Skill indicator control method and control device, computer program, and electronic device

The method and device for controlling skill indicators in gaming applications automatically move with target objects or joysticks, addressing the complexity and delay issues in current systems by simplifying skill activation and improving smoothness.

JP7647009B2Active Publication Date: 2025-03-18TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
JP2023571153
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Priority Date
2021-06-22
Filing Date
2022-05-13
Publication Date
2025-03-18
Estimated Expiration
2042-05-13

AI Technical Summary

Technical Problem

Current gaming applications face complexity in skill activation due to the need to manually adjust skill indicators, which increases operational complexity and introduces delays caused by finger movement between skill buttons and joysticks.

Method used

A method and device for controlling skill indicators that automatically follow and move with target objects or joysticks within gaming applications, reducing the need for manual adjustment and minimizing delays.

Benefits of technology

This solution simplifies skill activation processes, reduces operational complexity, and enhances the smoothness of skill activation by eliminating manual adjustments and finger movement delays.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

This application discloses a method and device for controlling a skill indicator, a storage medium, and an electronic device. The method is executed by the electronic device and includes the steps of: obtaining a target selection instruction in a game application, the target selection instruction being for selecting a target virtual skill of a first virtual character as a virtual skill to be activated; displaying a skill indicator of the target virtual skill in the game application in response to the target selection instruction; and controlling the skill indicator to move in a manner that follows a target object in the game application when a target tracking function is turned on in the game application.
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Description

[Technical field]

[0001] This application claims priority from a Chinese patent application filed with the China Patent Office on June 22, 2021, bearing application number 202110693621.2 and entitled "Skill indicator control method and device, storage medium, and electronic device," the entire contents of which are incorporated herein by reference.

[0002] The present application relates to the computer field, and more particularly to a skill indicator control method and device, a computer program, and an electronic device. [Background technology]

[0003] In current game applications, when a player activates a skill, he or she usually needs to first press a skill button to display a skill indicator corresponding to that skill, and then the player needs to adjust the direction or position of the skill indicator and activate the above skill according to the adjusted skill indicator.

[0004] However, in game applications with high demand for continuous aiming assistance, for example, some game applications operated with a joystick require one joystick to control the movement of the character, so that to activate a skill, the player must adjust the direction or position of the skill indicator using the other joystick while pressing the skill key. This type of interaction method is difficult for many players because it increases the complexity of the player's operation in game scenes that require quick and accurate aiming.

[0005] In addition, in the process of activating the above skills on the controller, it is necessary to press a physical key on the controller to start the activation of the skill, and to operate the corresponding joystick to adjust the direction or position of the skill indicator of the skill. Since there is a certain physical distance between the joystick and the above physical key, there is a certain delay between the movement of the finger from the position of the physical key to the joystick and the start of aiming, which further reduces the smoothness of the player's skill activation, and the efficiency of the player's skill activation is low.

[0006] Currently, no effective solutions have been proposed for the above problems. Summary of the Invention [Problem to be solved by the invention]

[0007] The embodiments of the present application provide a method and device for controlling a skill indicator, a computer program, and an electronic device to at least solve the technical problem existing in the related art of high operational complexity when activating a skill. [Means for solving the problem]

[0008] According to one aspect of an embodiment of the present application, there is provided a method for controlling a skill indicator, the method comprising: obtaining a target selection instruction in a game application, the target selection instruction being for selecting a target virtual skill of a first virtual character as a virtual skill to be activated; displaying a skill indicator of the target virtual skill within the game application in response to the target selection indication; and a step of controlling the skill indicator to move in a manner that follows a target object in the game application when a target following function is turned on in the game application, the target following function being for controlling the skill indicator to move in a manner that follows the target object.

[0009] According to another aspect of the present embodiment, there is further provided a control device for a skill indicator, the control device comprising: an acquisition module for acquiring a target selection instruction in a game application, the target selection instruction being for selecting a target virtual skill of a first virtual character as a virtual skill to be activated; a display module that, in response to the target selection indication, displays a skill indicator of the target virtual skill within the game application; and a control module that controls the skill indicator to move in a manner that follows a target object in the game application when a target following function is turned on in the game application, the target following function being for controlling the skill indicator to move in a manner that follows the target object.

[0010] According to another aspect of an embodiment of the present application, there is further provided a computer readable storage medium having a computer program stored therein, the computer program being configured to, when executed, cause a user to perform the above-described method for controlling a skill indicator.

[0011] According to another aspect of the present invention, there is further provided an electronic device including a memory and a processor, the memory storing a computer program, the processor being configured to execute the computer program to thereby execute the skill indicator control method. Effect of the Invention

[0012] In an embodiment of the present application, the tracking function of the skill indicator is set so that the skill indicator can automatically follow and move to a target object (for example, follow and move to a locked virtual character or follow and move to a joystick), eliminating the need for the user to manually adjust the direction or position of the skill indicator in the process of activating a skill, thereby reducing the complexity of the operation when activating a skill, and resolving the technical problem that exists in the related art of the high complexity of the operation when activating a skill.

[0013] Furthermore, since the skill indicator can automatically move to follow the target object, the delay that occurs in related technologies when the finger must move from the physical button position to the joystick before aiming can begin is avoided, improving the smoothness of skill activation. [Brief description of the drawings]

[0014] The drawings described herein are intended to provide further understanding of the present application and constitute a part of the present application. The schematic examples and the description thereof are intended to aid in the interpretation of the present application and are not to be construed as unduly limiting the present application. [Figure 1] A schematic diagram of the application environment of the skill indicator control method according to an embodiment of the present application. [Diagram 2] A schematic diagram of the flow of a skill indicator control method according to an embodiment of the present application. [Diagram 3] A schematic diagram of a method for controlling a skill indicator according to an embodiment of the present application. [Figure 4]A schematic diagram of another skill indicator control method according to an embodiment of the present application. [Diagram 5] A schematic diagram of another skill indicator control method according to an embodiment of the present application. [Figure 6] A schematic diagram of another skill indicator control method according to an embodiment of the present application. [Figure 7] A schematic diagram of another skill indicator control method according to an embodiment of the present application. [Figure 8] A schematic diagram of another skill indicator control method according to an embodiment of the present application. [Figure 9] A schematic diagram of another skill indicator control method according to an embodiment of the present application. [Figure 10] A schematic diagram of another skill indicator control method according to an embodiment of the present application. [Figure 11] A schematic diagram of another skill indicator control method according to an embodiment of the present application. [Figure 12] A schematic diagram of another skill indicator control method according to an embodiment of the present application. [Figure 13] A schematic diagram of another skill indicator control method according to an embodiment of the present application. [Figure 14] A schematic diagram of another skill indicator control method according to an embodiment of the present application. [Figure 15] A schematic diagram of another skill indicator control method according to an embodiment of the present application. [Figure 16] A schematic diagram of another skill indicator control method according to an embodiment of the present application. [Figure 17] A schematic diagram of another skill indicator control method according to an embodiment of the present application. [Figure 18] A schematic diagram of another skill indicator control method according to an embodiment of the present application. [Figure 19] A schematic diagram of another skill indicator control method according to an embodiment of the present application. [Figure 20] A schematic diagram of the configuration of a control device for a skill indicator according to an embodiment of the present application. [Figure 21] FIG. 1 is a schematic diagram illustrating a configuration of an electronic device according to an embodiment of the present application. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0015] In order to allow those skilled in the art to better understand the configuration of the present application, the configuration of the embodiment of the present application will be described clearly and completely below with reference to the drawings of the embodiment of the present application. Obviously, the described embodiment is only a part of the embodiment of the present application, not all of the embodiments. All other embodiments that those skilled in the art can obtain from the embodiment of the present application without creative labor should fall within the scope of protection of the present application.

[0016] As should be explained, the terms "first", "second", and the like in the specification, claims, and drawings of this application are used to distinguish between similar objects and are not necessarily used to describe a particular order or priority. It should be understood that the terms used in this manner are interchangeable where appropriate, such that the embodiments of the application described herein can be performed in orders other than those illustrated or described herein. Also, the terms "comprise", "include", and any variations thereof are intended to cover non-exclusive inclusions. For example, a process, method, system, product, or apparatus that includes a series of steps or units is not necessarily limited to the steps or units explicitly listed, but may include other steps or units not explicitly listed, or other steps or units inherent to these processes, methods, products, or apparatus.

[0017] First, the following interpretations apply to some of the nouns and terms appearing in the description of the embodiments of the present application.

[0018] MOBA: Multiplayer Online Battle Arena, a multiplayer online battle arena game.

[0019] Skill Indicator: A UI presentation for selecting the direction or position in which the game character will activate a skill. The player can press the skill key to display the skill indicator's position, and release the skill key to activate the skill in the direction / position of the skill indicator.

[0020] Directional Skills: These are skills that are activated in a certain direction, and the direction of skill activation can be selected using the skill indicator.

[0021] Point-selection skills: These refer to skills that are activated towards a specific location, and the location of skill activation can be selected using the skill indicator.

[0022] Lock-type skills: These are skills that are activated towards a specific target, and the skill indicator allows you to select the target on which the skill will be activated.

[0023] Displacement Skill: A skill that, when activated, changes the position of the player-controlled character.

[0024] The present invention will now be described with reference to examples.

[0025] According to one aspect of the embodiment of the present application, a method for controlling a skill indicator is provided. In this embodiment, the above-mentioned method for controlling a skill indicator is applicable to a hardware environment consisting of a server 101 and a user terminal 103 as shown in FIG. 1. As shown in FIG. 1, the server 101 is connected to the user terminal 103 via a network and can be used to provide services to the user terminal or a client installed in the user terminal. The client may be a video client, an instant communication client, a browser client, an education client, a game client, etc. A database 105 for providing data storage services to the server 101, for example, a game data storage server, may be installed on the server or independently of the server. The above network may include, but is not limited to, a wired network and a wireless network. Among them, the wired network includes a local area network, a metropolitan area network, and a wide area network, and the wireless network includes Bluetooth, WIFI, and other networks that realize wireless communication. The user terminal 103 may be a terminal in which an application program is installed, and may include at least one of computer devices such as mobile phones (e.g., Android mobile phones, iOS mobile phones, etc.), notebook computers, tablet computers, palmtop computers, mobile Internet devices (MIDs), PADs, desktop computers, and smart TVs, but is not limited to these. The server may be a single server, a server cluster consisting of multiple servers, or a cloud server. The game application 107 using the above-mentioned skill indicator control method is displayed by the user terminal 103.

[0026] Referring to FIG. 1, the above skill indicator control method may be realized in the user terminal 103 by the following steps.

[0027] In S1, a target selection instruction is obtained in the game application 107 of the user terminal 103, and the target selection instruction is for selecting a target virtual skill of a first virtual character as a virtual skill to be activated.

[0028] In S2, in response to a target selection instruction in the game application 107 of the user terminal 103, a skill indicator of the target virtual skill is displayed within the game application, the skill indicator being intended to indicate the direction or position of activation of the target virtual skill.

[0029] In S3, when the target tracking function is turned on in the game application 107 of the user terminal 103, the skill indicator is controlled so that it moves in a manner that follows the target object in the game application, and the target tracking function is for controlling the skill indicator so that it moves in a manner that follows the target object.

[0030] In one embodiment, as shown in FIG. 2, the above-mentioned skill indicator control method includes: A step S202 of obtaining a target selection instruction in the game application, the target selection instruction being for selecting a target virtual skill of a first virtual character as a virtual skill to be activated; a step S204 of displaying a skill indicator of the target virtual skill within the game application in response to the target selection instruction; The method includes a step S206 of controlling a skill indicator to move in a manner that follows a target object in the game application if the target tracking function is turned on, the step S206 including controlling a skill indicator to move in a manner that follows a target object in the game application, the target tracking function being for controlling the skill indicator to move in a manner that follows the target object.

[0031] In this embodiment, the skill indicator is for indicating the direction or position of the activation of the target virtual skill.

[0032] In this embodiment, the game application is a game application that combines one or more types of game applications, such as a MOBA game application and a shooting application. Among them, a Multiplayer Online Battle Arena (MOBA) game is also called an Action Real-Time Strategy (ARTS) game. The MOBA game may be executed on a terminal device (e.g., a mobile phone terminal, a PC).

[0033] In this embodiment, the target selection instruction may include, but is not limited to, touch interaction operations such as pressing, tapping, double tapping, etc. Taking pressing as an example, the target selection instruction may include, but is not limited to, holding down the corresponding interaction button without releasing the interaction button.

[0034] In this embodiment, the first virtual character may include, but is not limited to, a virtual character generated by a game application, and specifically, may include, but is not limited to, a virtual character controlled by an account that logs into the game application and participates in one game match.

[0035] In this embodiment, the target virtual skill may include, but is not limited to, a skill associated with the first virtual character and activated in a preset interaction manner.

[0036] 3 is a schematic diagram of a method for controlling a skill indicator according to an embodiment of the present application. As shown in FIG. 3, the method may include, but is not limited to, using a virtual button or a joystick to realize the control of the skill indicator. Specifically, the method is as follows:

[0037] At S1, the game interface 302 displays a target object, a skill indicator, and virtual buttons 304, which may include, but are not limited to, those associated with the A key on a joystick.

[0038] In S2, when a touch operation on the virtual button 304 or a touch operation on the A key of the joystick is acquired, it is determined that the target selection instruction is acquired.

[0039] At S3, in response to the target selection instruction, a skill indicator of the target virtual skill is displayed within the game application, the skill indicator being intended to indicate the direction or position of activation of the target virtual skill.

[0040] In S4, when the target tracking function is turned on in the game application, the skill indicator is controlled to move in a manner that follows a target object in the game application, and the target tracking function is for controlling the skill indicator to move in a manner that follows the target object.

[0041] It should be noted that the target tracking function may include, but is not limited to, a function preset by the system or a user. For example, the target tracking function can be turned on by a setting button 306 shown in FIG. 3.

[0042] In this embodiment, the target object may include, but is not limited to, a virtual object in the game application that receives the target virtual skill. For example, a virtual hero, a virtual destructible object, a virtual monster, or other target object. The target object may include, but is not limited to, a virtual object that uses the target virtual skill. This is achieved by controlling the joystick. For example, when the joystick is controlled upward, the skill indicator moves upward following the joystick, thereby updating the direction or position of the activation of the target virtual skill.

[0043] In this embodiment, the type of the skill indicator may include, but is not limited to, one or more combinations of arrows, virtual beams, shading, etc. The skill indicator only needs to indicate either the direction or the position of the activation of the target virtual skill in the game application.

[0044] In this embodiment, the target tracking function may include, but is not limited to, a function for turning on or off the control method of the skill indicator. For example, the skill indicator is controlled to move by following the target object. The target tracking function may include, but is not limited to, a function for adjusting the width of the skill indicator to move by following the target object.

[0045] In this embodiment, controlling the skill indicator to move in accordance with the target object may include, but is not limited to, automatically controlling the change in direction or position of the skill indicator.

[0046] In an embodiment of the present application, the tracking function of the skill indicator is set so that the skill indicator can automatically follow and move to a target object (for example, follow and move to a locked virtual character or follow and move to a joystick), eliminating the need for the user to manually adjust the direction or position of the skill indicator in the process of activating a skill, thereby reducing the complexity of the operation when activating a skill, and resolving the technical problem that exists in the related art of the high complexity of the operation when activating a skill.

[0047] Furthermore, since the skill indicator can automatically move to follow the target object, the delay that occurs in related technologies when the finger must move from the physical button position to the joystick before aiming can begin is avoided, improving the smoothness of skill activation.

[0048] In one configuration, when a target tracking function is turned on in the game application, controlling the skill indicator to move in a manner that tracks the target object in the game application includes: The method includes a step of controlling a skill indicator to move in a manner that follows a second virtual character in the game application when a first following function is turned on in the game application, wherein the target following function includes the first following function, the target object includes a second virtual character, and the second virtual character is a virtual character that is within a skill range of the target virtual skill and satisfies a predetermined attack condition.

[0049] In this embodiment, the first following function may include, but is not limited to, a following function that continuously locks onto a target object. For example, the skill indicator selects a second virtual character within a skill range based on a certain rule and continuously follows it. After the second virtual character dies or leaves the skill range, the skill indicator again searches for another virtual character that meets the rule and continuously follows it.

[0050] In this embodiment, the predetermined attack condition may include, but is not limited to, the second virtual character being a virtual character that is permitted to receive the target virtual skill, the second virtual character being a virtual character that is located within the skill range of the target virtual skill, the second virtual character being a virtual character that has the highest priority when selecting a target for the target virtual skill, etc. The predetermined attack condition may include, but is not limited to, one or more combinations of the above, as well as other ways that can identify a virtual character.

[0051] 4 is a schematic diagram of another skill indicator control method according to an embodiment of the present application. As shown in FIG. 4, the method may include, but is not limited to, the following contents:

[0052] In S1, the first tracking function is turned on in the setting interface of the game application. Of course, the first tracking function may be set to be on by default.

[0053] In S2, when a target selection instruction (a pressing operation for the target virtual skill shown in FIG. 4) is acquired, it is detected whether or not the second virtual character has moved.

[0054] In S3, when it is detected that the second virtual character has moved from the first position to the second position, the skill indicator is controlled to move following the second virtual character.

[0055] The above is merely an example, and the present embodiment is not limited to this.

[0056] In one configuration, when a target tracking function is turned on in the game application, controlling the skill indicator to move in a manner that tracks the target object in the game application includes: The method includes a step of controlling a skill indicator in the game application so as to move following the third virtual character when the first following function is turned on in the game application and a virtual character within the skill range that satisfies a predetermined attack condition changes from the second virtual character to a third virtual character, wherein the target object includes the third virtual character.

[0057] In this embodiment, the third virtual character may include, but is not limited to, a character that is set to have a higher priority in response to the target virtual skill than the second virtual character. When it is detected that a third virtual character with a higher priority appears within the skill range of the target virtual skill, the virtual character that the skill indicator follows is adjusted from the second virtual character to the third virtual character in order to realize the skill indicator moving to follow the third virtual character.

[0058] 5 is a schematic diagram of another skill indicator control method according to an embodiment of the present application. As shown in FIG. 5, the method may include, but is not limited to, the following contents:

[0059] In S1, the first tracking function is turned on in the setting interface of the game application. Of course, the first tracking function may be set to be on by default.

[0060] In S2, when a target selection instruction (a pressing operation on the target virtual skill shown in FIG. 5) is acquired, it is detected whether or not a third virtual character appears within the skill range of the target virtual skill.

[0061] In S3, when a third virtual character is detected, the skill indicator is controlled so as to move following the third virtual character.

[0062] The above is merely an example, and the present embodiment is not limited to this.

[0063] In one configuration, when a target tracking function is turned on in the game application, controlling the skill indicator to move in a manner that tracks the target object in the game application includes: The method includes a step of controlling a skill indicator in the game application to move to follow the fourth virtual character when the first following function is turned on in the game application, the second virtual character is away from the skill range, and a fourth virtual character appears within the skill range, wherein the target object includes the fourth virtual character, and the fourth virtual character is a virtual character within the skill range that satisfies a predetermined attack condition.

[0064] In this embodiment, the second virtual character being away from the skill range may include, but is not limited to, the location of the second virtual character moving from within the skill range to outside the skill range.

[0065] 6 is a schematic diagram of another skill indicator control method according to an embodiment of the present application. As shown in FIG. 6, the method may include, but is not limited to, the following contents:

[0066] In S1, the first tracking function is turned on in the setting interface of the game application. Of course, the first tracking function may be set to be on by default.

[0067] In S2, when a target selection instruction (a press operation for the target virtual skill shown in Figure 6) is acquired, it is detected whether a fourth virtual character appears within the skill range of the target virtual skill and whether the second virtual character is away from the skill range.

[0068] In S3, when it is detected that a fourth virtual character appears within the skill range of a target virtual skill and the second virtual character is away from the skill range of the target virtual skill, the skill indicator is controlled to move in accordance with the fourth virtual character.

[0069] The above is merely an example, and the present embodiment is not limited to this.

[0070] In one configuration, when a target tracking function is turned on in the game application, controlling the skill indicator to move in a manner that tracks the target object in the game application includes: The method includes a step of controlling a skill indicator in the game application to move to follow the fifth virtual character when the second virtual character is defeated and a fifth virtual character appears within the skill range, wherein the target object includes the fifth virtual character, and the fifth virtual character is a virtual character within the skill range that satisfies a predetermined attack condition.

[0071] In this embodiment, the defeat of the second virtual character may include, but is not limited to, when the virtual life value of the second virtual character is reduced to 0, or other cases in which it is determined that the second virtual character cannot continue to participate in the game.

[0072] 7 is a schematic diagram of another skill indicator control method according to an embodiment of the present application. As shown in FIG. 7, the method may include, but is not limited to, the following contents:

[0073] In S1, the first tracking function is turned on in the setting interface of the game application. Of course, the first tracking function may be set to be on by default.

[0074] In S2, when a target selection instruction (a press operation for the target virtual skill shown in FIG. 7) is acquired, it is detected whether or not a fifth virtual character has appeared within the skill range of the target virtual skill, and whether or not the virtual life bar of the second virtual character has dropped to "0".

[0075] In S3, when it is detected that a fifth virtual character appears within the skill range of a target virtual skill and the virtual life bar of the second virtual character has dropped to "0", the skill indicator is controlled to move following the fifth virtual character.

[0076] The above is merely an example, and the present embodiment is not limited to this.

[0077] In one configuration, the method comprises: If the target virtual skill is a directional skill, searching for a virtual character that satisfies a predetermined first attack condition within the attack range of the target virtual skill, the predetermined attack condition including the first attack condition; or If the target virtual skill is a point-selection skill, searching for a virtual character that satisfies a predetermined second attack condition within an enemy search range of the target virtual skill, the enemy search range being larger than the attack range and including the attack range, and the predetermined attack condition including the second attack condition; or If the target virtual skill is a lock-type skill, the method further includes a step of searching for a virtual character that satisfies a predetermined third attack condition within the enemy search range of the target virtual skill, where the predetermined attack condition includes the third attack condition.

[0078] In this embodiment, the directional skill refers to a skill that is activated in a certain direction, and may include, but is not limited to, a skill that allows the direction of skill activation to be selected using a skill indicator, such as a virtual shooting skill, a virtual throwing skill, etc. If a virtual character that satisfies the first attack condition is found within the attack range of the target virtual skill, the virtual character is determined as the target object.

[0079] FIG. 8 is a schematic diagram of another skill indicator control method according to an embodiment of the present application. As shown in FIG. 8, specifically, In S1, target selection instructions for a "directional skill" are obtained.

[0080] In S2, when a virtual character is found within the attack range of a "directional skill," the skill indicator is controlled to point in the direction in which the virtual character is located.

[0081] 9 is a schematic diagram of another skill indicator control method according to an embodiment of the present application. As shown in FIG. 9, the above skill indicator control method includes, but is not limited to, the following steps:

[0082] In S902, the player presses a skill (corresponding to the directional skill described above).

[0083] In S904, the client detects whether or not a unit (corresponding to the above-mentioned virtual object) exists within the "maximum attack distance" (corresponding to the above-mentioned attack range).

[0084] In S906, if the determination result in step S904 is "Yes", a priority attack target type is selected in the following order, with the "maximum attack distance" as the radius: (hero>high priority destructible>monster>other).

[0085] In S908, a target is selected from among enemies of the same type based on the set priority type (priority type is divided into closest distance / lowest life absolute value / lowest life percentage).

[0086] In S910, the direction of the skill indicator is displayed with the selected target as the center of the skill indicator, and step S918 is executed.

[0087] In S912, if the determination result in step S904 is "NO", display the direction of the skill indicator with the current orientation of the player, but do not adjust the direction of the skill indicator as the player's orientation changes.

[0088] In S914, it is determined whether or not a new target is included in the "maximum search range."

[0089] In S916, if the determination result in step S914 is "No", the direction of the skill indicator is displayed according to the player's current orientation.

[0090] In S918, if the determination result in step S914 is "Yes" and the determination result in step S904 is "Yes", it is determined whether the target has left the range of the skill indicator or died.

[0091] In S920, if the determination result in step S918 is "No", the direction of the skill indicator is displayed with the selected target as the center of the skill indicator.

[0092] In this embodiment, the point-selection skill refers to a skill that is activated toward a specific position, and may include, but is not limited to, a virtual throwing skill, a virtual summoning skill, etc., which allows the position of skill activation to be selected by a skill indicator. If a virtual character that satisfies the second attack condition is found within the attack range of the target virtual skill, the virtual character is determined as the target object.

[0093] 10 is a schematic diagram of another skill indicator control method according to an embodiment of the present application. As shown in FIG. 10, specifically, the method is as follows:

[0094] In S1, a target selection instruction for a "point selection type skill" is obtained.

[0095] In S2, when a virtual character is found within the enemy search range of the "point selection type skill" and the virtual character is located within the attack distance of the target virtual skill, the skill indicator is controlled to point in the direction of the virtual character.

[0096] For illustration, Fig. 11 is a schematic diagram of another skill indicator control method according to an embodiment of the present application. The attack distance and the enemy search range may include, but are not limited to, those shown in Fig. 11. Here, the enemy search range is the enemy search distance shown in Fig. 11.

[0097] In this embodiment, the method may include, but is not limited to, setting multiple attack distances to realize the same or different attack methods of the target virtual skill. When the virtual character is located in the "first circle", the first attack method of the target virtual skill may be executed, and when the virtual character is located in the "second circle", the second attack method of the target virtual skill may be executed.

[0098] In this embodiment, the lock-type skill refers to a skill that is activated toward a certain target, and may include, but is not limited to, a virtual control skill, a virtual skill with a designation mechanism, etc., which allows a target for skill activation to be selected by a skill indicator. If a virtual character that satisfies the third attack condition is found within the attack range of the target virtual skill, the virtual character is determined as the target object.

[0099] 12 is a schematic diagram of another skill indicator control method according to an embodiment of the present application. As shown in FIG. 12, specifically, the method is as follows:

[0100] In S1, a target selection instruction for a "lock-type skill" is obtained.

[0101] In S2, when a virtual character is found within the enemy search range of the "lock-type skill" and the virtual character is located within the enemy search range of the target virtual skill, the skill indicator is controlled to point in the direction in which the virtual character is located.

[0102] 13 is a schematic diagram of another skill indicator control method according to an embodiment of the present application. As shown in FIG. 13, the skill indicator control method includes, but is not limited to, the following steps:

[0103] In S1302, the player presses a skill (corresponding to the lock-type skill described above).

[0104] In S1304, the client detects whether or not a unit (corresponding to the above-mentioned virtual object) exists within the "maximum enemy search range" (corresponding to the above-mentioned enemy search range).

[0105] In S1306, if the determination result in step S1304 is "YES", a priority attack target of the player is selected (including, but not limited to, at least the following two methods a and b).

[0106] In S1308-a-1, the "maximum search range" is used as the radius and the priority attack target type is selected in the following order: (hero > high priority destructible object > monster > others).

[0107] In S1308-a-2, the unit of distance and therefore the same target type is selected, and step S1310 is executed.

[0108] In S1308-b-1, according to the hit point rules, we look for a priority attack "hero" type within the "max attack distance".

[0109] In S1308-b-2, according to the hit point rules, the priority attack "Hero" type is searched for within the "Maximum Attack Range", "Secondary Attack Range", and "Maximum Search Range".

[0110] In S1308-b-3, it is determined whether or not there is a target that matches the request, and if the determination result is "Yes", step S1310 is executed.

[0111] In S1308-b-4, if the result of the determination in step S1308-b-3 is "No", the type (high priority destructible object > monster > other) is searched for within the "maximum attack distance", "secondary attack distance", and "maximum search range" in accordance with the hit point rules.

[0112] In S1310, a skill indicator is displayed with the selected unit as a target.

[0113] In S1312, if the determination result in step S1304 is "No", the focus of the skill indicator (the direction or position of the skill indicator described above) is not displayed.

[0114] In S1314, it is determined whether or not a new target is included in the "maximum search range."

[0115] In S1316, if the determination result in step S1314 is "No", the focus of the skill indicator is kept hidden.

[0116] In S1318, if the judgment result of step S1314 is "yes", step S1304 is executed again, and when the execution of step S1310 is completed, it is detected whether the target has left the range of the skill indicator or died, and if the judgment result is "yes", step S1304 is executed again.

[0117] In S1320, if the determination result in step S1318 is "No", the focus of the skill indicator is displayed with the selected target as the center of the skill indicator.

[0118] The above is merely an example, and the present embodiment is not limited to this.

[0119] In one configuration, when a target tracking function is turned on in the game application, controlling the skill indicator to move in a manner that tracks the target object in the game application includes: The method includes a step of controlling a skill indicator to move in accordance with a target joystick in the game application when a second following function is turned on in the game application, where the target following function includes a second following function, the target object includes a target joystick, and the target joystick is for controlling the movement and turning of a first virtual character.

[0120] In this embodiment, the second tracking function may include, but is not limited to, a function of the skill indicator moving to follow the joystick, for example, the skill indicator follows the movement and turning of the first virtual character according to the control of the target joystick.

[0121] In this embodiment, the target joystick may include, but is not limited to, an input device of an electronic game machine. By operating the buttons of the target joystick, the control of a simulated character of an application is realized. By moving the joystick back and forth and left and right, the direction is adjusted. There are two words in English, Gamepad and Joystick, and the difference between the two is that Gamepad is held by hand, while Joystick is placed flat on a desk. The target joystick may be, for example, a controller joystick or a portable game console joystick, and specifically, may include, but is not limited to, a joycon joystick of a joystick game platform.

[0122] For example, Figure 14 is a schematic diagram of another skill indicator control method according to an embodiment of the present application. As shown in Figure 14, the above skill indicator control method includes, but is not limited to, the following steps:

[0123] In S1, the second following function is turned on in the game application setting interface 1402. Of course, the second following function may be set to be on by default.

[0124] In S2, when a target selection instruction (a pressing operation on the virtual button 1404 shown in FIG. 14) is acquired, it is detected whether movement and turning have occurred on the left joystick 1406 (corresponding to the target joystick described above).

[0125] In S3, when movement and turning is detected on the left joystick, the skill indicator is controlled to move in accordance with the target joystick.

[0126] The above is merely an example, and the present embodiment is not limited to this.

[0127] In one configuration, controlling the skill indicator to move in a gaming application to track a target joystick includes: If the target virtual skill is a directional skill, the method includes a step of controlling a direction of a skill indicator in a game application so that the skill indicator moves in accordance with the input direction of the target joystick, wherein the direction of the skill indicator is the activation direction of the target virtual skill, and the input direction of the target joystick is the movement or turning direction of the first virtual character.

[0128] In this embodiment, the input direction of the target joystick may include, but is not limited to, four directions or eight directions, etc. The direction of the skill indicator can be adjusted according to the input direction of the target joystick.

[0129] For example, Figure 15 is a schematic diagram of another skill indicator control method according to an embodiment of the present application. As shown in Figure 15, taking the target joystick as an example, which is a left joystick for controlling the movement of a target object, the above skill indicator control method includes, but is not limited to, the following steps:

[0130] In S1, the second following function is turned on in the game application setting interface 1502. Of course, the second following function may be set to be on by default.

[0131] In S2, when a target selection instruction for a directional skill (a press operation on the virtual button 1504 shown in FIG. 15) is acquired, it is detected whether movement and turning have occurred on the left joystick 1506 (corresponding to the target joystick described above).

[0132] In S3, when it is detected that the left joystick 1506 has moved counterclockwise, the skill indicator is controlled so that it moves further counterclockwise following the target joystick.

[0133] The above is merely an example, and the present embodiment is not limited to this.

[0134] In one configuration, controlling the skill indicator to move in a gaming application to track a target joystick includes: When the target virtual skill is a point-selection skill, the step includes a step of controlling a position of a skill indicator in a game application so that the skill indicator moves to follow a target position of the input direction of the target joystick, wherein the position of the skill indicator is the activation position of the target virtual skill, the input direction of the target joystick is the movement direction of the first virtual character, and the target position is the farthest position within the skill range of the target virtual skill.

[0135] In this embodiment, the input direction of the target joystick may include, but is not limited to, four directions or eight directions, etc. The target position of the skill indicator can be adjusted according to the input direction of the target joystick.

[0136] For example, Figure 16 is a schematic diagram of another skill indicator control method according to an embodiment of the present application. As shown in Figure 16, taking the target joystick as an example, which is a left joystick for controlling the movement of a target object, the above skill indicator control method includes, but is not limited to, the following steps:

[0137] In S1, the second tracking function is turned on in the game application setting interface 1602. Of course, the second tracking function may be set to on by default.

[0138] In S2, when a target selection instruction for a point selection skill (a press operation on the virtual button 1604 shown in FIG. 16) is acquired, it is detected whether movement and turning have occurred on the left joystick 1606 (corresponding to the target joystick described above).

[0139] In S3, when it is detected that the left joystick 1606 has moved upward, the skill indicator is controlled to move further to follow the upward target position of the target joystick, the target position being the farthest position within the skill range of the target virtual skill.

[0140] The above is merely an example, and the present embodiment is not limited to this.

[0141] In one configuration, the method comprises: When a direction of a skill indicator is controlled in the game application to move in a target direction following the target object, the skill indicator is for indicating a direction in which the target virtual skill is to be activated, and the first skill activation instruction is for instructing activation of the target virtual skill; and The method further includes a step of activating a target virtual skill in the game application toward the target direction in response to the first skill activation instruction.

[0142] In this embodiment, the first skill activation instruction may include, but is not limited to, an activation instruction corresponding to the target selection instruction. For example, if the target selection instruction is to hold down the virtual button and not release it, the first skill activation instruction may include, but is not limited to, releasing the virtual button.

[0143] It should be noted that if the target selection instruction is a tap, the first skill activation instruction may also be configured to be realized in a tap manner. In other words, the target selection instruction and the first skill activation instruction may be the same or different.

[0144] In this embodiment, in response to the first skill activation instruction, the target virtual skill is activated along a direction indicated by a skill indicator in the game application.

[0145] In one configuration, the method comprises: When a position of a skill indicator is controlled in the game application to move to a target position following the target object, a step of obtaining a second skill activation instruction in the game application, the skill indicator being for indicating an activation position of the target virtual skill, and the second skill activation instruction being for instructing activation of the target virtual skill; The method further includes a step of activating a target virtual skill at a target position in response to a second skill activation instruction.

[0146] In this embodiment, the second skill activation instruction may include, but is not limited to, an activation instruction corresponding to the target selection instruction. For example, if the target selection instruction is to hold down the virtual button and not release it, the second skill activation instruction may include, but is not limited to, releasing the virtual button.

[0147] It should be noted that if the target selection instruction is a tap, the second skill activation instruction may also be configured to be realized by a tap. In other words, the target selection instruction and the second skill activation instruction may be the same or different.

[0148] In this embodiment, in response to the second skill activation instruction, the target virtual skill is activated along a position indicated by a skill indicator in the game application.

[0149] In one configuration, when a target tracking function is turned on in the game application, controlling the skill indicator to move in a manner that tracks the target object in the game application includes: or a step of controlling a skill indicator in the game application to move in a manner that follows the target joystick when a first tracking function is turned on in the game application and the target virtual skill is a non-damaging displacement skill, the first tracking function being for controlling the skill indicator to move in a manner that follows a virtual character that is within the skill range of the target virtual skill and satisfies a predetermined attack condition; The method includes a step of preferentially controlling a skill indicator in the game application to move in a manner that follows a virtual character that satisfies a predetermined attack condition within a skill range when the first following function and the second following function are turned on in the game application, the priority of the first following function is lower than the priority of the second following function, and the target virtual skill is a point-selection type displacement skill that inflicts damage, wherein the second following function is for controlling the skill indicator to move in a manner that follows the target joystick, and the target joystick is for controlling the movement and turning of the first virtual character.

[0150] In this embodiment, the above-mentioned target virtual skill being a non-damage displacement skill includes, but is not limited to, a skill that changes the position of the character controlled by the player when the skill is activated.

[0151] As a point of clarification, if the skill attribute is a non-damaging displacement skill, such skill indicator will continually follow the joystick input direction regardless of whether the displacement follow joystick feature is turned on or not.

[0152] In this embodiment, Figure 17 is a schematic diagram of another skill indicator control method according to an embodiment of the present application. As shown in Figure 17, taking the target joystick as an example that is a left joystick for controlling the movement of a target object, the above skill indicator control method includes, but is not limited to, the following steps:

[0153] In S1, the first and second following functions are turned on in the setting interface 1702 of the game application. Of course, the first and second following functions may be turned on by default so that a priority relationship between the first and second following functions can be set.

[0154] In S2, when a target selection instruction (a press operation on the virtual button 1704 shown in FIG. 17) for a point-selection displacement skill that inflicts damage is obtained, it is detected whether movement and turning have occurred on the left joystick 1706 (corresponding to the target joystick described above).

[0155] In S3, when it is detected that the left joystick 1706 has moved upward, the virtual character 1708 is controlled to move upward, and the skill indicator is controlled to move in accordance with the upward movement of the left joystick, and during the movement, the end point of the skill indicator is maintained on the virtual character 1710 that satisfies a predetermined attack condition.

[0156] The above is merely an example, and the present embodiment is not limited to this.

[0157] In one configuration, when a target tracking function is turned on in the game application, controlling the skill indicator to move in a manner that tracks the target object in the game application includes: a step of searching for a virtual character that satisfies a predetermined attack condition within a skill range of a target virtual skill when the first following function and the second following function are turned on in the game application and the priority of the first following function is higher than the priority of the second following function, wherein the first following function is for controlling the skill indicator to move in a manner that follows the virtual character that satisfies the predetermined attack condition within the skill range, the second following function is for controlling the skill indicator to move in a manner that follows the target joystick, and the target joystick is for controlling the movement and turning of the first virtual character; If a virtual character satisfying the predetermined attack conditions is not found within the skill range, controlling the skill indicator in the game application to move in a manner that follows the target joystick, and if the skill indicator in the game application is controlled to move in a manner that follows the target joystick and a second virtual character satisfying the predetermined attack conditions is found within the skill range, controlling the skill indicator in the game application to switch from moving in a manner that follows the target joystick to moving in a manner that follows the second virtual character.

[0158] In this embodiment, Figure 18 is a schematic diagram of another skill indicator control method according to an embodiment of the present application. As shown in Figure 18, taking the target joystick as an example that is a left joystick for controlling the movement of a target object, the above skill indicator control method includes, but is not limited to, the following steps:

[0159] In S1, the first and second following functions are turned on in the setting interface 1802 of the game application. Of course, the first and second following functions may be turned on by default so that a priority relationship between the first and second following functions can be set, and the priority of the first following function may be set higher than that of the second following function.

[0160] In S2, when a target selection instruction for a target virtual skill (a pressing operation on the virtual button 1804 shown in FIG. 18) is acquired, it is detected whether or not a virtual character 1808 that satisfies a specified attack condition can be found within the skill range of the target virtual skill.

[0161] In S3, when the virtual character 1808 is detected, the skill indicator is controlled in the game application so as to move following the virtual character 1808, as shown in the game interface 1810.

[0162] In S4, if the virtual character 1808 is not detected, the game application checks whether any movement or turning has occurred for the left joystick 1806 (corresponding to the target joystick described above), as shown in the game interface 1812.

[0163] In S5, when it is detected that the left joystick 1806 has been moved in the upward direction, the virtual character 1808 is controlled to move upward, and the skill indicator is controlled to move in accordance with the upward movement of the left joystick.

[0164] The above is merely an example, and the present embodiment is not limited to this.

[0165] In one configuration, when a target tracking function is turned on in the game application, controlling the skill indicator to move in a manner that tracks the target object in the game application includes: a step of controlling a skill indicator in the game application to move in a manner following a target joystick when a first following function and a second following function are turned on in the game application and the priority of the first following function is lower than the priority of the second following function, the first following function is for controlling the skill indicator to move in a manner following a virtual character that satisfies a predetermined attack condition within a skill range, the second following function is for controlling the skill indicator to move in a manner following the target joystick, and the target joystick is for controlling the movement and turning of the first virtual character; and when the second following function is turned off in the game application, controlling the skill indicator to move in a manner following a second virtual character in the game application, the second virtual character being a virtual character within the skill range that satisfies a predetermined attack condition.

[0166] In this embodiment, Figure 19 is a schematic diagram of another skill indicator control method according to an embodiment of the present application. As shown in Figure 19, taking the target joystick as an example that controls the movement of a target object as a left joystick, the above skill indicator control method includes, but is not limited to, the following steps:

[0167] In S1, the first and second following functions are turned on in the setting interface 1902 of the game application. Of course, the first and second following functions may be turned on by default so that a priority relationship between the first and second following functions can be set, and the priority of the first following function may be set lower than that of the second following function.

[0168] In S2, when a target selection instruction for a target virtual skill (a press operation on the virtual button 1904 shown in FIG. 19) is obtained, it is detected whether movement and turning have occurred for the left joystick 1906 (corresponding to the target joystick described above) in the game application.

[0169] In S3, when it is detected that the left joystick 1906 has been moved in the upward direction, the virtual character 1908 is controlled to move upward, and the skill indicator is controlled to move in accordance with the upward movement of the left joystick.

[0170] In S4, when the second following function is turned off in the setting interface 1902 of the game application, it is detected whether or not a virtual character 1910 that satisfies a predetermined attack condition can be found within the skill range of the target virtual skill.

[0171] In S5, when the virtual character 1910 is detected, the skill indicator is controlled in the game application so as to move following the virtual character 1910.

[0172] The above is merely an example, and the present embodiment is not limited to this.

[0173] For illustrative purposes, for ease of explanation, each method embodiment described above is expressed as a combination of a series of operations, but those skilled in the art should know that the present application is not limited by the order of operations described, since some steps can be performed in other orders or simultaneously according to the present application. Next, those skilled in the art should also know that the operations and modules according to the embodiments described in the specification are not necessarily required for the present application.

[0174] According to another aspect of the embodiment of the present application, there is further provided a skill indicator control device for implementing the above-mentioned skill indicator control method. As shown in FIG. 20, the device includes: an acquisition module 2002 for acquiring a target selection instruction in a game application, the target selection instruction being for selecting a target virtual skill of a first virtual character as a virtual skill to be activated; a display module 2004 responsive to the target selection instruction for displaying a skill indicator of the target virtual skill within the game application; The control module 2006 includes: a control module 2006 that controls the skill indicator to move in a manner that follows a target object in the game application when a target tracking function is turned on in the game application, the target tracking function being for controlling the skill indicator to move in a manner that follows the target object.

[0175] In the embodiment of FIG. 20, the skill indicator is for indicating the direction or position of the activation of the target virtual skill.

[0176] In one configuration, the device controls the skill indicator to move to follow a target object in the game application when a target following function is turned on in the game application in the following manner: when a first following function is turned on in the game application, the device controls the skill indicator to move to follow a second virtual character in the game application, where the target following function includes a first following function, the target object includes a second virtual character, and the second virtual character is a virtual character that is within the skill range of the target virtual skill and satisfies a predetermined attack condition.

[0177] In one configuration, the device controls the skill indicator to move to follow the target object in the game application when the target following function is turned on in the game application by the following method: That is, when the first following function is turned on in the game application and the virtual character that satisfies the predetermined attack condition within the skill range changes from the second virtual character to the third virtual character, the device controls the skill indicator to move to follow the third virtual character in the game application, and the target object includes the third virtual character.

[0178] In one configuration, the device controls the skill indicator to move to follow a target object in the game application when a target following function is turned on in the game application in the following manner: when a first following function is turned on in the game application, the second virtual character is away from the skill range, and a fourth virtual character appears within the skill range, the device controls the skill indicator to move to follow the fourth virtual character in the game application, the target object includes the fourth virtual character, and the fourth virtual character is a virtual character within the skill range that satisfies a predetermined attack condition.

[0179] In one configuration, the device controls the skill indicator to move to follow a target object in the game application when a target tracking function is turned on in the game application in the following manner: when the second virtual character is defeated and a fifth virtual character appears within the skill range, the device controls the skill indicator to move to follow the fifth virtual character in the game application, the target object includes the fifth virtual character, and the fifth virtual character is a virtual character within the skill range that satisfies a predetermined attack condition.

[0180] In one configuration, the device further searches for a virtual character that satisfies a predetermined first attack condition within an attack range of the target virtual skill when the target virtual skill is a directional skill, the predetermined attack condition including the first attack condition. Alternatively, the device searches for a virtual character that satisfies a predetermined second attack condition within an enemy search range of the target virtual skill when the target virtual skill is a point selection skill, the enemy search range is larger than the attack range and includes the attack range, and the predetermined attack condition includes the second attack condition. Alternatively, the device searches for a virtual character that satisfies a predetermined third attack condition within an enemy search range of the target virtual skill when the target virtual skill is a locking skill, the predetermined attack condition including the third attack condition.

[0181] In one configuration, the device controls the skill indicator to move to follow a target object in the game application when a target following function is turned on in the game application in the following manner: when a second following function is turned on in the game application, the device controls the skill indicator to move to follow a target joystick in the game application, where the target following function includes a second following function, the target object includes a target joystick, and the target joystick is for controlling the movement and turning of a first virtual character.

[0182] In one embodiment, the device controls the skill indicator to move in accordance with the target joystick in the game application in the following manner: if the target virtual skill is a directional skill, the direction of the skill indicator is controlled to move in accordance with the input direction of the target joystick in the game application, the direction of the skill indicator is the activation direction of the target virtual skill, and the input direction of the target joystick is the moving or turning direction of the first virtual character.

[0183] In one configuration, the device controls the skill indicator to move in accordance with the target joystick in the game application in the following manner: when the target virtual skill is a point-selection skill, the position of the skill indicator is controlled in the game application to move in accordance with a target position in the input direction of the target joystick, the position of the skill indicator is the activation position of the target virtual skill, the input direction of the target joystick is the movement direction of the first virtual character, and the target position is the farthest position within the skill range of the target virtual skill.

[0184] In one configuration, the device further obtains a first skill activation instruction in the game application when the direction of the skill indicator is controlled in the game application to move in the target direction to follow the target object, and in response to the first skill activation instruction, activates a target virtual skill toward the target direction in the game application, the skill indicator is for indicating the direction in which the target virtual skill is activated, and the first skill activation instruction is for instructing the activation of the target virtual skill.

[0185] In one configuration, the device further obtains a second skill activation instruction in the game application when the position of the skill indicator is controlled in the game application to move to the target position in accordance with the target object, and in response to the second skill activation instruction, activates the target virtual skill at the target position, the skill indicator is for indicating the activation position of the target virtual skill, and the second skill activation instruction is for instructing the activation of the target virtual skill.

[0186] In one configuration, the device controls the skill indicator to move to follow the target object in the game application when the target following function is turned on in the game application by the following manner: when the first following function is turned on in the game application and the target virtual skill is a displacement skill that does not cause damage, the device controls the skill indicator to move to follow the target joystick in the game application; or when the first following function and the second following function are turned on in the game application and the priority of the first following function is lower than the priority of the second following function and the target virtual skill is a point-selection displacement skill that causes damage, the device preferentially controls the skill indicator to move to follow the virtual character that satisfies a predetermined attack condition within the skill range in the game application, the first following function is for controlling the skill indicator to move to follow the virtual character that satisfies the predetermined attack condition within the skill range of the target virtual skill, the second following function is for controlling the skill indicator to move to follow the target joystick, and the target joystick is for controlling the movement and turning of the first virtual character.

[0187] In one configuration, the device controls the skill indicator to move in a game application to follow a target object when target following is enabled in the game application in the following manner. That is, when the first following function and the second following function are turned on in the game application and the priority of the first following function is higher than the priority of the second following function, a virtual character satisfying a predetermined attack condition is searched for within the skill range of the target virtual skill, and when a virtual character satisfying the predetermined attack condition is not found within the skill range, a skill indicator is controlled in the game application to move by following the target joystick, and when the skill indicator is controlled in the game application to move by following the target joystick and a second virtual character satisfying the predetermined attack condition is found within the skill range, the skill indicator is controlled in the game application to switch from moving by following the target joystick to moving by following the second virtual character, and the first following function is for controlling the skill indicator to move by following the virtual character satisfying the predetermined attack condition within the skill range, the second following function is for controlling the skill indicator to move by following the target joystick, and the target joystick is for controlling the movement and turning of the first virtual character.

[0188] In one configuration, the device controls the skill indicator to move to follow a target object in the game application when a target following function is turned on in the game application in the following manner: when a first following function and a second following function are turned on in the game application and the priority of the first following function is lower than the priority of the second following function, the device controls the skill indicator to move to follow a target joystick in the game application, and when the second following function is turned off in the game application, the device controls the skill indicator to move to follow a second virtual character in the game application, the first following function is for controlling the skill indicator to move to follow a virtual character that satisfies a predetermined attack condition within a skill range, the second following function is for controlling the skill indicator to move to follow a target joystick, the target joystick is for controlling the movement and turning of the first virtual character, and the second virtual character is a virtual character that satisfies a predetermined attack condition within a skill range.

[0189] According to another aspect of the embodiment of the present application, there is further provided an electronic device for implementing the above-mentioned skill indicator control method. The electronic device may be the terminal device or server shown in FIG. 1. In this embodiment, the electronic device is a terminal device. As shown in FIG. 21, the electronic device includes a memory 2102 and a processor 2104. A computer program is stored in the memory 2102, and the processor 2104 is configured to execute the computer program to execute the steps of any one of the above-mentioned method embodiments.

[0190] In this embodiment, the electronic device may be located in at least one network device of a plurality of network devices of a computer network.

[0191] In this embodiment, the processor may be configured to execute the following steps by executing a computer program.

[0192] In S1, a target selection instruction is obtained in the game application, and the target selection instruction is for selecting a target virtual skill of a first virtual character as a virtual skill to be activated.

[0193] At S2, in response to the target selection instruction, a skill indicator of the target virtual skill is displayed within the game application.

[0194] In S3, when the target tracking function is turned on in the game application, the skill indicator is controlled to move in a manner that follows a target object in the game application, and the target tracking function is for controlling the skill indicator to move in a manner that follows the target object.

[0195] As can be understood by those skilled in the art, the configuration shown in FIG. 21 is merely schematic, and the electronic device may be a terminal device such as a smartphone (e.g., an Android smartphone, an iOS smartphone, etc.), a tablet computer, a palmtop computer, and a mobile Internet device (MID: Mobile Internet Devices) or a PAD. FIG. 21 does not limit the configuration of the electronic device. For example, the electronic device may include more or less components (e.g., a network interface, etc.) than those shown in FIG. 21, or may be arranged differently from those shown in FIG. 21.

[0196] Here, the memory 2102 can be used to store software programs and modules, such as program instructions / modules corresponding to the skill indicator control method and device in the embodiment of the present application. The processor 2104 executes various function applications and data processing by executing the software programs and modules stored in the memory 2102, i.e., realizing the above-mentioned skill indicator control method. The memory 2102 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memories, or other non-volatile solid-state memories. In some examples, the memory 2102 may further include memories installed remotely to the processor 2104, and these remote memories can be connected to the terminal via a network. Examples of the above network include, but are not limited to, the Internet, a corporate intranet, a local area network, a mobile communication network, and combinations thereof. Here, the memory 2102 may be used to specifically store information such as, but is not limited to, a skill indicator or a target object. 21, the memory 2102 may include, but is not limited to, an acquisition module 2002, a display module 2004, and a control module 2006 in the control device of the skill indicator. The memory 2102 may further include, but is not limited to, other module units in the control device of the skill indicator, and the description thereof will be omitted in this example.

[0197] The above-mentioned transmission device 2106 transmits and receives data through a network. Specific examples of the above-mentioned network may include a wired network and a wireless network. In one example, the transmission device 2106 includes a network interface controller (NIC) that can be connected to other network devices and routers through a network cable, and can communicate with the Internet or a local area network. In one example, the transmission device 2106 is a radio frequency (RF) module used to communicate with the Internet in a wireless manner.

[0198] The electronic device further includes a display 2108 that displays a game screen of the game application, and a connection bus 2110 that connects the modular components of the electronic device.

[0199] In another embodiment, the terminal device or server may be a node of a distributed system. Here, the distributed system may be a blockchain system. The blockchain system may be a distributed system in which a plurality of nodes are connected in the form of network communication. Here, the nodes may form a peer-to-peer (P2P) network, and any form of computing device, for example, electronic devices such as servers and terminals, may become a node of the blockchain system by participating in the peer-to-peer network.

[0200] According to one aspect of the present application, there is provided a computer program product or computer program comprising computer instructions, the computer instructions being stored in a computer readable storage medium. A processor of a computing device reads the computer instructions from the computer readable storage medium, and when the processor executes the computer instructions, causes the computing device to perform the method provided in the various implementations for controlling a skill indicator as described above, wherein the computer program, when executed, is configured to perform the steps of any one of the method embodiments described above.

[0201] In this embodiment, the computer-readable storage medium may be configured to store a computer program for executing the following steps.

[0202] In S1, a target selection instruction is obtained in the game application, and the target selection instruction is for selecting a target virtual skill of a first virtual character as a virtual skill to be activated.

[0203] At S2, in response to the target selection instruction, a skill indicator of the target virtual skill is displayed within the game application.

[0204] In S3, when the target tracking function is turned on in the game application, the skill indicator is controlled to move in a manner that follows a target object in the game application, and the target tracking function is for controlling the skill indicator to move in a manner that follows the target object.

[0205] In this embodiment, as can be understood by those skilled in the art, all or some of the steps of each method in the above embodiment may be executed by instructing the relevant hardware of the terminal device through a program. The program may be stored in a computer-readable storage medium. The storage medium may include a flash disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, an optical disk, etc.

[0206] The numbers of the above-mentioned embodiments of the present application are merely for the purpose of explanation and do not indicate superiority or inferiority of the embodiments.

[0207] The integrated units in the above embodiments may be realized in the form of a software functional unit and stored in the above computer-readable storage medium when sold or used as an independent product. Based on this understanding, the configuration of the present application may be essentially, in other words, a part that contributes to the prior art, or all or a part of the configuration may be embodied in the form of a software product. The computer software product is stored in a storage medium and includes some instructions for causing one or more computer devices (which may be personal computers, servers, network devices, etc.) to execute all or a part of the steps of the methods described in each embodiment of the present application.

[0208] In the above embodiments of the present application, the description of each embodiment has its own focus, and for the parts not described in detail in one embodiment, reference may be made to the relevant descriptions of other embodiments.

[0209] In some embodiments provided in the present application, it should be understood that the displayed client may be realized in other ways. Here, the above-described device embodiments are merely schematic. For example, the division of the units is merely a logical division of functions, and may be divided in other ways in actual implementation. For example, multiple units or components may be combined or incorporated into other systems, or some features may be ignored or not implemented. In addition, the shown or discussed mutual couplings, or direct couplings, or communication connections may be via some interfaces, and the indirect couplings or communication connections of the units or modules may be electrical or other types.

[0210] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units, i.e., they may be located in one place or distributed among multiple units on a network. According to actual needs, some or all of the units may be selected to achieve the objectives of the invention according to the present embodiment.

[0211] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, each unit may exist separately and physically, or two or more units may be integrated into one unit. The above-mentioned integrated units may be realized in the form of hardware or software functional units.

[0212] The above is only the preferred embodiment of the present application. It should be noted that those skilled in the art can make some improvements and modifications without departing from the principle of the present application. These improvements and modifications should also be considered as the protection scope of the present application.

Claims

1. 1. A method for controlling a skill indicator implemented by an electronic device, comprising: obtaining a target selection instruction in a game application, the target selection instruction being for selecting a target virtual skill of a first virtual character as a virtual skill to be activated; displaying a skill indicator of the target virtual skill within the game application in response to the target selection indication; a step of controlling the skill indicator to move in a manner following a target object in the game application when a target following function is turned on in the game application, the target following function being for controlling the skill indicator to move in a manner following the target object; Including, When a target tracking function is turned on in the game application, controlling the skill indicator to move in a manner to track a target object in the game application includes: a step of controlling the skill indicator to move in a manner following a second virtual character in the game application when the first following function is turned on and the target selection instruction is obtained and the target selection instruction is to press and not release a virtual button of the target virtual skill, the skill indicator being for indicating a direction or position of activation of the target virtual skill, the target following function including the first following function, the target object including the second virtual character, and the second virtual character being a virtual character within a skill range of the target virtual skill that satisfies a predetermined attack condition; A method comprising:

2. When a target tracking function is turned on in the game application, controlling the skill indicator to move in a manner to track a target object in the game application includes: a step of controlling the skill indicator in the game application so as to move to follow the third virtual character when the first following function is turned on in the game application and a virtual character within the skill range that satisfies the predetermined attack condition changes from the second virtual character to a third virtual character, wherein the target object includes the third virtual character; 2. The method of claim 1 .

3. When a target tracking function is turned on in the game application, controlling the skill indicator to move in a manner to track a target object in the game application includes: a step of controlling the skill indicator in the game application so as to move to follow the fourth virtual character when the first following function is turned on in the game application, the second virtual character is away from the skill range, and a fourth virtual character appears within the skill range, the step including: controlling the skill indicator in the game application so as to move to follow the fourth virtual character, the target object including the fourth virtual character, the fourth virtual character being a virtual character within the skill range that satisfies the predetermined attack condition; 2. The method of claim 1 .

4. When a target tracking function is turned on in the game application, controlling the skill indicator to move in a manner to track a target object in the game application includes: when the second virtual character is defeated and a fifth virtual character appears within the skill range, controlling the skill indicator in the game application so as to move following the fifth virtual character, wherein the target object includes the fifth virtual character, and the fifth virtual character is a virtual character within the skill range that satisfies the predetermined attack condition.

2. The method of claim 1 .

5. If the target virtual skill is a directional skill, searching for a virtual character that satisfies a predetermined first attack condition within an attack range of the target virtual skill, the predetermined attack condition including the first attack condition.

2. The method of claim 1 .

6. If the target virtual skill is a point-selection skill, the method further includes a step of searching for a virtual character that satisfies a predetermined second attack condition within an enemy search range of the target virtual skill, the enemy search range being larger than an attack range and including the attack range, and the predetermined attack condition including the second attack condition.

2. The method of claim 1 .

7. If the target virtual skill is a lock-type skill, a step of searching for a virtual character that satisfies a predetermined third attack condition within an enemy search range of the target virtual skill, the predetermined attack condition including the third attack condition.

2. The method of claim 1 .

8. a step of acquiring a first skill activation instruction in the game application when a direction of the skill indicator is controlled in the game application to follow the target object and move in a target direction, the skill indicator being for indicating a direction in which the target virtual skill is to be activated, and the first skill activation instruction being for instructing the activation of the target virtual skill; and activating the target virtual skill in the game application toward the target direction in response to the first skill activation instruction.

8. The method according to any one of claims 1 to 7.

9. a step of acquiring a second skill activation instruction in the game application when a position of the skill indicator is controlled in the game application to move to a target position following the target object, the skill indicator being for indicating a position at which the target virtual skill is to be activated, and the second skill activation instruction being for instructing the activation of the target virtual skill; and activating the target virtual skill at the target position in response to the second skill activation instruction.

8. The method according to any one of claims 1 to 7.

10. When a target tracking function is turned on in the game application, controlling the skill indicator to move in a manner to track a target object in the game application includes: a step of controlling the skill indicator in the game application to move in a manner that follows a target joystick when a first following function is turned on in the game application and the target virtual skill is a displacement skill that does not cause damage, the skill indicator being for indicating a direction or position of activation of the target virtual skill, and the first following function being for controlling the skill indicator to move in a manner that follows a virtual character that satisfies a predetermined attack condition within a skill range of the target virtual skill; 8. The method according to any one of claims 1 to 7.

11. When a target tracking function is turned on in the game application, controlling the skill indicator to move in a manner to track a target object in the game application includes: a step of preferentially controlling the skill indicator to move in the game application to follow a virtual character that satisfies a predetermined attack condition within a skill range when a first following function and a second following function are turned on in the game application, the priority of the first following function is lower than the priority of the second following function, and the target virtual skill is a point-selection displacement skill that inflicts damage, the skill indicator being for indicating a direction or position of activation of the target virtual skill, the second following function being for controlling the skill indicator to move in the direction of a target joystick, and the target joystick being for controlling the movement and turning of the first virtual character; 8. The method according to any one of claims 1 to 7.

12. When a target tracking function is turned on in the game application, controlling the skill indicator to move in a manner to track a target object in the game application includes: a step of searching for a virtual character that satisfies a predetermined attack condition within a skill range of the target virtual skill when a first following function and a second following function are turned on in the game application and the priority of the first following function is higher than the priority of the second following function, the step being that the first following function is for controlling the skill indicator to move in a manner that follows the virtual character that satisfies the predetermined attack condition within the skill range, the skill indicator is for indicating a direction or position of activation of the target virtual skill, the second following function is for controlling the skill indicator to move in a manner that follows a target joystick, and the target joystick is for controlling the movement and turning of the first virtual character; controlling the skill indicator in the game application to move in a manner following the target joystick if a virtual character satisfying the predetermined attack condition is not found within the skill range, and controlling the skill indicator in the game application to switch from moving in a manner following the target joystick to moving in a manner following the second virtual character if the skill indicator in the game application is controlled to move in a manner following the target joystick and a second virtual character satisfying the predetermined attack condition is found within the skill range.

8. The method according to any one of claims 1 to 7.

13. When a target tracking function is turned on in the game application, controlling the skill indicator to move in a manner to track a target object in the game application includes: a step of controlling the skill indicator in the game application to move in a manner following a target joystick when a first following function and a second following function are turned on in the game application and the priority of the first following function is lower than the priority of the second following function, the skill indicator being for indicating a direction or position of activation of the target virtual skill, the first following function being for controlling the skill indicator to move in a manner following a virtual character that satisfies a predetermined attack condition within a skill range, the second following function being for controlling the skill indicator to move in a manner following a target joystick, and the target joystick being for controlling the movement and turning of the first virtual character; and when the second following function is turned off in the game application, controlling the skill indicator to move in a manner following a second virtual character in the game application, the second virtual character being a virtual character within the skill range that satisfies the predetermined attack condition.

8. The method according to any one of claims 1 to 7.

14. A device for controlling a skill indicator, comprising: an acquisition module that acquires a target selection instruction in a game application, the target selection instruction being for selecting a target virtual skill of a first virtual character as a virtual skill to be activated; a display module that, in response to the target selection indication, displays a skill indicator of the target virtual skill within the game application; a control module for controlling the skill indicator to move in a manner that follows a target object in the game application when a target following function is turned on in the game application, the target following function being for controlling the skill indicator to move in a manner that follows the target object; Including, controlling the skill indicator to move in a manner to follow a target object in the game application when a target following function is turned on in the game application; when a first following function is turned on in the game application, when the target selection instruction is acquired and the target selection instruction is to hold down but not release a virtual button for the target virtual skill, controlling the skill indicator to move in a manner following a second virtual character in the game application, wherein the skill indicator is for indicating a direction or position of activation of the target virtual skill, the target following function includes the first following function, the target object includes the second virtual character, and the second virtual character is a virtual character that is within a skill range of the target virtual skill and satisfies a predetermined attack condition. An apparatus comprising:

15. A computer program product for causing a computer to carry out the method according to any one of claims 1 to 7.

16. An electronic device comprising a memory and a processor, The memory stores a computer program, the processor being configured to execute the method according to any one of claims 1 to 7.

1. An electronic device comprising:

Citation Information

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