated nor eliminated.
[0035] The second attribute affects the controlled character's state. When the second attribute falls below a second preset threshold, such as reaching 0, the controlled character is defeated or eliminated from the game scene; for example, the controlled character enters a dead state. The second preset threshold can be the same as or different from the aforementioned first preset threshold.
[0036] In the above method, after the controlled character enters the target state, the configured target attribute is only used to provide attribute resources to other game characters and does not affect the character state of the controlled character itself. When releasing the first skill, there is no need to consider the character state of the controlled character itself. The target attribute can be used entirely to provide attribute resources to other game characters, which further improves the character buff effect and thus improves the game experience.
[0037] Furthermore, the first attribute mentioned above is the life attribute, and the first skill is used to consume the target attribute of the first unit of the controlled character to increase the life attribute of the second unit for the first character.
[0038] This first attribute can affect the character's own status. When the first attribute falls below a second preset threshold, such as reaching 0, the first character is defeated or eliminated from the game scene; for example, the first character enters a dead state. Each time the first skill is released, the target attribute of the first unit is deducted, and the first character's first attribute is increased by the second unit. The first unit and the second unit can be the same or different; for example, the second unit is equal to 80% of the first unit.
[0039] Before the controlled character enters the target state, the controlled character's second attribute is displayed. This second attribute is a second numerical value of health, which is configured to decrease when the controlled character is attacked. The second attribute can be displayed as a number, a progress bar, or other graphical methods. Figure 2 In the example, the second attribute is displayed as an indicator bar, which also shows the current value of the second attribute of the controlled character, which is 200, and the maximum value of the second attribute, which is 275.
[0040] When a controlled character is attacked, their secondary attribute decreases; when a controlled character receives an attribute buff, such as when another character uses a healing skill on the controlled character, their secondary attribute increases.
[0041] In response to a controlled character entering the target state, the secondary attribute of the controlled character is removed from display, and the target attribute and first skill are configured for the controlled character. The controlled character is configured to have their target attribute reduced when attacked. This can be understood as follows: after the controlled character enters the target state, the secondary attribute no longer affects the controlled character; instead, the target attribute affects them. Specifically, in the target state, the target attribute decreases when the controlled character is attacked, and the target attribute decreases when the controlled character uses their first skill.
[0042] exist Figure 3 In the example, the target attribute is displayed as an indicator bar. It also shows the current value of the target attribute of the controlled character, which is 1200, and the maximum value of the target attribute, which is 1200.
[0043] Furthermore, the controlled character exits the target state, and the controlled character's second attribute is displayed; the second attribute is a third value, and the third value is greater than or equal to the second value. This second attribute is the same as the second attribute displayed before the controlled character entered the target state. Before the controlled character entered the target state, the second attribute was the second value of the health attribute; after the controlled character exits the target state, the second attribute is the third value, which is greater than or equal to the second value. For example, the second attribute has a preset maximum value, and the third value can be the maximum value. When the second value is less than the maximum value, the third value is greater than the second value; when the second value is equal to the maximum value, the third value is equal to the second value.
[0044] Specifically, the target attribute is the fourth value of the life attribute, which is greater than the third value. That is, when the controlled character enters the target state, the configured target attribute has a high value. When the aforementioned third value is the maximum value of the second attribute, the fourth value is greater than the third value, indicating that after the controlled character enters the target state, it can provide more attribute buffs to other characters, thus improving the character buff effect.
[0045] The above method provides the attributes and values of the controlled character before entering the target state, after entering the target state, and after exiting the target state. By entering the target state, the controlled character can obtain higher target attribute values, thereby providing more attribute bonuses to other characters. Even after exiting the target state, the controlled character still retains high attribute values, thus generating a benefit for itself. This method can encourage users to control the controlled character to enter the target state, improving the team interaction experience.
[0046] In one implementation, in response to the controlled character entering the target state, a target range is determined in the game scene; in response to the existence of a second character with a specified role relationship with the controlled character within the target range, the first attribute of the second character is added.
[0047] The target range can be determined based on the controlled character's position. For example, it can be a circular area with the controlled character as the center and a specified radius; or a sector-shaped area with the controlled character as the vertex and a specified radius and angle. The specified character relationship can be a teammate relationship, an alliance relationship, a cooperative relationship, etc.; the second character is a game character located within the target range and having a specified character relationship with the controlled character.
[0048] After the controlled character enters the target state, the second character can be controlled to increase the first attribute by a specified unit, for example, by 500; the second character's first attribute can also be controlled to increase to a specified value, for example, by 1000; or the second character's first attribute can be controlled to increase at a preset speed, for example, by 5 per second. When the controlled character is in the target state and the second character is within the target range, the second character's first attribute will always increase at this speed.
[0049] It should be noted that increasing the first attribute of a second character will not consume the target attribute of the controlled character. When there are many second characters within the target range, multiple second characters can increase their first attribute, thereby increasing the attribute bonus range and efficiency.
[0050] After the target area is determined, a range indicator is displayed. This range indicator is used to indicate the location and size of the target area. The range indicator can be displayed on the scene ground corresponding to the target area, or on the scene ground where the edge of the target area is located. The range indicator can be in the form of a specified color, glowing effect, edge glow, etc.
[0051] exist Figure 3 In the example, after the controlled character enters the target state, its appearance changes, the target attribute becomes 1200, and the target range is a circular area centered on the controlled character. A range indicator is displayed in the game scene with glowing edges. This range indicator can be visible to at least some of the game characters in the game scene; for example, it can be visible to the controlled character's teammates, allies, and cooperative characters, but not to enemy characters. Alternatively, it can be visible to all game characters in the game scene. By displaying the target range indicator, more game characters can be guided into the target range to receive attribute bonuses, thereby increasing the number of characters receiving attribute bonuses and improving the efficiency of attribute bonuses.
[0052] Furthermore, when the controlled character is in the target state, the first operation instruction information for the controlled character to release the first skill is displayed, and / or, the second operation instruction information corresponding to the controlled character releasing the attack skill in the target state is displayed.
[0053] The first operation instruction information is used to instruct the controlled character on how to release the first skill. This operation method can be clicking, double-clicking, holding down the left mouse button, the right mouse button, a designated shortcut key on the keyboard or game controller, or a control on the touchscreen, etc. Figure 4 In the game, taking the left mouse button as an example, clicking the left mouse button releases the first skill.
[0054] The aforementioned second operation instruction information is used to specify the operation method for the controlled character to release attack skills under the target state. This operation method can be clicking, double-clicking, holding down the left mouse button, the right mouse button, a designated shortcut key on the keyboard or game controller, or a control on the touch screen, etc. Figure 4 In the game, taking the right mouse button as an example, clicking the right mouse button releases an attack skill.
[0055] In practice, only the first operation instruction information, only the second operation instruction information, or both can be displayed. Displaying operation instruction information can improve user efficiency.
[0056] In one implementation, in response to a controlled character releasing a first skill, a first character is determined based on the scene position indicated by the crosshair; the first skill is then released on the first character. The crosshair is typically displayed in the center of the graphical user interface. The scene position indicated by the crosshair can be adjusted by changing the screen view. If the crosshair points to a game character, that game character is identified as the first character. If the crosshair points to a scene model, the game character within a specified range of the scene position indicated by the crosshair, and closest to that position, is identified as the first character. For example, after the crosshair is aligned with the first character, clicking the left mouse button releases the first skill on the first character. Figure 5 As shown.
[0057] Furthermore, when the first skill is released on the first character, the target attribute of the first unit is deducted, and the first character's first attribute is continuously increased within a first duration. In this method, each time the controlled character releases the first skill, the target attribute of the first unit is deducted. The first unit can be preset, such as 200, 300, etc.; the first duration can also be preset, such as 5 seconds, 10 seconds, etc.
[0058] During the first duration, the first character can increase their primary attribute at a predetermined rate, such as 50 points per second, 100 points per second, etc. After the first duration ends, the first character's primary attribute will stop increasing.
[0059] Another method involves responding to the first character's attack skill within the first duration. If the attack skill hits the second character, it reduces the second character's primary attribute and increases the first character's primary attribute. Within the first duration, i.e., while the first character's primary attribute is increased by the controlled character, if the first character attacks the second character and the attack is successful, the second character's primary attribute decreases. At this time, the second character provides an attribute buff to the first character, further increasing the first character's buff effect.
[0060] The attack skills released by the first character can be melee attacks, ranged attacks, magic attacks, etc.; when the second character's attributes are reduced due to the attack skills released by the first character, the first character's attributes will be increased accordingly.
[0061] Specifically, based on the value of the first attribute that the second character reduces, the increase in the first attribute of the first character is determined; this increase is then added to the first attribute of the first character. The increase in the first attribute can be equal to, greater than, or less than the value of the first attribute that the second character reduces. For example, the increase in the first attribute can be equal to the product of the value of the first attribute that the second character reduces and a specified parameter, which can be preset, such as 0.8, 1.2, etc.
[0062] In another approach, within a first duration, in response to the first character being hit by a status control skill, the first character is prevented from responding to the status control skill; wherein, the status control skill is used to control the first character to enter a specified state. The specified state may include states such as being unable to move, being unable to use skills, or death. The status control skill may be released by an enemy character of the first character, or by an NPC or scene model in the game scene.
[0063] After the first character is hit by a status control skill, under normal circumstances, the first character is controlled in a designated state and cannot respond to the control commands issued by the corresponding terminal device. However, in this embodiment, when the first character is in the first time period, that is, during the process of the controlled character receiving attribute buffs, the first character no longer responds to the status control skill, that is, the first character will not enter the designated state, and the first character can respond to the control commands issued by the corresponding terminal device.
[0064] In the above method, when the first character receives attribute buffs from the controlled character, it can also become immune to control skills, providing additional buffs to the first character, further enhancing the buff effect and improving the team cooperation experience.
[0065] Specifically, during the first duration, a status indicator is displayed associated with the first character; this status indicator is used to indicate that the first character is continuously increasing its first attribute. This status indicator can be an animal effect, a halo, a symbol, etc., and can be displayed at the top, bottom, or surrounding the first character. Figure 6 As shown, a status indicator is displayed at the bottom of the first character. This status indicator indicates that the first character is receiving an attribute boost through the first skill released by the controlled character. At the same time, since the controlled character successfully released the first skill, the target has 200 attribute points deducted, leaving 1000 attribute points.
[0066] Furthermore, based on the target attribute, the number of times the first skill is cast is determined and displayed; the skill cast count is updated in response to the controlled character casting the first skill. Specifically, the number of skill casts can be determined based on the controlled character's target attribute and the first unit of target attribute deducted from the controlled character each time the first skill is cast; for example, if the controlled character's target attribute is 1200 and the first unit of target attribute is 200, then the skill cast count is 6 times, or it can be set to 5 times to avoid the target attribute being cleared. Each time the first skill is successfully cast, the skill cast count decreases by one, until the skill cast count is updated to zero.
[0067] like Figure 5 In the middle, before the controlled character releases their first skill, the skill release count is the maximum, 5 times. Figure 6 In the game, after the controlled character releases a first skill, the target attribute of the first unit is reduced by 200, and the number of skill releases is also reduced by 1, leaving 4.
[0068] When the controlled character is in the target state, if they gain additional target attributes by attacking other characters, the number of times they can release skills may increase. If the target attributes decrease due to attacks from other game characters, the number of times they can release skills may decrease.
[0069] By displaying the number of times a skill can be used, users can quickly know the number of times the first skill can be used, which helps users determine the timing of skill release and improves the efficiency of attribute value gains.
[0070] Furthermore, the aforementioned graphical user interface includes: a skill status indicator control for the first skill; the skill status indicator control is used to: indicate whether the first skill can be released; in response to a target attribute being lower than the first unit consumed by the first skill, update the display format of the skill status indicator control; wherein, the updated skill status indicator control indicates that the first skill cannot be released.
[0071] The first skill cannot be used if the target attribute is insufficient to provide the initial unit consumed by releasing the first skill once. When the display format of the skill status indicator control is updated, it indicates that the first skill cannot be used; the display format can specifically include the display color, graphic content, edge thickening, glow, etc., of the skill status indicator control. The display format of the skill status indicator control differs before and after the update. For example, in... Figure 5 or Figure 6 In the middle, when the first skill is available to be used, the skill status indicator is filled with white. Figure 7 In the game, when the first skill cannot be used, the skill status indicator control is filled with shadow.
[0072] The display format of the skill status indicator control is related to the number of times the skill has been released. Generally, when the number of times the skill has been released is greater than 0, the first skill can be released, and the display format of the skill status indicator control indicates that the first skill can be released. When the number of times the skill has been released is 0, the first skill cannot be released, and the display format of the skill status indicator control indicates that the first skill cannot be released.
[0073] By displaying skill status indicators, users can quickly know whether the first skill can be released, assisting the user character in determining the timing of skill release and improving the efficiency of attribute bonuses.
[0074] In one implementation, in response to an attack release command, the controlled character releases an attack skill; in response to a third character hitting the attack skill, the third character's primary attribute is reduced, and the controlled character's target attribute is increased.
[0075] The attack release command can be generated by triggering an attack control, which can be generated through touch operations on a touchscreen, mouse clicks, keyboard shortcuts, or game controller operations. For example... Figure 4 In the example, the attack command is generated by right-clicking the mouse. Attack skills can be melee attacks, ranged attacks, magical attacks, etc. Multiple attack skills can also be pre-set, with different attack controls corresponding to different skills.
[0076] The game character who lands the attack skill becomes the third character, which can be an enemy character of the controlled character. When the controlled character successfully attacks, it gains attribute buffs. By attacking the enemy, the controlled character increases its own target attributes, which in turn can provide attribute buffs to other characters, further increasing the number of characters that can provide attribute buffs.
[0077] Specifically, based on the reduction of the first attribute by the third role, the increase in the target attribute of the controlled role is determined; this increase is then added to the target attribute of the controlled role. The increase in the target attribute can be equal to, greater than, or less than the reduction of the first attribute by the third role. For example, the increase in the target attribute can be equal to the product of the reduction of the first attribute by the third role and a specified parameter, which can be preset, such as 0.8, 1.2, etc.
[0078] Furthermore, in response to the controlled character entering the target state, the skill type of the controlled character's attack skill is switched. When the controlled character enters the target state, the attack skill is also affected, and the skill type changes; for example, before entering the target state, the controlled character's attack skill type is a ranged attack, and after entering the target state, the skill type is a melee attack; or, before entering the target state, the controlled character's attack skill type is an item attack, and after entering the target state, the skill type is a magic attack. By adjusting the skill type of the controlled character's attack skill, a balance can be achieved between the attack skill and the primary skill that provides attribute bonuses, ensuring game fairness.
[0079] See Figure 8 The diagram illustrates an interactive control device for a game. A graphical user interface (GUI) is provided via a terminal device, displaying at least a portion of the game scene. The game scene includes a controlled character, which is controlled via the terminal device. The device comprises: The state entry module 80 is used to respond to the controlled character entering the target state. The control configures the target attribute and first skill for the controlled character. The first skill is configured to be triggered by consuming the target attribute. Skill release module 82 is used to release the first skill in response to the controlled character when the controlled character is in the target state. The target of the first skill is the first character in the game scene. The control increases the first character's first attribute and decreases the controlled character's target attribute. The status exit module 84 is used to control the controlled character to exit the target state and display the second attribute of the controlled character in response to the target attribute being lower than the first preset threshold or the duration of the controlled character being in the target state reaching the preset duration.
[0080] The interactive control device for the aforementioned game provides a graphical user interface (GUI) via a terminal device, which displays at least a portion of the game scene. The game scene includes a controlled character, which is controlled via the terminal device. In response to the controlled character entering a target state, the control configures a target attribute and a first skill for the controlled character, wherein the first skill is configured to be triggered by consuming the target attribute. When the controlled character is in the target state, in response to the controlled character releasing the first skill, and the target of the first skill being the first character in the game scene, the control increases the first character's first attribute and decreases the controlled character's target attribute. In response to the target attribute falling below a first preset threshold, or the duration of the controlled character being in the target state reaching a preset duration, the control exits the target state and displays the controlled character's second attribute.
[0081] In the above method, after the controlled character enters the target state, the target attribute is configured for the controlled character, and the target attribute is consumed by releasing skills, while the attribute is increased for other game characters. This can increase the attribute of a large number of game characters in a short period of time, improve the character buff effect, and thus improve the game experience.
[0082] The second attribute mentioned above is a life attribute. The device also includes a character state control module, which is used to control the controlled character to be defeated or eliminated from the game scene in response to the second attribute value of the controlled character being lower than a second preset threshold.
[0083] The first attribute mentioned above is the health attribute. The first skill is used to consume the target attribute of the first unit of the controlled character and increase the health attribute of the second unit for the first character.
[0084] The aforementioned device also includes an attribute display module for: displaying a second attribute of the controlled character, the second attribute being a second numerical value of health attribute, wherein the second numerical value of health attribute is configured to decrease when the controlled character is attacked.
[0085] The aforementioned state entry module is used to: in response to the controlled character entering the target state, cancel the display of the controlled character's second attribute, configure the controlled character's target attribute and first skill; and configure the controlled character to reduce the controlled character's target attribute when attacked.
[0086] The aforementioned exit module is used to: control the controlled character to exit the target state and display the controlled character's second attribute; wherein, the second attribute is a third value, and the third value is greater than or equal to the second value.
[0087] The target attribute mentioned above is the fourth value of the life attribute, and the fourth value is greater than the third value.
[0088] The aforementioned graphical user interface includes: a skill status indicator control for a first skill; the skill status indicator control is used to: indicate whether the first skill can be released; the aforementioned device further includes: a format update module, used to update the display format of the skill status indicator control in response to a target attribute being lower than the first unit consumed by the first skill; wherein, the updated skill status indicator control indicates that the first skill cannot be released.
[0089] The aforementioned device also includes a range gain module, used to: determine the target range in the game scene in response to the controlled character entering the target state; and increase the first attribute of the second character in response to the existence of a second character with a specified character relationship with the controlled character within the target range.
[0090] The aforementioned device also includes an information display module, used to: display first operation instruction information for the controlled character to release the first skill when the controlled character is in the target state, and / or display second operation instruction information corresponding to the controlled character releasing the attack skill in the target state.
[0091] The aforementioned skill release module is used to: deduct the target attribute of the first unit and continuously increase the first attribute of the first character within the first duration.
[0092] The aforementioned device also includes a first attack module, used to: within a first duration, respond to the first character releasing an attack skill, and if the attack skill hits the second character, reduce the second character's first attribute and increase the first character's first attribute.
[0093] The aforementioned device also includes a state control module, used to: within a first duration, respond to the first character hitting a state control skill, and control the first character not to respond to the state control skill; wherein, the state control skill is used to: control the first character to enter a specified state.
[0094] The aforementioned device also includes a count update module, used to: determine and display the number of times the first skill is released based on the target attribute; and update the number of skill releases in response to the controlled character releasing the first skill.
[0095] The aforementioned device also includes a second attack module, used to: control the controlled character to release an attack skill in response to an attack release command; and reduce the third character's primary attribute and increase the controlled character's target attribute in response to a third character hitting an attack skill.
[0096] The aforementioned device also includes a skill switching module, used to: switch the skill type of the controlled character's attack skill in response to the controlled character entering the target state.
[0097] This embodiment also provides an electronic device, including a processor and a memory. The memory stores computer-executable instructions that can be executed by the processor. The processor executes the computer-executable instructions to implement the interactive control method of the game described above. This electronic device can be a server or a terminal device.
[0098] See Figure 9 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores computer-executable instructions that can be executed by the processor 100. The processor 100 executes the computer-executable instructions to implement the interactive control method of the game described above.
[0099] Furthermore, Figure 9 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.
[0100] The memory 101 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 9 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0101] Processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 100 or by instructions in software form. Processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0102] The processor in the aforementioned electronic device, by executing computer-executable instructions, can perform the following operations in the interactive control method of the aforementioned game: A game interaction control method provides a graphical user interface (GUI) via a terminal device, the GUI displaying at least a portion of a game scene; the game scene includes a controlled character, which is controlled via the terminal device; the method includes: in response to the controlled character entering a target state, controlling the configuration of a target attribute and a first skill for the controlled character, wherein the first skill is configured to be triggered by consuming the target attribute; while the controlled character is in the target state, in response to the controlled character releasing the first skill, and the target of the first skill being a first character in the game scene, controlling the increase of the first character's first attribute and the decrease of the controlled character's target attribute; in response to the target attribute falling below a first preset threshold, or the duration of the controlled character being in the target state reaching a preset duration, controlling the controlled character to exit the target state and displaying the controlled character's second attribute.
[0103] The second attribute mentioned above is a life attribute. The method also includes: in response to the second attribute value of the controlled character being lower than a second preset threshold, controlling the controlled character to be defeated or eliminated from the game scene.
[0104] The first attribute mentioned above is the health attribute. The first skill is used to consume the target attribute of the first unit of the controlled character and increase the health attribute of the second unit for the first character.
[0105] Before the controlled character enters the target state, the method also includes: displaying the controlled character's second attribute, which is a second value of health attribute, wherein the second value of health attribute is configured to decrease when the controlled character is attacked.
[0106] The above response to the controlled character entering the target state, the control configures the target attribute and first skill for the controlled character, including: in response to the controlled character entering the target state, canceling the display of the controlled character's second attribute, configuring the target attribute and first skill for the controlled character; configuring the controlled character to reduce the controlled character's target attribute when attacked.
[0107] The above-mentioned control of the controlled character to exit the target state and display the second attribute of the controlled character includes: controlling the controlled character to exit the target state and displaying the second attribute of the controlled character; wherein, the second attribute is a third value, and the third value is greater than or equal to the second value.
[0108] The target attribute mentioned above is the fourth value of the life attribute, and the fourth value is greater than the third value.
[0109] The aforementioned graphical user interface includes: a skill status indicator control for the first skill; the skill status indicator control is used to: indicate whether the first skill can be released; the method further includes: in response to a target attribute being lower than the first unit consumed by the first skill, updating the display format of the skill status indicator control; wherein, the updated skill status indicator control indicates that the first skill cannot be released.
[0110] The above method also includes: in response to the controlled character entering the target state, determining the target range in the game scene; in response to the existence of a second character with a specified character relationship with the controlled character within the target range, adding the first attribute of the second character.
[0111] Before the steps of responding to the controlled character releasing a first skill, and the target of the first skill being the first character in the game scene, controlling the increase of the first character's first attribute and the decrease of the controlled character's target attribute, the method further includes: displaying first operation instruction information for the controlled character to release the first skill when the controlled character is in the target state, and / or displaying second operation instruction information corresponding to the controlled character releasing an attack skill in the target state.
[0112] The steps described above, which increase the first attribute of the first character and decrease the target attribute of the controlled character, include: deducting the target attribute of the first unit and continuously increasing the first attribute of the first character within a first duration.
[0113] The above method also includes: within a first duration, responding to the first character releasing an attack skill, and if the attack skill hits the second character, reducing the second character's first attribute and increasing the first character's first attribute.
[0114] The above method also includes: within a first duration, responding to the first character being hit by a status control skill, and controlling the first character not to respond to the status control skill; wherein, the status control skill is used to: control the first character to enter a specified state.
[0115] The above method also includes: determining and displaying the number of times the first skill is released based on the target attribute; and updating the number of times the skill is released in response to the controlled character releasing the first skill.
[0116] The above methods also include: in response to an attack release command, controlling the controlled character to release an attack skill; in response to a third character hitting an attack skill, reducing the third character's primary attribute and increasing the controlled character's target attribute.
[0117] Before the steps of controlling the controlled character to release an attack skill in response to an attack release command, the method further includes: switching the skill type of the controlled character's attack skill in response to the controlled character entering a target state.
[0118] In the above method, after the controlled character enters the target state, the target attribute is configured for the controlled character, and the target attribute is consumed by releasing skills, while the attribute is increased for other game characters. This can increase the attribute of a large number of game characters in a short period of time, improve the character buff effect, and thus improve the game experience.
[0119] This embodiment also provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the interactive control method of the above-mentioned game.
[0120] The computer-executable instructions stored in the aforementioned computer-readable storage medium can, by executing the aforementioned computer-executable instructions, perform the following operations in the interactive control method of the game: A game interaction control method provides a graphical user interface (GUI) via a terminal device, the GUI displaying at least a portion of a game scene; the game scene includes a controlled character, which is controlled via the terminal device; the method includes: in response to the controlled character entering a target state, controlling the configuration of a target attribute and a first skill for the controlled character, wherein the first skill is configured to be triggered by consuming the target attribute; while the controlled character is in the target state, in response to the controlled character releasing the first skill, and the target of the first skill being a first character in the game scene, controlling the increase of the first character's first attribute and the decrease of the controlled character's target attribute; in response to the target attribute falling below a first preset threshold, or the duration of the controlled character being in the target state reaching a preset duration, controlling the controlled character to exit the target state and displaying the controlled character's second attribute.
[0121] The second attribute mentioned above is a life attribute. The method also includes: in response to the second attribute value of the controlled character being lower than a second preset threshold, controlling the controlled character to be defeated or eliminated from the game scene.
[0122] The first attribute mentioned above is the health attribute. The first skill is used to consume the target attribute of the first unit of the controlled character and increase the health attribute of the second unit for the first character.
[0123] Before the controlled character enters the target state, the method also includes: displaying the controlled character's second attribute, which is a second value of health attribute, wherein the second value of health attribute is configured to decrease when the controlled character is attacked.
[0124] The above response to the controlled character entering the target state, the control configures the target attribute and first skill for the controlled character, including: in response to the controlled character entering the target state, canceling the display of the controlled character's second attribute, configuring the target attribute and first skill for the controlled character; configuring the controlled character to reduce the controlled character's target attribute when attacked.
[0125] The above-mentioned control of the controlled character to exit the target state and display the second attribute of the controlled character includes: controlling the controlled character to exit the target state and displaying the second attribute of the controlled character; wherein, the second attribute is a third value, and the third value is greater than or equal to the second value.
[0126] The target attribute mentioned above is the fourth value of the life attribute, and the fourth value is greater than the third value.
[0127] The aforementioned graphical user interface includes: a skill status indicator control for the first skill; the skill status indicator control is used to: indicate whether the first skill can be released; the method further includes: in response to a target attribute being lower than the first unit consumed by the first skill, updating the display format of the skill status indicator control; wherein, the updated skill status indicator control indicates that the first skill cannot be released.
[0128] The above method also includes: in response to the controlled character entering the target state, determining the target range in the game scene; in response to the existence of a second character with a specified character relationship with the controlled character within the target range, adding the first attribute of the second character.
[0129] Before the steps of responding to the controlled character releasing a first skill, and the target of the first skill being the first character in the game scene, controlling the increase of the first character's first attribute and the decrease of the controlled character's target attribute, the method further includes: displaying first operation instruction information for the controlled character to release the first skill when the controlled character is in the target state, and / or displaying second operation instruction information corresponding to the controlled character releasing an attack skill in the target state.
[0130] The steps described above, which increase the first attribute of the first character and decrease the target attribute of the controlled character, include: deducting the target attribute of the first unit and continuously increasing the first attribute of the first character within a first duration.
[0131] The above method also includes: within a first duration, responding to the first character releasing an attack skill, and if the attack skill hits the second character, reducing the second character's first attribute and increasing the first character's first attribute.
[0132] The above method also includes: within a first duration, responding to the first character being hit by a status control skill, and controlling the first character not to respond to the status control skill; wherein, the status control skill is used to: control the first character to enter a specified state.
[0133] The above method also includes: determining and displaying the number of times the first skill is released based on the target attribute; and updating the number of times the skill is released in response to the controlled character releasing the first skill.
[0134] The above methods also include: in response to an attack release command, controlling the controlled character to release an attack skill; in response to a third character hitting an attack skill, reducing the third character's primary attribute and increasing the controlled character's target attribute.
[0135] Before the steps of controlling the controlled character to release an attack skill in response to an attack release command, the method further includes: switching the skill type of the controlled character's attack skill in response to the controlled character entering a target state.
[0136] In the above method, after the controlled character enters the target state, the target attribute is configured for the controlled character, and the target attribute is consumed by releasing skills, while the attribute is increased for other game characters. This can increase the attribute of a large number of game characters in a short period of time, improve the character buff effect, and thus improve the game experience.
[0137] The computer program products of the game interaction control method, device and electronic device provided in the embodiments of the present invention include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.
[0138] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.
[0139] Furthermore, in the description of the embodiments of the present invention, unless otherwise explicitly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in the present invention based on the specific circumstances.
[0140] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0141] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0142] Finally, it should be noted that the above embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.
Claims
1. An interactive control method of a game, characterized by, A terminal device provides a graphical user interface, which displays at least part of a scene picture of a game scene; The game scene includes a controlled character, which is controlled by the terminal device; and the method includes: In response to the controlled character entering a target state, a target attribute and a first skill are configured for the controlled character, wherein the first skill is configured to trigger by consuming the target attribute; When the controlled character is in the target state, in response to the controlled character releasing the first skill and an action target of the first skill being a first character in the game scene, a first attribute of the first character is increased and the target attribute of the controlled character is decreased; In response to the target attribute being lower than a first preset threshold or a duration of the controlled character being in the target state reaching a preset duration, the controlled character exits the target state, and a second attribute of the controlled character is displayed.
2. The method of claim 1, wherein, The second attribute is a life attribute, and the method further includes: In response to the second attribute value of the controlled character being lower than a second preset threshold, the controlled character is defeated or eliminated from the game scene.
3. The method of claim 1, wherein, The first attribute is a life attribute, and the first skill is used to consume a first unit of the target attribute of the controlled character to increase a second unit of the life attribute of the first character.
4. The method of claim 1, wherein, Before the controlled character enters the target state, the method further includes: The second attribute of the controlled character is displayed, and the second attribute is a second numerical value of a life attribute, wherein the second numerical value of the life attribute is configured to be decreased when the controlled character is attacked.
5. The method of claim 4, wherein, The response to the controlled character entering the target state includes: In response to the controlled character entering the target state, the second attribute of the controlled character is displayed, and the target attribute and the first skill are configured for the controlled character; The controlled character is configured to decrease the target attribute of the controlled character when attacked.
6. The method of claim 5, wherein, The control of the controlled character exiting the target state and displaying the second attribute of the controlled character includes: The controlled character exits the target state, and the second attribute of the controlled character is displayed; wherein the second attribute is a third numerical value, and the third numerical value is greater than or equal to the second numerical value.
7. The method of claim 6, wherein, The target attribute is a fourth numerical value of a life attribute, and the fourth numerical value is greater than the third numerical value.
8. The method of claim 1, wherein, The graphical user interface includes a skill state indication control of the first skill, and the skill state indication control is used to indicate whether the first skill can be released; and the method further includes: In response to the target attribute being lower than a first unit of the target attribute consumed by the first skill, a display format of the skill state indication control is updated; wherein the updated skill state indication control indicates that the first skill cannot be released.
9. The method of claim 1, wherein, The method further includes: In response to the controlled character entering the target state, a target range is determined in the game scene; in response to the target range existing a second character having a specified character relationship with the controlled character, increasing a first attribute of the second character.
10. The method of claim 1, wherein, in response to the controlled character releasing the first skill, and the first skill having a first character in the game scene as an action target, the method further comprises, before the step of controlling increasing the first attribute of the first character and decreasing the target attribute of the controlled character: displaying first operation instruction information of the controlled character releasing the first skill when the controlled character is in the target state, and / or displaying second operation instruction information corresponding to the controlled character releasing an attack skill in the target state.
11. The method of claim 1, wherein, the step of controlling increasing the first attribute of the first character and decreasing the target attribute of the controlled character comprises: deducting the target attribute by a first unit, and continuously increasing the first attribute of the first character within a first time length.
12. The method of claim 11, wherein, the method further comprises: in the first time length, in response to the first character releasing an attack skill, and the attack skill hitting a second character, decreasing the first attribute of the second character and increasing the first attribute of the first character.
13. The method of claim 11, wherein, the method further comprises: in the first time length, in response to the first character hitting a state control skill, controlling the first character not to respond to the state control skill; wherein the state control skill is used to control the first character to enter a specified state.
14. The method of claim 1, wherein, the method further comprises: determining and displaying a skill release number of the first skill based on the target attribute; in response to the controlled character releasing the first skill, updating the skill release number.
15. The method of claim 1, wherein, the method further comprises: in response to an attack release instruction, controlling the controlled character to release an attack skill; in response to a third character hitting the attack skill, decreasing the first attribute of the third character and increasing the target attribute of the controlled character.
16. The method of claim 15, wherein, before the step of controlling the controlled character releasing an attack skill in response to an attack release instruction, the method further comprises: in response to the controlled character entering a target state, switching a skill type of the attack skill of the controlled character.
17. An interactive control device for a game, characterized in that a terminal device provides a graphical user interface, and the graphical user interface displays at least part of a scene picture of a game scene; the game scene includes a controlled character, and the controlled character is controlled through the terminal device; the device comprises: a state entering module configured to, in response to the controlled character entering a target state, control configuring a target attribute and a first skill for the controlled character, wherein the first skill is configured to be triggered by consuming the target attribute; a skill release module configured to, in response to the controlled character releasing the first skill, and the first skill having a first character in the game scene as an action target, control increasing a first attribute of the first character and decreasing the target attribute of the controlled character when the controlled character is in the target state. A state exiting module is configured to control the controlled role to exit the target state and display a second attribute of the controlled role in response to the target attribute being lower than a first preset threshold or a duration of the controlled role being in the target state reaching a preset duration.
18. An electronic device, comprising: The game interactive control method comprises the steps of: receiving a first attribute of a controlled role; receiving a target attribute of the controlled role; and controlling the controlled role to enter a target state in response to the target attribute being higher than a first preset threshold.
19. A computer-readable storage medium, characterized in that, The computer readable storage medium stores computer executable instructions, and the computer executable instructions, when invoked and executed by a processor, cause the processor to implement the game interactive control method of any one of claims 1-16.