A method, device, medium and equipment for processing game special effects

By adding control parameters to the rendering engine and dynamically adjusting the color effects of the basic parameters, the performance consumption and memory usage problems during the production of skill effects of different element attributes are solved, and the effect of simplifying the development process and reducing performance consumption is achieved.

CN114028810BActive Publication Date: 2025-03-11SHANGHAI MIHOYO TIANMING TECH CO LTD
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Patent Information

Application Number
CN202111419665.2
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-11-26
Publication Date
2025-03-11
Estimated Expiration
2041-11-26

AI Technical Summary

Technical Problem

When the existing technology creates materials and resources for skill special effects of different element attributes in fantasy style games, it needs to be made separately, resulting in large game performance consumption and large memory space, which is not conducive to dynamic modification.

Method used

By adding control parameters corresponding to the basic parameters in the rendering engine, dynamically adjusting the color effects of the basic parameters, so that the same skill effects will present the corresponding color effects under the influence of different element attributes.

Benefits of technology

It simplifies the game development process, reduces the game's memory usage, reduces performance consumption, avoids duplicate work by original artists, modelers and programmers, and improves game development efficiency.

✦ Generated by Eureka AI based on patent content.

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Abstract

Embodiments of the present invention relate to the field of game development technology, and in particular, to a method, device, medium and equipment for processing game special effects. After basic parameters are formed, at least one display mode of the basic parameters is set; when a predetermined control instruction is obtained, control parameters are formed according to the predetermined control instruction; the display mode is determined according to the control parameters, and the basic parameters are displayed under the effect of the display mode.
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Description

Technical Field

[0001] The embodiments of the present invention relate to the field of game development technology, and in particular to a method, device, medium and equipment for processing game special effects. Background Art

[0002] With the rapid development of social economy, a variety of entertainment methods have emerged. Among these entertainment methods, the most popular one is games. More and more people choose games to relieve various pressures in real life.

[0003] In fantasy games, skills with different elemental attributes such as fire, wind, water, and ice often appear, and it is necessary to create skill special effects that match the color attributes of these elements. However, creating materials and resources separately for each elemental attribute will inevitably increase the game performance consumption, occupy a large amount of memory space, and is not conducive to dynamic modification in the game. Summary of the invention

[0004] The embodiments of the present invention provide a method, device, medium and equipment for processing game special effects, which can enable the same skill special effect to present corresponding color effects under the influence of different element attributes, simplify the development process and reduce game performance consumption.

[0005] In a first aspect, the present invention provides a method for processing game special effects, which includes:

[0006] After the basic parameters are formed, setting at least one display mode of the basic parameters;

[0007] When a predetermined control instruction is obtained, a control parameter is formed according to the predetermined control instruction;

[0008] The display mode is determined according to the control parameter, and the basic parameters are displayed under the effect of the display mode.

[0009] Preferably, in the above-mentioned method for processing game special effects, after the basic parameters are formed, setting at least one display mode of the basic parameters specifically includes:

[0010] After the basic parameters are formed, the first type of display data and the second type of display data of the basic parameters are set; the first type of display data at least includes a first control dark color, a second control dark color, a third control dark color, and a fourth control dark color, and the second display data at least includes a first control bright color, a second control bright color, a third control bright color, and a fourth control bright color;

[0011] The first control dark color and the first control bright color form the first display mode;

[0012] The second control dark color and the second control bright color form the second display mode;

[0013] The third control dark color and the third control bright color form the third display mode;

[0014] The fourth controlled dark color and the fourth controlled bright color form the fourth display mode.

[0015] Preferably, the above-mentioned method for processing game special effects includes:

[0016] The state parameters of the prefabricated particles are obtained, and the state parameters of the current particles are adjusted under the effect of the display mode so that the display of the prefabricated particles matches the current display mode.

[0017] Preferably, the above-mentioned method for processing game special effects includes:

[0018] Establishing an association relationship between particles and the display mode;

[0019] The prefabricated particles are formed according to the association relationship.

[0020] In a second aspect, the present application further provides a system for processing game special effects, which includes:

[0021] A display mode unit, which sets at least one display mode of the basic parameters after the basic parameters are formed;

[0022] A control parameter forming unit, which forms a control parameter according to the predetermined control instruction when a predetermined control instruction is obtained;

[0023] The display unit determines the display mode according to the control parameter, and displays the basic parameter under the effect of the display mode.

[0024] Preferably, in the above-mentioned system for processing game special effects, the display mode unit specifically includes:

[0025] After the basic parameters are formed, the first type of display data and the second type of display data of the basic parameters are set; the first type of display data at least includes a first control dark color, a second control dark color, a third control dark color, and a fourth control dark color, and the second display data at least includes a first control bright color, a second control bright color, a third control bright color, and a fourth control bright color;

[0026] Forming the first display mode according to the first controlled dark color and the first controlled bright color;

[0027] The second display mode is formed according to the second controlled dark color and the second controlled bright color;

[0028] Forming the third display mode according to the third controlled dark color and the third controlled bright color;

[0029] The fourth display mode is formed according to the fourth controlled dark color and the fourth controlled bright color.

[0030] Preferably, the above-mentioned game special effects processing system includes:

[0031] The particle emitter obtains the state parameters of the prefabricated particles, and adjusts the state parameters of the current particles under the effect of the display mode so that the display of the prefabricated particles matches the current display mode.

[0032] Preferably, in the above-mentioned system for processing game special effects, the prefabricated particle forming unit establishes an association relationship between particles and the display mode; and forms the prefabricated particles according to the association relationship.

[0033] In a third aspect, an embodiment of the present invention provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the method for processing game special effects as described above.

[0034] In a fourth aspect, an embodiment of the present invention provides an electronic device, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements the method for processing game special effects as described above when executing the computer program.

[0035] The embodiment of the present invention can effectively simplify the game development process by determining the basic parameters to be added with special effects; adding control parameters corresponding to the basic parameters in the rendering engine to dynamically adjust the color special effects of the basic parameters, thereby avoiding the original artist from repetitive painting, the modeler from repetitive modeling and subsequent programming work, and greatly improving the game development efficiency. In addition, during the storage or operation of the game, the game can reduce the memory occupied by the game and reduce performance consumption. BRIEF DESCRIPTION OF THE DRAWINGS

[0036] Figure 1 is a flowchart of a method for processing game special effects provided by Embodiment 1 of the present invention;

[0037] Figure 2 is a flowchart of a method for processing game special effects provided by Embodiment 2 of the present invention;

[0038] Figure 3 It is a structural schematic diagram of a device for processing game special effects provided by Embodiment 3 of the present invention;

[0039] Figure 4 It is a structural schematic diagram of an electronic device provided in Embodiment 4 of the present invention. DETAILED DESCRIPTION

[0040] The present invention will be further described in detail below in conjunction with the accompanying drawings and embodiments. It is to be understood that the specific embodiments described herein are only used to explain the present invention, rather than to limit the present invention. It should also be noted that, for ease of description, only parts related to the present invention, rather than all structures, are shown in the accompanying drawings.

[0041] It should be mentioned before discussing the exemplary embodiments in more detail that some exemplary embodiments are described as processes or methods depicted as flow charts. Although the flow charts describe the steps as sequential processes, many of the steps therein can be implemented in parallel, concurrently or simultaneously. In addition, the order of the steps can be rearranged. The process can be terminated when its operation is completed, but can also have additional steps not included in the accompanying drawings. The process can correspond to a method, function, procedure, subroutine, subprogram, etc.

[0042] Embodiment 1

[0043] Figure 1 This is a flowchart of a method for processing game special effects provided in the first embodiment of the present invention. The method can be executed by a device for processing game special effects provided in the embodiment of the present invention. The device can be implemented in software and / or hardware. The method specifically includes:

[0044] S110: After basic parameters are formed, set at least one display mode of the basic parameters.

[0045] Among them, the basic parameters refer to the target objects with similar shapes in the game scenario and that need to be displayed with multiple special effects. The basic parameters do not specify a single parameter, but a determined target object, which can also be understood as the object for which the display mode is actually adjusted in this application.

[0046] Generally speaking, after the game plan is planned, game production includes original painting setting, model construction and program writing. Specifically, the original artists need to start depicting the characters and scenes in the game according to the planning content. After the original artists set the original paintings and pass them, the modelers need to start building models for the characters and scenes in the game according to the settings of the original paintings. When the game models are all completed, it is the programmer's turn to write programs to realize the interactive connection between game players and the game.

[0047] Specifically, taking the knife light special effects that appear when a game player swings a knife as an example, the knife light special effects are divided into different elements such as fire, wind, water, ice, etc. In the prior art, each element needs to be drawn, modeled and programmed separately, which not only increases the game computing power, but also increases the space occupied by the game. In the embodiment of the present invention, since the different elements such as fire, wind, water, ice, etc. are only the differences in the color special effects of the knife light, the main shape of the knife light that follows the movement of the knife does not change, so we can use the knife light main body with the same shape as the basic parameter. The rendering engine refers to some editable computer game systems that have been written or the core components of some interactive real-time image applications. These systems provide game designers with various tools required for writing games, and their purpose is to allow game designers to easily and quickly make game programs without starting from scratch. The control parameter refers to the control script edited in the rendering engine to make the basic parameters achieve a certain special effect, so that the same skill special effect presents a corresponding color effect under the influence of different element attributes.

[0048] The embodiment of the present invention can effectively simplify the game development process, reduce the memory occupied by the game, and reduce performance consumption by determining the basic parameters to which special effects need to be added; adding a display mode corresponding to the basic parameters to the basic parameters to dynamically adjust the color special effects of the basic parameters.

[0049] S120, when a predetermined control instruction is obtained, a control parameter is formed according to the predetermined control instruction. The predetermined control instruction may be a trigger instruction operated by a player, or may be a trigger instruction formed based on a collision in a game scene. The control parameter is formed according to the predetermined control instruction. For example, if the attribute of the current game character is the "ice" element, when the game character swings a knife, it is considered that the predetermined control instruction is obtained, and the predetermined control instruction is "swinging a knife", and the control parameter is a control parameter matching the "ice" element.

[0050] S130, determining the display mode according to the control parameter, and displaying the basic parameter under the effect of the display mode. In schematic form, when the control parameter is a control parameter matching the "ice" element, the display mode should be matching the "ice" element, and the "knife light effect" at this time is the knife light effect of the "ice" attribute. On the contrary, when the required display mode is the "fire" element, the "knife light effect" at this time is the knife light effect of the "fire" attribute.

[0051] This embodiment can avoid the original artist from performing repetitive painting, the modeler from performing repetitive modeling and subsequent programming work by adding a display mode of relevant basic parameters in the rendering engine, thereby greatly improving the efficiency of game development.

[0052] The embodiment of the present invention is based on the above embodiment, wherein the control parameters corresponding to the basic parameters are added in the rendering engine, for example, including: adding a control script corresponding to the basic parameters in the prefabricated parts of the rendering engine; recording multiple element types related to the basic parameters and color data matching the element types in the configuration file of the rendering engine. The method specifically includes:

[0053] As a further preferred embodiment, step S110, after the basic parameters are formed, setting at least one display mode of the basic parameters specifically includes:

[0054] Step S1101, after the basic parameters are formed, setting the first type of display data and the second type of display data of the basic parameters; the first type of display data at least includes a first control dark color, a second control dark color, a third control dark color, and a fourth control dark color, and the second display data at least includes a first control light color, a second control light color, a third control light color, and a fourth control light color;

[0055] The first type of display data and the second type of display data are both variables. Schematically, in the rendering engine, the first type of display data can be formed by "Lerp ​​Color Dark" in the shade module, and the second type of display data can be formed by "Lerp ​​Color Light" in the shade module.

[0056] Step S1102: the first control dark color and the first control bright color form the first display mode, for example, the first display mode is a "fire" attribute;

[0057] Step S1103: the second control dark color and the second control bright color form the second display mode, for example, the second display mode is a "wind" attribute;

[0058] Step S1104, the third control dark color and the third control bright color form the third display mode, for example, the third display mode is a "water" attribute;

[0059] Step S1105: the fourth control dark color and the fourth control light color form the fourth display mode, for example, the third display mode is an "ice" attribute.

[0060] The above-mentioned first display mode, second display mode, third display mode and fourth display mode can be formed by adding scripts to the prefabricated parts. For example, different display modes correspond to different material colors, and each material corresponds to control dark color information and control light color information.

[0061] As a further preferred embodiment, the method further includes: step S140, obtaining state parameters of prefabricated particles, and adjusting the state parameters of current particles under the effect of the display mode so that the display of the prefabricated particles matches the current display mode. The state particle parameters at least include particle element type and particle color parameters.

[0062] Since some basic parameters will be accompanied by particle effects, and the particle effects are emitted by particle emitters, and since a game scene can have multiple objects that can produce light particle effects, the particle emitters related to the basic parameters with particle effects are added to the prefab, so that the target module can produce particle effects, such as light or fog effects.

[0063] For example, when the basic parameter is the sword mark of a swinging sword, the sword mark can be accompanied by a particle effect, thereby producing an effect of luminous particles around the sword light. For example, if the sword light has the effect of flame particles, and this flame particle also needs to change color, it can be added to the prefab, thereby forming a change in the light effect.

[0064] Optionally, the incidental particle parameters include at least one of the following: particle path, particle path length, and particle brightness.

[0065] Among them, particle path, particle path length and particle light brightness are all configuration parameters of the particle emitter. By adding the above parameters, the basic parameters can produce light particle effects of different colors.

[0066] Further, an association relationship between the particle and the display mode is established; and the prefabricated particle is formed according to the association relationship. Schematically, the particle emitters that need to be affected are filled in the list to complete the configuration to form the prefabricated particle. Schematically, when the basic parameter is a scene of a game character swinging a knife, an accompanying particle emitter and accompanying particle parameters corresponding to the knife light are added to the prefab of the rendering engine. When the game character swings the knife, not only the color of the knife light body changes, but also the color of the knife light particles changes.

[0067] Since different basic parameter element types have different color effects, it is necessary to write color data that matches different element types in the configuration file of the rendering engine, so as to associate different basic parameter element types with different colors and realize the free conversion of color effects. When the game is running, according to the game logic, the configuration file can be used dynamically to modify the color variables of the particle emitter materials in the list.

[0068] The various element types of the basic parameters can be the "fire", "water", "wind", "ice" and "electricity" effects of swinging a sword, so the corresponding upper and lower color limits can be written in the configuration file, so that the color of the basic parameters produces a gradient effect, such as a gradually brightening or gradually darkening color effect. The embodiment of the present invention can display the special effect color that matches the command according to the actual received operation instructions by programming by adding prefabricated parts and configuration files in the rendering engine, so that the same skill special effect presents a corresponding color effect under the influence of different element attributes.

[0069] Embodiment 2

[0070] Figure 3 : is a structural diagram of a system for processing game special effects provided by an embodiment of the present invention, the device specifically comprises:

[0071] A system for processing game special effects, comprising:

[0072] A display mode unit 310, after the basic parameters are formed, sets at least one display mode of the basic parameters;

[0073] The control parameter forming unit 320 forms a control parameter according to the predetermined control instruction when a predetermined control instruction is obtained;

[0074] The display unit 330 determines the display mode according to the control parameter, and displays the basic parameters under the effect of the display mode.

[0075] Preferably, in the above-mentioned system for processing game special effects, the display mode unit specifically includes:

[0076] After the basic parameters are formed, the first type of display data and the second type of display data of the basic parameters are set; the first type of display data at least includes a first control color, a second control color, a third control color, and a fourth control color, and the second display data at least includes a first control brightness, a second control brightness, a third control brightness, and a fourth control brightness;

[0077] The first controlled color and the first controlled brightness form the first display mode;

[0078] The second controlled color and the second controlled brightness form the second display mode;

[0079] The third controlled color and the third controlled brightness form the third display mode;

[0080] The fourth controlled color and the fourth controlled brightness form the fourth display mode.

[0081] Preferably, the above-mentioned game special effects processing system includes:

[0082] The particle emitter obtains current particle state parameters and adjusts the current particle state parameters under the effect of the display mode so that the display of the prefabricated particles matches the current display mode.

[0083] Preferably, in the above-mentioned system for processing game special effects, the state particle parameters at least include particle element type and particle color parameters.

[0084] The embodiment of the present invention can effectively simplify the game development process, reduce the memory occupied by the game, and reduce performance consumption by determining the basic parameters to which special effects need to be added; adding control parameters corresponding to the basic parameters in the rendering engine to dynamically adjust the color special effects of the basic parameters.

[0085] Embodiment 3

[0086] The present application also provides a storage medium containing computer executable instructions, which are used to perform:

[0087] After the basic parameters are formed, setting at least one display mode of the basic parameters;

[0088] When a predetermined control instruction is obtained, a control parameter is formed according to the predetermined control instruction;

[0089] The display mode is determined according to the control parameter, and the basic parameters are displayed under the effect of the display mode.

[0090] Storage medium - any of various types of memory devices or storage devices. The term "storage medium" is intended to include: installation media, such as CD-ROM, floppy disk or tape device; computer system memory or random access memory, such as DRAM, DDR RAM, SRAM, EDO RAM, Rambus RAM, etc.; non-volatile memory, such as flash memory, magnetic media (such as hard disk or optical storage); registers or other similar types of memory elements, etc. The storage medium may also include other types of memory or combinations thereof. In addition, the storage medium may be located in the computer system in which the program is executed, or may be located in a different second computer system, which is connected to the computer system via a network (such as the Internet). The second computer system can provide program instructions to the computer for execution. The term "storage medium" may include two or more storage media that may reside in different locations (for example, in different computer systems connected by a network). The storage medium may store program instructions (for example, embodied as a computer program) that can be executed by one or more processors.

[0091] Of course, the storage medium containing computer executable instructions provided in the embodiment of the present application, whose computer executable instructions are not limited to the processing of game special effects as described above, can also execute related operations in the game special effects processing method provided in any embodiment of the present application.

[0092] Embodiment 4

[0093] An embodiment of the present application provides an electronic device, in which a device for processing game special effects provided by the embodiment of the present application can be integrated. Figure 4 Schematic diagram of the structure of an electronic device provided in Embodiment 5 of the present application. Figure 4 As shown, this embodiment provides an electronic device 400, which includes: one or more processors 420; a storage device 410, which is used to store one or more programs, when the one or more programs are run by the one or more processors 420, the one or more processors 420 implement: after the basic parameters are formed, set at least one display mode of the basic parameters;

[0094] When a predetermined control instruction is obtained, a control parameter is formed according to the predetermined control instruction;

[0095] The display mode is determined according to the control parameter, and the basic parameters are displayed under the effect of the display mode.

[0096] like Figure 4 As shown, the electronic device 400 includes a processor 420, a storage device 410, an input device 430, and an output device 440; the number of the processor 420 in the electronic device can be one or more. Figure 4 A processor 420 is taken as an example; the processor 420, the storage device 410, the input device 430 and the output device 440 in the electronic device can be connected via a bus or other means. Figure 4 The connection via bus 450 is taken as an example.

[0097] The storage device 410, as a computer-readable storage medium, can be used to store software programs, computer-executable programs and module units, such as program instructions corresponding to the method for processing game special effects in the embodiment of the present application.

[0098] The storage device 410 may mainly include a program storage area and a data storage area, wherein the program storage area may store an operating system and at least one application required for a function; the data storage area may store data created according to the use of the terminal, etc. In addition, the storage device 410 may include a high-speed random access memory, and may also include a non-volatile memory, such as at least one disk storage device, a flash memory device, or other non-volatile solid-state storage device. In some instances, the storage device 410 may further include a memory remotely arranged relative to the processor 420, and these remote memories may be connected via a network. Examples of the above-mentioned network include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof.

[0099] The input device 430 may be used to receive input numbers, character information or voice information, and generate key signal input related to user settings and function control of the electronic device. The output device 440 may include a display screen, a speaker and other devices.

[0100] Note that the above are only preferred embodiments of the present invention and the technical principles used. Those skilled in the art will understand that the present invention is not limited to the specific embodiments described herein, and that various obvious changes, readjustments and substitutions can be made by those skilled in the art without departing from the scope of protection of the present invention. Therefore, although the present invention has been described in more detail through the above embodiments, the present invention is not limited to the above embodiments, and may include more other equivalent embodiments without departing from the concept of the present invention, and the scope of the present invention is determined by the scope of the appended claims.

Claims

1. A method for processing game special effects, characterized in that: include: After the basic parameters are formed, setting at least one display mode of the basic parameters; The basic parameters refer to target objects with similar shapes in the game scenario and for which multiple special effects are required to be displayed; When a predetermined control instruction is obtained, a control parameter is formed according to the predetermined control instruction; The display mode is determined according to the control parameters, and the basic parameters are displayed under the effect of the display mode; the control parameters refer to control scripts edited in the rendering engine in order to allow the basic parameters to achieve certain special effects, so that the same skill special effects can present corresponding color effects under the influence of different element attributes.

2. The method for processing game special effects according to claim 1, characterized in that: After the basic parameters are formed, setting at least one display mode of the basic parameters specifically includes: After the basic parameters are formed, the first type of display data and the second type of display data of the basic parameters are set; the first type of display data at least includes a first control dark color, a second control dark color, a third control dark color, and a fourth control dark color, and the second type of display data at least includes a first control bright color, a second control bright color, a third control bright color, and a fourth control bright color; Forming a first display mode according to the first controlled dark color and the first controlled bright color; Forming a second display mode according to the second controlled dark color and the second controlled bright color; Forming a third display mode according to the third controlled dark color and the third controlled bright color; A fourth display mode is formed according to the fourth controlled dark color and the fourth controlled bright color.

3. The method for processing game special effects according to claim 1, characterized in that: include: The state parameters of the prefabricated particles are obtained, and the state parameters of the current particles are adjusted under the effect of the display mode so that the display of the prefabricated particles matches the current display mode.

4. The method according to claim 3, characterized in that: Before obtaining the state parameters of the prefabricated particles and adjusting the state parameters of the current particles under the effect of the display mode so that the display of the prefabricated particles matches the current display mode, the method further includes: Establishing an association relationship between particles and the display mode; The prefabricated particles are formed according to the association relationship.

5. The method according to claim 4, characterized in that The method further includes: filling in the list with the particle emitters that need to be affected to complete the configuration to form the prefabricated particles.

6. A system for processing game special effects, characterized in that: include: A display mode unit, which sets at least one display mode of the basic parameters after the basic parameters are formed; The basic parameters refer to target objects with similar shapes in the game scenario and for which multiple special effects are required to be displayed; A control parameter forming unit, which forms a control parameter according to the predetermined control instruction when a predetermined control instruction is obtained; The display unit determines the display mode according to the control parameters, and displays the basic parameters under the effect of the display mode; the control parameters refer to the control script edited in the rendering engine in order to make the basic parameters achieve a certain special effect, so that the same skill special effect can present a corresponding color effect under the influence of different element attributes.

7. The game special effect processing system according to claim 6, characterized in that: The display mode unit specifically includes: After the basic parameters are formed, the first type of display data and the second type of display data of the basic parameters are set; the first type of display data at least includes a first control dark color, a second control dark color, a third control dark color, and a fourth control dark color, and the second type of display data at least includes a first control bright color, a second control bright color, a third control bright color, and a fourth control bright color; Forming a first display mode according to the first controlled dark color and the first controlled bright color; Forming a second display mode according to the second controlled dark color and the second controlled bright color; Forming a third display mode according to the third controlled dark color and the third controlled bright color; A fourth display mode is formed according to the fourth controlled dark color and the fourth controlled bright color.

8. The game special effect processing system according to claim 6, characterized in that: include: The particle emitter obtains the state parameters of the prefabricated particles, and adjusts the state parameters of the current particles under the effect of the display mode so that the display of the prefabricated particles matches the current display mode.

9. The game special effect processing system according to claim 8, characterized in that: Also includes: The prefabricated particle forming unit establishes an association relationship between particles and the display mode; and forms the prefabricated particles according to the association relationship.

10. The game special effect processing system according to claim 9, characterized in that: The prefabricated particle forming unit is further used to fill in the particle emitters that need to be affected in the list to complete the configuration to form the prefabricated particles.

11. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the program is executed by a processor, the method for processing game special effects as described in any one of claims 1 to 5 is implemented.

12. An electronic device comprising a memory, a processor and a computer program stored in the memory and executable on the processor, characterized in that: When the processor executes the computer program, the method for processing game special effects as described in any one of claims 1-5 is implemented.

Citation Information

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