Game interaction control method and device and electronic equipment
By determining the probability parameters of skills based on character attributes and performing result selection operations in the game, the problem of limited game space caused by fixed skill effects is solved, and the flexibility and variability of skill effects are realized, thus improving the game experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2026-01-27
- Publication Date
- 2026-05-15
AI Technical Summary
The fixed and predictable effects of skills in the game limit the room for strategic maneuvering and negatively impact the gaming experience.
The terminal device provides a graphical user interface, which determines the probability parameters of the target skill based on the attribute values of the specified character attributes of the controlled character, and selects the result from multiple alternatives. If the selected result meets the preset conditions, it takes effect; otherwise, it does not take effect, thus generating flexible and varied skill effects.
It enriches the strategic possibilities of the game, increases the game's unpredictability, and enhances the player experience.
Smart Images

Figure CN122032091A_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] When skills are used in a game, their effects are typically fixed based on the skill's type and value. For example, an attack skill might deal 100 damage, while a healing skill might restore 500 health. These relatively fixed and predictable effects limit the strategic depth of the game and negatively impact the overall 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, so as to enrich the game's strategic space and 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 includes 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 method includes: in response to the triggering of a target skill, determining a probability parameter corresponding to the target skill based on the attribute value of a specified character attribute of the controlled character; based on the probability parameter, performing at least one result selection operation from a plurality of preset alternative results to obtain a selection result; if the selection result meets preset conditions, controlling the target skill to take effect and generating a skill effect determined based on the selection result; if the selection result does not meet preset conditions, controlling the target skill not to take effect.
[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 includes 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 probability determination module, used to determine the probability parameter corresponding to the target skill based on the attribute value of a specified character attribute of the controlled character in response to the triggering of a target skill; a result selection module, used to perform at least one result selection operation from a plurality of preset alternative results based on the probability parameter, to obtain a selection result; a first skill control module, used to control the target skill to take effect if the selection result meets preset conditions, and generate a skill effect determined based on the selection result; and a second skill control module, used to control the target skill not to take effect if the selection result does not meet preset conditions.
[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. The graphical user interface includes at least a portion of the game scene screen. The game scene includes a controlled character, which is controlled through the terminal device. In response to the triggering of a target skill, a probability parameter corresponding to the target skill is determined based on the attribute value of a specified character attribute of the controlled character. Based on the probability parameter, at least one result selection operation is performed from a plurality of preset alternative results to obtain a selection result. If the selection result meets preset conditions, the target skill is controlled to take effect, and a skill effect determined based on the selection result is generated. If the selection result does not meet preset conditions, the target skill is controlled to not take effect.
[0009] In the above method, after determining the probability parameter based on the attribute value of the specified character attribute of the controlled character, the result selection operation is performed based on the probability parameter. When the selection result meets the preset conditions, the skill effect is determined based on the selection result. Since the skill effect is affected by the selection result, the skill effect is flexible and unpredictable, which enriches the game's strategic space and improves 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 schematic diagram of an interactive control method for a game provided in an embodiment of the present invention; Figure 2A schematic diagram of a game scene provided in an embodiment of the present invention; Figure 3 A schematic diagram illustrating the skill control, attribute identifier, and frequency identifier provided in an embodiment of the present invention; Figure 4 A schematic diagram illustrating the skill controls and designated identifiers provided in an embodiment of the present invention; Figure 5 A schematic diagram of the operation identifier provided in an embodiment of the present invention; Figure 6 This is a schematic diagram illustrating the selection result of the result selection operation provided in an embodiment of the present invention; Figure 7 This is a schematic diagram illustrating the effect of a skill, as 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 effects of skills in games are relatively fixed and highly predictable, resulting in limited strategic space and affecting the gaming experience, this invention provides a game interaction control method, device, and electronic device that can be applied to various games, such as turn-based games and multi-player games.
[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, which provides 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 includes at least a portion of the game scene's visuals; the game scene includes a controlled character, which is controlled through the terminal device.
[0020] In turn-based games, a game scene can include multiple teams, each team containing multiple game characters, and each character is controlled by a corresponding terminal device. The scene view displays all the game teams, or only the team currently performing a turn. The scene view is captured by a virtual camera positioned within the game scene. This virtual camera can be placed at a fixed position within the scene view to capture images of the game scene from a specified angle. The position and angle of the virtual camera can also be controlled via the terminal device, causing the scene view to change according to changes in the virtual camera's position or angle.
[0021] The aforementioned controlled character can belong to a team in the game scene, and the controlled character can release skills and perform actions under the control of the terminal device.
[0022] like Figure 1 As shown, the interactive control method of this game includes the following steps: Step S102: In response to the triggering of the target skill, determine the probability parameter corresponding to the target skill based on the attribute value of the specified character attribute of the controlled character; Target skills can be triggered via skill controls, hotkeys, or automatically when the controlled character reaches a specified character state or when the game reaches a specified state. Specifically, the graphical user interface can display the skill control for the target skill, and the target skill can be triggered by clicking, double-clicking, or long-pressing the skill control; alternatively, the graphical user interface can display the parent control of the target skill, and after triggering the parent control, the skill control for the target skill will be displayed, and the target skill can then be triggered by clicking, double-clicking, or long-pressing the skill control.
[0023] In one example, the graphical user interface displays a parent control called 'Spell'. Clicking on the parent control provides skill controls for at least one skill available to the controlled character. Clicking on one of the skill controls triggers the corresponding skill, and the skill corresponding to the clicked skill control is the target skill.
[0024] A controlled character can have at least one pre-set character attribute, which is configured with an attribute value. The attribute value can be updated as the controlled character participates in game matches, game quests, game events, etc. When a controlled character has multiple character attributes, one or more can be selected as the designated character attribute. Specifically, if the target skill has a skill attribute, the designated character attribute can be selected based on the skill attribute; for example, the character attribute that is the same as the skill attribute can be used as the designated skill attribute.
[0025] In this embodiment, the attribute value of the specified character attribute is used to determine the probability parameter corresponding to the target skill. Specifically, a correspondence between attribute values and probability parameters can be pre-set. After obtaining the attribute value of the specified character attribute, the correspondence can be queried to obtain the probability parameter. The attribute value can be positively correlated with the probability parameter, that is, the higher the attribute value, the higher the probability parameter. The probability parameter can be pre-set with a parameter range, for example, 0.5-0.95. If the probability parameter determined based on the attribute value exceeds this parameter range, the maximum or minimum value of the parameter range is taken. For example, if the probability parameter determined based on the attribute value is 0.97, then the final probability parameter is determined to be 0.95. Through subsequent steps, the probability parameter is used to determine the skill effect of the target skill.
[0026] Step S104: Based on probability parameters, perform at least one result selection operation from a set of multiple preset alternative results to obtain the selection result; The number of result selection operations can be preset for a target skill, such as 3 or 5 times; different target skills can be set with the same or different numbers of operations. Alternatively, the number of result selection operations can be randomly determined for a target skill. The result selection operation can be triggered by the user, for example, each click of the designated result selection operation icon will execute the operation once; alternatively, the game system can execute the operation automatically, sequentially.
[0027] When the result selection operation involves multiple independent operations, meaning that each result selection operation has the same multiple alternative results and the same probability parameters, the number and content of the multiple alternative results can be preset. For example, multiple alternative results can include success and failure, or multiple alternative results can include red card, black card, and green card.
[0028] The aforementioned probability parameter can specifically be the probability of one of the target results among multiple alternative results. That is, the probability parameter indicates the probability that the target result will be selected when the result selection operation is performed. For example, if the probability parameter is 75% and the multiple alternative results include success and failure, then the probability of selecting the result as success is 75%. As another example, if the probability parameter is 75% and the multiple alternative results include red card, black card, and green card, then the probability of selecting the result as red card is 75%.
[0029] When there are multiple result selection operations, each operation corresponds to one selection result. The selection results of multiple result selection operations are independent of each other and do not affect each other. For example, if there are multiple alternative results including success and failure, and there are three result selection operations, then the selection result can be success, success, failure, or it can also be success, failure, failure, etc.
[0030] Step S106: If the selection result meets the preset conditions, control the target skill to take effect and generate the skill effect determined based on the selection result; Step S108: If the selected result does not meet the preset conditions, the control target skill will not take effect.
[0031] The preset conditions can be set in advance. In one way, the preset condition can be that the number of selected results including a specified result reaches a preset threshold. For example, if the specified result is success, the preset condition is that the number of times the selected results include success is greater than or equal to one. In another way, the preset condition can be that the result at a specified position in the selected results is a specified result. For example, the last result must be success.
[0032] When the selection result meets the preset conditions, the target skill takes effect. This can be understood as the target skill being released, and the skill effect occurring after release. Specifically, a correspondence between selection results and skill effects can be preset. After determining the selection result, the skill effect can be obtained by querying this correspondence. The determined skill effect can be: no skill effect (target skill failure), the target skill's basic effect, or the target skill's basic effect and additional effects. The basic effect is a preset or inherent effect of the target skill; for example, if the target skill is a healing skill, the basic effect is to increase the health of two characters by 100 each; or if the target skill is a damage skill, the basic effect is to deal 50 damage to two characters each.
[0033] Additional effects can be of the same type as the basic effect, or they can be of different types. When the additional effect and the basic effect are of the same type, the additional effect can amplify the basic effect. For example, if the basic effect increases the health of two characters by 100, then after the additional effect amplifies the basic effect, the final skill effect will increase the health of three characters by 100 each. Additional effects and the basic effect can also be of different types. For example, the basic effect may deal damage, while the additional effect may control character movement; or the basic effect may increase health, while the additional effect may increase attack power, etc.
[0034] When the selection result does not meet the preset conditions, the target skill does not take effect. This can be understood as the target skill being released, but without producing any skill effect. After being released, the target skill enters a cooldown state for a specified duration. During the cooldown state, the target skill cannot be triggered; after the cooldown state ends, the target skill can be triggered. In another scenario, the target skill not taking effect can also be understood as the target skill not being released and not producing any skill effect. The target skill remains in a triggerable state and does not need to enter a cooldown state.
[0035] After the target skill is triggered in the aforementioned steps, subsequent steps can be executed immediately until the target skill takes effect or does not take effect; alternatively, subsequent steps can be executed only when it is the turn of the controlled character, until the target skill takes effect or does not take effect.
[0036] The interactive control method of the aforementioned game provides a graphical user interface through a terminal device, the graphical user interface including at least a portion of the game scene screen; the game scene includes a controlled character, which is controlled through the terminal device; in response to the triggering of a target skill, a probability parameter corresponding to the target skill is determined based on the attribute value of a specified character attribute of the controlled character; based on the probability parameter, at least one result selection operation is performed from multiple preset alternative results to obtain a selection result; if the selection result meets preset conditions, the target skill is controlled to take effect, and a skill effect determined based on the selection result is generated; if the selection result does not meet preset conditions, the target skill is controlled to not take effect.
[0037] In the above method, after determining the probability parameter based on the attribute value of the specified character attribute of the controlled character, the result selection operation is performed based on the probability parameter. When the selection result meets the preset conditions, the skill effect is determined based on the selection result. Since the skill effect is affected by the selection result, the skill effect is flexible and unpredictable, which enriches the game's strategic space and improves the game experience.
[0038] In one implementation, the target skill has preset skill attributes; the skill attributes of the target skill can be pre-configured; the controlled character has preset at least one character attribute and the attribute value corresponding to the character attribute; the character attributes of the controlled character can also be pre-configured, and when the controlled character has multiple character attributes, each character attribute has a corresponding attribute value.
[0039] In one example, character attributes include Constitution, Magic, Strength, Stamina, and Agility, with corresponding attribute values of 50, 60, 76, 80, and 100, respectively. The target skill's attribute is one of the aforementioned character attributes; for example, the skill attribute could be Constitution.
[0040] Specifically, a character attribute that matches a skill attribute can be designated as the specified character attribute. For example, the character attribute that is the same as the skill attribute can be used as the specified character attribute, or the character attribute that corresponds to the skill attribute can be used as the specified character attribute. In one example, if the skill attribute is Constitution, then the specified character attribute is also Constitution.
[0041] Furthermore, in response to the triggering of the target skill, the baseline probability corresponding to the target skill is obtained; based on the attribute value of the specified character attribute of the controlled character, the floating probability is determined; wherein, the floating probability is positively correlated with the attribute value; based on the baseline probability and the floating probability, the probability parameter corresponding to the target skill is generated.
[0042] The baseline probability can be preset, for example, 50%, 70%, etc. The attribute values of the aforementioned specified character attributes affect the floating probability; generally, the higher the attribute value, the greater the floating probability; in one example, when the attribute value is greater than 50, the floating probability increases by 0.5% for every 1 increase in the attribute value; or, when the attribute value is between 51 and 60, the floating probability is 1%, when the attribute value is between 61 and 70, the floating probability is 2%, and so on.
[0043] The probability parameter of the target skill can be the sum of the baseline probability and the floating probability, the product of the baseline probability and the floating probability, or the result of other calculations of the baseline probability and the floating probability.
[0044] In the above method, the floating probability is determined by the attribute value of the specified character attribute, which in turn affects the probability parameter of the template skill. When players choose a skill, they can choose a skill with a higher attribute value of the specified character attribute corresponding to the skill attribute, thereby increasing the aforementioned probability parameter, increasing the probability of skill effect enhancement, enriching the game's strategic space, and improving the game experience.
[0045] In one implementation, the above result selection operation includes multiple operations; for each result selection operation, a selection result is obtained from multiple preset candidate results according to a probability parameter; wherein, the multiple candidate results corresponding to each result selection operation are the same.
[0046] Multiple result selection operations are independent of each other; that is, the probability parameter used in each result selection operation is the same, and the multiple candidate results are also the same. In one example, the candidate results include success and failure, and the probability parameter is the probability of selecting a successful result, for example, 70%. In each result selection operation, a selection result is obtained from the two candidate results according to this probability parameter, where the probability of selecting a successful result is 70%, and the probability of selecting a failure result is 30%. Each result selection operation corresponds to one selection result, and multiple result selection operations correspond to multiple selection results.
[0047] In one interactive embodiment, such as Figure 2 As shown, in this turn-based game, the game scene includes two teams, each with four playable characters. The team containing the controlled character is our team, and the other team is the enemy team. Currently, we are in the preparation phase, where each playable character needs to determine the skill they will use in the next turn. The graphical user interface also includes category controls for various skill types, such as spells, attacks, defenses, and protections.
[0048] By triggering a category control, the skill controls for specific game skills within that skill category can be displayed; for example... Figure 3As shown, when the category control for a spell category is triggered, the three skills contained in the spell category are displayed: Skill 1, Skill 2, and Skill 3. Each skill's skill control and skill name are displayed.
[0049] The graphical user interface described above also includes a skill control for the target skill; wherein, the skill control is used to trigger the target skill; the skill control is associated with and displays the attribute identifier of the skill attribute of the target skill, as well as the identifier of the number of times the result selection operation corresponding to the target skill is performed.
[0050] For example, the target skill could be Figure 3 The skill can be Skill 1, Skill 2, or Skill 3, or it can be a skill displayed after triggering a category control of other skill categories. By clicking, long-pressing, or double-clicking the skill control of the target skill, you can trigger the target skill and select it as the skill to be used by the controlled character in the next round.
[0051] The aforementioned attribute identifiers indicate the skill attributes of the target skill. These attributes can be indicated through the color, shape, or other format of the attribute identifier; for example, if the skill attribute is Constitution, the identifier is green; if the skill attribute is Magic, the identifier is purple, and so on. The aforementioned count identifiers indicate the number of times the result selection operation is performed, for example… Figure 3 In the text, the number of times is displayed as a number on the attribute identifier.
[0052] In another implementation, the graphical user interface also includes a skill control for the target skill; wherein the skill control is used to trigger the target skill; the skill control is associated with a preset number of indicator icons; wherein the preset number matches the number of result selection operations corresponding to the target skill, and the specified display format of the indicator icons indicates the skill attributes of the target skill.
[0053] exist Figure 4 In the example, the preset number of indicator icons corresponds to the number of result selection operations. When skill 2 is the target skill, the preset number of indicator icons is two, and the number of result selection operations corresponding to the target skill is two. The specified display format of the indicator icons can be the color, brightness, shape, etc. For example, when the skill attribute is strength, the indicator icon is pink; when the skill attribute is stamina, the attribute icon is orange, etc.
[0054] In the above method, the skill control is associated with a display icon, which indicates the skill attributes and number of operations. This provides a reference when the user selects a skill. The user can comprehensively consider the attribute values of the controlled character, as well as the skill attributes and number of operations of each skill, to determine the target skill. This enriches the game's strategic space and improves the gaming experience.
[0055] In one implementation, an operation identifier for a result selection operation is displayed in a graphical user interface; wherein the number of operation identifiers matches the number of result selection operations, and the operation identifiers are displayed in a first display format, which indicates that the result selection operation corresponding to the operation identifier has not been executed; for each result selection operation, a selection result is obtained from a plurality of preset alternative results according to a probability parameter; based on the selection result corresponding to the result selection operation, the display format of the operation identifier corresponding to the result selection operation is updated; wherein the updated display format indicates the selection result corresponding to the result selection operation.
[0056] The above steps can be executed when it is the controlled character's turn to act; specifically, when it is the controlled character's turn, the operation icons for the result selection operation are first displayed, and the number of operation icons is the same as the number of result selection operations; for example... Figure 4 Skill 1 is the target skill. Judging from the number of indicator icons, the target skill requires four selection options. Figure 5 In this context, there are also four operation identifiers, which are used to select the operation based on the results of the four operations.
[0057] The operation indicator displays whether the corresponding result selection operation has been executed, and the selection result after execution. In the initial state, the operation indicator displays a first display format to indicate that the result selection operation has not been executed; this first display format can be grayscale display, specified color display, specified brightness display, etc.
[0058] When there are multiple result selection operations, these operations can be executed simultaneously or sequentially. In practice, they can be executed sequentially according to the order of their operation identifiers, for example... Figure 5 In the middle, the operation icons are arranged horizontally. You can start from the first operation icon on the far left, execute the result selection operation corresponding to that operation icon, and after obtaining the selection result, update the display format of that operation icon. Then, execute the result selection operation corresponding to the second operation icon, and so on, until the display format of the last operation icon is updated.
[0059] exist Figure 6 In the example, all result selection operations are completed, and the display format of the operation identifier is updated. When the selection result is successful, the display format of the operation identifier is updated, and the word 'success' is displayed. When the selection result is unsuccessful, the display format of the operation identifier is updated, and the word 'failure' is displayed.
[0060] When updating the display format of the operation icon, you can also add icon animation effects. For example, you can control the operation icon to flip, rotate, or perform other animation effects. After the animation effect finishes playing, the updated operation icon will be displayed.
[0061] In the above method, the selection result is displayed by changing the display format of the operation icon, which allows users to visually experience the flexibility and variability of the skill effect and enriches the visual experience of skill release.
[0062] In one implementation, the number of target results included in the selection results is counted; if the number of target results is greater than or equal to a first specified number, the selection results are determined to meet the preset conditions.
[0063] The target result is typically a subset of the aforementioned multiple alternative results; specifically, it can be one of the multiple alternative results. For example, the multiple alternative results include success and failure, with the target result being success. The aforementioned probability parameter represents the probability of selecting the target result during the result selection operation. The first specified quantity can be preset, such as 1, 2, etc.; for example, the preset condition can be set to ensure that the target result is success, and the number of successes is greater than or equal to 1.
[0064] If the number of target results is less than the first specified number, the target skill is deemed ineffective. For example, if the first specified number is 1 and the target skill is an attack skill, if the number of target results is less than 1 (i.e., the number of target results is 0), the target skill will not be effective and will not deal damage to the enemy character.
[0065] When the selected results meet the preset conditions, the skill effect of the target skill needs to be further determined based on the number of target results. In actual implementation, a correspondence between the number of target results and skill effects can be preset. When the number of target results is obtained, the skill effect can be obtained by querying this correspondence. For example, the more target results there are, the more types of skill effects or the stronger the effect; or, the more target results there are, the fewer types of skill effects or the weaker the effect.
[0066] Specifically, if the number of target results included in the selected results is equal to the second specified number, the skill effect of the target skill is determined as the basic effect of the target skill; if the number of target results included in the selected results is greater than the second specified number, the skill effect of the target skill is determined as the basic effect and the additional effect of the target skill; wherein, the additional effect and the basic effect have different types of effect, or the additional effect is used to enhance the basic effect.
[0067] The second specified quantity can be preset, for example, 1, 3, etc., and this second specified quantity is usually greater than the first specified quantity. When the number of target results is equal to the second specified quantity, the skill effect of the target skill is the basic effect of the target skill; this basic effect can be understood as the skill effect of the target skill when the skill control of the target skill is triggered, but the result selection operation is not performed; for example, if the target skill is a healing skill, the basic effect is to increase the health of two game characters by 200 each.
[0068] When the number of target results exceeds the second specified number, the skill effect of the target skill includes a basic effect and an additional effect. The additional effect is used to add extra effects on the basis of the basic effect. The additional effect can be different from the effect type of the basic effect. For example, if the basic effect is to deal damage to the enemy character, the additional effect is to restrict the enemy character's actions. The additional effect can also be the same as the effect type of the basic effect, and the additional effect enhances the basic effect. For example, if the basic effect is to increase health by 500, the additional effect is to increase health by an additional 200.
[0069] When the number of target results exceeds the second specified number, additional effects can be determined based on the number of target results. The correspondence between the number of target results and the additional effects can be preset. In one example, the basic effect is to deal 100 damage to one enemy character, with the aforementioned second specified number being 1. When the number of target results is 2, the additional effect is to increase the damage by another 100. When the number of target results is 3, the additional effect is to add one more enemy character, and the skill effect is to deal 100 damage to each of the two enemy characters.
[0070] In the above methods, the number of target results corresponds to different skill effects, which increases the richness of skill effects, enriches the game's strategic space, and improves the game experience.
[0071] In one implementation, when the aforementioned selection result does not meet the preset conditions, the target skill is not effective. This includes two situations: In one situation, the controlled character releases the target skill, and the released target skill has no skill effect; after the target skill is released, the target skill enters a cooldown state; In the other situation, the controlled character releases the target skill, and the target skill enters a cooldown state after release. This cooldown state usually lasts for a specified duration, such as 60 seconds. During the cooldown state, the target skill cannot be triggered. After the cooldown state ends, the target skill can be triggered.
[0072] Alternatively, in another scenario, the release of the target skill is cancelled, but the target skill remains in a triggerable state. In this case, the controlled character did not release the target skill, so the target skill does not need to go into cooldown and remains in a triggerable state.
[0073] In one implementation, after determining the skill effect of the target skill, an effect identifier of the skill effect is displayed on the graphical user interface. For example... Figure 7 For example, after determining the skill effect but before releasing it, an effect indicator is displayed; this indicator can be displayed through text, graphics, animations, etc. By using this indicator to inform the user of the effect of the current target skill, the skill release experience is improved.
[0074] The interactive control method for the game provided in this embodiment makes probability judgments based on the attribute values of a specified character. When releasing a skill in battle, the skill effect is amplified based on the number of successful judgments, thereby enhancing the randomness and novelty of turn-based gameplay.
[0075] See Figure 8 The diagram illustrates an interactive control device for a game, providing a graphical user interface (GUI) via a terminal device. The GUI includes at least a portion of the game scene's visuals. The game scene includes a controlled character, which is controlled via the terminal device. The device comprises: The probability determination module 80 is used to determine the probability parameters corresponding to the target skill in response to the triggering of the target skill, based on the attribute value of the specified character attribute of the controlled character. The result selection module 82 is used to perform at least one result selection operation from a plurality of preset candidate results based on probability parameters, and obtain the selection result. The first skill control module 84 is used to control the target skill to take effect if the selection result meets the preset conditions, and to generate the skill effect determined based on the selection result. The second skill control module 86 is used to prevent the target skill from taking effect if the selection result does not meet the preset conditions.
[0076] The interactive control device of the aforementioned game provides a graphical user interface through a terminal device. The graphical user interface includes at least a portion of the game scene screen. The game scene includes a controlled character, which is controlled through the terminal device. In response to the triggering of a target skill, a probability parameter corresponding to the target skill is determined based on the attribute value of a specified character attribute of the controlled character. Based on the probability parameter, at least one result selection operation is performed from a set of preset alternative results to obtain a selection result. If the selection result meets preset conditions, the target skill is activated, and a skill effect determined based on the selection result is generated. If the selection result does not meet preset conditions, the target skill is not activated.
[0077] In the above method, after determining the probability parameter based on the attribute value of the specified character attribute of the controlled character, the result selection operation is performed based on the probability parameter. When the selection result meets the preset conditions, the skill effect is determined based on the selection result. Since the skill effect is affected by the selection result, the skill effect is flexible and unpredictable, which enriches the game's strategic space and improves the game experience.
[0078] The target skill has preset skill attributes; the controlled character has preset at least one character attribute and the attribute value corresponding to the character attribute; the device also includes an attribute determination module, used to: determine the character attribute that matches the skill attribute as the specified character attribute.
[0079] The aforementioned probability determination module is used to: obtain the baseline probability corresponding to the target skill in response to the triggering of the target skill; determine the floating probability based on the attribute value of the specified character attribute of the controlled character; wherein the floating probability is positively correlated with the attribute value; and generate the probability parameter corresponding to the target skill based on the baseline probability and the floating probability.
[0080] The above result selection operation includes multiple operations; the above result selection module is used to: for each result selection operation, obtain a selection result from multiple preset candidate results according to probability parameters; wherein, the multiple candidate results corresponding to each result selection operation are the same.
[0081] The graphical user interface described above also includes a skill control for the target skill; wherein, the skill control is used to trigger the target skill; the skill control is associated with and displays the attribute identifier of the skill attribute of the target skill, as well as the identifier of the number of times the result selection operation corresponding to the target skill is performed.
[0082] The graphical user interface described above also includes a skill control for the target skill; wherein the skill control is used to trigger the target skill; the skill control is associated with a preset number of indicator icons; wherein the preset number matches the number of result selection operations corresponding to the target skill, and the specified display format of the indicator icons indicates the skill attributes of the target skill.
[0083] The aforementioned result selection module is used to: display the operation identifier of the result selection operation in the graphical user interface; wherein the number of operation identifiers matches the number of result selection operations, the operation identifiers are displayed in a first display format, and the first display format indicates that the result selection operation corresponding to the operation identifier has not been executed; for each result selection operation, obtain a selection result from multiple preset alternative results according to a probability parameter; and update the display format of the operation identifier corresponding to the result selection operation based on the selection result corresponding to the result selection operation; wherein the updated display format indicates the selection result corresponding to the result selection operation.
[0084] The aforementioned device also includes a condition determination module, used to: count the number of target results included in the selection results; if the number of target results is greater than or equal to a first specified number, determine that the selection results meet the preset conditions.
[0085] The aforementioned device further includes an effect determination module, used to: if the number of target results included in the selection result is equal to the second specified number, determine the skill effect of the target skill as the basic effect of the target skill; if the number of target results included in the selection result is greater than the second specified number, determine the skill effect of the target skill as the basic effect and the additional effect of the target skill; wherein the additional effect is different from the basic effect, or the additional effect is used to enhance the basic effect.
[0086] The aforementioned second skill control module is used to: control the controlled character to release a target skill, and the released target skill has no skill effect; after the target skill is released, control the target skill to enter a cooldown state; or, cancel the release of the target skill, and keep the target skill in a triggerable state.
[0087] The aforementioned device also includes an indicator display module for displaying effect indicators of skill effects on the graphical user interface.
[0088] 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.
[0089] 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.
[0090] 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.
[0091] 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.
[0092] 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.
[0093] 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 including at least a portion of the game scene screen; the game scene includes a controlled character, which is controlled via the terminal device; the method includes: in response to the triggering of a target skill, determining a probability parameter corresponding to the target skill based on the attribute value of a specified character attribute of the controlled character; based on the probability parameter, performing at least one result selection operation from a plurality of preset alternative results to obtain a selection result; if the selection result meets preset conditions, controlling the target skill to take effect and generating a skill effect determined based on the selection result; if the selection result does not meet preset conditions, controlling the target skill not to take effect.
[0094] The target skill has preset skill attributes; the controlled character has preset at least one character attribute and the attribute value corresponding to the character attribute; before the step of determining the probability parameter corresponding to the target skill based on the attribute value of the specified character attribute of the controlled character, the method further includes: determining the character attribute that matches the skill attribute as the specified character attribute.
[0095] The steps for determining the probability parameters corresponding to the target skill in response to the triggering of the target skill, based on the attribute values of the specified character attributes of the controlled character, include: obtaining the baseline probability corresponding to the target skill in response to the triggering of the target skill; determining the floating probability based on the attribute values of the specified character attributes of the controlled character; wherein the floating probability is positively correlated with the attribute values; and generating the probability parameters corresponding to the target skill based on the baseline probability and the floating probability.
[0096] The result selection operation includes multiple steps; based on probability parameters, the step of performing at least one result selection operation from multiple preset candidate results to obtain the selection result includes: for each result selection operation, obtaining the selection result from multiple preset candidate results according to the probability parameters; wherein, the multiple candidate results corresponding to each result selection operation are the same.
[0097] The graphical user interface also includes a skill control for the target skill; the skill control is used to trigger the target skill; the skill control is associated with and displays the attribute identifier of the skill attribute of the target skill, as well as the identifier of the number of times the result selection operation corresponding to the target skill has been performed.
[0098] The graphical user interface also includes a skill control for the target skill; wherein the skill control is used to trigger the target skill; the skill control is associated with a preset number of indicator icons; wherein the preset number matches the number of result selection operations corresponding to the target skill, and the specified display format of the indicator icons indicates the skill attributes of the target skill.
[0099] The steps of performing at least one result selection operation from a set of preset candidate results based on probability parameters to obtain a selection result include: displaying an operation identifier for the result selection operation in a graphical user interface; wherein the number of operation identifiers matches the number of result selection operations, the operation identifiers are displayed in a first display format, and the first display format indicates that the result selection operation corresponding to the operation identifier has not been performed; for each result selection operation, obtaining a selection result from the set of preset candidate results according to the probability parameters; and updating the display format of the operation identifier corresponding to the result selection operation based on the selection result corresponding to the result selection operation; wherein the updated display format indicates the selection result corresponding to the result selection operation.
[0100] Based on probability parameters, the method performs at least one result selection operation from a set of multiple preset alternatives to obtain the selection result. The method further includes: counting the number of target results contained in the selection result; if the number of target results is greater than or equal to a first specified number, the method determines that the selection result meets the preset conditions.
[0101] Before generating the skill effect determined based on the selection result, the method further includes: if the number of target results contained in the selection result is equal to the second specified number, the skill effect of the target skill is determined as the basic effect of the target skill; if the number of target results contained in the selection result is greater than the second specified number, the skill effect of the target skill is determined as the basic effect and the additional effect of the target skill; wherein the additional effect is different from the basic effect, or the additional effect is used to enhance the basic effect.
[0102] Controlling the target skill to prevent it from taking effect includes: controlling the controlled character to release the target skill, and the released target skill has no skill effect; controlling the target skill to enter a cooldown state after the target skill is released; or canceling the release of the target skill, and the target skill remains in a triggerable state.
[0103] If the selection result meets the preset conditions, the target skill is activated, and the skill effect determined based on the selection result is generated. The method also includes: displaying the effect icon of the skill effect in the graphical user interface.
[0104] In the above method, after determining the probability parameter based on the attribute value of the specified character attribute of the controlled character, the result selection operation is performed based on the probability parameter. When the selection result meets the preset conditions, the skill effect is determined based on the selection result. Since the skill effect is affected by the selection result, the skill effect is flexible and unpredictable, which enriches the game's strategic space and improves the game experience.
[0105] 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.
[0106] 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 including at least a portion of the game scene screen; the game scene includes a controlled character, which is controlled via the terminal device; the method includes: in response to the triggering of a target skill, determining a probability parameter corresponding to the target skill based on the attribute value of a specified character attribute of the controlled character; based on the probability parameter, performing at least one result selection operation from a plurality of preset alternative results to obtain a selection result; if the selection result meets preset conditions, controlling the target skill to take effect and generating a skill effect determined based on the selection result; if the selection result does not meet preset conditions, controlling the target skill not to take effect.
[0107] The target skill has preset skill attributes; the controlled character has preset at least one character attribute and the attribute value corresponding to the character attribute; before the step of determining the probability parameter corresponding to the target skill based on the attribute value of the specified character attribute of the controlled character, the method further includes: determining the character attribute that matches the skill attribute as the specified character attribute.
[0108] The steps for determining the probability parameters corresponding to the target skill in response to the triggering of the target skill, based on the attribute values of the specified character attributes of the controlled character, include: obtaining the baseline probability corresponding to the target skill in response to the triggering of the target skill; determining the floating probability based on the attribute values of the specified character attributes of the controlled character; wherein the floating probability is positively correlated with the attribute values; and generating the probability parameters corresponding to the target skill based on the baseline probability and the floating probability.
[0109] The result selection operation includes multiple steps; based on probability parameters, the step of performing at least one result selection operation from multiple preset candidate results to obtain the selection result includes: for each result selection operation, obtaining the selection result from multiple preset candidate results according to the probability parameters; wherein, the multiple candidate results corresponding to each result selection operation are the same.
[0110] The graphical user interface also includes a skill control for the target skill; the skill control is used to trigger the target skill; the skill control is associated with and displays the attribute identifier of the skill attribute of the target skill, as well as the identifier of the number of times the result selection operation corresponding to the target skill has been performed.
[0111] The graphical user interface also includes a skill control for the target skill; wherein the skill control is used to trigger the target skill; the skill control is associated with a preset number of indicator icons; wherein the preset number matches the number of result selection operations corresponding to the target skill, and the specified display format of the indicator icons indicates the skill attributes of the target skill.
[0112] The steps of performing at least one result selection operation from a set of preset candidate results based on probability parameters to obtain a selection result include: displaying an operation identifier for the result selection operation in a graphical user interface; wherein the number of operation identifiers matches the number of result selection operations, the operation identifiers are displayed in a first display format, and the first display format indicates that the result selection operation corresponding to the operation identifier has not been performed; for each result selection operation, obtaining a selection result from the set of preset candidate results according to the probability parameters; and updating the display format of the operation identifier corresponding to the result selection operation based on the selection result corresponding to the result selection operation; wherein the updated display format indicates the selection result corresponding to the result selection operation.
[0113] Based on probability parameters, the method performs at least one result selection operation from a set of multiple preset alternatives to obtain the selection result. The method further includes: counting the number of target results contained in the selection result; if the number of target results is greater than or equal to a first specified number, the method determines that the selection result meets the preset conditions.
[0114] Before generating the skill effect determined based on the selection result, the method further includes: if the number of target results contained in the selection result is equal to the second specified number, the skill effect of the target skill is determined as the basic effect of the target skill; if the number of target results contained in the selection result is greater than the second specified number, the skill effect of the target skill is determined as the basic effect and the additional effect of the target skill; wherein the additional effect is different from the basic effect, or the additional effect is used to enhance the basic effect.
[0115] Controlling the target skill to prevent it from taking effect includes: controlling the controlled character to release the target skill, and the released target skill has no skill effect; controlling the target skill to enter a cooldown state after the target skill is released; or canceling the release of the target skill, and the target skill remains in a triggerable state.
[0116] If the selection result meets the preset conditions, the target skill is activated, and the skill effect determined based on the selection result is generated. The method also includes: displaying the effect icon of the skill effect in the graphical user interface.
[0117] In the above method, after determining the probability parameter based on the attribute value of the specified character attribute of the controlled character, the result selection operation is performed based on the probability parameter. When the selection result meets the preset conditions, the skill effect is determined based on the selection result. Since the skill effect is affected by the selection result, the skill effect is flexible and unpredictable, which enriches the game's strategic space and improves the game experience.
[0118] 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.
[0119] 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.
[0120] 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.
[0121] 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.
[0122] 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.
[0123] 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. A method for interactive control of a game, characterized in that, A graphical user interface is provided through a terminal device, the graphical user interface including at least a portion of the scene screen of the game scene; The game scene includes a controlled character, which is controlled via the terminal device; the method includes: In response to the triggering of a target skill, a probability parameter corresponding to the target skill is determined based on the attribute value of a specified character attribute of the controlled character; Based on the probability parameters, at least one result selection operation is performed from a set of preset candidate results to obtain the selection result; If the selection result meets the preset conditions, the target skill is controlled to take effect, and a skill effect determined based on the selection result is generated; If the selection result does not meet the preset conditions, the target skill will not be effective.
2. The method according to claim 1, characterized in that, The target skill has preset skill attributes; the controlled character has preset at least one character attribute, and the attribute value corresponding to the character attribute; Before the step of determining the probability parameter corresponding to the target skill based on the attribute value of the specified character attribute of the controlled character, the method further includes: The character attribute that matches the skill attribute is determined as the specified character attribute.
3. The method according to claim 1, characterized in that, The step of determining the probability parameter corresponding to the target skill in response to the triggering of the target skill, based on the attribute value of a specified character attribute of the controlled character, includes: In response to the triggering of a target skill, obtain the baseline probability corresponding to the target skill; The fluctuation probability is determined based on the attribute value of the specified role attribute of the controlled role; wherein the fluctuation probability is positively correlated with the attribute value. Based on the baseline probability and the floating probability, the probability parameters corresponding to the target skill are generated.
4. The method according to claim 1, characterized in that, The result selection operation includes multiple steps; the step of performing at least one result selection operation from a preset plurality of candidate results based on the probability parameter to obtain a selection result includes: For each result selection operation, a selection result is obtained from a plurality of preset candidate results according to the probability parameter; wherein, the plurality of candidate results corresponding to each result selection operation are the same.
5. The method according to claim 1, characterized in that, The graphical user interface also includes skill controls for the target skill; The skill control is used to trigger the target skill; the skill control is associated with and displays the attribute identifier of the skill attribute of the target skill, as well as the identifier of the number of times the result selection operation corresponding to the target skill is performed.
6. The method according to claim 1, characterized in that, The graphical user interface also includes skill controls for the target skill; The skill control is used to trigger the target skill; the skill control is associated with and displays a preset number of indicator icons; wherein the preset number matches the number of result selection operations corresponding to the target skill, and the specified display format of the indicator icons indicates the skill attributes of the target skill.
7. The method according to claim 1, characterized in that, Based on the probability parameters, the step of performing at least one result selection operation from a plurality of preset candidate results to obtain a selection result includes: The graphical user interface displays an operation identifier for the result selection operation; wherein the number of operation identifiers matches the number of times the result selection operation is performed, and the operation identifiers are displayed in a first display format, the first display format indicating that the result selection operation corresponding to the operation identifier has not been performed; For each result selection operation, a selection result is obtained from a set of preset candidate results according to the probability parameter; Based on the selection result corresponding to the result selection operation, update the display format of the operation identifier corresponding to the result selection operation; wherein, the updated display format indicates the selection result corresponding to the result selection operation.
8. The method according to claim 1, characterized in that, Based on the probability parameter, after performing at least one result selection operation from a preset plurality of candidate results to obtain the selection result, the method further includes: Count the number of target results included in the selection results; If the number of target results is greater than or equal to the first specified number, the selection result is determined to meet the preset condition.
9. The method according to claim 1, characterized in that, Before generating the skill effect determined based on the selection result, the method further includes: If the number of target results included in the selection results is equal to the second specified number, the skill effect of the target skill is determined as the basic effect of the target skill; If the number of target results included in the selection results is greater than the second specified number, the skill effect of the target skill is determined as the basic effect and additional effect of the target skill; wherein, the additional effect is different from the basic effect in terms of effect type, or the additional effect is used to enhance the basic effect.
10. The method according to claim 1, characterized in that, Controlling the target skill to prevent it from taking effect includes: Control the controlled character to release the target skill, and the released target skill has no skill effect; after the target skill is released, control the target skill to enter a cooldown state; Alternatively, cancel the release of the target skill, while keeping the target skill in a triggerable state.
11. The method according to claim 1, characterized in that, If the selection result meets the preset conditions, the method further includes controlling the target skill to take effect and generating the skill effect determined based on the selection result, after which: The graphical user interface displays the effect icon of the skill.
12. An interactive control device for a game, characterized in that, A graphical user interface is provided through a terminal device, the graphical user interface including at least a portion of the scene screen of the game scene; The game scene includes a controlled character, which is controlled via the terminal device; the device includes: The probability determination module is used to determine the probability parameter corresponding to the target skill based on the attribute value of the specified character attribute of the controlled character in response to the triggering of the target skill. The result selection module is used to perform at least one result selection operation from a plurality of preset candidate results based on the probability parameters, and obtain a selection result; The first skill control module is used to control the target skill to take effect if the selection result meets the preset conditions, and to generate the skill effect determined based on the selection result; The second skill control module is used to control the target skill to not take effect if the selection result does not meet the preset conditions.
13. An electronic device, characterized in that, It includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to implement the interactive control method of the game according to any one of claims 1-11.
14. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the interactive control method of the game as described in any one of claims 1-11.