Method, device, equipment and storage medium for displaying information in a game
By obtaining the historical operation information of the game character, predicting and displaying the differences in the effect results of the skill release object before and after the data update, it solves the problem that players find it difficult to perceive skill changes during game version updates, and improves human-computer interaction efficiency.
Patent Information
- Application Number
- CN202211358071.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-11-01
- Publication Date
- 2025-08-15
- Estimated Expiration
- 2042-11-01
AI Technical Summary
When the existing game is updated, it is difficult for players to intuitively perceive the inefficiency of human-computer interaction caused by skill parameter adjustment.
By obtaining historical operation information, we predict the effect results of the skill release object before and after data updates, and display differences on the graphical user interface, helping players to view the effect results intuitively and conveniently.
Improves the human-computer interaction efficiency of players when data is updated in the game, helping players quickly adapt to the skills changes in the new version.
Smart Images

Figure CN115944911B_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game technology, and more specifically, to a method, apparatus, device, and storage medium for displaying information in a game. Background Art
[0002] In existing games, when the game version is updated, the skill parameters of some skills in the game or the equipment parameters of virtual equipment used with the skills are often adjusted (for example, adjusting the basic damage value of a certain attack skill, the skill control duration, adjusting the attack bonus ratio of a certain attack equipment, etc.); in this case, after logging into the new version of the game, the player can only see text prompt information about the skill update content, and it is difficult to perceive the specific changes caused by the data update when the actual skill is used, so it takes the player a long time to adapt, resulting in reduced player human-computer interaction efficiency. Summary of the Invention
[0003] In view of this, the purpose of this application is to provide a method, device, equipment and storage medium for displaying information in the game, so as to help players more intuitively and conveniently view the differences in the skill results of the same skill release object before and after the data is updated during the actual game process when the data is updated in the game, which is conducive to improving the player's human-computer interaction efficiency.
[0004] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings.
[0005] In a first aspect, an embodiment of the present application provides a method for displaying information in a game, wherein a terminal device corresponding to a first game character provides a graphical user interface, wherein the graphical user interface displays at least a portion of a game scene, and the display method includes:
[0006] In response to an update of target data in the game, obtaining target operation information associated with the target data from historical operation information for the first game character; wherein the target data represents game data that can affect the effect of the target skill on the skill release object;
[0007] In response to the skill-releasing object being included in a target area in the game scene, predicting a second action result of the target skill being applied to the skill-releasing object after the target data is updated based on a first action result of the target skill being applied to the skill-releasing object before the target data is updated; wherein the target area and the first action result are determined based on the target operation information;
[0008] The predicted second action result is displayed on the graphical user interface.
[0009] In a second aspect, an embodiment of the present application provides a device for displaying information in a game, wherein a terminal device corresponding to a first game character provides a graphical user interface, wherein the graphical user interface displays at least a portion of a game scene, and the display device includes:
[0010] a first response module, configured to respond to target data updates in the game by acquiring target operation information associated with the target data from historical operation information for the first game character; wherein the target data represents game data that can affect the effect of a target skill on a skill release object;
[0011] a first determining module configured to, in response to a target area in the game scene containing the skill-releasing object, predict a second action result of the skill-releasing object being acted upon by the target skill after the target data is updated, based on a first action result of the skill-releasing object being acted upon by the target skill before the target data is updated; wherein the target area and the first action result are determined based on the target operation information;
[0012] The first display module is configured to display the predicted second action result on the graphical user interface.
[0013] In a third aspect, an embodiment of the present application provides a computer device comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements the steps of the above-mentioned method for displaying information in a game when executing the computer program.
[0014] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the above-mentioned method for displaying information in the game are executed.
[0015] The technical solutions provided by the embodiments of the present application may have the following beneficial effects:
[0016] The embodiments of the present application provide a method, device, equipment, and storage medium for displaying information in a game. In response to target data updates in the game, the method obtains target operation information associated with the target data from historical operation information for a first game character; in response to a target area in a game scene containing a skill-releasing object, the method predicts a second result of the skill-releasing object being affected by the target skill after the target data is updated, based on the first result of the skill-releasing object being affected by the target skill before the target data is updated; and displays the predicted second result on a graphical user interface. In this way, when data in the game is updated, the present application can help players more intuitively and conveniently view the difference in skill-releasing results before and after the data update for the same skill-releasing object during the actual game process, which is beneficial to improving the player's human-computer interaction efficiency. BRIEF DESCRIPTION OF THE DRAWINGS
[0017] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following is a brief introduction to the drawings required for use in the embodiments. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without creative work.
[0018] Figure 1 A schematic diagram showing a flow chart of a method for displaying information in a game provided by an embodiment of the present application;
[0019] Figure 2 A schematic diagram of an interface for displaying a predicted second action result on a graphical user interface provided by an embodiment of the present application is shown;
[0020] Figure 3 A schematic flow chart of a first method for determining a first action result provided in an embodiment of the present application is shown;
[0021] Figure 4 A schematic flow chart of a first method for predicting a second action result provided in an embodiment of the present application is shown;
[0022] Figure 5 A schematic flow chart of a second method for determining a first action result provided in an embodiment of the present application is shown;
[0023] Figure 6 A schematic flow chart of a second method for predicting a second action result provided in an embodiment of the present application is shown;
[0024] Figure 7 A schematic flow chart of a third method for predicting a second action result provided in an embodiment of the present application is shown;
[0025] Figure 8aA flow chart of a method for highlighting each skill released in a first release sequence provided by an embodiment of the present application is shown;
[0026] Figure 8b A schematic diagram of an interface for highlighting each skill released in a first release order on a graphical user interface provided by an embodiment of the present application is shown;
[0027] Figure 9 A schematic diagram showing the structure of a device for displaying information in a game provided by an embodiment of the present application is shown;
[0028] Figure 10 A schematic structural diagram of an electronic device 1000 provided in an embodiment of the present application. DETAILED DESCRIPTION
[0029] In order to make the purpose, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. It should be understood that the drawings in the present application only serve the purpose of illustration and description and are not used to limit the scope of protection of the present application. In addition, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in this application illustrate the operations implemented according to some embodiments of the present application. It should be understood that the operations of the flowcharts can be implemented out of sequence, and steps without logical context can be reversed or implemented simultaneously. In addition, those skilled in the art, under the guidance of the contents of this application, can add one or more other operations to the flowchart, or remove one or more operations from the flowchart.
[0030] In addition, the described embodiments are only a part of the embodiments of the present application, rather than all of the embodiments. The components of the embodiments of the present application generally described and shown in the drawings here can be arranged and designed in various configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work are within the scope of protection of the present application.
[0031] It should be noted that the term "comprising" will be used in the embodiments of the present application to indicate the existence of the features declared thereafter, but does not exclude the addition of other features.
[0032] In existing games, when the game version is updated, the skill parameters of some skills in the game or the equipment parameters of virtual equipment used with the skills are often adjusted (for example, adjusting the basic damage value of a certain attack skill, the skill control duration, adjusting the attack bonus ratio of a certain attack equipment, etc.); in this case, after logging into the new version of the game, the player can only see text prompt information about the skill update content, and it is difficult to perceive the specific changes caused by the data update when the actual skill is used, so it takes the player a long time to adapt, resulting in reduced player human-computer interaction efficiency.
[0033] Based on this, the embodiments of the present application provide a method, apparatus, device and storage medium for displaying information in a game. In response to target data updates in the game, target operation information associated with the target data is obtained from historical operation information for a first game character. In response to a target area in a game scene containing a skill-releasing object, a second action result of the skill-releasing object being affected by the target skill after the target data is updated is predicted based on the first action result of the skill-releasing object being affected by the target skill before the target data is updated. The predicted second action result is displayed on a graphical user interface. In this way, the present application can help players more intuitively and conveniently view the difference in skill action results before and after the data update on the same skill-releasing object during the actual game process when data is updated in the game, which is conducive to improving the player's human-computer interaction efficiency.
[0034] To facilitate understanding of the embodiments of the present application, the following is a detailed introduction to a method, device, electronic device, and storage medium for displaying information in a game provided by the embodiments of the present application.
[0035] The embodiments of the present application can be applied to the field of games, for example, in multiplayer online tactical competitive games. It should be noted that the embodiments of the present application are not limited to the above-mentioned types of games.
[0036] The display method in the embodiment of the present application can be run on a terminal device or a server. Among them, the terminal device can be a local terminal device (such as a local touch terminal). When the display method is run on a server, it can be a cloud game.
[0037] In an optional embodiment, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operation mode, the operating entity of the game program and the entity presenting the game screen are separated. The storage and operation of the display method are completed on the cloud gaming server. The cloud gaming client is used for receiving and sending data and presenting the game screen. For example, the cloud gaming client 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 data processing is the cloud gaming server in the cloud. When playing the game, the user operates the cloud gaming client to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the cloud gaming client through the network. Finally, the cloud gaming client decodes and outputs the game screen.
[0038] In another optional embodiment, the terminal device may be a local terminal device. The local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the user 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 may provide the graphical user interface to the user in a variety of ways, for example, it may be rendered and displayed on the display screen of the local terminal device, or provided to the user 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 includes 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.
[0039] To facilitate understanding of this embodiment, a method for displaying information in a game provided by an embodiment of the present application is described in detail below.
[0040] Reference Figure 1 As shown, Figure 1 A flow chart of a method for displaying information in a game provided by an embodiment of the present application is shown, wherein a graphical user interface is provided by a terminal device corresponding to a first game character, and the graphical user interface displays at least a portion of a game scene. The display method includes steps S101-S103; specifically:
[0041] S101 , in response to target data being updated in the game, obtaining target operation information associated with the target data from historical operation information for the first game character.
[0042] S102, in response to the target area in the game scene containing the skill releasing object, predicting a second action result of the skill releasing object being acted upon by the target skill after the target data is updated, based on a first action result of the skill releasing object being acted upon by the target skill before the target data is updated.
[0043] S103: Display the predicted second action result on the graphical user interface.
[0044] The display method, device, equipment and storage medium of the information in the above-mentioned game provided by the embodiment of the present application responds to the target data update in the game, obtains the target operation information associated with the target data from the historical operation information for the first game character; responds to the target area in the game scene containing a skill release object, and predicts the second action result of the skill release object being acted upon by the target skill after the target data is updated based on the first action result of the skill release object being acted upon by the target skill before the target data is updated; and displays the predicted second action result on the graphical user interface. In this way, when the data in the game is updated, the present application can help players to more intuitively and conveniently view the difference in skill action results before and after the data update for the same skill release object during the actual game process, which is conducive to improving the player's human-computer interaction efficiency.
[0045] The method for displaying information in a game provided by an embodiment of the present application can be run on the aforementioned local terminal device, or on the aforementioned cloud game client. Below, taking the above-mentioned method for displaying information in a game running on a local terminal device (hereinafter referred to as the terminal device) as an example, each step of the method for displaying information in the game provided by an embodiment of the present application is exemplarily described:
[0046] S101 , in response to target data being updated in the game, obtaining target operation information associated with the target data from historical operation information for the first game character.
[0047] Here, the target data represents game data that can affect the effect of the target skill on the skill release object; wherein, the target skill can be an attack skill or a gain skill (such as a blood-adding skill that replenishes the health of a teammate's character); the embodiment of this application does not impose any restrictions on the specific skill type of the above-mentioned target skills.
[0048] Specifically, when the target skill is an attack skill, the above-mentioned skill release object can be the enemy character of the first game character (a game character controlled by an enemy player), or an NPC (non-player character) character or AI (Artificial Intelligence) character that can be attacked in the game; when the target skill is a gain skill, the above-mentioned skill release object can be the teammate character of the first game character (a game character controlled by a teammate player); the embodiment of the present application also does not impose any restrictions on the specific object type of the above-mentioned skill release object.
[0049] In an embodiment of the present application, it is taken into account that adjusting the target skill's own parameters (such as adjusting the basic damage value of the attack skill, adjusting the damage bonus of the attack skill, etc.) and adjusting the equipment parameters of some virtual equipment equipped by the first game character when launching the target skill (such as adjusting the bonus coefficient of the virtual equipment to the attack skill, adjusting the bonus coefficient of the virtual equipment to the gain skill, etc.) will affect the result of the target skill on the skill release object; based on this, in an optional embodiment, the above-mentioned target data may include: skill parameters of the target skill and / or equipment parameters of the target virtual equipment; wherein, the target virtual equipment represents a virtual equipment that can add to the result of the skill release object being affected by the target skill.
[0050] Specifically, when the target skill is an attack skill, the target virtual equipment represents a virtual equipment that can increase the skill damage of the attack skill (for example, the target virtual equipment can add an additional 50 points of physical attack); when the target skill is a gain skill, the target virtual equipment represents a virtual equipment that can improve the gain effect of the gain skill (for example, the target virtual equipment can add an additional 100 points of health to the teammate character); the embodiment of this application does not impose any restrictions on the specific equipment type of the above-mentioned target virtual equipment.
[0051] Here, the first game character represents the game character controlled by the player, the historical operation information represents the historical operation data of the player when using the first game character to play the game before the target data is updated (such as the skill release habits when using the first game character, the equipment selection habits when using the first game character, etc.), and the target operation information represents the operation information related to the target data in the above historical operation information (such as the skill release sequence commonly used by the first game character when using the target skill, the skill release range commonly used when using the target skill, etc.); the embodiment of this application does not impose any limitation on the specific information content included in the above historical operation information and the above target operation information.
[0052] For example, taking the first game character A as an example, if the damage that the first game character A can cause using the attack skill a is increased by 5% when the game version is updated (i.e., the target data is updated), then the historical operation data of the player controlling the first game character A to use the attack skill a1 (such as the commonly used combination of multiple skills including the attack skill a1 and the release order of each skill in the combination, the commonly used skill release range when using the attack skill a, the skill release object each time the attack skill a1 is used, etc.) can be obtained from the historical operation information before the update as the target operation information associated with the target data (i.e., the damage that the attack skill a1 can cause is increased by 5%).
[0053] S102, in response to the target area in the game scene containing the skill releasing object, predicting a second action result of the skill releasing object being acted upon by the target skill after the target data is updated, based on a first action result of the skill releasing object being acted upon by the target skill before the target data is updated.
[0054] Here, both the target area and the first action result can be determined according to the target operation information acquired in the above step S101.
[0055] Specifically, taking the target operation information acquired in step S101 as an example, which includes at least the following three types of information, the methods for determining the target area and the first action result in step S102 are respectively described:
[0056] (1) The target operation information includes: a first release sequence of the target skill; wherein the first release sequence represents the skill release sequence most frequently used when the first game character releases the target skill to the skill release object.
[0057] Here, considering that based on tactical needs in the game, players often control the first game character to release multiple skills continuously (within a short preset time range, such as within 2 seconds) to achieve better combat effects through the continuous release of combos than releasing a single skill. Based on this, in the embodiment of the present application, the above-mentioned skill release order can also refer to: a combination of multiple skills including the target skill and the release order of each skill in the combination (equivalent to the release order in which the target skill is released).
[0058] It should be noted that, since the game may include multiple different types of game characters, that is, the skill release objects of the target skill may include multiple different types of game characters (e.g., taking the attack skill a1 as an example, the enemy character B1 and the enemy character B2 correspond to different types of game characters in the game, respectively, but can both be used as skill release objects of the attack skill a1). Therefore, the target operation information may include multiple first release orders of the target skill, and each first release order is the most frequently used skill release order when releasing the target skill for the same game character.
[0059] As an example, taking the target skill being attack skill a as an example, if the target operation information is classified according to the specific game character type to which the skill release object belongs, it can be obtained from the target operation information: when the first game character A uses attack skill a to attack game character B1, the most commonly used (i.e., most frequently used) skill release order is: attack skill b1+attack skill a1+attack skill c1 (i.e., when the skill release object is game character B1, the first release order of the target skills); when the first game character A uses attack skill a to attack game character B2, the most commonly used skill release order is: attack skill c1+attack skill a1 (i.e., when the skill release object is game character B2, the first release order of the target skills).
[0060] (2) The target operation information includes: a first release range of the target skill; wherein the first release range represents the skill release range most frequently used by the first game character when releasing the target skill to the skill release object.
[0061] Here, similar to the above-mentioned skill release order, when it is obtained based on the target operation information that the player often controls the first game character to use a combo combination including the target skill (that is, continuously releases multiple skills including the target skill), the above-mentioned skill release range may refer to the character distance between the first game character and the skill release object when the first game character uses the combo combination.
[0062] It should be noted that, similar to the above-mentioned first release order, the target operation information may also include multiple first release ranges of the target skill, each first release range being the skill release range most frequently used when releasing the target skill for the same game character.
[0063] Specifically, in the game after the target data is updated, the target area corresponding to each first release range in the current game scene can be determined in real time based on the multiple first release ranges of the target skill included in the target operation information as the first game character moves in the game scene, thereby detecting in real time whether a corresponding skill release object appears in each target area.
[0064] Here, based on the first release range of the target skill included in the target operation information, as an optional embodiment, the target area in the game scene can be determined by the method described in the following steps 1-2:
[0065] Step 1: Obtain the first release range of the target skill from the target operation information.
[0066] For example, taking the target skill being attack skill a as an example, if the most commonly used (i.e., most frequently used) skill release range when the first game character A uses attack skill a to attack game character B1 is: 3 body positions away from the first game character A, and the most commonly used skill release range when the first game character A uses attack skill a to attack game character B2 is: 5 body positions away from the first game character A, then it can be obtained from the target operation information: when the skill release object is game character B1, the first release range of the target skill is "the distance from the first game character A is less than or equal to 3 body positions"; when the skill release object is game character B2, the first release range of the target skill is "the distance from the first game character A is less than or equal to 5 body positions".
[0067] Step 2: According to the position of the first game character in the game scene and the first release range, determine from the game scene an area whose distance from the position of the first game character is within the first release range as the target area.
[0068] For example, still taking the above example, in the game after the target data is updated, when the game character B1 appears in the target area 3 body positions away from the first game character in the game scene, it is determined that the target area contains a skill release object; when the game character B2 appears in the target area 5 body positions away from the first game character in the game scene, it is determined that the target area contains a skill release object.
[0069] (3) Multiple historical results of the skill release object after being affected by the target skill.
[0070] Here, the above-mentioned historical action results at least include: the health value change result of the skill-releasing object after being affected by the target skill; among them, similar to the above-mentioned skill release order and skill release range, when the player often controls the first game character to use a combo combination including the target skill based on the target operation information, the above-mentioned historical action results may refer to the health value change result of the skill-releasing object when the first game character uses the combo combination to the skill-releasing object.
[0071] It should be noted that, similar to the above-mentioned first release order, the above-mentioned multiple historical action results can also be classified according to the specific character type to which the skill release object belongs. For example, the target operation information includes: multiple historical action results after the game character B1 is affected by the target skill (that is, the skill release object is the game character B1), multiple historical action results after the game character B2 is affected by the target skill (that is, the skill release object is the game character B2), etc.
[0072] Combined with the target operation information described in (1)-(3) above, since the first action result is the first action result of the skill release object being acted upon by the target skill before the target data is updated, for the skill release objects contained in the current target area, multiple historical action results of the same skill release object being acted upon by the target skill can be obtained from the target operation information, and then the above-mentioned first action result can be determined based on the multiple historical action results obtained.
[0073] S103: Display the predicted second action result on the graphical user interface.
[0074] Here, based on the analysis content of the above steps S101-S102, it can be seen that the first action result is equivalent to: before the target data is updated, after the first game character releases the target skill to the skill releasing object, the result of the life value change of the skill releasing object (that is, the result of the skill releasing object being affected by the target skill before the target data is updated); the second action result is equivalent to: after the target data is updated, after the first game character releases the target skill to the same skill releasing object under the same release conditions, the predicted result of the life value change of the skill releasing object.
[0075] Specifically, when the target skill is an attack skill, the above-mentioned second action result can represent the numerical range of the decrease in the health value of the skill releasing object when the first game character uses the target skill / combo combination including the target skill to attack the skill releasing object (such as an enemy character) after the target data is updated; when the target skill is a blood-adding skill, the above-mentioned second action result can represent the numerical range of the increase in the health value of the skill releasing object when the first game character uses the target skill / combo combination including the target skill to add blood (replenish health value) to the skill releasing object (such as a teammate character) after the target data is updated; in this way, the player can more intuitively and conveniently view the difference in skill action results received by the same skill releasing object before and after the target data is updated through the above-mentioned second action result displayed on the graphical user interface, which is conducive to improving the player's human-computer interaction efficiency.
[0076] It should be noted that the above-mentioned second action result can be displayed at any position on the graphical user interface, and the embodiment of the present application does not impose any limitation on the specific display position of the above-mentioned second action result on the graphical user interface.
[0077] In addition, in an embodiment of the present application, considering that the result of the skill-releasing object being affected by the target skill is mainly the result of a change in health value, in a preferred embodiment, after predicting the above-mentioned second result, the second result can also be displayed at the target position on the graphical user interface in accordance with the first display style.
[0078] Here, the above-mentioned target position represents the display position of the life value of the skill-releasing object on the graphical user interface. For example, the target position can be the display position of the life progress bar of the skill-releasing object; wherein, the target position can be a fixed position on the graphical user interface (that is, the display position of the life value of each game character in the game on the graphical user interface is fixed), or it can be a non-fixed position that changes with the movement of the skill-releasing object (that is, the life progress bar of each game character in the game can be displayed around the game character, so that the specific display position of the life progress bar will move with the movement of the game character); this embodiment of the application does not impose any limitation on this.
[0079] It should be noted that the above-mentioned first display style can be to highlight the second action result, and the above-mentioned first display style can also be to use the target color (such as yellow, green, etc.) to specifically display the second action result. The embodiment of this application does not impose any limitation on the specific display style represented by the above-mentioned first display style.
[0080] For example, let's take the target skill as attack skill a1, and the first release order of the target skill is the release order of the combo consisting of attack skill a1 + attack skill b2. Figure 2 FIG. 1 shows an interface diagram of displaying a predicted second action result on a graphical user interface provided by an embodiment of the present application, such as Figure 2As shown, after the game version is updated, the basic damage value of the attack skill a1 of the first game character 210 in the new version of the game is increased by 10% (that is, the target data in the game is updated). In the new version of the game, when the player uses the first game character 210, the target operation information associated with the attack skill a1 is obtained from the player's historical operation information on the first game character 210, and based on the obtained target operation information, it is determined that the target area 202 is an area "with a distance of less than or equal to 3 body positions from the first game character 210". At this time, when an enemy game character 220 (that is, the skill release object corresponding to the attack skill a1) is detected in the target area 202, the basic damage value of the attack skill a1 after the increase (that is, the updated target data) and the original attack skill a1 before the increase can be released in the first release order mentioned above. The damage value caused by the game character 220 (i.e., the first result of the action) is predicted to be: a reduction of health value by 50-80 points when the attack skill a1 is released according to the increased basic damage value and the first release order. Then, the predicted second result of the action can be highlighted on the health bar 201 of the enemy game character 220 on the graphical user interface 200 (equivalent to the first display style being highlighted) to remind the player that in the new version of the game, after releasing the target skill to the same skill-releasing object under the same release conditions (i.e., releasing the target skill to the skill-releasing object in the target area according to the first release order), according to the updated target data, the damage value that can be caused to the skill-releasing object (i.e., the enemy game character 220) is: a reduction of health value by 50-80 points.
[0081] The following describes in detail the specific implementation process of each of the above steps in the embodiment of this application:
[0082] Regarding the first action result in step S102 above, when determining the first action result of the target skill acting on the skill-releasing object before the target data is updated based on the target operation information in the historical operation information, based on whether to consider the possible impact of other character attributes (such as defense attributes) other than the life attribute on the skill action result (i.e., the first action result), this embodiment of the application provides the following two optional implementation methods for determining the first action result:
[0083] When the target skill is an attack skill, considering the possible impact of other character attributes other than life attributes on the skill effect, in an optional implementation scheme, such as Figure 3 As shown, Figure 3 The flowchart of the first method for determining the first action result provided by the embodiment of the present application is shown. The method includes steps S301-S303; specifically:
[0084] S301: Obtain, from the multiple historical action results included in the target operation information, historical damage caused to the skill-releasing object when the first game character releases the target skill in the first release order.
[0085] Here, when obtaining the above-mentioned historical damage from the historical action results, as an optional embodiment, the historical action results that meet the target conditions of the above-mentioned historical damage (that is, the historical action results caused to the skill release object when the first game character releases the target skill in the first release order) can be obtained one by one as the above-mentioned historical damage.
[0086] As another optional embodiment, the maximum historical damage and the minimum historical damage caused to the same skill release object (i.e., the skill release object actually detected in the target area in the game after the target data is updated) when the first game character releases the target skill in the first release order can be obtained respectively, and the numerical range interval composed of the maximum historical damage and the minimum historical damage can be used as the value range interval of the above-mentioned historical damage.
[0087] For example, taking the target skill as attack skill a1 and the first release order of the target skill as the release order of a combo consisting of attack skill a1 + attack skill b2, the historical damage caused to the enemy game character (i.e., the skill release target of attack skill a1) by the first game character in the same combat conditions (such as when equipped with the same virtual props) according to the first release order can be obtained from the multiple historical action results included in the target operation information: 10 points of damage, 13 points of damage, 15 points of damage, 16 points of damage, 12 points of damage, and 20 points of damage.
[0088] S302, determining the maximum historical damage caused to the skill-releasing object under preset calibration conditions from each of the acquired historical damages according to the defense attribute of the skill-releasing object.
[0089] Here, the preset calibration condition represents ignoring the impact of the defense attribute of the skill release object on the historical damage; for example, the specific defense attribute value of the enemy game character (i.e., the skill release object) can be ignored, and under the condition of uniformly reducing the defense attribute value to 0, the maximum historical damage caused to the enemy game character under the preset calibration condition is determined from the multiple historical damages obtained above.
[0090] For example, if the enemy game character's defense attribute value is 10 points and 1 point of defense attribute value in the game can reduce the attack damage value by 1%, then under the preset calibration conditions, the enemy game character's defense attribute value is regarded as 0, and the maximum historical damage caused to the enemy game character's life attribute by the target skills released in the first release order can be: the life attribute value is reduced by 20 points; if under non-preset calibration conditions, since 1 point of defense attribute value in the game can reduce the attack damage value by 1%, therefore, under non-preset calibration conditions (equivalent to directly obtaining historical damage), the maximum historical damage caused to the enemy game character's life attribute by the target skills released in the first release order will become: the life attribute value is reduced by 18 points (ie: 20-20×10×1%=18).
[0091] S303: Determine the first action result according to the damage value range of each of the historical damage components and the maximum historical damage.
[0092] Here, combined with the two methods of obtaining historical damage described in the above step S301, in step S303, the numerical set consisting of each obtained historical damage can be used as the above damage value range interval; the numerical range interval consisting of the obtained maximum historical damage (the maximum historical damage directly obtained under non-preset calibration conditions) and the minimum historical damage can also be used as the above damage value range interval, and this embodiment of the application does not impose any limitations on this.
[0093] Specifically, as an optional implementation, the ratio of the damage value range to the maximum historical damage (the maximum historical damage obtained under preset calibration conditions) can be used as the first action result.
[0094] It should be noted that when the target skill does not belong to an attack skill, for example, when the target skill belongs to a gain skill that adds blood to a teammate's game character, the maximum blood value and the minimum blood value that can be added when the target skill is released in the first release order to add blood to the same teammate's game character can be obtained directly from the multiple historical action results included in the target operation information in accordance with the execution method of the above-mentioned step S301, and the data range interval composed of the maximum blood value and the minimum blood value can be used as the first action result.
[0095] Regarding the specific execution process of the above step S102, when the first action result is determined according to the method described in the above steps S301-S303, based on the obtained first action result, such as Figure 4 As shown, Figure 4 The flowchart of the first method for predicting the second action result provided by the embodiment of the present application is shown. The method includes steps S401-S402; specifically:
[0096] S401, under the preset calibration condition, predicting the maximum damage caused to the skill-releasing object when the first game character releases the target skill in the target area according to the first release order based on the updated target data.
[0097] For example, let's take the target skill being attack skill a1, and the first release order of the target skill being a combo consisting of attack skill a1 + attack skill b2 as an example. Before the target data is updated, under preset calibration conditions, the maximum historical damage caused to the skill-releasing object when the target skill is released in the target area according to the first release order is 20 points. If the basic damage value of attack skill a1 is increased after the target data is updated, then after the target data is updated, the defense attribute value of the skill-releasing object is also not considered. Under preset calibration conditions, the maximum damage value caused to the life attribute of the skill-releasing object by the target skill released under the same release conditions (i.e., releasing the target skill in the target area according to the first release order) becomes 30 points (equivalent to increasing the basic damage value of attack skill a1, which will make the attack effect of attack skill a1 stronger when released under the same conditions).
[0098] S402: Determine the second action result according to the predicted maximum damage and the first action result.
[0099] Specifically, when the first action result determined in the above step S303 is: the ratio of the damage value range in step S303 to the maximum historical damage (the maximum historical damage obtained under preset calibration conditions), as an optional embodiment, in step S402, the product of the predicted maximum damage and the first action result can be determined as the second action result.
[0100] As an example, take the target skill being attack skill a1, and the first release order of the target skill being the release order of a combo consisting of attack skill a1 + attack skill b2. If, in multiple historical action results before the target data is updated, the range of damage values caused to the skill-releasing object by attack skill a1 released in the first release order is A, under preset calibration conditions, the defense attribute value of the skill-releasing object is regarded as 0, and the maximum historical damage value that attack skill a1 can cause to the skill-releasing object under the same release conditions is B; in the new version of the game, after the target data is updated, the defense attribute value of the skill-releasing object is also not considered. Under preset calibration conditions, it is predicted that the maximum damage value caused to the skill-releasing object by the target skill released under the same release conditions becomes C; at this time, based on the first action result A / B and the above-mentioned maximum damage value C, it can be calculated that the second action result of the skill-releasing object in the new version of the game after the target data is updated by the target skill is: C×A / B.
[0101] When the possible influence of other character attributes other than life attribute on the result of skill effect is not considered, different from the method described in the above steps S301-S303, in another optional embodiment, as shown in FIG. Figure 5 As shown, Figure 5 A flow chart of a second method for determining a first action result provided by an embodiment of the present application is shown, wherein the method includes steps S501-S502; specifically:
[0102] S501: Acquire the first release range and the first release order from the target operation information.
[0103] Here, for the specific contents of the first release range and the first release order obtained in step S501, reference may be made to the relevant description in the aforementioned step S102, and the repeated parts will not be repeated here.
[0104] S502, under the condition that the first game character releases the target skill to the skill releasing object according to the first release order and the first release range, the health value change result of the skill releasing object after being affected by the target skill is determined as the first action result based on the target data before updating.
[0105] Here, in step S502, regardless of whether the target skill is an attack skill, the first action result can be obtained directly from the multiple historical action results included in the target operation information, without considering the above-mentioned preset calibration conditions. Before the target data is updated, when the first game character releases the target skill to the skill releasing object according to the above-mentioned first release order and the above-mentioned first release range, the health value change result of the skill releasing object after being affected by the target skill is obtained as the first action result; for example, before the target data is updated, when the first game character releases the target skill to the skill releasing object according to the above-mentioned first release order and the above-mentioned first release range, the health value change result of the skill releasing object after being affected by the target skill is A1; wherein A1 can be a numerical change range (such as a damage value of 10 points to 20 points).
[0106] Regarding the specific execution process of the above step S102, when the first action result is determined according to the method described in the above steps S501-S502, based on the obtained first action result, such as Figure 6 As shown, Figure 6 The flowchart of the second method for predicting the second action result provided by the embodiment of the present application is shown. The method includes steps S601-S603. Specifically:
[0107] S601, according to each skill that needs to be released in sequence when releasing the target skill in the first release order, determine the sub-action result of each skill on the health value of the skill release object from the first action result.
[0108] For example, let's take the target skill as attack skill a1, and the first release order of the target skill as the release order of the combo consisting of attack skill a1 + attack skill b2. If the new version of the game only increases the basic damage value of attack skill a1, then the historical damage value A1 caused by attack skill a1 to the skill release object before the target data is updated, and the historical damage value B1 caused by attack skill b1 to the skill release object before the target data is updated can be obtained from the first action result.
[0109] S602: Update the target sub-action result included in the first action result according to the updated target data, and use the updated first action result as the second action result.
[0110] Here, based on the specific implementation process of the aforementioned steps, it can be known that the first action result includes the skill action result of each skill released in the first release order on the skill release object. On this basis, when predicting the second action result, it is only necessary to replace the skill action result of the target skill included in the first action result (that is, the above-mentioned target sub-action result) according to the updated target data.
[0111] Here, the target sub-action result represents the sub-action result of the target skill on the health value of the skill-releasing object; wherein, for different types of target skills, the updated target sub-action result can be calculated in different ways.
[0112] Specifically, when the target skill is a pure damage-type attack skill, taking the example of reducing the basic damage value caused by the target skill by 10%, if the damage value caused by the target skill to the skill release object before the target data is updated is A1 (equivalent to the above-mentioned target sub-action result before the update is A1), then according to the updated target data (that is, the basic damage value caused by the target skill is reduced to 90% of the original basic damage value), it can be determined that the damage value caused by the target skill to the skill release object after the target data is updated is A1×90% (that is, the above-mentioned target sub-action result after the update is A1×90%).
[0113] Specifically, when the target skill is a mixed attack skill consisting of a negative skill + a damage skill, taking the target skill as an example, which is a mixed attack skill that continuously attacks the skill-releasing object within the skill control time, if the target skill is before the target data is updated (skill control time is n seconds, damage output per second is a), the damage value caused to the skill-releasing object is: n×a (that is, the above-mentioned target sub-action result before the update); when the skill control time of the target skill is reduced by 1 second in the new version of the game, according to the updated target data (that is, the skill control time of the target skill becomes n-1 seconds), it can be determined that the damage value caused to the skill-releasing object by the target skill after the target data is updated is: (n-1)×a (that is, the above-mentioned target sub-action result after the update).
[0114] Specifically, when the target skill is a mixed attack skill with an attack gain, if the target skill is before the target data is updated (attack gain percentage m1, simple damage output b), the damage value caused to the skill-releasing object is: m1×b; when the attack gain percentage of the target skill is lowered to m2 in the new version of the game, then according to the updated target data (that is, the attack gain percentage of the target skill becomes m2), it can be determined that after the target data is updated, the damage value caused to the skill-releasing object is: m2×b (that is, the updated result of the above-mentioned target sub-action).
[0115] As an example, take the target skill a1 which is a pure damage type attack skill as an example. If the first release order of the target skill is the release order of a combo consisting of attack skill a1 + attack skill b2, where, in the first action result, before the target data is updated, the damage value caused by attack skill a1 to the skill release object is A1, and the damage value caused by attack skill b1 to the skill release object is B1, then when the basic damage value caused by attack skill a1 in the new version of the game is reduced by 10%, it can be predicted that the second action result will be: A1×90%+B1.
[0116] In the embodiment of the present application, in addition to the two methods for predicting the second action result described in steps S401-S402 and steps S601-S602, if the actual game field of view of the first game character in the game scene may affect the second action result, in another optional implementation scheme, such as Figure 7 As shown, Figure 7 The flowchart of the third method for predicting the second action result provided by the embodiment of the present application is shown. The method includes steps S701-S703; specifically:
[0117] S701: Determine, based on a current target field of view of the first game character in the game scene, a target loss coefficient that matches the target field of view from a plurality of preset loss coefficients.
[0118] Here, the larger the target field of view of the first game character in the game scene, the smaller the target loss coefficient corresponding to the target field of view; for example, when the field of view of the target field of view is relatively clear, the target loss coefficient that matches the target field of view is determined to be 10% from the preset multiple loss coefficients; when a shadow map and multiple released skills appear in the game scene, resulting in a smaller target field of view, the target loss coefficient that matches the target field of view can be determined to be 30% from the preset multiple loss coefficients.
[0119] S702: Convert the maximum damage value according to the target loss coefficient to obtain actual damage that the first game character can cause to the skill release object within the target field of view.
[0120] As an example, taking the target loss coefficient as 10%, the maximum damage value C obtained in step S401 is converted according to the target loss coefficient. It can be obtained that under the same release conditions (i.e., releasing the target skill in the target area according to the first release order), the actual damage that can be caused to the life attributes of the skill-releasing object within the target field of view is: maximum damage value C×90%.
[0121] S703: Determine the second action result according to the actual damage and the first action result.
[0122] Here, the implementation of step S703 is the same as that of the above-mentioned step S402, and the repeated parts are not repeated here.
[0123] Regarding the specific execution process of the above step S103, in addition to displaying the predicted second action result on the graphical user interface, as shown in FIG. Figure 8a As shown, Figure 8a A flow chart of a method for highlighting each skill released in a first release order provided by an embodiment of the present application is shown. After executing step S103, the method includes steps S801-S802. Specifically:
[0124] S801, predicting the remaining health of the skill-releasing object after the target data is updated based on the skill damage to the skill-releasing object represented by the second action result and the current health of the skill-releasing object.
[0125] For example, the predicted result of the second effect is: causing the life attribute value of the skill-releasing object to decrease by 10-20 points. If the current life attribute value of the skill-releasing object is 50 points, it can be determined that the remaining life attribute value of the skill-releasing object after being affected by the various skills released in the first release order is: 40-30 points.
[0126] S802, in response to the remaining health value being less than or equal to the target health threshold, displaying on the graphical user interface, in accordance with a second display style, the skill identifiers of each skill that needs to be released in sequence when releasing the target skill in the first release order.
[0127] Here, the target life threshold is used to represent the life attribute value that can kill the skill release object. For example, if the life attribute value of the target skill release object in the game is lower than 30 points, the skill release object can be killed, then the above target life threshold can be determined to be 30 points.
[0128] Specifically, taking the target life threshold as 30 points as an example, Figure 8b As shown, Figure 8b A schematic diagram of an interface provided by an embodiment of the present application is shown for highlighting each skill released in the first release order on a graphical user interface. The example in which the first release order of the target skill is the release order of a combo combination consisting of attack skill a1 + attack skill b2 is still taken. After the game version is updated, the basic damage value of the attack skill a1 of the first game character 210 in the new version of the game is increased by 10%. At this time, in the new version of the game, when the player uses the first game character 210, based on the increased basic damage value of the attack skill a1 and the damage value caused to the enemy game character 220 by releasing the target skill in the original first release order before the increase (i.e., the first action result), the damage that can be caused to the enemy game character under the same release conditions according to the current increased basic damage value is determined. The value (i.e., the second action result) is: reducing the health value by 50 points-80 points. If the current health attribute value of the enemy game character 220 is 100 points, then based on the above-mentioned life attribute information change range represented by the second action result, it is determined that the remaining health value of the enemy game character 220 affected by the target skill after the target data is updated is: 50 points-20 points. At this time, since the remaining health value is 30 points lower than the target health threshold, the skill identifier 810 of the attack skill a1 and the skill identifier 820 of the attack skill b1 can be highlighted on the graphical user interface 200 to prompt the player to use the target skill to attack the enemy game character 220 under the same conditions, which is easy to reduce the health value of the enemy game character 220 to below the killing line and complete the killing of the enemy game character 220.
[0129] It should be noted that the relevant explanation content of the above-mentioned second display style can refer to the first display style in the aforementioned step S103, and the repeated parts will not be repeated here. The embodiment of the present application also does not impose any limitation on the specific style type of the second display style.
[0130] Based on the above-mentioned method for displaying information in the game provided by the embodiment of the present application, in response to the target data update in the game, the target operation information associated with the target data is obtained from the historical operation information for the first game character; in response to the target area in the game scene containing a skill release object, based on the first action result of the skill release object being acted upon by the target skill before the target data is updated, the second action result of the skill release object being acted upon by the target skill after the target data is updated is predicted; and the predicted second action result is displayed on the graphical user interface. In this way, when the data in the game is updated, the present application can help players to more intuitively and conveniently view the difference in skill action results before and after the data update for the same skill release object during the actual game process, which is conducive to improving the player's human-computer interaction efficiency.
[0131] Based on the same inventive concept, the present application also provides a display device corresponding to the method for displaying information in the above-mentioned game. Since the principle of solving the problem by the display device in the embodiment of the present application is similar to the method for displaying information in the above-mentioned game in the embodiment of the present application, the implementation of the display device can refer to the implementation of the above-mentioned display method, and the repeated parts will not be repeated.
[0132] Reference Figure 9 As shown, Figure 9 A schematic diagram of the structure of a device for displaying information in a game provided by an embodiment of the present application is shown. A graphical user interface is provided by a terminal device corresponding to a first game character. The graphical user interface displays at least a portion of a game scene. The display device includes:
[0133] A first response module 901 is configured to respond to target data updates in the game by acquiring target operation information associated with the target data from historical operation information for the first game character; wherein the target data represents game data that can affect the effect of a target skill on a skill release object;
[0134] A first determining module 902 is configured to, in response to a target area in the game scene containing the skill-releasing object, predict a second effect result of the skill-releasing object being affected by the target skill after the target data is updated, based on a first effect result of the skill-releasing object being affected by the target skill before the target data is updated; wherein the target area and the first effect result are determined based on the target operation information;
[0135] The first display module 903 is configured to display the predicted second action result on the graphical user interface.
[0136] In an optional embodiment, the target data includes: skill parameters of the target skill and / or equipment parameters of the target virtual equipment; wherein, the target virtual equipment represents virtual equipment that can add to the result of the skill-releasing object being affected by the target skill.
[0137] In an optional implementation scheme, the target operation information includes: the first release order of the target skill, the first release range of the target skill, and multiple historical action results of the skill release object after being acted upon by the target skill; wherein, the first release order represents the most frequently used skill release order when the first game character releases the target skill to the skill release object; the first release range represents the most frequently used skill release range when the first game character releases the target skill to the skill release object.
[0138] In an optional implementation, the first determining module 902 is configured to determine the target area in the game scene by:
[0139] Acquire the first release range of the target skill from the target operation information;
[0140] According to the position of the first game character in the game scene and the first release range, an area within the first release range from the position of the character in the game scene is determined as the target area.
[0141] In an optional embodiment, the target skill is an attack skill, and the first determining module 902 is configured to determine a first effect result of the target skill on the skill-releasing object before the target data is updated by the following method:
[0142] Obtaining, from the multiple historical action results included in the target operation information, historical damage caused to the skill-releasing object when the first game character releases the target skill in the first release order;
[0143] Determining, based on the defense attribute of the skill release target and from each of the acquired historical damages, the maximum historical damage caused to the skill release target under a preset calibration condition; wherein the preset calibration condition represents ignoring the effect of the defense attribute of the skill release target on the historical damage;
[0144] The first action result is determined according to the damage value range interval of each of the historical damage components and the maximum historical damage.
[0145] In an optional embodiment, the first determining module 902 is configured to determine a first effect result of the target skill acting on the skill-releasing object before the target data is updated by the following method:
[0146] Acquire the first release range and the first release order from the target operation information;
[0147] Under the condition that the first game character releases the target skill to the skill releasing object according to the first release order and the first release range, the health value change result of the skill releasing object after being affected by the target skill is determined as the first action result based on the target data before updating.
[0148] In an optional embodiment, when predicting a second result of the target skill being applied to the skill-releasing object after the target data is updated based on a first result of the target skill being applied to the skill-releasing object before the target data is updated, the first determining module 902 is configured to:
[0149] Under the preset calibration conditions, based on the updated target data, predicting the maximum damage caused to the skill-releasing object when the first game character releases the target skill in the target area according to the first release order;
[0150] The second action result is determined based on the predicted maximum damage and the first action result.
[0151] In an optional embodiment, when predicting a second result of the target skill being applied to the skill-releasing object after the target data is updated based on a first result of the target skill being applied to the skill-releasing object before the target data is updated, the first determining module 902 is configured to:
[0152] Determining, from the first action results, a sub-action result of each skill on the health of the skill-releasing target based on each skill that needs to be released in sequence when releasing the target skill in the first release order;
[0153] According to the updated target data, the target sub-action result included in the first action result is updated, and the updated first action result is used as the second action result; wherein, the target sub-action result represents the sub-action result produced by the target skill on the life value of the skill-releasing object.
[0154] In an optional implementation, the first display module 903 is specifically configured to:
[0155] The second action result is displayed at a target position on the graphical user interface in a first display style; wherein the target position represents the display position of the health value of the skill-releasing object on the graphical user interface.
[0156] In an optional embodiment, the target skill is an attack skill. After the predicted second action result is displayed on the graphical user interface, the first display module 903 is further configured to:
[0157] Predicting the remaining health of the skill-releasing object after the target data is updated based on the skill damage to the skill-releasing object represented by the second action result and the current health of the skill-releasing object;
[0158] In response to the remaining health value being less than or equal to the target health threshold, the skill identifiers of each skill that needs to be released in sequence when releasing the target skill in the first release order are displayed on the graphical user interface in a second display style.
[0159] In an optional embodiment, when determining the second action result based on the predicted maximum damage and the first action result, the first determining module 902 is configured to:
[0160] According to the current target field of view of the first game character in the game scene, determining a target loss coefficient that matches the target field of view from a plurality of preset loss coefficients;
[0161] Converting the maximum damage according to the target loss coefficient to obtain actual damage that the first game character can cause to the skill release target within the target field of view;
[0162] The second action result is determined based on the actual damage and the first action result.
[0163] Based on the above-mentioned in-game information display device provided by the embodiment of the present application, in response to the target data update in the game, the target operation information associated with the target data is obtained from the historical operation information for the first game character; in response to the target area in the game scene containing a skill-releasing object, based on the first action result of the skill-releasing object being acted upon by the target skill before the target data is updated, the second action result of the skill-releasing object being acted upon by the target skill after the target data is updated is predicted; and the predicted second action result is displayed on the graphical user interface. In this way, when the data in the game is updated, the present application can help players to more intuitively and conveniently view the difference in skill action results before and after the data update for the same skill-releasing object during the actual game process, which is conducive to improving the player's human-computer interaction efficiency.
[0164] Based on the same inventive concept, Figure 10 A schematic structural diagram of an electronic device 1000 provided in an embodiment of the present application includes: a processor 1001, a memory 1002, and a bus 1003. The memory 1002 stores machine-readable instructions executable by the processor 1001. When the electronic device 1000 runs a method for displaying information in a game as described in the embodiment, the processor 1001 communicates with the memory 1002 via the bus 1003, and the processor 1001 executes the machine-readable instructions. The electronic device 1000 provides a graphical user interface through a terminal device corresponding to a first game character. When the processor 1001 executes the machine-readable instructions, the following steps are implemented, specifically:
[0165] In response to an update of target data in the game, obtaining target operation information associated with the target data from historical operation information for the first game character; wherein the target data represents game data that can affect the effect of the target skill on the skill release object;
[0166] In response to the skill-releasing object being included in a target area in the game scene, predicting a second action result of the target skill being applied to the skill-releasing object after the target data is updated based on a first action result of the target skill being applied to the skill-releasing object before the target data is updated; wherein the target area and the first action result are determined based on the target operation information;
[0167] The predicted second action result is displayed on the graphical user interface.
[0168] In an optional embodiment, the target data includes: skill parameters of the target skill and / or equipment parameters of the target virtual equipment; wherein, the target virtual equipment represents virtual equipment that can add to the result of the skill-releasing object being affected by the target skill.
[0169] In an optional implementation scheme, the target operation information includes: the first release order of the target skill, the first release range of the target skill, and multiple historical action results of the skill release object after being acted upon by the target skill; wherein, the first release order represents the most frequently used skill release order when the first game character releases the target skill to the skill release object; the first release range represents the most frequently used skill release range when the first game character releases the target skill to the skill release object.
[0170] In an optional implementation manner, the processor 1001 is configured to determine the target area in the game scene by the following method:
[0171] Acquire the first release range of the target skill from the target operation information;
[0172] According to the position of the first game character in the game scene and the first release range, an area within the first release range from the position of the character in the game scene is determined as the target area.
[0173] In an optional embodiment, the target skill is an attack skill, and the processor 1001 is configured to determine a first effect result of the target skill on the skill-releasing object before the target data is updated by the following method:
[0174] Obtaining, from the multiple historical action results included in the target operation information, historical damage caused to the skill-releasing object when the first game character releases the target skill in the first release order;
[0175] Determining, based on the defense attribute of the skill release target and from each of the acquired historical damages, the maximum historical damage caused to the skill release target under a preset calibration condition; wherein the preset calibration condition represents ignoring the effect of the defense attribute of the skill release target on the historical damage;
[0176] The first action result is determined according to the damage value range interval of each of the historical damage components and the maximum historical damage.
[0177] In an optional implementation, the processor 1001 is configured to determine a first effect result of the target skill acting on the skill-releasing object before the target data is updated by the following method:
[0178] Acquire the first release range and the first release order from the target operation information;
[0179] Under the condition that the first game character releases the target skill to the skill releasing object according to the first release order and the first release range, the health value change result of the skill releasing object after being affected by the target skill is determined as the first action result based on the target data before updating.
[0180] In an optional embodiment, when predicting a second result of the target skill being applied to the skill-releasing object after the target data is updated based on a first result of the target skill being applied to the skill-releasing object before the target data is updated, the processor 1001 is configured to:
[0181] Under the preset calibration conditions, based on the updated target data, predicting the maximum damage caused to the skill-releasing object when the first game character releases the target skill in the target area according to the first release order;
[0182] The second action result is determined based on the predicted maximum damage and the first action result.
[0183] In an optional embodiment, when predicting a second result of the target skill being applied to the skill-releasing object after the target data is updated based on a first result of the target skill being applied to the skill-releasing object before the target data is updated, the processor 1001 is configured to:
[0184] Determining, from the first action results, a sub-action result of each skill on the health of the skill-releasing target based on each skill that needs to be released in sequence when releasing the target skill in the first release order;
[0185] According to the updated target data, the target sub-action result included in the first action result is updated, and the updated first action result is used as the second action result; wherein, the target sub-action result represents the sub-action result produced by the target skill on the life value of the skill-releasing object.
[0186] In an optional embodiment, when displaying the predicted second action result on the graphical user interface, the processor 1001 is specifically configured to:
[0187] The second action result is displayed at a target position on the graphical user interface in a first display style; wherein the target position represents the display position of the health value of the skill-releasing object on the graphical user interface.
[0188] In an optional embodiment, the target skill is an attack skill. After the predicted second action result is displayed on the graphical user interface, the processor 1001 is further configured to:
[0189] Predicting the remaining health of the skill-releasing object after the target data is updated based on the skill damage to the skill-releasing object represented by the second action result and the current health of the skill-releasing object;
[0190] In response to the remaining health value being less than or equal to the target health threshold, the skill identifiers of each skill that needs to be released in sequence when releasing the target skill in the first release order are displayed on the graphical user interface in a second display style.
[0191] In an optional embodiment, when determining the second action result based on the predicted maximum damage and the first action result, the processor 1001 is configured to:
[0192] According to the current target field of view of the first game character in the game scene, determining a target loss coefficient that matches the target field of view from a plurality of preset loss coefficients;
[0193] Converting the maximum damage according to the target loss coefficient to obtain actual damage that the first game character can cause to the skill release target within the target field of view;
[0194] The second action result is determined based on the actual damage and the first action result.
[0195] Based on the above electronic device provided by the embodiment of the present application, in response to the target data update in the game, the target operation information associated with the target data is obtained from the historical operation information for the first game character; in response to the target area in the game scene containing a skill release object, based on the first action result of the skill release object being acted upon by the target skill before the target data is updated, the second action result of the skill release object being acted upon by the target skill after the target data is updated is predicted; and the predicted second action result is displayed on the graphical user interface. In this way, when the data in the game is updated, the present application can help players to more intuitively and conveniently view the difference in skill action results before and after the data update for the same skill release object during the actual game process, which is conducive to improving the player's human-computer interaction efficiency.
[0196] Based on the same inventive concept, an embodiment of the present application further provides a computer-readable storage medium, wherein a computer program is stored on the computer-readable storage medium. The computer program is executed by a processor at runtime to provide a graphical user interface through a terminal device corresponding to a first game character. The processor performs the following steps:
[0197] In response to an update of target data in the game, obtaining target operation information associated with the target data from historical operation information for the first game character; wherein the target data represents game data that can affect the effect of the target skill on the skill release object;
[0198] In response to the skill-releasing object being included in a target area in the game scene, predicting a second action result of the target skill being applied to the skill-releasing object after the target data is updated based on a first action result of the target skill being applied to the skill-releasing object before the target data is updated; wherein the target area and the first action result are determined based on the target operation information;
[0199] The predicted second action result is displayed on the graphical user interface.
[0200] In an optional embodiment, the target data includes: skill parameters of the target skill and / or equipment parameters of the target virtual equipment; wherein, the target virtual equipment represents virtual equipment that can add to the result of the skill-releasing object being affected by the target skill.
[0201] In an optional implementation scheme, the target operation information includes: the first release order of the target skill, the first release range of the target skill, and multiple historical action results of the skill release object after being acted upon by the target skill; wherein, the first release order represents the most frequently used skill release order when the first game character releases the target skill to the skill release object; the first release range represents the most frequently used skill release range when the first game character releases the target skill to the skill release object.
[0202] In an optional embodiment, the processor is configured to determine the target area in the game scene by the following method:
[0203] Acquire the first release range of the target skill from the target operation information;
[0204] According to the position of the first game character in the game scene and the first release range, an area within the first release range from the position of the character in the game scene is determined as the target area.
[0205] In an optional embodiment, the target skill is an attack skill, and the processor is configured to determine a first effect result of the target skill on the skill-releasing object before the target data is updated by the following method:
[0206] Obtaining, from the multiple historical action results included in the target operation information, historical damage caused to the skill-releasing object when the first game character releases the target skill in the first release order;
[0207] Determining, based on the defense attribute of the skill release target and from each of the acquired historical damages, the maximum historical damage caused to the skill release target under a preset calibration condition; wherein the preset calibration condition represents ignoring the effect of the defense attribute of the skill release target on the historical damage;
[0208] The first action result is determined according to the damage value range interval of each of the historical damage components and the maximum historical damage.
[0209] In an optional embodiment, the processor is configured to determine a first effect result of the target skill acting on the skill-releasing object before the target data is updated by the following method:
[0210] Acquire the first release range and the first release order from the target operation information;
[0211] Under the condition that the first game character releases the target skill to the skill releasing object according to the first release order and the first release range, the health value change result of the skill releasing object after being affected by the target skill is determined as the first action result based on the target data before updating.
[0212] In an optional embodiment, when predicting a second result of the target skill being applied to the skill-releasing object after the target data is updated based on a first result of the target skill being applied to the skill-releasing object before the target data is updated, the processor is configured to:
[0213] Under the preset calibration conditions, based on the updated target data, predicting the maximum damage caused to the skill-releasing object when the first game character releases the target skill in the target area according to the first release order;
[0214] The second action result is determined based on the predicted maximum damage and the first action result.
[0215] In an optional embodiment, when predicting a second result of the target skill being applied to the skill-releasing object after the target data is updated based on a first result of the target skill being applied to the skill-releasing object before the target data is updated, the processor is configured to:
[0216] Determining, from the first action results, a sub-action result of each skill on the health of the skill-releasing target based on each skill that needs to be released in sequence when releasing the target skill in the first release order;
[0217] According to the updated target data, the target sub-action result included in the first action result is updated, and the updated first action result is used as the second action result; wherein, the target sub-action result represents the sub-action result produced by the target skill on the life value of the skill-releasing object.
[0218] In an optional embodiment, when displaying the predicted second action result on the graphical user interface, the processor is specifically configured to:
[0219] The second action result is displayed at a target position on the graphical user interface in a first display style; wherein the target position represents the display position of the health value of the skill-releasing object on the graphical user interface.
[0220] In an optional embodiment, the target skill is an attack skill, and after displaying the predicted second action result on the graphical user interface, the processor is further configured to:
[0221] Predicting the remaining health of the skill-releasing object after the target data is updated based on the skill damage to the skill-releasing object represented by the second action result and the current health of the skill-releasing object;
[0222] In response to the remaining health value being less than or equal to the target health threshold, the skill identifiers of each skill that needs to be released in sequence when releasing the target skill in the first release order are displayed on the graphical user interface in a second display style.
[0223] In an optional embodiment, when determining the second action result based on the predicted maximum damage and the first action result, the processor is configured to:
[0224] According to the current target field of view of the first game character in the game scene, determining a target loss coefficient that matches the target field of view from a plurality of preset loss coefficients;
[0225] Converting the maximum damage according to the target loss coefficient to obtain actual damage that the first game character can cause to the skill release target within the target field of view;
[0226] The second action result is determined based on the actual damage and the first action result.
[0227] Based on the above-mentioned computer-readable storage medium provided by the embodiment of the present application, in response to the target data update in the game, the target operation information associated with the target data is obtained from the historical operation information for the first game character; in response to the target area in the game scene containing a skill-releasing object, based on the first action result of the skill-releasing object being acted upon by the target skill before the target data is updated, the second action result of the skill-releasing object being acted upon by the target skill after the target data is updated is predicted; and the predicted second action result is displayed on the graphical user interface. In this way, when the data in the game is updated, the present application can help players to more intuitively and conveniently view the difference in skill action results before and after the data update for the same skill-releasing object during the actual game process, which is conducive to improving the player's human-computer interaction efficiency.
[0228] In an embodiment of the present application, when the computer program is run by the processor, it can also execute other machine-readable instructions to execute the display method as described elsewhere in the embodiment. For the specific execution method steps and principles, please refer to the description of the embodiment and will not be repeated here.
[0229] In the embodiments provided in this application, it should be understood that the disclosed devices and methods can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interface, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.
[0230] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.
[0231] In addition, each functional unit in the embodiments provided in the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
[0232] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application, 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, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0233] It should be noted that similar numbers and letters represent similar items in the following figures. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are only used to distinguish the description and are not to be understood as indicating or implying relative importance.
[0234] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present application, which are used to illustrate the technical solutions of the present application, rather than to limit them. The scope of protection of the present application is not limited thereto. Although the present application has been described in detail with reference to the above-described 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-described embodiments within the technical scope disclosed in the present application, or make equivalent replacements for some of the technical features thereof. However, these modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present application. They should all be included in the scope of protection of the present application. Therefore, the scope of protection of the present application should be based on the scope of protection of the claims.
Claims
1. A method for displaying information in a game, characterized in that: A graphical user interface is provided by a terminal device corresponding to the first game character, wherein at least a portion of the game scene is displayed on the graphical user interface, and the display method includes: In response to an update of target data in the game, obtaining target operation information associated with the target data from historical operation information for the first game character; wherein the target data represents game data that can affect the effect of the target skill on the skill release object; In response to the skill-releasing object being included in a target area in the game scene, predicting a second action result of the target skill being applied to the skill-releasing object after the target data is updated based on a first action result of the target skill being applied to the skill-releasing object before the target data is updated; wherein the target area and the first action result are determined based on the target operation information; The predicted second action result is displayed at a target position on the graphical user interface in a first display style; wherein the target position represents the display position of the health value of the skill-releasing object on the graphical user interface.
2. The display method according to claim 1, wherein: The target data includes: skill parameters of the target skill and / or equipment parameters of the target virtual equipment; wherein the target virtual equipment represents virtual equipment that can add to the effect of the target skill on the skill-releasing object.
3. The display method according to claim 1, wherein: The target operation information includes: the first release order of the target skill, the first release range of the target skill, and multiple historical action results after the skill release object is affected by the target skill; wherein, the first release order represents the most frequently used skill release order when the first game character releases the target skill to the skill release object; the first release range represents the most frequently used skill release range when the first game character releases the target skill to the skill release object.
4. The display method according to claim 3, wherein: The target area in the game scene is determined by the following method: Acquire the first release range of the target skill from the target operation information; According to the position of the first game character in the game scene and the first release range, an area within the first release range from the position of the character in the game scene is determined as the target area.
5. The display method according to claim 3, wherein: The target skill is an attack skill. The first effect of the target skill on the skill-releasing object before the target data is updated is determined by the following method: Obtaining, from the multiple historical action results included in the target operation information, historical damage caused to the skill-releasing object when the first game character releases the target skill in the first release order; Determining, based on the defense attribute of the skill release target and from each of the acquired historical damages, the maximum historical damage caused to the skill release target under a preset calibration condition; wherein the preset calibration condition represents ignoring the effect of the defense attribute of the skill release target on the historical damage; The first action result is determined according to the damage value range interval of each of the historical damage components and the maximum historical damage.
6. The display method according to claim 3, wherein: Determine the first effect result of the target skill on the skill-releasing object before the target data is updated by the following method: Acquire the first release range and the first release order from the target operation information; Under the condition that the first game character releases the target skill to the skill releasing object according to the first release order and the first release range, the health value change result of the skill releasing object after being affected by the target skill is determined as the first action result based on the target data before updating.
7. The display method according to claim 5, characterized in that: The predicting, based on a first action result of the target skill acting on the skill-releasing object before the target data is updated, a second action result of the target skill acting on the skill-releasing object after the target data is updated, includes: Under the preset calibration conditions, based on the updated target data, predicting the maximum damage caused to the skill-releasing object when the first game character releases the target skill in the target area according to the first release order; The second action result is determined based on the predicted maximum damage and the first action result.
8. The display method according to claim 6, wherein: The predicting, based on a first action result of the target skill acting on the skill-releasing object before the target data is updated, a second action result of the target skill acting on the skill-releasing object after the target data is updated, includes: Determining, from the first action results, a sub-action result of each skill on the health of the skill-releasing target based on each skill that needs to be released in sequence when releasing the target skill in the first release order; According to the updated target data, the target sub-action result included in the first action result is updated, and the updated first action result is used as the second action result; wherein, the target sub-action result represents the sub-action result produced by the target skill on the life value of the skill-releasing object.
9. The display method according to claim 3, wherein: The target skill is an attack skill. After displaying the predicted second action result at the target position on the graphical user interface in a first display style, the display method further includes: Predicting the remaining health of the skill-releasing object after the target data is updated based on the skill damage to the skill-releasing object represented by the second action result and the current health of the skill-releasing object; In response to the remaining health value being less than or equal to the target health threshold, the skill identifiers of each skill that needs to be released in sequence when releasing the target skill in the first release order are displayed on the graphical user interface in a second display style.
10. The display method according to claim 7, wherein: Determining the second action result according to the predicted maximum damage and the first action result includes: According to the current target field of view of the first game character in the game scene, determining a target loss coefficient that matches the target field of view from a plurality of preset loss coefficients; Converting the maximum damage according to the target loss coefficient to obtain actual damage that the first game character can cause to the skill release target within the target field of view; The second action result is determined based on the actual damage and the first action result.
11. A device for displaying information in a game, characterized in that: A graphical user interface is provided by a terminal device corresponding to the first game character, wherein at least a portion of the game scene is displayed on the graphical user interface, and the display device includes: a first response module, configured to respond to target data updates in the game by acquiring target operation information associated with the target data from historical operation information for the first game character; wherein the target data represents game data that can affect the effect of a target skill on a skill release object; a first determining module configured to, in response to a target area in the game scene containing the skill-releasing object, predict a second action result of the skill-releasing object being acted upon by the target skill after the target data is updated, based on a first action result of the skill-releasing object being acted upon by the target skill before the target data is updated; wherein the target area and the first action result are determined based on the target operation information; The first display module is used to display the predicted second action result at a target position on the graphical user interface in a first display style; wherein the target position represents the display position of the health value of the skill-releasing object on the graphical user interface.
12. An electronic device, characterized in that: include: A processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor and the memory communicate via the bus. When the machine-readable instructions are executed by the processor, the steps of the method for displaying information in a game as described in any one of claims 1 to 10 are performed.
13. A computer-readable storage medium, characterized in that The computer-readable storage medium stores a computer program, which, when executed by a processor, executes the steps of the method for displaying information in a game as claimed in any one of claims 1 to 10.
Citation Information
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