Game special effects setting method, device and electronic equipment

By determining the target range and combat frequency range of the skill hit rate in the game, and setting game effects that are adapted to the player's visual senses, the visual impact and position offset problems caused by frequent display of virtual character skills is solved, improving the player's gaming experience.

CN115779412BActive Publication Date: 2025-09-02NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202211080809.0
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-09-05
Publication Date
2025-09-02
Estimated Expiration
2042-09-05

AI Technical Summary

Technical Problem

In the game, the frequent display of special effects when virtual characters release skills causes the player's visual sense to be affected, and may cause the skill position to shift, reducing the player's experience.

Method used

When the game effects are turned off, determine the target range of the virtual character's skill hit rate, and when the game effects are activated, set the corresponding game effects, including brightness values ​​and coverage areas, according to the combat frequency range, to adapt to the player's visual sense.

Benefits of technology

It effectively avoids skill position shifts and improves the player's gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN115779412B_ABST
    Figure CN115779412B_ABST
Patent Text Reader

Abstract

The present invention provides a method, device, and electronic device for setting game special effects. A graphical user interface for a game is provided via a terminal device, wherein the display content of the graphical user interface includes at least game special effects and a virtual character. The method comprises: when the game special effects are turned off, determining a target range for the skill hit rate of the virtual character in the game; when the game special effects are turned on, determining a combat frequency range corresponding to the skill hit rates of the virtual character that fall within the target range; wherein the combat frequency represents the frequency with which the virtual character releases skills; determining a target game special effect corresponding to the combat frequency range; and setting the game special effects of the game based on the target game special effect. The game special effects of the game can be set based on a target game special effect that has a better visual sense for the player, thereby ensuring that the game special effects adapt to the player's visual sense and that the virtual character controlled by the player does not experience positional offset when releasing skills, thereby improving the player's experience.
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Description

Technical Field

[0001] The present invention relates to the field of game technology, and in particular to a method, device and electronic equipment for setting game special effects. Background Art

[0002] Nowadays, game graphics are becoming increasingly sophisticated, and special effects are becoming more and more common. Generally, as virtual characters unleash skills in games, various special effects are displayed on the terminal device's graphical user interface. However, these special effects are repeated each time a skill is unleashed. If the virtual character unleashes skills frequently during intense combat, the terminal device's graphical user interface will repeatedly display these special effects, disrupting the player's normal visual perception and causing the position of the player's controlled virtual character's skill release to shift, reducing the player's experience. Summary of the Invention

[0003] In view of this, an object of the present invention is to provide a method, device and electronic device for setting game special effects to adapt to the player's normal visual senses and improve the player's experience.

[0004] In a first aspect, an embodiment of the present invention provides a method for setting game special effects, the method comprising: determining a target range of skill hit rates of a virtual character in a game when the game special effects are turned off; determining a combat frequency range corresponding to skill hit rates within the target range among the virtual character's skill hit rates when the game special effects are turned on; wherein the combat frequency represents the frequency with which the virtual character releases skills; determining a target game special effect corresponding to the combat frequency range; and setting the game special effects of the game based on the target game special effects.

[0005] In an optional embodiment of the present invention, the above-mentioned step of determining the target range of the skill hit rate of the virtual character in the game when the game special effects are turned off includes: determining the skill hit rate when the virtual character releases skills multiple times when the game special effects are turned off; and determining the target range of the skill hit rate based on multiple skill hit rates.

[0006] In an optional embodiment of the present invention, the above-mentioned step of determining the target range of skill hit rates based on multiple skill hit rates includes: calculating the deviation of multiple skill hit rates; removing the skill hit rates with a deviation greater than a preset deviation threshold from the multiple skill hit rates to obtain multiple final skill hit rates; and determining the target range of skill hit rates based on the multiple final skill hit rates.

[0007] In an optional embodiment of the present invention, the step of determining the combat frequency range corresponding to the skill hit rate within the target range of the virtual character's skill hit rate includes: obtaining the skill hit rate of the virtual character at multiple combat frequencies; and determining the combat frequency range corresponding to the skill hit rate within the target range from the skill hit rates at multiple combat frequencies.

[0008] In an optional embodiment of the present invention, the above-mentioned step of obtaining the skill hit rate of the virtual character at multiple combat frequencies includes: obtaining the number of times the virtual character releases skills within a preset time, and the number of hits of the skills released within the preset time; determining the combat frequency based on the number of times the skills are released and the preset time; and determining the skill hit rate at the combat frequency based on the number of hits of the number of times the skills are released.

[0009] In an optional embodiment of the present invention, the above-mentioned step of determining the target game special effect corresponding to the combat frequency range includes: determining the brightness value range and coverage area range of the special effect corresponding to the combat frequency range; and using the brightness value range and coverage area range as the target game special effect corresponding to the combat frequency range.

[0010] In an optional embodiment of the present invention, the above-mentioned step of setting the game special effects of the game based on the target game special effects includes: when the combat frequency of the virtual character is greater than the maximum value of the combat frequency range, setting the brightness value of the game special effects to the maximum value or minimum value of the brightness value range, and adjusting the coverage area of ​​the game special effects to the maximum value or minimum value of the coverage area range.

[0011] In an optional embodiment of the present invention, after the above steps of setting the brightness value of the game special effect to the maximum or minimum value of the brightness value range, and adjusting the coverage area of ​​the game special effect to the maximum or minimum value of the coverage area range, the method also includes: obtaining the skill hit rate of the currently released skill of the virtual character; if the skill hit rate of the currently released skill is less than the minimum value of the target range, adjusting the brightness value and coverage area of ​​the game special effect.

[0012] In an optional embodiment of the present invention, the above-mentioned step of adjusting the brightness value and coverage area of ​​the game special effects includes at least one of the following: if the brightness value of the special effect is the maximum value of the brightness value range, lowering the brightness value of the special effect; if the brightness value of the special effect is the minimum value of the brightness value range, increasing the brightness value of the special effect; if the coverage area of ​​the special effect is the maximum value of the coverage area range, lowering the coverage range of the special effect; if the coverage area of ​​the special effect is the minimum value of the coverage area range, increasing the coverage range of the special effect.

[0013] In a second aspect, an embodiment of the present invention further provides a device for setting game special effects, the device comprising: a target range determination module, for determining a target range of a skill hit rate of a virtual character in a game when the game special effects are turned off; a combat frequency range determination module, for determining a combat frequency range corresponding to a skill hit rate within a target range of the skill hit rate of a virtual character when the game special effects are turned on; wherein the combat frequency represents the frequency with which the virtual character releases skills; a target game special effect determination module, for determining a target game special effect corresponding to the combat frequency range; and a game special effect setting module, for setting the game special effects of the game based on the target game special effects.

[0014] In a third aspect, an embodiment of the present invention further provides an electronic device comprising a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the steps of the above-mentioned method for setting game special effects.

[0015] In a fourth aspect, an embodiment of the present invention further provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the steps of the above-mentioned method for setting game special effects.

[0016] The embodiments of the present invention bring the following beneficial effects:

[0017] Embodiments of the present invention provide a method, device, and electronic device for setting game special effects. When the game special effects are disabled, a target range for a virtual character's skill hit rate is determined. When the game special effects are enabled, a combat frequency range corresponding to skill hit rates within the target range is determined. The game special effects are then set based on the target game special effects corresponding to the combat frequency range. This method allows game special effects to be set based on target game special effects that are visually more appealing to the player, ensuring that the game special effects are adapted to the player's visual senses and that the player-controlled virtual character does not experience positional shifts when performing skills, thereby improving the player's experience.

[0018] Other features and advantages of the present disclosure will be set forth in the following description, or some features and advantages may be inferred or unambiguously determined from the description, or may be learned by practicing the above-mentioned technology of the present disclosure.

[0019] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0020] In order to more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the following briefly introduces the drawings required for use in the specific embodiments or the description of the prior art. Obviously, the drawings described below are some embodiments of the present invention. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.

[0021] Figure 1 A schematic diagram of an implementation environment provided for an embodiment of the present invention;

[0022] Figure 2 A schematic diagram of a graphical user interface provided by an embodiment of the present invention;

[0023] Figure 3 A flowchart of a method for setting game special effects provided by an embodiment of the present invention;

[0024] Figure 4 A flowchart of another method for setting game special effects provided by an embodiment of the present invention;

[0025] Figure 5 A schematic structural diagram of a device for setting game special effects provided by an embodiment of the present invention;

[0026] Figure 6 A schematic structural diagram of another device for setting game special effects provided by an embodiment of the present invention;

[0027] Figure 7 A schematic structural diagram of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION

[0028] To make the objectives, technical solutions, and advantages of the embodiments of the present invention more clear, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the embodiments described are only part of the embodiments of the present invention, not all of them. All other embodiments obtained by ordinary technicians in this field based on the embodiments of the present invention without making any creative efforts shall fall within the scope of protection of the present invention.

[0029] Nowadays, game graphics are becoming increasingly sophisticated, and special effects are becoming more and more common. Generally, various special effects are displayed on the terminal device's graphical user interface as the virtual character unleashes a skill. However, these special effects are repeated each time a skill is unleashed. If the virtual character unleashes skills frequently during intense combat, the terminal device's graphical user interface will repeatedly display these special effects, disrupting the player's visual perception and causing the position of the player's virtual character's skill release to shift, reducing the player's experience.

[0030] First, let me introduce the nouns involved in this application:

[0031] (1) Game scene

[0032] The gaming system can provide a virtual gaming scene that is displayed (or provided) when the application is running on a terminal device or server. Optionally, the gaming scene is a simulation of the real world, a virtual environment that is semi-simulated and semi-fictitious, or a purely fictitious virtual environment. The gaming scene can be either a two-dimensional virtual scene or a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. The gaming scene is a scene with complete game logic for a virtual character, such as a user-controlled character.

[0033] A virtual character refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual person, a virtual animal, etc. Among them, virtual characters include cartoon characters, game characters, etc. The virtual character is a character controlled by the player through an input device, or an artificial intelligence (AI) set in a virtual environment through training, or a non-player character (NPC) set in a virtual scene battle. Optionally, the virtual character is a virtual character competing in a virtual scene. Optionally, the number of virtual characters in the virtual scene battle is preset, or dynamically determined according to the number of clients joining the battle, and the embodiments of the present application are not limited to this. In one possible implementation, the user can control the virtual character to move in the virtual scene, for example, to control the virtual character to run, jump, crawl, etc., and can also control the virtual character to use the skills, virtual props, etc. provided by the application to fight with other virtual characters.

[0034] (2) Player Character

[0035] A player character is a virtual character that can be controlled by the player and moves within the game environment. In some electronic games, this character may also be called a shikigami character or a hero character. A player character can be at least one of several different forms, including a virtual person, a virtual animal, an anime character, or a virtual vehicle.

[0036] (3) Game interface

[0037] The game interface refers to the interface corresponding to the application provided or displayed through a graphical user interface, which includes a UI interface (User Interface) and a game screen for players to interact. In an optional embodiment, the UI interface may include game controls (such as skill controls, movement controls, function controls, etc.), indicators (such as direction indicators, character indicators, etc.), information display areas (such as the number of kills, match time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.). In an optional embodiment, the game screen is a display screen corresponding to the virtual scene displayed by the terminal device, and the game screen may include virtual characters such as game characters, NPC characters (Non-Player Characters), and AI (Artificial Intelligence) characters that execute game logic in the virtual scene.

[0038] Based on this, the embodiments of the present invention provide a method, device and electronic device for setting game special effects. This technology can be applied to mobile phones, tablet computers, computers, servers and other devices that can realize human-computer interaction, and is particularly suitable for mobile game and online game scenarios.

[0039] To facilitate understanding of this embodiment, a method for setting game special effects disclosed in an embodiment of the present invention is first introduced in detail.

[0040] In one embodiment of the present disclosure, the method for setting game special effects can be executed on a terminal device or a server. The terminal device can be a local terminal device. When the method for setting game special effects is executed 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.

[0041] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the setting method of the game special effects are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the terminal device for information processing is the cloud game server in the cloud. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0042] In an optional embodiment, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores the game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in various ways, for example, it can be rendered and displayed on the terminal display, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface including the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0043] In one possible implementation, an embodiment of the present invention provides a method for setting game special effects, wherein a graphical user interface is provided via a terminal device, which may be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. The terminal device provides a graphical user interface that includes at least a portion of a game scene, a player character, and other virtual characters in the same game; as in the aforementioned embodiment, a player can control the player character to attack other virtual characters.

[0044] See also Figure 1 A schematic diagram of an implementation environment is shown. The implementation environment may include: a first terminal device, a host, and a second terminal device. The first terminal device and the second terminal device each communicate with a server to implement data communication. In this embodiment, the first terminal device and the second terminal device are each installed with a client that executes the method for setting game special effects provided in this application, and the host is the server that executes the method for setting game special effects provided in this application. Through the client, the first terminal device and the second terminal device can each communicate with the host.

[0045] Taking a first terminal device as an example, the first terminal device establishes communication with the host by running a client. In an optional embodiment, the server establishes a game match based on a game request from the client. The game match parameters may be determined based on the parameters in the received game request. For example, the game match parameters may include the number of participants, the levels of the participating characters, etc. When the first terminal device receives a response from the server, the first terminal device displays a virtual scene corresponding to the game match through its graphical user interface. In an optional embodiment, the server determines a target game match for the client from multiple established game matches based on the game request from the client. When the first terminal device receives a response from the server, the first terminal device displays the virtual scene corresponding to the game match through its graphical user interface. The first terminal device is controlled by a first user. The virtual character displayed in the graphical user interface of the first terminal device is the player character controlled by the first user. The first user enters operational commands through the graphical user interface to control the player character to perform corresponding operations in the virtual scene.

[0046] Taking a second terminal device as an example, the second terminal device establishes communication with the host computer by running a client. In an optional embodiment, the server establishes a game match based on the client's game request. The game match parameters can be determined based on the parameters in the received game request. For example, the game match parameters may include the number of participants, the levels of the participating characters, etc. When the second terminal device receives the server's response, the second terminal device displays the virtual scene corresponding to the game match through its graphical user interface. In an optional embodiment, the server determines a target game match for the client from multiple established game matches based on the client's game request. When the second terminal device receives the server's response, the second terminal device displays the virtual scene corresponding to the game match through its graphical user interface. The second terminal device is controlled by a second user. The virtual character displayed in the second terminal device's graphical user interface is the player character controlled by the second user. The second user enters operational commands through the graphical user interface to control the player character to perform corresponding operations in the virtual scene.

[0047] The server performs data calculation based on the game data reported by the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the rendering of corresponding virtual scenes and / or virtual characters in the graphical user interface according to the synchronization data sent by the server.

[0048] In this embodiment, the virtual character controlled by the first terminal device and the virtual character controlled by the second terminal device are virtual characters in the same game. The virtual character controlled by the first terminal device and the virtual character controlled by the second terminal device can have the same character attributes or different character attributes.

[0049] It should be noted that the virtual characters in the current game may include two or more virtual characters, and different virtual characters may correspond to different terminal devices. That is to say, in the current game, there are more than two terminal devices that send and synchronize game data with the host respectively.

[0050] This embodiment provides a method for setting game special effects. The game in this embodiment may be a multiplayer game. The terminal device in this embodiment may be a mobile phone, computer, tablet computer, game console, or other device with communication and human-computer interaction functions.

[0051] This embodiment provides a graphical user interface for the game through a terminal device, see Figure 2 The schematic diagram of a graphical user interface shown in FIG. 4 can display game effects and a virtual character through the graphical user interface. When the game effects are set to be turned off, the graphical user interface may not display the game effects.

[0052] The virtual character displayed in the graphical user interface can be the virtual character controlled by the player himself or other virtual characters controlled by other players. Other virtual characters can include friendly virtual characters in the same camp as the virtual character controlled by the player himself or enemy virtual characters in a different camp than the virtual character controlled by the player himself.

[0053] When the player controls the virtual character to play the game, the terminal device in this embodiment can send the game data of the virtual character to a server that is communicatively connected to the terminal device. The server can be a physical server or a cloud server, which is not limited in this embodiment.

[0054] Based on the above description, see Figure 3 The flowchart of a method for setting game special effects is shown in FIG. 1 , wherein the method for marking virtual props includes the following steps:

[0055] Step S302: determining a target range of the skill hit rate of the virtual character in the game while turning off the game special effects.

[0056] Frequent display of special effects can cause deviations in the avatar's skill releases. Therefore, this embodiment first determines the range of the avatar's skill hit rate when the avatar releases a skill, i.e., the target range. The skill hit rate can generally be understood as the ratio of the number of times a skill hits an enemy avatar to the number of times the skill is released.

[0057] When the game special effects are turned off, it can be ensured that the skill special effects do not affect the player's senses and do not affect the release of skills, and at this time, it can be ensured that the virtual character will not be offset. Therefore, in this embodiment, the skill hit rate of the virtual character's multiple skill releases can be obtained when the game special effects are turned off.

[0058] Then, a target range for the skill hit rate can be determined based on the skill hit rates of the multiple skill releases. Generally speaking, the maximum skill hit rate of the multiple skill releases can be used as the maximum value of the target range, and the minimum skill hit rate of the multiple skill releases can be used as the minimum value of the target range.

[0059] For example: the terminal device can obtain the skill hit rates of multiple skill releases, which are 85%, 89%, 95%, and 86% respectively. At this time, the maximum value of the above skill hit rates, 95%, can be used as the maximum value of the target range, and the minimum value of the above skill hit rates, 85%, can be used as the minimum value of the target range, that is, the target range is 85%-95%.

[0060] Step S304, when the game special effects are activated, determining the combat frequency range corresponding to the skill hit rate of the virtual character that falls within the target range.

[0061] After reaching the target range for skill hit rates without special effects, game special effects can be enabled to count the skill hit rates with special effects. The combat frequency range corresponding to the skill hit rates within the target range is then determined. Combat frequency represents the frequency with which a virtual character unleashes skills. For example, if 9 skills are unleashed within 3 seconds, the combat frequency is 9 / 3 = 3. In this embodiment, the combat frequency range corresponding to skill hit rates within the target range can be determined. For example, if the target range is 80%-100%, and the skill hit rates are 85%, 75%, 88%, and 90%, then the skill hit rates within the target range are 85%, 88%, and 90%. If the combat frequencies corresponding to these three skill hit rates are 1, 2, and 3, then the combat frequency range is 1-3.

[0062] Generally speaking, the higher the combat frequency, the more special effects there are, and the lower the skill hit rate. However, skill hit rate is also related to the player's game settings. For example, the higher the game brightness, the more it affects the player's senses, and the lower the skill hit rate.

[0063] For example, let's say the skill hit rates with special effects are 50%, 86%, and 91%, respectively, and the target range is 85%-95%. The skill hit rates within the target range are 86% and 91%, and the combat frequency of the 86% skill hit rate is 4, while the combat frequency of the 91% skill hit rate is 5. Therefore, the combat frequency range corresponding to the hit rate is 4-5.

[0064] Step S306: Determine the target game special effect corresponding to the combat frequency range.

[0065] After determining the combat frequency range, the game special effect corresponding to the combat frequency range can be determined as the target game special effect, wherein the game special effect may include brightness and coverage.

[0066] Step S308: Setting the game special effects of the game based on the target game special effects.

[0067] If the game special effects of the game are set as the target game special effects, it can ensure that the player can obtain good sensory perception even when controlling the virtual character within the combat frequency range, thereby improving the player's experience.

[0068] Embodiments of the present invention provide a method, device, and electronic device for setting game special effects. When the game special effects are disabled, a target range for a virtual character's skill hit rate is determined. When the game special effects are enabled, a combat frequency range corresponding to skill hit rates within the target range is determined. The game special effects are then set based on the target game special effects corresponding to the combat frequency range. This method allows game special effects to be set based on target game special effects that are visually more appealing to the player, ensuring that the game special effects are adapted to the player's visual senses and that the player-controlled virtual character does not experience positional shifts when performing skills, thereby improving the player's experience.

[0069] In an optional embodiment, if Figure 4 The flowchart of another method for setting game special effects is shown, and the method for setting game special effects includes the following steps:

[0070] Step S402: determining a target range of the skill hit rate of the virtual character in the game while turning off the game special effects.

[0071] Specifically, this embodiment can determine the skill hit rate when the virtual character releases skills multiple times when the game special effects are turned off; and determine the target range of the skill hit rate based on the multiple skill hit rates.

[0072] The terminal device can first turn off the game special effects, and the player controls the virtual character to play the game with the game special effects turned off. The terminal device can determine the skill hit rate of the virtual character when releasing skills multiple times. For example: the skill hit rate determined by the terminal device when releasing skills multiple times is 60%, 85%, 90%, and 87% respectively.

[0073] Among them, the skill hit rate of 60% has a certain deviation compared with the other three skill hit rates. The reason may be: player operation errors, which are generally not caused by special effects problems. Therefore, in this embodiment, it is necessary to first remove the skill hit rates with higher deviations, and then determine the target range of skill hit rates based on multiple skill hit rates. For example: calculate the deviation of multiple skill hit rates; remove the skill hit rates with deviations greater than the preset deviation threshold from the multiple skill hit rates to obtain multiple final skill hit rates; determine the target range of skill hit rates based on the multiple final skill hit rates.

[0074] Among them, the deviation degree can represent the degree of deviation of the skill hit rate, which is generally the absolute value of the difference between the skill hit rate and the average of multiple skill hit rates. For example: among multiple skill hit rates A, B, and C, the deviation degree of skill hit rate A = |A-(A+B+C) / 3|.

[0075] After determining the deviations of multiple skill hit rates, skill hit rates with deviations greater than a preset deviation threshold can be removed, and then a target range for the skill hit rates can be determined based on the multiple final skill hit rates. For example, the skill hit rates for multiple skill releases are 60%, 85%, 90%, and 87%, respectively. The deviation of a skill hit rate of 60% |60-(85+90+87) / 3|=27.33 is greater than the deviation threshold of 25. Therefore, the skill hit rate of 60% can be removed, and the target range for the skill hit rate can be determined as 85%-90% based on the skill hit rates of 85%, 90%, and 87%.

[0076] Step S404, when the game special effects are activated, obtaining the skill hit rate of the virtual character at multiple combat frequencies.

[0077] In this embodiment, the number of times skills are released and the number of times enemies are hit within a period of time can be counted, and the skill hit rate under the combat frequency can be calculated based on the number of times skills are released and the number of times enemies are hit. For example: the number of times a virtual character releases skills within a preset time and the number of hits of the skills released within the preset time are obtained; the combat frequency is determined based on the number of times skills are released and the preset time; the skill hit rate under the combat frequency is determined based on the number of hits of the number of times skills are released.

[0078] For example, if the preset time is 10 seconds, the avatar's skill releases are counted as 5 times between seconds 1 and 10, and the skill hits are 4 times. Therefore, the combat frequency is 5 / 10 = 0.5, and the skill hit rate at this combat frequency is 4 / 5 = 80%. Next, the skill hit rate at the combat frequency of 11-20 seconds can be counted, and so on, to obtain the skill hit rate of the avatar at multiple combat frequencies.

[0079] Step S406: Determine the combat frequency range corresponding to the skill hit rates within the target range from the skill hit rates under multiple combat frequencies.

[0080] For example, if the target range is 70%-90%, and the terminal device obtains skill hit rates of 77%, 82%, 83%, and 65% respectively, then the skill hit rates within the target range are 77%, 82%, and 83%. Among them, the corresponding combat frequency of a skill hit rate of 77% is 3, the corresponding combat frequency of a skill hit rate of 82% is 1.3, and the corresponding combat frequency of a skill hit rate of 83% is 4. The combat frequency range corresponding to the skill hit rate is 1.3-4.

[0081] Step S408: Determine the target game special effect corresponding to the combat frequency range.

[0082] In this embodiment, the game special effects may include brightness and coverage area. Specifically, in this embodiment, the brightness value range and coverage area range of the special effects corresponding to the combat frequency range may be determined; and the brightness value range and coverage area range may be used as the target game special effects corresponding to the combat frequency range.

[0083] In this embodiment, the combat frequency range can correspond to multiple brightness values ​​and multiple coverage areas. Therefore, the range of multiple brightness values ​​and the range of multiple coverage areas can be used as the brightness value range and the coverage area range. For example: the brightness value range corresponding to the combat frequency range is set to 3-9, and the coverage area range is 4-10. When the combat frequency range is represented, the brightness value of the terminal device is within the range of 3-9 and the coverage area is between the range of 4-10.

[0084] Step S410: Setting the game special effects based on the target game special effects.

[0085] When setting the game special effects of the game, you can set the game special effects to the maximum or minimum value of the range of the target game special effects. For example: when the combat frequency of the virtual character is greater than the maximum value of the combat frequency range, set the brightness value of the game special effects to the maximum or minimum value of the brightness value range, and adjust the coverage area of ​​the game special effects to the maximum or minimum value of the coverage area range.

[0086] When the avatar's combat frequency exceeds the maximum combat frequency range, you can set game special effects. For example, if the terminal device's brightness value is within the range of 3-9 and the coverage area is between 4-10, you can set the brightness value in the game special effects to 3 or 9, and the coverage area to 4 or 10.

[0087] After completing the game settings, players can play the game. During the game, this embodiment can also monitor the skill hit rate of the currently released skill, for example: obtaining the skill hit rate of the currently released skill of the virtual character; if the skill hit rate of the currently released skill is less than the minimum value of the target range, adjust the brightness value and coverage area of ​​the game special effects.

[0088] If the skill hit rate of the currently released skill is less than the minimum value of the target range, it means that the game special effects need to be further adjusted, because the brightness value and coverage area of ​​the game special effects were previously set to the maximum or minimum value of the brightness value range and coverage area range, so adjustments can continue on this basis.

[0089] Specifically, the steps of adjusting the brightness value and coverage area of ​​the game special effects include at least one of the following: if the brightness value of the special effect is the maximum value of the brightness value range, lowering the brightness value of the special effect; if the brightness value of the special effect is the minimum value of the brightness value range, increasing the brightness value of the special effect; if the coverage area of ​​the special effect is the maximum value of the coverage area range, lowering the coverage range of the special effect; if the coverage area of ​​the special effect is the minimum value of the coverage area range, increasing the coverage range of the special effect.

[0090] That is, if the brightness value or the coverage area is previously set to the minimum value, the brightness value or the coverage area is increased; if the brightness value or the coverage area is previously set to the maximum value, the brightness value or the coverage area is decreased.

[0091] For example, if the brightness value of the terminal device is within the range of 3-9 and the coverage area is between 4-10, if the brightness value in the game special effect is initially set to 3, you can increase the brightness value to 4; if the coverage area in the game special effect is initially set to 4, you can increase the coverage area to 5; if the brightness value in the game special effect is initially set to 9, you can decrease the brightness value to 8; if the coverage area in the game special effect is initially set to 10, you can decrease the coverage area to 9.

[0092] Therefore, the above method provided by the embodiment of the present invention can set the game special effects of the game based on the target game special effects with better visual senses of the player, thereby ensuring that the game special effects adapt to the player's visual senses and ensuring that the virtual character controlled by the player will not be positionally offset when releasing skills, thereby improving the player's experience.

[0093] Corresponding to the above method embodiment, the embodiment of the present invention provides a method for setting game special effects, which provides a graphical user interface of the game through a terminal device, and the display content of the graphical user interface at least includes game special effects and a virtual character. Figure 5 The schematic diagram of the structure of a device for setting game special effects is shown, and the device for setting game special effects includes:

[0094] A target range determination module 51 is used to determine a target range for the skill hit rate of the virtual character in the game when the game special effects are turned off;

[0095] The combat frequency range determining module 52 is configured to determine, when the game special effects are activated, a combat frequency range corresponding to a skill hit rate of the virtual character that falls within a target range; wherein the combat frequency represents the frequency with which the virtual character releases skills;

[0096] A target game special effect determination module 53 is used to determine a target game special effect corresponding to a combat frequency range;

[0097] The game special effect setting module 54 is used to set the game special effects of the game based on the target game special effects.

[0098] An embodiment of the present invention provides a device for setting game special effects. When the game special effects are disabled, the device determines a target range for a virtual character's skill hit rate. When the game special effects are enabled, the device determines a combat frequency range corresponding to skill hit rates within the target range. The device then sets the game special effects based on the target game special effects corresponding to the combat frequency range. This method allows the game special effects to be set based on target game special effects that are visually more appealing to the player, ensuring that the game special effects are adapted to the player's visual senses and that the virtual character controlled by the player does not experience positional shifts when performing skills, thereby improving the player's experience.

[0099] In a feasible implementation scheme, the above-mentioned target range determination module is used to determine the skill hit rate when the virtual character releases skills multiple times when the game special effects are turned off; and determine the target range of the skill hit rate based on multiple skill hit rates.

[0100] In a feasible implementation scheme, the above-mentioned target range determination module is used to calculate the deviation of multiple skill hit rates; remove the skill hit rates with a deviation greater than a preset deviation threshold from the multiple skill hit rates to obtain multiple final skill hit rates; and determine the target range of the skill hit rate based on the multiple final skill hit rates.

[0101] In a feasible implementation scheme, the above-mentioned combat frequency range determination module is used to obtain the skill hit rate of the virtual character at multiple combat frequencies; from the skill hit rates at multiple combat frequencies, determine the combat frequency range corresponding to the skill hit rate that belongs to the target range.

[0102] In a feasible implementation scheme, the above-mentioned combat frequency range determination module is used to obtain the number of times the virtual character releases skills within a preset time, and the number of hits of the skills released within the preset time; determine the combat frequency based on the number of times the skills are released and the preset time; and determine the skill hit rate under the combat frequency based on the number of times the skills are released and the number of hits.

[0103] In a feasible implementation scheme, the above-mentioned target game special effect determination module is used to determine the brightness value range and coverage area range of the special effect corresponding to the combat frequency range; and use the brightness value range and coverage area range as the target game special effect corresponding to the combat frequency range.

[0104] In a feasible implementation scheme, the above-mentioned game special effects setting module is used to set the brightness value of the game special effects to the maximum or minimum value of the brightness value range when the combat frequency of the virtual character is greater than the maximum value of the combat frequency range, and adjust the coverage area of ​​the game special effects to the maximum or minimum value of the coverage area range.

[0105] like Figure 6 The structural diagram of another game special effect setting device shown in the figure further includes: a game special effect adjustment module 55, which is used to obtain the skill hit rate of the skill currently released by the virtual character; if the skill hit rate of the currently released skill is less than the minimum value of the target range, adjust the brightness value and coverage area of ​​the game special effect.

[0106] In a feasible implementation scheme, the above-mentioned game special effects adjustment module is used for at least one of the following: if the brightness value of the special effect is the maximum value of the brightness value range, reduce the brightness value of the special effect; if the brightness value of the special effect is the minimum value of the brightness value range, increase the brightness value of the special effect; if the coverage area of ​​the special effect is the maximum value of the coverage area range, reduce the coverage range of the special effect; if the coverage area of ​​the special effect is the minimum value of the coverage area range, increase the coverage range of the special effect.

[0107] The device for marking a virtual character in a game provided by an embodiment of the present invention has the same technical features as the method for marking a virtual character in a game provided by the above embodiment, and therefore can solve the same technical problems and achieve the same technical effects.

[0108] The embodiment of the present invention also provides an electronic device for executing the marking method of the virtual character in the game; Figure 7The structure diagram of an electronic device shown in FIG. 1 includes a memory 100 and a processor 101, wherein the memory 100 is used to store one or more computer instructions, and the one or more computer instructions are executed by the processor 101 to perform the following steps:

[0109] When the game special effects are turned off, a target range of skill hit rates of the virtual character in the game is determined; when the game special effects are turned on, a combat frequency range corresponding to the skill hit rates of the virtual character that fall within the target range is determined; wherein the combat frequency represents the frequency with which the virtual character releases skills; a target game special effect corresponding to the combat frequency range is determined; and the game special effects of the game are set based on the target game special effects.

[0110] In an optional embodiment of the present invention, the above-mentioned step of determining the target range of the skill hit rate of the virtual character in the game when the game special effects are turned off includes: determining the skill hit rate when the virtual character releases skills multiple times when the game special effects are turned off; and determining the target range of the skill hit rate based on multiple skill hit rates.

[0111] In an optional embodiment of the present invention, the above-mentioned step of determining the target range of skill hit rates based on multiple skill hit rates includes: calculating the deviation of multiple skill hit rates; removing the skill hit rates with a deviation greater than a preset deviation threshold from the multiple skill hit rates to obtain multiple final skill hit rates; and determining the target range of skill hit rates based on the multiple final skill hit rates.

[0112] In an optional embodiment of the present invention, the step of determining the combat frequency range corresponding to the skill hit rate within the target range of the virtual character's skill hit rate includes: obtaining the skill hit rate of the virtual character at multiple combat frequencies; and determining the combat frequency range corresponding to the skill hit rate within the target range from the skill hit rates at multiple combat frequencies.

[0113] In an optional embodiment of the present invention, the above-mentioned step of obtaining the skill hit rate of the virtual character at multiple combat frequencies includes: obtaining the number of times the virtual character releases skills within a preset time, and the number of hits of the skills released within the preset time; determining the combat frequency based on the number of times the skills are released and the preset time; and determining the skill hit rate at the combat frequency based on the number of hits of the number of times the skills are released.

[0114] In an optional embodiment of the present invention, the above-mentioned step of determining the target game special effect corresponding to the combat frequency range includes: determining the brightness value range and coverage area range of the special effect corresponding to the combat frequency range; and using the brightness value range and coverage area range as the target game special effect corresponding to the combat frequency range.

[0115] In an optional embodiment of the present invention, the above-mentioned step of setting the game special effects of the game based on the target game special effects includes: when the combat frequency of the virtual character is greater than the maximum value of the combat frequency range, setting the brightness value of the game special effects to the maximum value or minimum value of the brightness value range, and adjusting the coverage area of ​​the game special effects to the maximum value or minimum value of the coverage area range.

[0116] In an optional embodiment of the present invention, after the above steps of setting the brightness value of the game special effect to the maximum or minimum value of the brightness value range, and adjusting the coverage area of ​​the game special effect to the maximum or minimum value of the coverage area range, the method also includes: obtaining the skill hit rate of the currently released skill of the virtual character; if the skill hit rate of the currently released skill is less than the minimum value of the target range, adjusting the brightness value and coverage area of ​​the game special effect.

[0117] In an optional embodiment of the present invention, the above-mentioned step of adjusting the brightness value and coverage area of ​​the game special effects includes at least one of the following: if the brightness value of the special effect is the maximum value of the brightness value range, lowering the brightness value of the special effect; if the brightness value of the special effect is the minimum value of the brightness value range, increasing the brightness value of the special effect; if the coverage area of ​​the special effect is the maximum value of the coverage area range, lowering the coverage range of the special effect; if the coverage area of ​​the special effect is the minimum value of the coverage area range, increasing the coverage range of the special effect.

[0118] This embodiment of the present invention provides a method for determining a target range for a virtual character's skill hit rate when game effects are disabled; determining a combat frequency range corresponding to skill hit rates within this target range when game effects are enabled; and setting game effects based on the target game effects corresponding to this combat frequency range. This method allows game effects to be set based on target game effects that are visually more appealing to the player, ensuring that the game effects are adapted to the player's visual senses and that the player-controlled virtual character does not experience positional shifts when performing skills, thereby enhancing the player's experience.

[0119] Furthermore, Figure 7 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 101 , the communication interface 103 and the memory 100 are connected via the bus 102 .

[0120] The memory 100 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is achieved through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 7 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or one type of bus.

[0121] The processor 101 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by hardware integrated logic circuits in the processor 101 or software instructions. The above processor 101 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 various methods, steps, and logic block diagrams disclosed in the embodiments of the present invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the method disclosed in conjunction with the embodiments of the present invention can be directly embodied as being executed by a hardware decoding processor, or executed by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium well-known in the art, such as a random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or register. The storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100 and, in conjunction with its hardware, completes the steps of the method of the aforementioned embodiment.

[0122] An embodiment of the present invention further provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned method for marking a virtual character in the game, and the following steps may be performed:

[0123] When the game special effects are turned off, a target range of skill hit rates of the virtual character in the game is determined; when the game special effects are turned on, a combat frequency range corresponding to the skill hit rates of the virtual character that fall within the target range is determined; wherein the combat frequency represents the frequency with which the virtual character releases skills; a target game special effect corresponding to the combat frequency range is determined; and the game special effects of the game are set based on the target game special effects.

[0124] In an optional embodiment of the present invention, the above-mentioned step of determining the target range of the skill hit rate of the virtual character in the game when the game special effects are turned off includes: determining the skill hit rate when the virtual character releases skills multiple times when the game special effects are turned off; and determining the target range of the skill hit rate based on multiple skill hit rates.

[0125] In an optional embodiment of the present invention, the above-mentioned step of determining the target range of skill hit rates based on multiple skill hit rates includes: calculating the deviation of multiple skill hit rates; removing the skill hit rates with a deviation greater than a preset deviation threshold from the multiple skill hit rates to obtain multiple final skill hit rates; and determining the target range of skill hit rates based on the multiple final skill hit rates.

[0126] In an optional embodiment of the present invention, the step of determining the combat frequency range corresponding to the skill hit rate within the target range of the virtual character's skill hit rate includes: obtaining the skill hit rate of the virtual character at multiple combat frequencies; and determining the combat frequency range corresponding to the skill hit rate within the target range from the skill hit rates at multiple combat frequencies.

[0127] In an optional embodiment of the present invention, the above-mentioned step of obtaining the skill hit rate of the virtual character at multiple combat frequencies includes: obtaining the number of times the virtual character releases skills within a preset time, and the number of hits of the skills released within the preset time; determining the combat frequency based on the number of times the skills are released and the preset time; and determining the skill hit rate at the combat frequency based on the number of hits of the number of times the skills are released.

[0128] In an optional embodiment of the present invention, the above-mentioned step of determining the target game special effect corresponding to the combat frequency range includes: determining the brightness value range and coverage area range of the special effect corresponding to the combat frequency range; and using the brightness value range and coverage area range as the target game special effect corresponding to the combat frequency range.

[0129] In an optional embodiment of the present invention, the above-mentioned step of setting the game special effects of the game based on the target game special effects includes: when the combat frequency of the virtual character is greater than the maximum value of the combat frequency range, setting the brightness value of the game special effects to the maximum value or minimum value of the brightness value range, and adjusting the coverage area of ​​the game special effects to the maximum value or minimum value of the coverage area range.

[0130] In an optional embodiment of the present invention, after the above steps of setting the brightness value of the game special effect to the maximum or minimum value of the brightness value range, and adjusting the coverage area of ​​the game special effect to the maximum or minimum value of the coverage area range, the method also includes: obtaining the skill hit rate of the currently released skill of the virtual character; if the skill hit rate of the currently released skill is less than the minimum value of the target range, adjusting the brightness value and coverage area of ​​the game special effect.

[0131] In an optional embodiment of the present invention, the above-mentioned step of adjusting the brightness value and coverage area of ​​the game special effects includes at least one of the following: if the brightness value of the special effect is the maximum value of the brightness value range, lowering the brightness value of the special effect; if the brightness value of the special effect is the minimum value of the brightness value range, increasing the brightness value of the special effect; if the coverage area of ​​the special effect is the maximum value of the coverage area range, lowering the coverage range of the special effect; if the coverage area of ​​the special effect is the minimum value of the coverage area range, increasing the coverage range of the special effect.

[0132] This embodiment of the present invention provides a method for determining a target range for a virtual character's skill hit rate when game effects are disabled; determining a combat frequency range corresponding to skill hit rates within this target range when game effects are enabled; and setting game effects based on the target game effects corresponding to this combat frequency range. This method allows game effects to be set based on target game effects that are visually more appealing to the player, ensuring that the game effects are adapted to the player's visual senses and that the player-controlled virtual character does not experience positional shifts when performing skills, thereby enhancing the player's experience.

[0133] The computer program product of the method, device and electronic device for marking virtual characters in the game provided by the embodiments of the present invention includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the method in the previous method embodiment. The specific implementation can be found in the method embodiment and will not be repeated here.

[0134] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific working process of the system and / or device described above can refer to the corresponding process in the aforementioned method embodiment and will not be repeated here.

[0135] In addition, in the description of the embodiments of the present invention, unless otherwise expressly specified or limited, the terms "mounted," "connected," and "connected" should be understood in a broad sense. For example, they may refer to fixed connections, detachable connections, or integral connections; they may refer to mechanical connections or electrical connections; they may refer to direct connections or indirect connections through an intermediate medium; and they may refer to internal communication between two components. Those skilled in the art will understand the specific meanings of the above terms in the present invention based on the specific circumstances.

[0136] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, electronic device, or network device, etc.) to execute all or part of the steps of the methods of each embodiment of the present invention. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk, and other media that can store program code.

[0137] In the description of the present invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate and simplify the description of the present invention. They are not intended to indicate or imply that the devices or components referred to must have, be constructed, or operate in a specific orientation, and therefore should not be construed as limitations on the present invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0138] Finally, it should be noted that the above embodiments are only specific implementation methods of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above embodiments within the technical scope disclosed by the present invention, or replace some of the technical features therein with equivalents. Such modifications, changes or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be based on the scope of protection of the claims.

Claims

1. A method for setting game special effects, characterized in that: The method comprises: Determine the target range of skill hit rate of the virtual character in the game when the game special effects are turned off; When the game special effect is activated, determining a combat frequency range corresponding to a skill hit rate of the virtual character that falls within the target range; wherein the combat frequency represents a frequency at which the virtual character releases skills; Determine a target game special effect corresponding to the combat frequency range; Setting a game special effect of the game based on the target game special effect; The step of setting the game special effects of the game based on the target game special effects includes: obtaining the skill hit rate of the skill currently released by the virtual character; if the skill hit rate of the skill currently released is less than the minimum value of the target range, adjusting the brightness value and coverage area of ​​the game special effects.

2. The method according to claim 1, characterized in that The steps for determining a target range of a skill hit rate of a virtual character in a game with game special effects turned off include: Determine the skill hit rate of a virtual character in the game when it releases skills multiple times with the game special effects turned off; A target range of the skill hit rate is determined based on the plurality of skill hit rates.

3. The method according to claim 2, characterized in that The step of determining a target range of the skill hit rate based on the plurality of skill hit rates comprises: Calculating the deviation of the hit rates of the plurality of skills; removing the skill hit rates having a deviation greater than a preset deviation threshold from the plurality of skill hit rates to obtain a plurality of final skill hit rates; A target range of the skill hit rate is determined based on a plurality of the final skill hit rates.

4. The method according to claim 1, wherein The step of determining the combat frequency range corresponding to the skill hit rates of the virtual character that fall within the target range includes: Obtaining skill hit rates of the virtual character at multiple combat frequencies; From the skill hit rates at multiple combat frequencies, determine a combat frequency range corresponding to the skill hit rates that fall within the target range.

5. The method according to claim 4, characterized in that The step of obtaining the skill hit rate of the virtual character at multiple combat frequencies includes: Obtaining the number of times the virtual character releases a skill within a preset time, and the number of hits of the skills released within the preset time; Determining a combat frequency based on the number of times the skill is released and the preset time; The skill hit rate under the combat frequency is determined based on the number of hits of the number of times the skill is released.

6. The method according to claim 1, characterized in that The step of determining a target game special effect corresponding to the combat frequency range includes: Determine the brightness value range and coverage area range of the special effects corresponding to the combat frequency range; The brightness value range and the coverage area range are used as target game special effects corresponding to the combat frequency range.

7. The method according to claim 6, characterized in that The step of setting the game special effect of the game based on the target game special effect includes: When the combat frequency of the virtual character is greater than the maximum value of the combat frequency range, the brightness value of the game special effect is set to the maximum value or minimum value of the brightness value range, and the coverage area of ​​the game special effect is adjusted to the maximum value or minimum value of the coverage area range.

8. The method according to claim 7, characterized in that The step of adjusting the brightness value and coverage area of ​​the game special effect includes at least one of the following: If the brightness value of the special effect is the maximum value of the brightness value range, reduce the brightness value of the special effect; If the brightness value of the special effect is the minimum value of the brightness value range, increase the brightness value of the special effect; If the coverage area of ​​the special effect is the maximum value of the coverage area range, reduce the coverage area of ​​the special effect; If the coverage area of ​​the special effect is the minimum value of the coverage area range, increase the coverage area of ​​the special effect.

9. A device for setting game special effects, characterized in that: The device comprises: A target range determination module is used to determine the target range of the skill hit rate of the virtual character in the game when the game special effects are turned off; a combat frequency range determination module, configured to determine, when the game special effect is activated, a combat frequency range corresponding to a skill hit rate of the virtual character that falls within the target range; wherein the combat frequency represents a frequency at which the virtual character releases skills; A target game special effect determination module, configured to determine a target game special effect corresponding to the combat frequency range; A game special effect setting module, configured to set the game special effect of the game based on the target game special effect; The game special effect setting module is used to obtain the skill hit rate of the skill currently released by the virtual character; if the skill hit rate of the skill currently released is less than the minimum value of the target range, adjust the brightness value and coverage area of ​​the game special effect.

10. An electronic device, characterized in that: The system comprises a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the steps of the method for setting game special effects according to any one of claims 1 to 8.

11. A computer-readable storage medium, characterized in that The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by the processor, the computer-executable instructions prompt the processor to implement the steps of the method for setting game special effects according to any one of claims 1 to 8.

Citation Information

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