Method and apparatus for skill editing in game, and electronic device

By providing a skill editing interface and an effect editing page in the game, players can add effect parameters to target skills via a timeline, solving the problem of monotonous game content and increasing the interest in game editing functions and the overall gaming experience.

WO2025223112A1PCT designated stage Publication Date: 2025-10-30NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
PCT/CN2025/083234
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-04-25
Filing Date
2025-03-18
Publication Date
2025-10-30

AI Technical Summary

Technical Problem

The limited editable content in existing games reduces players' interest in game editing features, leading to wasted game resources and a poor gaming experience.

Method used

This invention provides a method for editing skills in games. It displays a skill editing interface through a graphical user interface, displays a skill editing window in response to skill editing commands, and adds skill effects and edits skill effect parameters using a timeline on the effect editing page, thereby configuring target skills for game characters.

Benefits of technology

It enriched the game content, increased players' interest in the game editing function, avoided wasting game resources, and improved the game experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

A method and apparatus for skill editing in a game, and an electronic device. The method comprises: displaying a skill editing interface; in response to a skill editing instruction, displaying a skill editing window for a target skill; in response to a trigger operation performed by means of the skill editing window, displaying an effect editing page, wherein the effect editing page comprises at least one time track, which is used for adding a skill effect for the target skill and editing skill effect parameters of the skill effect; and in response to a skill configuration instruction, configuring the target skill for a game role. In the method, a player can edit skill parameters of a target skill in a game scene to be edited of a game, and can particularly add a skill effect for the target skill and edit skill effect parameters by means of a time track, thereby configuring the target skill for a game role.
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Description

Game skill editing methods, devices, and electronic devices

[0001] Cross-reference to related applications

[0002] This application claims priority to Chinese Patent Application No. 202410509247.X, filed on April 25, 2024, entitled “Method, Apparatus and Electronic Device for Skill Editing in Games”, the entire contents of which are incorporated herein by reference. Technical Field

[0003] This disclosure relates to the field of game technology, and in particular to a method, apparatus, and electronic device for editing skills in a game. Background Technology

[0004] Currently, players can edit various game content, including game scenes and characters. For game scenes, they can edit component information, such as movement and visual effects. For game characters, they can edit their appearance and associate game events with character actions to trigger corresponding behaviors, such as a character entering a trigger area, a player activating a control, or reaching a certain time. However, the currently editable game content is relatively limited and lacks variety, reducing player interest in the editing features, wasting game resources, and negatively impacting the player experience. Summary of the Invention

[0005] In view of this, the purpose of this disclosure is to provide a skill editing method, device, and electronic device in a game, which allows players to edit the skill parameters of a target skill in the game scene to be edited. In particular, skill effects can be added to the target skill and skill effect parameters can be edited through a timeline, thereby configuring the target skill for the game character, enriching the editable game content, increasing players' interest in the game editing function, avoiding the waste of game resources, and thus improving the player's game experience.

[0006] In a first aspect, embodiments of this disclosure provide a skill editing method in a game. The method involves running a graphical user interface (GUI) provided by a game program on a terminal device. The GUI displays a game scene to be edited during the game editing phase. The game scene includes scene components configured to generate corresponding virtual scene models during game execution. The method includes: displaying a skill editing interface through the GUI; displaying a skill editing window for the target skill in response to a skill editing command for a target skill; the skill editing window being used to edit the skill parameters of the target skill; and displaying an effect editing page in response to a trigger operation through the skill editing window. The effect editing page includes at least one timeline, which is used to: add skill effects to the target skill and edit the skill effect parameters; and configure the target skill for a game character in response to a skill configuration command.

[0007] Secondly, this disclosure provides a skill editing device in a game. A graphical user interface (GUI) provided by a game program is run through a terminal device. The GUI displays a game scene to be edited during the game editing stage. The game scene includes scene components configured to generate corresponding virtual scene models during game execution. The device includes: a skill editing interface display module configured to display a skill editing interface through the GUI; a skill editing window display module configured to display a skill editing window for the target skill in response to a skill editing command for the target skill; the skill editing window is used to edit the skill parameters of the target skill; an effect editing page display module configured to display an effect editing page in response to a trigger operation through the skill editing window; wherein the effect editing page includes at least one timeline used for: adding skill effects to the target skill and editing the skill effect parameters; and a target skill configuration module configured to configure the target skill for the game character in response to a skill configuration command.

[0008] Thirdly, embodiments of this disclosure provide an electronic device including a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to implement the skill editing method in a game according to any of the first aspects.

[0009] Fourthly, embodiments of this disclosure provide a computer-readable storage medium storing computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the skill editing method in the game according to any one of the first aspects.

[0010] The embodiments disclosed herein bring the following beneficial effects:

[0011] This disclosure provides a method, apparatus, and electronic device for skill editing in games, displaying a skill editing interface; displaying a skill editing window for a target skill in response to a skill editing command; and displaying an effect editing page in response to a trigger operation through the skill editing window. The effect editing page includes at least one timeline, used for: adding skill effects to the target skill and editing the skill effect parameters; and configuring the target skill for a game character in response to a skill configuration command. In this method, players can edit the skill parameters of a target skill within the game's editable scene, particularly by adding skill effects and editing skill effect parameters through a timeline, thereby configuring the target skill for the game character. This enriches the editable game content, increases player interest in game editing functions, avoids wasting game resources, and ultimately improves the player's gaming experience.

[0012] Other features and advantages of this disclosure will be set forth in the following description and will be apparent in part from the description or may be learned by practicing the disclosure. The objects and other advantages of this disclosure are realized and obtained through the structures particularly pointed out in the description, claims and drawings.

[0013] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0014] To more clearly illustrate the technical solutions in the specific embodiments or related technologies of this disclosure, the accompanying drawings used in the description of the specific embodiments or related technologies will be briefly introduced below. Obviously, the accompanying drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0015] Figure 1 is a schematic diagram of a skill editing method in a game provided in one of the embodiments of this disclosure;

[0016] Figure 2 is a schematic diagram of a graphical user interface provided in one of the embodiments of this disclosure;

[0017] Figure 3 is a schematic diagram of another graphical user interface provided in one of the embodiments of this disclosure;

[0018] Figure 4 is a schematic diagram of another graphical user interface provided in one of the embodiments of this disclosure;

[0019] Figure 5 is a schematic diagram of another graphical user interface provided in one of the embodiments of this disclosure;

[0020] Figure 6 is a schematic diagram of another graphical user interface provided in one of the embodiments of this disclosure;

[0021] Figure 7 is a schematic diagram of another graphical user interface provided in one of the embodiments of this disclosure;

[0022] Figure 8 is a schematic diagram of another graphical user interface provided in one of the embodiments of this disclosure;

[0023] Figure 9 is a schematic diagram of another graphical user interface provided in one of the embodiments of this disclosure;

[0024] Figure 10 is a schematic diagram of the structure of a skill editing device in a game provided in one of the embodiments of this disclosure;

[0025] Figure 11 is a schematic diagram of the structure of an electronic device provided in one of the embodiments of this disclosure. Detailed Implementation

[0026] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.

[0027] Currently, in games, players can edit various game content, including game scenes and characters. For game scenes, players can edit component information, such as component movement effects and performance effects. For game characters, players can edit their appearance and associate game events with character behaviors to trigger corresponding actions, such as a character entering a trigger area, a player triggering a control, or reaching a certain time. However, the editable content in current games is relatively limited and lacks variety, reducing player interest in the editing functions, wasting game resources, and negatively impacting the player experience. Therefore, this disclosure provides a method, apparatus, and electronic device for editing skills in games, applicable to devices such as mobile phones, computers, laptops, computers, tablets, and game consoles.

[0028] In one embodiment of this disclosure, the skill editing method in a game can run on a local terminal device or a server. When the skill editing method in a game runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0029] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of skill editing methods in the game are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0030] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0031] In one possible implementation, this disclosure provides a skill editing method in a game, which runs a graphical user interface provided by a game program through a terminal device. The terminal device can be either a local terminal device as mentioned above, or a client device in a cloud interaction system as mentioned above. The graphical user interface displays a game scene to be edited during the game editing stage. The game scene includes scene components, which are configured to generate corresponding virtual scene models during game execution. These virtual scene models can be visual or non-visual. As shown in Figure 1, the method includes the following steps:

[0032] Step S102: Display the skill editing interface through the graphical user interface;

[0033] Optionally, the game scene to be edited in the game editing stage displayed in the graphical user interface includes skill editing controls. In response to triggering operations on the skill editing controls, a skill editing interface is displayed in the graphical user interface. For example, the game scene to be edited in the game editing stage displayed in the graphical user interface includes more controls. In response to triggering operations on the more controls, multiple setting controls are displayed, including skill editing controls. In response to triggering operations on the skill editing controls, a skill editing interface is displayed in the graphical user interface.

[0034] Optionally, the skill editing interface includes multiple skill components. In response to trigger operations on these skill components, the interface displays the multiple character skills included in that component. These multiple skill components include both official and custom skill components, with each official skill component containing multiple official character skills.

[0035] For example, the skill editing interface shown in Figure 2 includes a first skill component, a second skill component, a third skill component, and a custom skill component, as well as a skill editing window.

[0036] In practical applications, the game scene to be edited in the game editing stage can be understood as the scene where scene components are edited, while the game running scene in the game running stage can be understood as the scene where controlled virtual objects experience the game. Specifically, the game scene to be edited in the game editing stage may contain one or more scene components, and may also contain controlled virtual objects; the game running scene in the game running stage is usually generated based on the game editing scene, so the scene components contained in the game running scene may be the same as those contained in the game scene to be edited. However, as the game progresses, the scene components contained in the game running scene may change. For example, some scene components may be destroyed by the controlled virtual objects, or a new scene component may be created after the controlled virtual objects perform a certain action.

[0037] Step S104: In response to a skill editing command for the target skill, a skill editing window for the target skill is displayed in the skill editing interface; the skill editing window is used to edit the skill parameters of the target skill.

[0038] The target skill can be a custom character skill or an official character skill. Initially, the skill editing interface displays a skill editing window. In response to a trigger operation targeting the target skill, the skill editing interface updates the displayed skill editing window to the skill editing window specific to the target skill.

[0039] The skill editing window includes multiple editing pages, such as a first editing page, a second editing page, and a third editing page. Optionally, in response to a swipe operation on the skill editing window, the content in the skill editing window can be scrolled to display the corresponding editing page. Optionally, the skill editing window includes multiple controls; these controls provide different editing pages. For example, in response to a trigger operation on the first control, the first editing page corresponding to the first control can be displayed. Different editing interfaces are used to edit different skill parameters, which include at least one of the following: basic skill parameters, skill casting parameters, and skill effect parameters. The basic skill parameters include at least one of the following: skill name, skill icon, skill description, whether the skill is recycled, skill level, maximum skill level, and custom attributes. The skill casting parameters include at least one of the following: skill cooldown time, skill casting time, whether scrolling is disabled, whether freezing is available, whether loss of control is available, skill interruption behavior, charging attributes, and casting method. The charging attributes include at least one of the following: whether charging consumes charges, charging type, and initial charging count. The casting method includes: indicator type, target selection type, and casting distance. The skill effect parameters include at least one of the following: charge-up phase effect parameters, casting phase effect parameters, and newly added effect parameters.

[0040] Step S106: In response to the trigger operation through the skill editing window, display the effect editing page in the skill editing interface; wherein, the effect editing page includes at least one time track, the time track is used for: adding skill effects to the target skill, and editing the skill effect parameters of the skill effect;

[0041] The aforementioned triggering operation through the skill editing window can be a triggering operation for the effect controls displayed in the skill editing window, displaying the corresponding effect editing page of the effect control in the skill editing interface. For example, as shown in Figure 3, the effect editing page corresponding to the casting phase is displayed.

[0042] Optionally, in response to editing operations on the effect editing page, add skill effects to the target skill and edit the skill effect parameters. Skill effects include persistent anchors with duration and instant anchors without duration, as well as animation effects, music effects, event effects, area effects, custom effects, buff effects, suggested effects, etc.

[0043] Step S108: Respond to the skill configuration command and configure the target skill for the game character.

[0044] Optionally, in response to the triggering operation of the skill configuration control, multiple game characters and multiple character skills are displayed; wherein the multiple game characters are the game characters included in the game scene to be edited during the game editing stage, and the multiple character skills include the target skill; in response to the selection operation for the first game character and the selection operation for the target skill, the target skill is configured for the first game character.

[0045] Optionally, in response to a trigger operation on the game logic editing control, the game logic editing interface is displayed; the game logic interface includes multiple logic components, and in response to parameter editing operations on the logic components, target skills are configured for the game character.

[0046] This disclosure provides a method for editing skills in a game, displaying a skill editing interface; responding to a skill editing command, displaying a skill editing window for a target skill; responding to a trigger operation through the skill editing window, displaying an effect editing page; the effect editing page includes at least one timeline, used for: adding skill effects to the target skill and editing the skill effect parameters; responding to a skill configuration command, configuring the target skill for the game character. In this method, players can edit the skill parameters of a target skill within the game's editable scene, especially by adding skill effects and editing skill effect parameters through a timeline, thereby configuring the target skill for the game character. This enriches the editable game content, increases player interest in the game's editing functions, avoids wasting game resources, and ultimately improves the player's gaming experience.

[0047] One possible implementation of the above-mentioned response skill configuration command, which configures target skills for game characters:

[0048] (1) In response to the game logic editing command, control the display of the game logic editing interface. The game logic editing interface includes a game logic editing area and logic components located in the game logic editing area. The logic components are configured with preset code blocks.

[0049] Optionally, the game logic editing interface also includes a logic control window, which contains multiple different logic controls. The logic controls are configured to generate corresponding logic components in the game logic editing area based on touch operations. In other words, in response to game logic editing instructions, the game logic editing interface is controlled to be displayed, and the game logic editing interface includes a game logic editing area. In response to touch operations on the logic controls, the logic components corresponding to the logic controls are displayed in the game logic editing area.

[0050] The aforementioned game logic editing commands can be commands generated by triggering operations on game logic editing controls displayed in the graphical user interface. For example, as shown in Figure 2, clicking "Edit Egg Code" will respond to the game logic editing command and control the currently displayed skill editing interface to jump to the game logic editing interface.

[0051] Optionally, the system responds to trigger operations on game logic editing controls displayed on a target editing page, controlling the display of the game logic editing interface; wherein the target editing page includes at least one of the following: a first editing page, a second editing page, a third editing page, and an effect editing page. Alternatively, the system can also respond to trigger operations on game logic editing controls displayed in the game scene to be edited, controlling the display of the game logic editing interface.

[0052] Optionally, if the game logic editing interface displayed is for the target skill, and the target skill is the first character skill, at least one logic component in the game logic editing area is usually a pre-generated logic component. If the player updates the initial skill parameters, the component parameters of at least one logic component in the game logic editing area will be updated synchronously according to the updated initial skill parameters.

[0053] For example, as shown in Figure 4, the game logic editing interface includes a game logic editing area and logic components located in the game logic editing area.

[0054] (2) Respond to the setting operation of the parameters to be set for the logic component and determine the component parameters of the logic component; wherein, the component parameters include the game character and the target skill;

[0055] The aforementioned logic components typically include at least one parameter to be set, and the setting operation can be a trigger operation, a selection operation, an input operation, etc.

[0056] Optionally, in response to trigger operations on parameters to be set for a logic component, multiple character skills and multiple game characters are displayed in the game logic editing interface. In response to trigger operations on the first game character and trigger operations on the target skill, the first game character and the target skill are determined as component parameters of the logic component.

[0057] Optionally, in response to a trigger operation on the first parameter to be set for the logic component, multiple character skills are displayed in the game logic editing interface; the multiple character skills include a target skill; in response to a selection operation on the target skill, the first component parameter of the logic component is determined to be the target skill; in response to a trigger operation on the second parameter to be set for the logic component, multiple game characters are displayed in the game logic editing interface; the multiple game characters include a game character created in the game scene to be edited; in response to a selection operation on the first game character, the second component parameter of the logic component is determined to be the first game character.

[0058] (3) Respond to the splicing operation of the logic components and determine the splicing relationship between the logic components; based on the splicing relationship between the logic components and the component parameters of the logic components, configure the target skills for the game character.

[0059] Specifically, each logic component is configured with a preset code block. Based on the splicing relationship between logic components, the composition parameters of logic components, and the preset code blocks configured in the logic components, the game logic for configuring target skills for game characters can be obtained.

[0060] In the above method, the game logic for configuring target skills for game characters can be obtained by editing the component parameters of the logic component. By changing the component parameters, different character skills can be configured for different game characters, further enriching the editable content of the game.

[0061] Optionally, the skill editing window includes multiple controls. In response to a trigger operation through the skill editing window, the step of displaying an effect editing page in the skill editing interface is as follows: In response to a trigger operation targeting a first control among the multiple controls, a first editing page corresponding to the first control is displayed in the skill editing window; wherein, the first editing page includes at least one effect control for the target skill; in response to a trigger operation targeting a target effect control among the at least one effect control, an effect editing page corresponding to the target effect control is displayed in the skill editing interface; wherein, the effective time of the time track included in the effect editing pages corresponding to different effect controls is different.

[0062] For example, as shown in Figure 2, the skill editing window includes multiple controls: basic controls, casting controls, and performance controls.

[0063] For example, as shown in Figure 2, clicking the first control (the display control in Figure 2) displays the first editing page corresponding to the first control in the skill editing window. This first editing page includes multiple effect controls (the "casting phase" control and the "charge phase" control in Figure 2). The first editing page is used to edit the skill effect parameters of the target skill.

[0064] For example, as shown in Figure 2, the first editing page includes two effect controls for the target skill: a "Charge Phase" effect control and a "Casting Phase" effect control. When the player clicks on "Casting Phase," as shown in Figure 3, the corresponding effect editing page for "Casting Phase" is displayed in the skill editing interface.

[0065] Optionally, the above effect editing page includes an add control for adding skill effects; for example, the "+" shown in Figure 3.

[0066] In response to a trigger operation through the skill editing window, after displaying the effect editing page in the skill editing interface, the above method also includes:

[0067] (1) Respond to the selection operation for the first time track in at least one time track, and display multiple skill effects in response to the trigger operation of adding controls;

[0068] For example, as shown in Figure 3, the player clicks "Track 1" and then clicks the "+" in the lower right corner to display the skill list, which shows multiple skill effects.

[0069] Optionally, in response to a selection operation on a first time track in at least one time track, and in response to a trigger operation for adding a control, a list of skill effects is displayed on the effect editing page; wherein, the list of skill effects includes at least one effect component; different effect components include different types of skill effects; in response to a trigger operation on the first effect component in at least one effect component, multiple first skill effects included in the first effect component are displayed in the list of skill effects.

[0070] For example, as shown in Figure 5, a list of skill effects is displayed on the effect editing page; this includes multiple effect components such as custom, basic functions, performance effects, range effects, and bullet-related effects, with different effect components including different types of skill effects.

[0071] (2) In response to the selection operation of the target skill effect among multiple skill effects, the target skill effect is added to the target time position of the first time track in the form of an anchor point so that the target skill effect is displayed at the target time position when the target skill is used during the game running phase;

[0072] The target time position mentioned above can be any position on the timeline, or it can be the initial time position, etc. The anchor points added to the timeline can be added at the same location repeatedly; for example, an instant anchor point can be added on top of a persistent anchor point (generally, an instant anchor point appears on top of a persistent anchor point), and multiple persistent anchor points can overlap. However, since selecting one of the anchor points becomes difficult when multiple persistent anchor points overlap, to facilitate player selection and parameter editing of that anchor point, multiple timelines are usually created, with different anchor points added to different timelines for easier player operation.

[0073] Optionally, if the duration of the target skill effect is greater than a preset duration threshold, the target skill effect is displayed in the first time track at the corresponding anchor point in the first display mode; if the duration of the target skill effect is less than or equal to the preset duration threshold, the target skill effect is displayed in the second display mode at the corresponding anchor point in the first time track.

[0074] The aforementioned preset duration threshold is typically set according to game development needs, such as 1 second. The first display method is usually a rectangle or square with a first color, and the second display method is usually a rhombus or triangle with a second color. The anchor point of the first display method is usually called a persistent anchor point, and the anchor point of the second display method is usually called an instantaneous anchor point.

[0075] (3) Respond to the skill effect parameter editing command for the target skill effect and edit the skill effect parameter of the target skill effect.

[0076] The above skill effect parameters are used to determine the performance effect of the target skill during the game operation phase; the skill effect parameters include at least one of the following: charge effect parameters, animation effect parameters, music effect parameters, skill event parameters, skill buff parameters, and skill debuff parameters.

[0077] Optionally, in response to a trigger operation on the anchor point corresponding to the target skill effect, display parameter setting controls on the effect editing page; in response to a trigger operation on the parameter setting controls, display a parameter editing page for the target skill effect on the effect editing page; in response to a parameter editing operation on the parameter editing page, edit the skill effect parameters of the target skill effect.

[0078] For example, as shown in Figure 6, the effect editing page displays a parameter editing page for the target skill effect. Editable skill effect parameters include at least one of the following: anchor name, anchor activation time, anchor duration, and anchor attributes. Different anchors correspond to different anchor attributes. Optionally, a delete control is displayed on the effect editing page. In response to a trigger operation on the delete control, the anchor corresponding to the target skill effect is deleted.

[0079] Optionally, in response to the operation of adjusting the position of the anchor point corresponding to the target skill effect, update the position of the anchor point and adjust the effective time of the target skill effect.

[0080] In response to the sliding operation of the anchor point corresponding to the target skill effect, the anchor point is controlled to move on the first time track, thereby updating the position of the anchor point, and the effective time of the adjusted target skill effect is determined based on the updated position of the anchor point.

[0081] Optionally, if the duration of the target skill effect exceeds a preset duration threshold, respond to the length adjustment operation of the anchor point corresponding to the target skill effect, update the length of the anchor point, and adjust the duration of the target skill effect.

[0082] In other words, if it is a persistent anchor point, the response to the edge drag operation of the persistent anchor point updates the length of the anchor point, and determines the duration of the adjusted target skill effect based on the anchor point length.

[0083] The above method also includes: in response to a trigger operation for any time track in at least one time track, displaying a track creation control on the effect editing page; and in response to a trigger operation for the track creation control, creating a time track on the effect editing page.

[0084] For example, as shown in Figure 3, if the player clicks "New Control", a track 4 can be added to the three tracks corresponding to the casting phase.

[0085] The aforementioned first editing page also includes an effect addition control; for example, as shown in Figure 7, "Add Skill Effect" (i.e., the aforementioned effect addition control). The method further includes: in response to a triggering operation on the effect addition control, creating a new effect control on the first editing page.

[0086] Clicking "Add Skill Effect" will create a new effect control, as shown in "Add Effect 2" in Figure 7. Optionally, the trigger times of the time track included in the effect editing page differ depending on the type of effect control. The trigger time of the time track in the effect editing page for the casting phase is the same as the skill casting time; the trigger time of the time track in the effect editing page for the charging phase is the same as the skill charging time. The trigger time of the time track in the effect editing page for a new effect control is usually edited through the game logic editing interface.

[0087] The aforementioned effect editing interface also includes a preview control, as shown in Figure 6. The preview control responds to trigger operations on the preview control and displays the skill effects that the game character performs and adds to the currently displayed time track.

[0088] The above method also includes: responding to a trigger operation on the second control among multiple controls, displaying the second editing page corresponding to the second control in the skill editing window; the second editing page is used to edit the skill casting parameters of the target skill; the skill casting parameters are used to determine the skill casting method of the target skill, and different character skills have different editable skill casting parameters.

[0089] The aforementioned skill casting parameters include at least one of the following: skill casting duration, duration of the unusable state after skill triggering, whether rolling is available, whether freezing is available, whether loss of control is available, skill interruption behavior, charging parameters, and casting method; the casting method includes at least one of the following: indicator type, skill casting target, game faction of the skill casting target, and casting range. The charging parameters include at least one of the following: whether the skill consumes uses, number of uses, charging type (usually including options such as "invalid," "charge when not full," and "charge when 0 uses"), charging interval, and initial number of charges.

[0090] For example, as shown in Figure 2, when a player clicks the "cast spell" control, as shown in Figure 8, the second editing page corresponding to the "cast spell" control is displayed in the skill editing window.

[0091] The method further includes: responding to a trigger operation on a third control among multiple controls, displaying a third editing page corresponding to the third control in the skill editing window; the third editing page is used to edit the basic skill parameters of the target skill; the basic skill parameters include at least one of the following: skill name, skill description, skill icon, skill type, skill level, skill learning level, whether the skill is withdrawn when the character is defeated, and custom attributes. The skill types include at least: active skills, passive skills, and item skills; the skill level indicates the highest level that the target skill can reach; the skill learning level indicates the level that the game character needs to reach to use the target skill.

[0092] For example, as shown in Figure 2, when a player clicks the "Basic" control, as shown in Figure 9, the third editing page corresponding to the "Basic" control is displayed in the skill editing window.

[0093] The aforementioned skill editing interface includes skill controls for at least one character skill. The at least one character skill includes: a first character skill that already exists in the game and / or a newly created second character skill. The first character skill has initial skill parameters, while the second character skill does not have initial skill parameters. In response to a skill editing command for a target skill, the step of displaying a skill editing window for the target skill in the skill editing interface is as follows: In response to a trigger operation on the skill control of the target skill among the at least one character skills, the skill editing window for the target skill is displayed in the skill editing interface.

[0094] For example, as shown in Figure 2, when a player clicks on "Skill A," a skill editing window for "Skill A" appears on the right side of the skill editing interface. The first character skill mentioned above is an official skill, while the second character skill mentioned above is a custom skill.

[0095] If the target skill is a first-character skill, at least part of the timeline included in the effect editing page includes the anchor point corresponding to the initial skill effect; if the target skill is a second-character skill, the timeline included in the effect editing page does not include the anchor point corresponding to the initial skill effect.

[0096] The above method also includes: responding to a logic configuration instruction for the target skill and determining the skill logic of the target skill.

[0097] One possible approach is to control the display of the game logic editing interface in response to a trigger operation on the game logic editing controls displayed on the target editing page; wherein the target editing page includes at least one of the following: a first editing page, a second editing page, a third editing page, and an effect editing page. Responding to parameter editing operations on the game logic editing interface, the skill logic of the target skill is determined based on the skill parameters of the target skill. In other words, the player can control the display of the game logic editing interface by clicking the "Edit Egg Code" button displayed in any of Figures 2, 6, 7, 8, or 9.

[0098] Another possible way,

[0099] (1) In response to the game logic editing command, control the display of the game logic editing interface, the game logic editing interface includes a game logic editing area and at least one logic component located in the game logic editing area, the logic component is configured with a preset code block;

[0100] Optionally, the game logic editing interface also includes a logic control window, which contains multiple different logic controls. The logic controls are configured to generate corresponding logic components in the game logic editing area based on touch operations. In other words, in response to game logic editing instructions, the game logic editing interface is controlled to be displayed, and the game logic editing interface includes a game logic editing area. In response to touch operations on at least one logic control, at least one logic component corresponding to at least one logic control is displayed in the game logic editing area.

[0101] The aforementioned game logic editing commands can be commands generated by triggering operations on game logic editing controls displayed in the graphical user interface. For example, as shown in Figures 2, 6, 7, 8, and 9, clicking "Edit Egg Code" will respond to the game logic editing command and control the currently displayed skill editing interface to jump to the game logic editing interface.

[0102] Optionally, if the game logic editing interface displayed is for the target skill, and the target skill is the first character skill, at least one logic component in the game logic editing area is usually a pre-generated logic component. If the player updates the initial skill parameters, the component parameters of at least one logic component in the game logic editing area will be updated synchronously according to the updated initial skill parameters.

[0103] (2) Respond to the setting operation for the parameter to be set of the first logical component in at least one logical component, and determine the component parameter of the first logical component;

[0104] Specifically, for each logical component, the system responds to the setting operation of the parameters to be set for that logical component and determines the component parameters of that logical component. The setting operation can be a click operation, a selection operation, an input operation, etc., such as a click or selection operation for multiple skill parameters, a selection operation for virtual characters or virtual components in the game scene to be edited, or an input operation for custom attributes.

[0105] It should be noted that the parameters to be set for each logical component can be the same or different. These parameters are used to configure the physical components, virtual creatures, and variables related to the logical component. Here, the physical components and virtual creatures refer to the content in the game scene to be edited.

[0106] (3) Respond to the splicing operation for at least one logical component, determine the splicing relationship between at least one logical component; based on the splicing relationship between logical components and the component parameters of the logical components, determine the skill logic of the target skill.

[0107] Since logic components can be connected together like building blocks, the above-mentioned splicing operation can be an operation of moving the first logic component closer to the second logic component, or vice versa. During the process of moving logic components closer together, if the logic components can be spliced ​​together, the first and second logic components can be spliced ​​together. Specifically, which types of logic components can be spliced ​​together is determined by preset code blocks.

[0108] In the above methods, players can not only configure target skills for game characters through the game logic editing interface, but also personalize the skill logic of the target skills, further enriching the editable content of the game.

[0109] The above response addresses the setting operation of the parameter to be set for the first logical component in at least one logical component. One possible implementation of the step of determining the component parameters of the first logical component is as follows:

[0110] In response to a trigger operation targeting a parameter to be set in the first logical component of at least one logical component, the skill parameters of the target skill are invoked; wherein the skill parameters include at least one of the following: basic skill parameters, skill casting parameters, and skill effect parameters; the component parameters of the first logical component are determined based on the skill parameters.

[0111] One possible way to determine the component parameters of the first logical component based on skill parameters is to directly use the skill parameters of the target skill as the component parameters of the logical component by calling the skill parameters of the target skill; or, by calling the skill parameters of the target skill and using the edited skill parameters as the component parameters of the logical component through editing operations on the skill parameters.

[0112] Another possible approach: After calling the skill parameters of the target skill, multiple skill parameters will be displayed. In response to the selection operation of the first skill parameter among the skill parameters, the first skill parameter will be determined as the component parameter of the first logical component.

[0113] Another possible approach: Display the target editing page in the game logic editing interface; wherein the target editing page includes at least one of the following: a first editing page, a second editing page, a third editing page, and an effect editing page; respond to parameter editing operations on the target editing page, determine the target skill parameters of the target skill, and determine the target skill parameters as the component parameters of the first logic component.

[0114] For example, based on the parameters to be set in the first logic component, the target editing page to be displayed is determined. Then, an open control for opening the target editing page is displayed, and in response to the trigger operation of the open control, the target editing page is displayed in the game logic editing interface. Players can edit various skill parameters on the target editing page. That is to say, various skill parameters in the target skill, including anchor point attributes, can be used as component parameters of the logic component.

[0115] Another possible approach: After calling the skill parameters of the target skill, it will determine whether it is necessary to write the variable value of the skill parameter based on the attribute of the skill parameter. If so, it will respond to the editing operation of the skill parameter, determine the variable value of the skill parameter, and then determine the variable value of the skill parameter as the component parameter of the first logical component.

[0116] Corresponding to the above method embodiments, this disclosure provides a skill editing device in a game. The device runs a graphical user interface provided by a game program on a terminal device. The graphical user interface displays a game scene to be edited during the game editing stage. The game scene to be edited includes scene components, which are configured to generate corresponding virtual scene models during game execution. As shown in Figure 10, the device includes:

[0117] The skill editing interface display module 1001 is configured to display the skill editing interface through a graphical user interface.

[0118] The skill editing window display module 1002 is configured to execute a skill editing command for a target skill and display a skill editing window for the target skill in the skill editing interface; the skill editing window is used to edit the skill parameters of the target skill;

[0119] The effect editing page display module 1003 is configured to respond to the trigger operation through the skill editing window and display the effect editing page in the skill editing interface; wherein, the effect editing page includes at least one time track, which is used to: add skill effects to the target skill, and edit the skill effect parameters of the skill effect;

[0120] The target skill configuration module 1004 is configured to execute response skill configuration instructions to configure target skills for game characters.

[0121] This disclosure provides a skill editing device for a game, displaying a skill editing interface; responding to a skill editing command, displaying a skill editing window for a target skill; responding to a trigger operation through the skill editing window, displaying an effect editing page; the effect editing page includes at least one timeline, used for: adding skill effects to the target skill and editing the skill effect parameters; responding to a skill configuration command, configuring the target skill for the game character. In this method, players can edit the skill parameters of a target skill within the game's editable scene, especially by adding skill effects and editing skill effect parameters through the timeline, thereby configuring the target skill for the game character. This enriches the editable game content, increases player interest in the game's editing functions, avoids wasting game resources, and ultimately improves the player's gaming experience.

[0122] The aforementioned target skill configuration module is also configured to: respond to game logic editing commands, control the display of the game logic editing interface, which includes a game logic editing area and logic components located within the game logic editing area, each logic component being configured with a preset code block; respond to setting operations for parameters to be set on the logic components, and determine the component parameters of the logic components; wherein, the component parameters include the game character and the target skill; respond to splicing operations for the logic components, and determine the splicing relationship between the logic components; and configure the target skill for the game character based on the splicing relationship between the logic components and the component parameters of the logic components.

[0123] The aforementioned target skill configuration module is also configured to: respond to a trigger operation for a first parameter to be set of the logic component, display multiple character skills in the game logic editing interface; the multiple character skills include the target skill; respond to a selection operation for the target skill, determine the first component parameter of the logic component as the target skill; respond to a trigger operation for a second parameter to be set of the logic component, display multiple game characters in the game logic editing interface; the multiple game characters include a game character created in the game scene to be edited; respond to a selection operation for the first game character, determine the second component parameter of the logic component as the first game character.

[0124] The skill editing window includes multiple controls; the aforementioned effect editing page display module is also configured to: respond to a trigger operation for the first control among the multiple controls, and display a first editing page in the skill editing interface; the first editing page includes at least one effect control for the target skill; respond to a trigger operation for the target effect control among the at least one effect control, and display the effect editing page corresponding to the target effect control in the skill editing interface.

[0125] The aforementioned effect editing page includes an add control for adding skill effects; the aforementioned device also includes a skill effect parameter editing module, configured to: display multiple skill effects in response to a selection operation on a first time track in at least one time track and a trigger operation on the add control; add the target skill effect as an anchor point to a target time position on the first time track in response to a selection operation on a target skill effect among the multiple skill effects, so that the target skill effect is displayed at the target time position when the target skill is used during the game running phase; and edit the skill effect parameters of the target skill effect in response to a skill effect parameter editing command for the target skill effect.

[0126] The aforementioned skill effect parameter editing module is also configured to: respond to a selection operation on the first time track in at least one time track, and to a trigger operation for adding a control, display a list of skill effects on the effect editing page; wherein the list of skill effects includes at least one effect component; different effect components include different types of skill effects; and respond to a trigger operation on the first effect component in at least one effect component, display multiple first skill effects included in the first effect component in the skill effect list.

[0127] The aforementioned skill effect parameter editing module is also configured to: respond to a trigger operation on the anchor point corresponding to the target skill effect and display parameter setting controls on the effect editing page; respond to a trigger operation on the parameter setting controls and display the parameter editing page for the target skill effect on the effect editing page; and respond to a parameter editing operation on the parameter editing page and edit the skill effect parameters of the target skill effect.

[0128] The aforementioned skill effect parameter editing module is also configured to perform: respond to the position adjustment operation of the anchor point corresponding to the target skill effect, update the position of the anchor point, and adjust the effective time of the target skill effect.

[0129] The aforementioned skill effect parameter editing module is also configured to perform the following: if the duration of the target skill effect is longer than a preset duration threshold, respond to the length adjustment operation of the anchor point corresponding to the target skill effect, update the length of the anchor point, and adjust the duration of the target skill effect.

[0130] If the duration of the target skill effect is greater than a preset duration threshold, the target skill effect will be displayed in the first time track at the corresponding anchor point in the first display mode; if the duration of the target skill effect is less than or equal to the preset duration threshold, the target skill effect will be displayed in the second display mode at the first time track.

[0131] The aforementioned device also includes a timetrack creation module configured to: in response to a trigger operation for any of the at least one timetrack, display a track creation control on the effect editing page; and in response to a trigger operation for the track creation control, create a timetrack on the effect editing page.

[0132] The aforementioned first editing page also includes an effect addition control; the aforementioned device also includes an effect control creation module configured to perform: in response to a trigger operation for the effect addition control, create a new effect control on the first editing page.

[0133] The trigger times of the time tracks included in the effect editing pages for the different types of effect controls mentioned above are different.

[0134] The above skill effect parameters are used to determine the performance effect of the target skill during the game operation phase; the skill effect parameters include at least one of the following: charge effect parameters, animation effect parameters, music effect parameters, skill event parameters, skill buff parameters, and skill debuff parameters.

[0135] The aforementioned device further includes: a second editing page display module, configured to perform a response to a trigger operation on a second control among multiple controls, and display the second editing page corresponding to the second control in the skill editing window; the second editing page is used to edit the skill casting parameters of the target skill; the skill casting parameters are used to determine the skill casting method of the target skill, and different character skills have different editable skill casting parameters.

[0136] The above-mentioned skill casting parameters include at least one of the following: skill casting duration, indicator, duration of the unusable state after the skill is triggered; different character skills correspond to different indicators; the indicator includes at least one of the following: maximum number of skill casts, indicator type, skill casting target, game faction of the skill casting target, and casting range.

[0137] The aforementioned device further includes: a third editing page display module, configured to perform a response to a trigger operation on a third control among multiple controls, and display the third editing page corresponding to the third control in the skill editing window; a second editing page for editing the basic skill parameters of the target skill; the basic skill parameters include at least one of the following: skill name, skill description, skill icon, skill type, skill level, skill learning level, and custom attributes.

[0138] The skill types mentioned above include at least: active skills, passive skills, and item skills; skill level indicates the highest level that the target skill can reach; skill learning level indicates the level that the game character needs to reach to use the target skill.

[0139] The aforementioned skill editing interface includes skill controls for at least one character skill. The at least one character skill includes: a first character skill that already exists in the game and / or a newly created second character skill. The first character skill has initial skill parameters, while the second character skill does not have initial skill parameters. The aforementioned skill editing window display module is also configured to: respond to a trigger operation on the skill control of the target skill among the at least one character skill, and display the skill editing window for the target skill in the skill editing interface.

[0140] If the target skill is a first-character skill, at least part of the timeline included in the effect editing page includes the anchor point corresponding to the initial skill effect; if the target skill is a second-character skill, the timeline included in the effect editing page does not include the anchor point corresponding to the initial skill effect.

[0141] The aforementioned device also includes a skill logic determination module, configured to perform: in response to a logic configuration instruction for a target skill, determine the skill logic of the target skill.

[0142] The aforementioned skill logic determination module is also configured to: respond to a game logic editing command, control the display of a game logic editing interface, the game logic editing interface including a game logic editing area and at least one logic component located in the game logic editing area, the logic component being configured with a preset code block; respond to a setting operation for the parameters to be set of the first logic component among the at least one logic component, and determine the component parameters of the first logic component; respond to a splicing operation for the at least one logic component, and determine the splicing relationship between the at least one logic component; and determine the skill logic of the target skill based on the splicing relationship between the logic components and the component parameters of the logic components.

[0143] The aforementioned skill logic determination module is also configured to: respond to a trigger operation targeting the parameter to be set of the first logical component in at least one logical component, and call the skill parameters of the target skill; wherein the skill parameters include at least one of the following: basic skill parameters, skill casting parameters, and skill effect parameters; and determine the component parameters of the first logical component based on the skill parameters.

[0144] The aforementioned skill logic determination module is also configured to perform: in response to the selection operation of the first skill parameter in the skill parameters, determine the first skill parameter as the component parameter of the first logic component.

[0145] The aforementioned skill logic determination module is also configured to perform: displaying a target editing page in the game logic editing interface; wherein the target editing page includes at least one of the following: a first editing page, a second editing page, a third editing page, and an effect editing page; responding to parameter editing operations on the target editing page, determining the target skill parameters of the target skill, and determining the target skill parameters as the component parameters of the first logic component.

[0146] The aforementioned target skill configuration module is also configured to perform: responding to a trigger operation on the game logic editing control displayed on the target editing page, and controlling the display of the game logic editing interface; wherein, the target editing page includes at least one of the following: a first editing page, a second editing page, a third editing page, and an effect editing page.

[0147] The skill editing device in the game provided in this embodiment has the same technical features as the skill editing method in the game provided in the above embodiment, so it can also solve the same technical problems and achieve the same technical effects.

[0148] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the skill editing method in the aforementioned game. This electronic device can be a server or a terminal device.

[0149] Referring to Figure 11, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the skill editing method in the game described above.

[0150] Furthermore, the electronic device shown in FIG11 also includes a bus 102 and a communication interface 103, and the processor 100, the communication interface 103 and the memory 101 are connected through the bus 102.

[0151] The memory 101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or an EISA (Extended Industry Standard Architecture) bus. The bus can be categorized as an address bus, data bus, control bus, etc. For ease of illustration, only a single bidirectional arrow is used in Figure 11, but this does not indicate that there is only one bus or one type of bus.

[0152] The processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 100 or by instructions in software form. The processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0153] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations in the skill editing method of the aforementioned game:

[0154] The skill editing interface is displayed through a graphical user interface. In response to a skill editing command for a target skill, a skill editing window for that target skill is displayed within the skill editing interface. This window is used to edit the skill parameters of the target skill. In response to a trigger operation through the skill editing window, an effect editing page is displayed within the skill editing interface. The effect editing page includes at least one timeline, used for: adding skill effects to the target skill and editing the skill effect parameters; and in response to a skill configuration command, configuring the target skill for the game character. This method allows players to edit the skill parameters of a target skill within the game's editable scene. Specifically, players can add skill effects and edit skill effect parameters using a timeline, thereby configuring the target skill for the game character. This enriches the editable game content, increases player interest in the game's editing functions, avoids wasting game resources, and ultimately enhances the player's gaming experience.

[0155] The steps for configuring a target skill for a game character in response to the aforementioned skill configuration command include: responding to a game logic editing command by controlling the display of a game logic editing interface, which includes a game logic editing area and logic components located within that area, each logic component being configured with a preset code block; responding to a setting operation for parameters to be set on the logic components by determining the component parameters of the logic components, wherein the component parameters include the game character and the target skill; responding to a splicing operation on the logic components by determining the splicing relationship between the logic components; and configuring the target skill for the game character based on the splicing relationship between the logic components and the component parameters of the logic components.

[0156] The steps for determining the component parameters of a logic component in response to the setting operation of the parameters to be set for the logic component include: responding to the trigger operation of the first parameter to be set for the logic component, displaying multiple character skills in the game logic editing interface; the multiple character skills include a target skill; responding to the selection operation of the target skill, determining that the first component parameter of the logic component is the target skill; responding to the trigger operation of the second parameter to be set for the logic component, displaying multiple game characters in the game logic editing interface; the multiple game characters include a game character created in the game scene to be edited; responding to the selection operation of the first game character, determining that the second component parameter of the logic component is the first game character.

[0157] The aforementioned skill editing window includes multiple controls; the step of displaying an effect editing page in the skill editing interface in response to a trigger operation through the skill editing window includes: in response to a trigger operation on a first control among the multiple controls, displaying a first editing page in the skill editing interface; the first editing page includes at least one effect control for the target skill; in response to a trigger operation on a target effect control among the at least one effect control, displaying the effect editing page corresponding to the target effect control in the skill editing interface.

[0158] The aforementioned effect editing page includes an add control for adding skill effects; after displaying the effect editing page in the skill editing interface in response to a trigger operation through the skill editing window, the method further includes: in response to a selection operation on a first time track in at least one time track, and in response to a trigger operation on the add control, displaying multiple skill effects; in response to a selection operation on a target skill effect among the multiple skill effects, adding the target skill effect as an anchor point to the target time position on the first time track, so that the target skill effect is displayed at the target time position when the target skill is used during the game running phase; and in response to a skill effect parameter editing command for the target skill effect, editing the skill effect parameters of the target skill effect.

[0159] The steps for responding to the selection operation of the first time track in at least one time track and the trigger operation of adding a control, and displaying multiple skill effects, include: responding to the selection operation of the first time track in at least one time track and the trigger operation of adding a control, displaying a list of skill effects on the effect editing page; wherein, the list of skill effects includes at least one effect component; different effect components include different types of skill effects; responding to the trigger operation of the first effect component in at least one effect component, displaying multiple first skill effects included in the first effect component in the skill effect list.

[0160] The steps of responding to the skill effect parameter editing command for the target skill effect and editing the skill effect parameter of the target skill effect include: responding to the trigger operation of the anchor point corresponding to the target skill effect and displaying the parameter setting control on the effect editing page; responding to the trigger operation of the parameter setting control and displaying the parameter editing page for the target skill effect on the effect editing page; and responding to the parameter editing operation of the parameter editing page and editing the skill effect parameter of the target skill effect.

[0161] The steps for responding to the skill effect parameter editing command for the target skill effect and editing the skill effect parameter of the target skill effect include: responding to the position adjustment operation of the anchor point corresponding to the target skill effect, updating the position of the anchor point, and adjusting the effective time of the target skill effect.

[0162] The steps of responding to the skill effect parameter editing command for the target skill effect and editing the skill effect parameter of the target skill effect include: if the duration of the target skill effect is longer than a preset duration threshold, responding to the length adjustment operation of the anchor point corresponding to the target skill effect, updating the length of the anchor point, and adjusting the duration of the target skill effect.

[0163] If the duration of the target skill effect is greater than a preset duration threshold, the target skill effect will be displayed in the first time track at the corresponding anchor point in the first display mode; if the duration of the target skill effect is less than or equal to the preset duration threshold, the target skill effect will be displayed in the second display mode at the first time track.

[0164] The above method also includes: in response to a trigger operation for any time track in at least one time track, displaying a track creation control on the effect editing page; and in response to a trigger operation for the track creation control, creating a time track on the effect editing page.

[0165] The aforementioned first editing page also includes an effect addition control; the method further includes: responding to a trigger operation for adding an effect control, creating a new effect control on the first editing page.

[0166] The trigger times of the time tracks included in the effect editing pages for the different types of effect controls mentioned above are different.

[0167] The above skill effect parameters are used to determine the performance effect of the target skill during the game operation phase; the skill effect parameters include at least one of the following: charge effect parameters, animation effect parameters, music effect parameters, skill event parameters, skill buff parameters, and skill debuff parameters.

[0168] The above method also includes: responding to a trigger operation on the second control among multiple controls, displaying the second editing page corresponding to the second control in the skill editing window; the second editing page is used to edit the skill casting parameters of the target skill; the skill casting parameters are used to determine the skill casting method of the target skill, and different character skills have different editable skill casting parameters.

[0169] The above-mentioned skill casting parameters include at least one of the following: skill casting duration, indicator, duration of the unusable state after the skill is triggered; different character skills correspond to different indicators; the indicator includes at least one of the following: maximum number of skill casts, indicator type, skill casting target, game faction of the skill casting target, and casting range.

[0170] The above method also includes: responding to a trigger operation on a third control among multiple controls, displaying a third editing page corresponding to the third control in the skill editing window; the second editing page is used to edit the basic skill parameters of the target skill; the basic skill parameters include at least one of the following: skill name, skill description, skill icon, skill type, skill level, skill learning level, and custom attributes.

[0171] The skill types mentioned above include at least: active skills, passive skills, and item skills; skill level indicates the highest level that the target skill can reach; skill learning level indicates the level that the game character needs to reach to use the target skill.

[0172] The aforementioned skill editing interface includes a skill control for at least one character skill. The at least one character skill includes: a first character skill that already exists in the game and / or a newly created second character skill. The first character skill has initial skill parameters, while the second character skill does not have initial skill parameters. The step of displaying a skill editing window for the target skill in response to a skill editing command for the target skill includes: displaying a skill editing window for the target skill in response to a trigger operation of the skill control for the target skill among the at least one character skills.

[0173] If the target skill is a first-character skill, at least part of the timeline included in the effect editing page includes the anchor point corresponding to the initial skill effect; if the target skill is a second-character skill, the timeline included in the effect editing page does not include the anchor point corresponding to the initial skill effect.

[0174] The above method also includes: responding to a logic configuration instruction for the target skill and determining the skill logic of the target skill.

[0175] The steps for responding to the logic configuration instructions for the target skill and determining the skill logic of the target skill include: responding to the game logic editing instructions, controlling the display of the game logic editing interface, the game logic editing interface including a game logic editing area and at least one logic component located in the game logic editing area, the logic component being configured with a preset code block; responding to the setting operation of the parameters to be set for the first logic component among the at least one logic component, determining the component parameters of the first logic component; responding to the splicing operation for the at least one logic component, determining the splicing relationship between the at least one logic component; and determining the skill logic of the target skill based on the splicing relationship between the logic components and the component parameters of the logic components.

[0176] The above response is for the setting operation of the parameter to be set of the first logical component in at least one logical component. The step of determining the component parameter of the first logical component includes: responding to the trigger operation of the parameter to be set of the first logical component in at least one logical component, and calling the skill parameter of the target skill; wherein, the skill parameter includes at least one of the following: basic skill parameter, skill casting parameter and skill effect parameter; and determining the component parameter of the first logical component based on the skill parameter.

[0177] The steps for determining the component parameters of the first logical component based on the skill parameters include: responding to a selection operation for the first skill parameter in the skill parameters and determining the first skill parameter as the component parameter of the first logical component.

[0178] The steps for determining the component parameters of the first logic component based on skill parameters include: displaying a target editing page in the game logic editing interface; wherein the target editing page includes at least one of the following: a first editing page, a second editing page, a third editing page, and an effect editing page; responding to parameter editing operations on the target editing page, determining the target skill parameters of the target skill, and determining the target skill parameters as the component parameters of the first logic component.

[0179] The steps described above, which respond to game logic editing instructions and control the display of the game logic editing interface, include: responding to a trigger operation on the game logic editing controls displayed on the target editing page and controlling the display of the game logic editing interface; wherein the target editing page includes at least one of the following: a first editing page, a second editing page, a third editing page, and an effect editing page.

[0180] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions cause the processor to implement the skill editing method in the above-mentioned game.

[0181] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be executed to perform the following operations in the skill editing method of the aforementioned game:

[0182] The skill editing interface is displayed through a graphical user interface. In response to a skill editing command for a target skill, a skill editing window for that target skill is displayed within the skill editing interface. This window is used to edit the skill parameters of the target skill. In response to a trigger operation through the skill editing window, an effect editing page is displayed within the skill editing interface. The effect editing page includes at least one timeline, used for: adding skill effects to the target skill and editing the skill effect parameters; and in response to a skill configuration command, configuring the target skill for the game character. This method allows players to edit the skill parameters of a target skill within the game's editable scene. Specifically, players can add skill effects and edit skill effect parameters using a timeline, thereby configuring the target skill for the game character. This enriches the editable game content, increases player interest in the game's editing functions, avoids wasting game resources, and ultimately enhances the player's gaming experience.

[0183] The steps for configuring a target skill for a game character in response to the aforementioned skill configuration command include: responding to a game logic editing command by controlling the display of a game logic editing interface, which includes a game logic editing area and logic components located within that area, each logic component being configured with a preset code block; responding to a setting operation for parameters to be set on the logic components by determining the component parameters of the logic components, wherein the component parameters include the game character and the target skill; responding to a splicing operation on the logic components by determining the splicing relationship between the logic components; and configuring the target skill for the game character based on the splicing relationship between the logic components and the component parameters of the logic components.

[0184] The steps for determining the component parameters of a logic component in response to the setting operation of the parameters to be set for the logic component include: responding to the trigger operation of the first parameter to be set for the logic component, displaying multiple character skills in the game logic editing interface; the multiple character skills include a target skill; responding to the selection operation of the target skill, determining that the first component parameter of the logic component is the target skill; responding to the trigger operation of the second parameter to be set for the logic component, displaying multiple game characters in the game logic editing interface; the multiple game characters include a game character created in the game scene to be edited; responding to the selection operation of the first game character, determining that the second component parameter of the logic component is the first game character.

[0185] The aforementioned skill editing window includes multiple controls; the step of displaying an effect editing page in the skill editing interface in response to a trigger operation through the skill editing window includes: in response to a trigger operation on a first control among the multiple controls, displaying a first editing page in the skill editing interface; the first editing page includes at least one effect control for the target skill; in response to a trigger operation on a target effect control among the at least one effect control, displaying the effect editing page corresponding to the target effect control in the skill editing interface.

[0186] The aforementioned effect editing page includes an add control for adding skill effects; after displaying the effect editing page in the skill editing interface in response to a trigger operation through the skill editing window, the method further includes: in response to a selection operation on a first time track in at least one time track, and in response to a trigger operation on the add control, displaying multiple skill effects; in response to a selection operation on a target skill effect among the multiple skill effects, adding the target skill effect as an anchor point to the target time position on the first time track, so that the target skill effect is displayed at the target time position when the target skill is used during the game running phase; and in response to a skill effect parameter editing command for the target skill effect, editing the skill effect parameters of the target skill effect.

[0187] The steps for responding to the selection operation of the first time track in at least one time track and the trigger operation of adding a control, and displaying multiple skill effects, include: responding to the selection operation of the first time track in at least one time track and the trigger operation of adding a control, displaying a list of skill effects on the effect editing page; wherein, the list of skill effects includes at least one effect component; different effect components include different types of skill effects; responding to the trigger operation of the first effect component in at least one effect component, displaying multiple first skill effects included in the first effect component in the skill effect list.

[0188] The steps of responding to the skill effect parameter editing command for the target skill effect and editing the skill effect parameter of the target skill effect include: responding to the trigger operation of the anchor point corresponding to the target skill effect and displaying the parameter setting control on the effect editing page; responding to the trigger operation of the parameter setting control and displaying the parameter editing page for the target skill effect on the effect editing page; and responding to the parameter editing operation of the parameter editing page and editing the skill effect parameter of the target skill effect.

[0189] The steps for responding to the skill effect parameter editing command for the target skill effect and editing the skill effect parameter of the target skill effect include: responding to the position adjustment operation of the anchor point corresponding to the target skill effect, updating the position of the anchor point, and adjusting the effective time of the target skill effect.

[0190] The steps of responding to the skill effect parameter editing command for the target skill effect and editing the skill effect parameter of the target skill effect include: if the duration of the target skill effect is longer than a preset duration threshold, responding to the length adjustment operation of the anchor point corresponding to the target skill effect, updating the length of the anchor point, and adjusting the duration of the target skill effect.

[0191] If the duration of the target skill effect is greater than a preset duration threshold, the target skill effect will be displayed in the first time track at the corresponding anchor point in the first display mode; if the duration of the target skill effect is less than or equal to the preset duration threshold, the target skill effect will be displayed in the second display mode at the first time track.

[0192] The above method also includes: in response to a trigger operation for any time track in at least one time track, displaying a track creation control on the effect editing page; and in response to a trigger operation for the track creation control, creating a time track on the effect editing page.

[0193] The aforementioned first editing page also includes an effect addition control; the method further includes: responding to a trigger operation for adding an effect control, creating a new effect control on the first editing page.

[0194] The trigger times of the time tracks included in the effect editing pages for the different types of effect controls mentioned above are different.

[0195] The above skill effect parameters are used to determine the performance effect of the target skill during the game operation phase; the skill effect parameters include at least one of the following: charge effect parameters, animation effect parameters, music effect parameters, skill event parameters, skill buff parameters, and skill debuff parameters.

[0196] The above method also includes: responding to a trigger operation on the second control among multiple controls, displaying the second editing page corresponding to the second control in the skill editing window; the second editing page is used to edit the skill casting parameters of the target skill; the skill casting parameters are used to determine the skill casting method of the target skill, and different character skills have different editable skill casting parameters.

[0197] The above-mentioned skill casting parameters include at least one of the following: skill casting duration, indicator, duration of the unusable state after the skill is triggered; different character skills correspond to different indicators; the indicator includes at least one of the following: maximum number of skill casts, indicator type, skill casting target, game faction of the skill casting target, and casting range.

[0198] The above method also includes: responding to a trigger operation on a third control among multiple controls, displaying a third editing page corresponding to the third control in the skill editing window; the second editing page is used to edit the basic skill parameters of the target skill; the basic skill parameters include at least one of the following: skill name, skill description, skill icon, skill type, skill level, skill learning level, and custom attributes.

[0199] The skill types mentioned above include at least: active skills, passive skills, and item skills; skill level indicates the highest level that the target skill can reach; skill learning level indicates the level that the game character needs to reach to use the target skill.

[0200] The aforementioned skill editing interface includes a skill control for at least one character skill. The at least one character skill includes: a first character skill that already exists in the game and / or a newly created second character skill. The first character skill has initial skill parameters, while the second character skill does not have initial skill parameters. The step of displaying a skill editing window for the target skill in response to a skill editing command for the target skill includes: displaying a skill editing window for the target skill in response to a trigger operation of the skill control for the target skill among the at least one character skills.

[0201] If the target skill is a first-character skill, at least part of the timeline included in the effect editing page includes the anchor point corresponding to the initial skill effect; if the target skill is a second-character skill, the timeline included in the effect editing page does not include the anchor point corresponding to the initial skill effect.

[0202] The above method also includes: responding to a logic configuration instruction for the target skill and determining the skill logic of the target skill.

[0203] The steps for responding to the logic configuration instructions for the target skill and determining the skill logic of the target skill include: responding to the game logic editing instructions, controlling the display of the game logic editing interface, the game logic editing interface including a game logic editing area and at least one logic component located in the game logic editing area, the logic component being configured with a preset code block; responding to the setting operation of the parameters to be set for the first logic component among the at least one logic component, determining the component parameters of the first logic component; responding to the splicing operation for the at least one logic component, determining the splicing relationship between the at least one logic component; and determining the skill logic of the target skill based on the splicing relationship between the logic components and the component parameters of the logic components.

[0204] The above response is for the setting operation of the parameter to be set of the first logical component in at least one logical component. The step of determining the component parameter of the first logical component includes: responding to the trigger operation of the parameter to be set of the first logical component in at least one logical component, and calling the skill parameter of the target skill; wherein, the skill parameter includes at least one of the following: basic skill parameter, skill casting parameter and skill effect parameter; and determining the component parameter of the first logical component based on the skill parameter.

[0205] The steps for determining the component parameters of the first logical component based on the skill parameters include: responding to a selection operation for the first skill parameter in the skill parameters and determining the first skill parameter as the component parameter of the first logical component.

[0206] The steps for determining the component parameters of the first logic component based on skill parameters include: displaying a target editing page in the game logic editing interface; wherein the target editing page includes at least one of the following: a first editing page, a second editing page, a third editing page, and an effect editing page; responding to parameter editing operations on the target editing page, determining the target skill parameters of the target skill, and determining the target skill parameters as the component parameters of the first logic component.

[0207] The steps described above, which respond to game logic editing instructions and control the display of the game logic editing interface, include: responding to a trigger operation on the game logic editing controls displayed on the target editing page and controlling the display of the game logic editing interface; wherein the target editing page includes at least one of the following: a first editing page, a second editing page, a third editing page, and an effect editing page.

[0208] The computer program product of the skill editing method, apparatus and system in the game provided in this disclosure includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.

[0209] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.

[0210] Furthermore, in the description of the embodiments of this disclosure, unless otherwise expressly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in this disclosure based on the specific circumstances.

[0211] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0212] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0213] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.

Claims

1. A method for editing skills in a game, comprising running a graphical user interface provided by a game program through a terminal device, the graphical user interface displaying a game scene to be edited during the game editing stage, the game scene to be edited including scene components, the scene components being configured to generate corresponding scene virtual models during game execution, the method comprising: The skill editing interface is displayed through the graphical user interface. In response to a skill editing command for a target skill, a skill editing window for the target skill is displayed on the skill editing interface; The skill editing window is used to edit the skill parameters of the target skill; In response to a trigger operation through the skill editing window, an effect editing page is displayed on the skill editing interface; wherein, the effect editing page includes at least one time track, the time track being used for: adding skill effects to the target skill, and editing the skill effect parameters of the skill effects; In response to the skill configuration command, configure the target skill for the game character.

2. The method according to claim 1, wherein, The step of configuring the target skill for the game character according to the response skill configuration instruction includes: In response to a game logic editing command, the game logic editing interface is controlled to be displayed. The game logic editing interface includes a game logic editing area and logic components located in the game logic editing area. The logic components are configured with preset code blocks. In response to a setting operation for the parameters to be set of the logic component, the component parameters of the logic component are determined; wherein, the component parameters include the game character and the target skill; In response to the splicing operation of the logic components, determine the splicing relationship between the logic components; Based on the connection relationship between the logical components and the component parameters of the logical components, the target skill is configured for the game character.

3. The method according to claim 2, wherein, The step of determining the component parameters of the logic component in response to a setting operation on the parameter to be set for the logic component includes: In response to a trigger operation targeting a first parameter to be set for a logic component, multiple character skills are displayed in the game logic editing interface; the target skill is among the multiple character skills. In response to a selection operation for the target skill, the first component parameter of the logic component is determined to be the target skill; In response to a trigger operation on the second parameter to be set for the logic component, multiple game characters are displayed in the game logic editing interface; the multiple game characters include game characters created in the game scene to be edited; In response to the selection operation for the first game character, the second component parameter of the logic component is determined to be the first game character.

4. The method according to claim 1, wherein, The skill editing window includes multiple controls; The steps of displaying the effect editing page in the skill editing interface in response to a trigger operation through the skill editing window include: In response to a trigger operation on the first control among the plurality of controls, a first editing page is displayed on the skill editing interface; the first editing page includes at least one effect control for the target skill; In response to a trigger operation on a target effect control among the at least one effect control, the effect editing page corresponding to the target effect control is displayed on the skill editing interface.

5. The method according to claim 1, wherein, The effect editing page includes controls for adding skill effects; In response to a trigger operation through the skill editing window, after the effect editing page is displayed on the skill editing interface, the method further includes: In response to a selection operation on a first time track in the at least one time track, and in response to a trigger operation on the added control, multiple skill effects are displayed; In response to the selection operation of the target skill effect among the multiple skill effects, the target skill effect is added to the target time position of the first time track in the form of an anchor point, so that the target skill effect is displayed at the target time position when the target skill is used during the game running phase; In response to the skill effect parameter editing command for the target skill effect, edit the skill effect parameter of the target skill effect.

6. The method according to claim 5, wherein, The steps of displaying multiple skill effects in response to a selection operation on a first time track in the at least one time track and a trigger operation on the added control include: In response to a selection operation on a first time track in the at least one time track, and a trigger operation on adding a control, a list of skill effects is displayed on the effect editing page; wherein, the list of skill effects includes at least one effect component; different effect components include different types of skill effects; In response to a trigger operation on a first effect component among the at least one effect components, multiple first skill effects included in the first effect component are displayed in the skill effect list.

7. The method according to claim 5, wherein, The step of editing the skill effect parameters of the target skill effect in response to a skill effect parameter editing command for the target skill effect includes: In response to a trigger operation on the anchor point corresponding to the target skill effect, a parameter setting control is displayed on the effect editing page; In response to a trigger operation on the parameter setting control, a parameter editing page for the target skill effect is displayed on the effect editing page; In response to parameter editing operations on the parameter editing page, the skill effect parameters of the target skill effect are edited.

8. The method according to claim 5, wherein, The step of editing the skill effect parameters of the target skill effect in response to a skill effect parameter editing command for the target skill effect includes: In response to the operation of adjusting the position of the anchor point corresponding to the target skill effect, update the position of the anchor point and adjust the effective time of the target skill effect.

9. The method according to claim 5, wherein, The step of editing the skill effect parameters of the target skill effect in response to a skill effect parameter editing command for the target skill effect includes: If the duration of the target skill effect exceeds a preset duration threshold, in response to the length adjustment operation of the anchor point corresponding to the target skill effect, the length of the anchor point is updated, and the duration of the target skill effect is adjusted.

10. The method according to claim 5, wherein, If the duration of the target skill effect is greater than a preset duration threshold, the target skill effect is displayed in the first time track at the corresponding anchor point in the first display mode. If the duration of the target skill effect is less than or equal to the preset duration threshold, the anchor point corresponding to the target skill effect is displayed in the first time track in the second display mode.

11. The method according to claim 1, wherein, The method further includes: In response to a trigger operation targeting any of the at least one time track, a track creation control is displayed on the effect editing page; In response to the triggering operation for creating a new control for the track, a time track is created on the effect editing page.

12. The method according to claim 4, wherein, The first editing page also includes an effect addition control; the method further includes: In response to the triggering operation of adding a control for the effect, a new effect control is created on the first editing page.

13. The method according to claim 4, wherein, The trigger times of the time track included in the effect editing page are different for different types of effect controls.

14. The method according to claim 1, wherein, The skill effect parameters are used to determine the performance effect of the target skill during the game operation phase; The skill effect parameters include at least one of the following: charge effect parameters, animation effect parameters, music effect parameters, skill event parameters, skill benefit parameters, and skill debuff parameters.

15. The method according to claim 4, wherein, The method further includes: In response to a trigger operation on the second control among the plurality of controls, a second editing page corresponding to the second control is displayed in the skill editing window; the second editing page is used to edit the skill casting parameters of the target skill; the skill casting parameters are used to determine the skill casting method of the target skill, and different character skills have different editable skill casting parameters.

16. The method according to claim 15, wherein, The skill casting parameters include at least one of the following: skill casting duration, duration of the unusable state after the skill is triggered, whether rolling is available, whether freezing is available, whether loss of control is available, the behavior of interrupting the skill, charging parameters, and casting method; The casting method includes at least one of the following: indicator type, skill casting target, game faction of the skill casting target, and casting range.

17. The method according to claim 4, wherein, The method further includes: In response to a trigger operation on the third control among the plurality of controls, a third editing page corresponding to the third control is displayed in the skill editing window; the third editing page is used to edit the basic skill parameters of the target skill; the basic skill parameters include at least one of the following: skill name, skill description, skill icon, skill type, skill level, skill learning level, whether the skill is withdrawn when the character is defeated, and custom attributes.

18. The method according to claim 17, wherein, The skill types include at least: active skills, passive skills, and item skills; The skill level is used to indicate the highest level that the target skill can reach; The skill learning level is used to indicate the level that a game character needs to reach to use the target skill.

19. The method according to claim 1, wherein, The skill editing interface includes skill controls for at least one character skill. The at least one character skill includes: a first character skill that already exists in the game and / or a newly created second character skill. The first character skill has initial skill parameters, while the second character skill does not have initial skill parameters. The step of displaying a skill editing window for the target skill in the skill editing interface in response to a skill editing instruction for the target skill includes: In response to a trigger operation on the skill control of the target skill among the at least one character skills, a skill editing window for the target skill is displayed on the skill editing interface.

20. The method according to claim 19, wherein, If the target skill is the first character's skill, the effect editing page includes at least a portion of the timeline containing the anchor point corresponding to the initial skill effect; If the target skill is the second character's skill, the timeline included in the effect editing page does not include the anchor point corresponding to the initial skill effect.

21. The method according to claim 1, wherein, The method further includes: In response to a logic configuration instruction for the target skill, the skill logic of the target skill is determined.

22. The method according to claim 21, wherein, The step of determining the skill logic of the target skill in response to a logic configuration instruction for the target skill includes: In response to a game logic editing command, the game logic editing interface is controlled to be displayed. The game logic editing interface includes a game logic editing area and at least one logic component located in the game logic editing area. The logic component is configured with a preset code block. In response to a setting operation on a parameter to be set for a first logical component among the at least one logical components, the component parameters of the first logical component are determined. In response to a splicing operation on the at least one logical component, determine the splicing relationship between the at least one logical component; Based on the connection relationship between the logical components and the component parameters of the logical components, the skill logic of the target skill is determined.

23. The method according to claim 22, wherein, The step of determining the component parameters of the first logical component in response to a setting operation on a parameter to be set for the first logical component among the at least one logical component includes: In response to a trigger operation on the parameter to be set of the first logic component in the at least one logic component, the skill parameters of the target skill are invoked; wherein the skill parameters include at least one of the following: basic skill parameters, skill casting parameters, and skill effect parameters; The component parameters of the first logic component are determined based on the skill parameters.

24. The method according to claim 23, wherein, The step of determining the component parameters of the first logic component based on the skill parameters includes: In response to the selection operation of the first skill parameter among the skill parameters, the first skill parameter is determined as the component parameter of the first logic component.

25. The method according to claim 23, wherein, The step of determining the component parameters of the first logic component based on the skill parameters includes: The target editing page is displayed in the game logic editing interface; wherein the target editing page includes at least one of the following: a first editing page, a second editing page, a third editing page, and an effect editing page; In response to a parameter editing operation on the target editing page, the target skill parameters of the target skill are determined, and the target skill parameters are determined as component parameters of the first logic component.

26. The method according to claim 2, wherein, The steps for controlling the display of the game logic editing interface in response to game logic editing commands include: In response to a trigger operation on the game logic editing controls displayed on the target editing page, the game logic editing interface is controlled to be displayed; wherein, the target editing page includes at least one of the following: a first editing page, a second editing page, a third editing page, and an effect editing page.

27. A skill editing device in a game, comprising running a graphical user interface provided by a game program through a terminal device, the graphical user interface displaying a game scene to be edited during the game editing stage, the game scene to be edited including scene components, the scene components being configured to generate a corresponding virtual model of the scene during the game running stage, the device comprising: The skill editing interface display module is configured to display the skill editing interface through the graphical user interface. The skill editing window display module is configured to execute a skill editing command for a target skill and display a skill editing window for the target skill in the skill editing interface. The skill editing window is used to edit the skill parameters of the target skill; The effect editing page display module is configured to execute a response to a trigger operation through the skill editing window and display the effect editing page in the skill editing interface; wherein, the effect editing page includes at least one time track, the time track being used for: adding skill effects to the target skill, and editing the skill effect parameters of the skill effects; The target skill configuration module is configured to execute response skill configuration instructions to configure the target skill for the game character.

28. An electronic device comprising a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to implement the skill editing method in a game as described in any one of claims 1-26.

29. A computer-readable storage medium storing computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the skill editing method in a game according to any one of claims 1-26.

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