Information prompting methods, devices, electronic devices and storage media

By using graphical identifier controls on the graphical user interface to display the combo count and special effects of virtual characters, the problem of unintuitive display in existing technologies is solved, improving player operation efficiency and reducing game resource consumption.

CN120022597BActive Publication Date: 2026-05-26NETEASE (HANGZHOU) NETWORK CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2023-11-21
Publication Date
2026-05-26

AI Technical Summary

Technical Problem

In existing technologies, the display of combo counts and special effects of virtual characters in virtual environments is not intuitive enough, making it difficult for players to pay attention and consuming a lot of game resources.

Method used

By displaying graphical identifier controls on the graphical user interface, and using changes in the appearance of sub-identifiers to indicate the number of hits and the special effects that are about to be triggered, the use of game resources is reduced.

Benefits of technology

It provides an intuitive display of combo counts and special effects, reduces the consumption of game resources, and improves player operation efficiency and recognition clarity.

✦ Generated by Eureka AI based on patent content.

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Abstract

This application provides an information prompting method, apparatus, electronic device, and storage medium. It provides a graphical user interface (GUI) via a terminal device, displaying at least a portion of a virtual scene on the GUI. In response to an attack command, it controls a first virtual object to perform a first attack behavior in the virtual scene. The first attack behavior is configured to produce a first hit effect upon hitting a target, and to trigger a second hit effect for each consecutive number of hits. In response to the first attack behavior hitting a target, it provides a first identifier control on the GUI, including a sub-identifier representing the number of hits. Based on the consecutive hit count corresponding to the first attack behavior, it adjusts the display of at least one sub-identifier in the first identifier control to indicate that the first attack behavior has triggered or is about to trigger a second hit effect. This application allows for a more intuitive display of combo counts and special effects, while reducing the consumption of game resources.
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Description

Technical Field

[0001] This application relates to the field of computer application technology, and in particular to an information prompting method, device, electronic device, and storage medium. Background Technology

[0002] In applications based on virtual environments, such as first-person or third-person games, users can control virtual characters in the virtual environment to perform actions such as walking, running, jumping, climbing, shooting, and fighting. Multiple users can also team up online to work together in the same virtual environment to complete a task.

[0003] In related technologies, virtual characters can be equipped with virtual skills, allowing users to control them to perform combo attacks in a virtual environment to trigger special effects. Typically, these technologies use Arabic numerals to count combo hits directly within the virtual environment or on the game interface, and once a certain number of combos are reached, a special effect is described using text.

[0004] The aforementioned descriptions of skill mechanics are not easily noticed by users in the complex and ever-changing real-time combat environment of games. Furthermore, multiple display controls need to be created for different combo counts and special effects, consuming significant game resources. Summary of the Invention

[0005] In view of the above, embodiments of this application provide at least one information prompting method, apparatus, electronic device, and storage medium to overcome at least one of the above-mentioned defects.

[0006] In a first aspect, an exemplary embodiment of this application provides an information prompting method, which provides a graphical user interface through a terminal device. The method includes: displaying at least a portion of a virtual scene on the graphical user interface, the virtual scene including a first virtual object controlled by the terminal device; responding to an attack command, controlling the first virtual object to perform a first attack behavior in the virtual scene, wherein the first attack behavior is configured to produce a first hit effect when hitting a target, and trigger a second hit effect for each consecutive number of hits on the target, wherein the second hit effect is different from the first hit effect; responding to the first attack behavior hitting a target, providing a first identifier control on the graphical user interface including a sub-identifier of the number of times the target is hit, and controlling the adjustment of the expression form corresponding to at least one sub-identifier in the first identifier control based on the consecutive number of hits corresponding to the first attack behavior, so as to prompt the first attack behavior to trigger or be about to trigger a second hit effect through the first identifier control; wherein each sub-identifier in the first identifier control is used to prompt a single hit target of the first attack behavior, and the different expression forms of the sub-identifiers are used to prompt different second hit effects that have been triggered or are about to be triggered.

[0007] Secondly, embodiments of this application also provide an information prompting device that provides a graphical user interface via a terminal device. The device includes: a scene display module that displays at least a portion of a virtual scene on the graphical user interface, the virtual scene including a first virtual object controlled by the terminal device; an interaction control module that, in response to an attack command, controls the first virtual object to perform a first attack behavior in the virtual scene, wherein the first attack behavior is configured to produce a first hit effect upon hitting a target and trigger a second hit effect for each consecutive number of hits, wherein the second hit effect is different from the first hit effect; and an identifier providing module that, in response to the first attack behavior hitting a target, provides a first identifier control on the graphical user interface including a number of sub-identifiers of the number of times the target is hit, and controls the adjustment of the appearance of at least one sub-identifier in the first identifier control based on the consecutive number of hits corresponding to the first attack behavior, so as to prompt the first attack behavior that a second hit effect has been triggered or is about to be triggered through the first identifier control; wherein each sub-identifier in the first identifier control is used to prompt a single hit target of the first attack behavior, and the different appearances of the sub-identifiers are used to prompt different second hit effects that have been triggered or are about to be triggered.

[0008] Thirdly, embodiments of this application also provide an electronic device, a processor, a storage medium, and a bus. The storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the aforementioned information prompting method.

[0009] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the above-described information prompting method.

[0010] The information prompting method, apparatus, electronic device, and storage medium provided in this application embodiment can intuitively display the number of hits and special effects through graphical icons on a graphical user interface.

[0011] Furthermore, in this embodiment, by changing the presentation of the graphical identifier to indicate changes in the number of hits and special effects, the need to create corresponding display controls for different numbers of hits and / or different special effects is avoided, which can effectively reduce the occupation of game resources.

[0012] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0013] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0014] Figure 1 This diagram illustrates an example of an interface for controlling virtual objects to launch attacks in related technologies.

[0015] Figures 2A to 2D This diagram illustrates an example two of the interfaces used in related technologies to control virtual objects for attacks.

[0016] Figure 3 A flowchart illustrating an exemplary embodiment of the present application shows the information prompting method provided.

[0017] Figure 4 A schematic diagram illustrating the first identification control provided in an exemplary embodiment of this application is shown;

[0018] Figure 5 This diagram illustrates a display strategy for multiple consecutive clicks provided by an exemplary embodiment of this application.

[0019] Figure 6 This invention provides a schematic diagram of the structure of an information prompting device according to an exemplary embodiment of the present application.

[0020] Figure 7 This is a schematic diagram of the structure of an electronic device provided in an exemplary embodiment of this application. Detailed Implementation

[0021] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. It should be understood that the drawings in this application are for illustrative and descriptive purposes only and are not intended to limit the scope of protection of this application. Furthermore, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in this application illustrate operations implemented according to some embodiments of this application. It should be understood that the operations in the flowcharts may not be implemented in sequence, and steps without logical contextual relationships may be reversed or implemented simultaneously. In addition, those skilled in the art, guided by the content of this application, may add one or more other operations to the flowcharts, or remove one or more operations from the flowcharts.

[0022] The terms “a,” “an,” “the,” and “the” are used in this specification to indicate the presence of one or more elements / components / etc.; the terms “including” and “having” are used to indicate an open-ended inclusion and to mean that there may be other elements / components / etc. in addition to the listed elements / components / etc.; the terms “first” and “second” are used only as markings and are not a limitation on the number of objects.

[0023] It should be understood that in the embodiments of this application, "at least one" means one or more, and "more than one" means two or more. "And / or" is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A existing alone, A and B existing simultaneously, and B existing alone. The character " / " generally indicates that the related objects before and after it are in an "or" relationship. "Contains A, B and / or C" means containing any one, two, or three of A, B, and C.

[0024] It should be understood that in the embodiments of this application, "B corresponding to A", "B corresponding to A", "A corresponds to B" or "B corresponds to A" means that B is associated with A, and B can be determined based on A. Determining B based on A does not mean that B is determined solely based on A; B can also be determined based on A and / or other information.

[0025] Furthermore, the described embodiments are merely some, not all, of the embodiments of this application. The components of the embodiments of this application described and illustrated herein can typically be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.

[0026] Currently, there are more and more types of games, and the game content is gradually becoming richer. Virtual objects in games can be configured with virtual skills. Players can control virtual objects to perform corresponding virtual skills in the virtual environment by controlling the skill controls provided on the game screen or other quick skill triggering methods.

[0027] The related technologies provide various combat processes for controlling virtual objects to execute attack skills, as shown below. Figure 1 as well as Figures 2A to 2D Let me introduce it.

[0028] Figure 1 This diagram illustrates an example of an interface for controlling virtual objects to launch attacks, based on related technologies.

[0029] like Figure 1 As shown in the example, this example uses a third-person game as an example. The battle interface 1 is provided through a terminal device. The battle interface 1 displays a virtual character 2 controlled by the terminal device. The battle interface 1 and the virtual character 2 are bound together. When the virtual character 2 in the game scene is moved, the battle interface 1 will move accordingly.

[0030] For example, a skill control A can be displayed on the battle interface 1. The skill control A is used to trigger a virtual skill configured on the virtual character 2. The virtual skill is configured to have a combo mechanism to control the virtual character 2 to release the virtual skill to continuously attack the target object 3 in the game scene.

[0031] During gameplay, the number of combos performed by virtual character 2 on target 3 is often displayed using Arabic numerals, such as... Figure 1 As shown in the image, at position 7 on the battle interface 1, the combo count "20" is displayed. Assuming the combo mechanism corresponding to the virtual skill is: after reaching 20 combos, a special effect is triggered... Figure 1 In the related technologies shown, special effects can be expressed by using the text description "xxxxxx" around the Arabic numerals representing the number of hits, as shown in position 8 in the figure.

[0032] Furthermore, related technologies typically link the combo counts and special effects corresponding to the aforementioned virtual skills to the virtual character's health bar, such as... Figure 1 The example shown typically displays at least one piece of character information for the virtual character 2 in the lower left corner of the battle interface 1, including but not limited to: character identifier 4, health bar 5, resource value (e.g., magic value) 6. In this case, the combo count and special effects are displayed around the health bar 4.

[0033] In the above display scheme, combo counts and special effects are displayed in the lower left corner of the battle interface 1. However, for the complex and ever-changing real-time battle environment, and / or for situations with numerous special effects, this display method is not intuitive enough. Furthermore, players cannot maintain their attention for extended periods on text descriptions and numerical recognition, leading to reduced skill operation efficiency. Additionally, it may cause difficulties for players in understanding special mechanics and unclear battlefield identification.

[0034] Figures 2A to 2D This diagram illustrates an example two of the interfaces used in related technologies to control virtual objects for attacks.

[0035] like Figure 2AAs shown, in this example, a battle interface 1 is provided through a terminal device. A virtual character 21 is displayed in the battle interface 1. For example, a skill control A can be displayed on the battle interface 1. The skill control A is used to trigger a virtual skill, which is configured to have a combo mechanism.

[0036] In this example, a character identifier 41 and a health bar 51 are displayed around the virtual character 21 in the game scene, and near the health bar 51, such as Figure 2A In the battle interface shown in Figure 1, position 71 uses Arabic numerals to represent the number of hits. As the number of hits increases, the Arabic numerals displayed at position 71 increase sequentially, such as... Figure 2A-2C The number of hits in a combo is shown as increasing.

[0037] Assuming the combo mechanism for the virtual skill is as follows: after reaching 4 hits, a special effect is triggered. At this point, a skill icon can be displayed at position 71 to indicate the special effect (e.g., ...). Figure 2D (As shown).

[0038] In the above display scheme, the number of combos and special effects are bound to the character model of the virtual character. As the virtual character moves in the game scene, the displayed number of combos and special effects move accordingly, similar to Example 1 above. In complex and ever-changing real-time game environments, and / or in cases with many special effects, they are not easily noticed by players and can easily cause confusion in recognition.

[0039] Furthermore, in the above display scheme, multiple controls need to be created for the combo count and special effects. Specifically, for the combo count, corresponding number controls need to be created for the numbers 1, 2, and 3, and a separate special effects control needs to be created for the special effect triggered by the 4th combo.

[0040] In other words, the solutions described above require creating multiple controls for combo counts and special effects, consuming significant game resources. Furthermore, the solution in Example 2 also displays combo counts and special effects around the health bar, with their display position and style closely tied to the health bar. Typically, to allow users to effectively distinguish between different information, different display styles are used for different information—for example, differentiating the display of combo counts and special effects from the display of the health bar. This results in diverse and inconsistent interface styles, leading to display confusion. Conversely, using the same or similar display styles for different information will cause players to have difficulty identifying them.

[0041] To address at least one of the aforementioned problems, this application proposes a design scheme that utilizes a graphical UI to display combo counts and special skill mechanics during the game process.

[0042] First, the names involved in the embodiments of this application will be introduced.

[0043] Terminal equipment:

[0044] The terminal device involved in this application mainly refers to an intelligent device used to provide game graphics (e.g., game settings / configuration interfaces, game scene presentation interfaces) and to control virtual objects. The terminal device can be, but is not limited to, any of the following: smartphones, tablets, laptops, desktop computers, game consoles, personal digital assistants (PDAs), e-book readers, MP4 (Moving Picture Experts Group Audio Layer IV) players, etc. This terminal device has an application installed and running that supports virtual scenes, such as an application supporting 3D game scenes. This application can be, but is not limited to, any of the following: virtual reality applications, 3D map applications, military simulation applications, MOBA games, multiplayer shooting survival games, and third-person shooter (TPS) games. Optionally, the application can be a standalone application, such as a standalone 3D game application, or a network-based application.

[0045] Graphical User Interface:

[0046] A graphical user interface (GUI) is a human-computer interaction display format that allows users to manipulate icons, icons, or menu options on a screen using input devices such as a mouse, keyboard, and / or game controller. It also allows users to manipulate icons or menu options on a touchscreen terminal by performing touch operations to select commands, launch programs, or perform other tasks. For example, a GUI may include virtual objects such as game characters, NPC characters, and AI characters that execute game logic in a virtual scene. The interface includes any visible controls or elements, such as game controls (e.g., skill controls, movement controls, function controls), indicators (e.g., direction indicators, character indicators), information display areas (e.g., number of defeats, match time), or game setting controls (e.g., system settings, shop, coins), and may also include images, input boxes, text boxes, and other controls, some of which respond to user actions.

[0047] Virtual scene:

[0048] A virtual scene is a virtual environment displayed (or provided) by an application while it is running on a terminal device or server. Optionally, this virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual environment, and can include elements such as sky, land, and ocean. The virtual scene serves as a scenario where the user controls virtual objects to execute game logic. Optionally, the virtual scene can also be used for virtual environment battles between at least two virtual objects, and it contains virtual resources available for use by at least two virtual objects.

[0049] Virtual objects:

[0050] Virtual objects refer to virtual objects within a virtual scene. These virtual objects can be virtual characters controlled by players, including but not limited to at least one of virtual figures, virtual animals, and anime characters, or virtual objects (NPCs) not controlled by players. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual object can be a three-dimensional virtual model. Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a portion of the space in the three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual object achieves different external appearances by wearing different skins. In some implementations, virtual objects can also be implemented using 2.5D or 2D models, and this application does not limit this.

[0051] Multiple virtual objects can exist in a virtual scene. These virtual objects can be virtual characters controlled by the player (i.e., characters controlled by the player through input devices) and / or artificial intelligence (AI) trained and configured for virtual scene battles. Optionally, the virtual object is a virtual character competing in the virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset or dynamically determined based on the number of terminal devices joining the virtual game; this application embodiment does not limit this.

[0052] In an alternative implementation, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the player in various ways, such as rendering it on the terminal device's display screen, or providing it to the player through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.

[0053] This application describes the applicable scenarios. It can be applied to the field of game technology, where multiple players participate in the same virtual game.

[0054] Before entering a virtual match, players can choose different character attributes for their virtual objects, such as identity attributes. Assigning different character attributes determines different factions, allowing players to complete game-assigned tasks at different stages of the virtual match to win. For example, multiple virtual objects with character attribute A can win by eliminating virtual objects with character attribute B during the match. Alternatively, character attributes can be randomly assigned to each virtual object participating in the virtual match upon entry.

[0055] An implementation environment provided in one embodiment of this application may include: a first terminal device, a server, and a second terminal device. The first terminal device and the second terminal device communicate with the server respectively to achieve data communication. In this embodiment, the first terminal device and the second terminal device are each equipped with an application program that executes the information prompting method provided in this application, and the server is a server-side application that executes the information prompting method provided in this application. Through the application program, the first terminal device and the second terminal device can communicate with the server respectively.

[0056] Taking the first terminal device as an example, the first terminal device establishes communication with the server by running an application. In an optional implementation, the server establishes a virtual game based on the game request from the application. The parameters of the virtual game can be determined based on the parameters in the received game request; for example, the parameters may include the number of participants and the character levels. When the first terminal device receives a response from the game server, it displays the virtual scene corresponding to the virtual game through its graphical user interface. The first terminal device is a device controlled by a first user, and the virtual object displayed in the graphical user interface is the player character controlled by that first user. The first user inputs operation commands through the graphical user interface to control the virtual object to perform corresponding operations in the virtual scene.

[0057] Taking a second terminal device as an example, the second terminal device establishes communication with the server by running an application. In an optional implementation, the server establishes a virtual game based on the game request from the application. The parameters of the virtual game can be determined based on the parameters in the received game request; for example, the parameters may include the number of participants and the character levels. When the second terminal device receives a response from the server, it displays the virtual scene corresponding to the virtual game through its graphical user interface. The second terminal device is a device controlled by a second user, and the virtual object displayed in the graphical user interface of the second terminal device is the player character controlled by that second user. The second user inputs operation commands through the graphical user interface to control the virtual object to perform corresponding operations in the virtual scene.

[0058] The server performs data calculations based on the game data reported by the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the graphical user interface to render the corresponding game scene and / or virtual object according to the synchronized data sent by the game server.

[0059] In this embodiment, the virtual objects controlled by the first terminal device and the virtual objects controlled by the second terminal device are virtual objects in the same virtual game. The virtual objects controlled by the first terminal device and the virtual objects controlled by the second terminal device may have the same role attributes or different role attributes. The virtual objects controlled by the first terminal device and the virtual objects controlled by the second terminal device may belong to the same faction or to opposing factions. The game AI virtual objects participating in the virtual game may belong to a faction; for example, they may belong to the faction controlled by the first terminal device or the faction controlled by the second terminal device. Alternatively, the game AI virtual objects may not belong to a faction and may interact with other virtual objects in the virtual game.

[0060] It should be noted that a virtual game can include two or more virtual objects, and different virtual objects can correspond to different terminal devices. In other words, in a virtual game, there are two or more terminal devices that send and synchronize game data with the game server.

[0061] The information prompting method provided in this application embodiment can be applied to any of the following: virtual reality applications, 3D map applications, military simulation applications, multiplayer online battle arena (MOBA) games, multiplayer shooting survival games, third-person shooter games, and first-person shooter games.

[0062] In one embodiment of this application, the information prompting method can run on a local terminal device or a server. When the method runs on a server, it can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0063] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of the control method are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0064] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0065] In one possible implementation, this invention provides an information prompting method that provides a graphical user interface through a terminal device, wherein the terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0066] To facilitate understanding of this application, the information prompting methods, apparatus, electronic devices, and storage media provided in the embodiments of this application will be described in detail below.

[0067] Please see Figure 3 The flowchart illustrates an information prompting method provided in an exemplary embodiment of this application, which is typically applied in game servers, such as the cloud gaming server described above, but this application is not limited thereto.

[0068] like Figure 1 As shown, the information prompting method of the exemplary embodiment of this application specifically includes:

[0069] Step S101: Display at least a portion of the virtual scene on the graphical user interface.

[0070] In this embodiment, a graphical user interface (GUI) is provided via a terminal device, and the virtual scene includes a first virtual object controlled by the terminal device. For example, part or all of the virtual model corresponding to the first virtual object may be displayed in the GUI. For instance, the complete virtual model of the virtual object may be visible in the GUI, or the head or torso may not be visible, but the arms or feet of the virtual object may be visible. Alternatively, the virtual model corresponding to the first virtual object may not be displayed in the GUI, and this application does not impose any limitations on this.

[0071] In this embodiment of the application, the first virtual object is a virtual character controlled by the player participating in this virtual game through a terminal device. For example, the virtual object can be controlled to move in the virtual scene, such as running, jumping, crawling, etc. It can also be controlled to use virtual skills, virtual props, etc. provided in the game to interact with other virtual objects.

[0072] Step S102: In response to the attack command, control the first virtual object to perform the first attack behavior in the virtual scene.

[0073] In this embodiment, the first virtual object is configured with attack skills. The attack command can refer to a control command issued through a terminal device. For example, the attack command can refer to a control command used to manipulate the first virtual object to release its attack skills in a virtual scene. As an example, the attack command can be generated by an external input device (e.g., a keyboard and / or mouse) connected to the terminal device, or, if the terminal device is a device with a touch screen, the attack command can be generated by a touch operation performed on the touch screen.

[0074] In this embodiment of the application, the aforementioned first attack behavior can refer to the interaction behavior between the first virtual object and the target when the first virtual object releases an attack skill at the target in a virtual scene. Here, the attack skill possessed by the first virtual object can include the following situations.

[0075] In one scenario, the attack skill is an ability inherent in the first virtual object itself.

[0076] For example, the attack skill can refer to the basic attack skill of the first virtual object. The skill of the first virtual object itself can be released continuously and multiple times without skill cooldown or skill trigger.

[0077] In another scenario, the attack skill is an ability possessed by the first virtual object through holding virtual items or assembling virtual accessories.

[0078] For example, you can control the first virtual object to pick up virtual items or virtual accessories in the virtual scene. These virtual items or virtual accessories can be randomly generated in the virtual scene, dropped by an enemy virtual object when it is defeated, or obtained by completing virtual tasks in the virtual game.

[0079] When the first virtual object currently possesses the aforementioned virtual items or is equipped with virtual accessories, the first virtual object possesses corresponding attack skills. For example, executing one first attack requires executing one attack skill. The above process is not unlimited in number of uses, but is limited by the virtual object's resource value.

[0080] As an example, the resource value can refer to the resource value that the virtual object has in this virtual game. Each time an attack skill is executed, it consumes one unit of skill consumption value. If the virtual object is alive in this virtual game, the resource value can automatically increase as the virtual object's survival time increases.

[0081] In other words, in the exemplary embodiment of this application, when the first virtual object has the above-mentioned attack skill, in response to the attack command for triggering the attack skill, the first attack behavior generated between the first virtual object and the target is controlled.

[0082] In an exemplary embodiment of this application, the first attack behavior is configured to produce a first hit effect upon hitting a target.

[0083] Specifically, the target that can be hit by the first attack can be a static object or a dynamic object in the virtual scene. For example, the target that can perform the first attack with the first virtual object can be a second virtual object, which is a virtual character participating in this virtual game. This second virtual object can be a virtual character controlled by other players (e.g., a virtual character controlled through other terminal devices). Players can control the second virtual object to move in the virtual scene, such as running, jumping, crawling, etc., and can also control the second virtual object to use virtual skills, virtual items, etc. provided in this virtual game for game interaction. Here, the second virtual object and the first virtual object belong to opposing factions.

[0084] In addition, the aforementioned second virtual object can also be an artificial intelligence character controlled by a non-player. For example, an artificial intelligence (AI) character set up in a virtual scene battle can be trained and configured to move in the virtual scene according to a pre-trained action strategy. It can also control the AI ​​character to use virtual skills, virtual items, etc. provided in this virtual game to interact with other virtual objects.

[0085] Alternatively, the targets mentioned above can also be virtual objects, such as virtual props, ground, buildings, bridges, trees, mountains, vegetation, etc., in a virtual scene. For example, these virtual objects can be attacked and destroyed.

[0086] In the embodiments of this application, the first hit effect produced when the first attack behavior hits the target may include, but is not limited to, at least one of the following: changing the skill configuration parameters of the attack skill, changing the character attributes of the virtual object, and changing the battle status attributes of the virtual game.

[0087] In a preferred example, the aforementioned first hit effect can refer to a skill effect that positively impacts the first virtual object's chances of winning the current virtual match. For instance, changing the skill configuration parameters of an attack skill can include adjusting the attack distance (or attack range) corresponding to the attack skill; for example, changing the attack skill possessed by the first virtual object from a melee attack to a ranged attack, and / or, in the case where the target is a second virtual object, reducing the attack range of the second virtual object.

[0088] For example, changing the role attributes of a virtual object may include, but is not limited to: providing attribute gains to a first virtual object, and / or providing attribute debuffs to a target. For instance, attribute gains may include, but are not limited to, at least one of the following: increasing the virtual object's defense strength, increasing the virtual object's attack strength, and increasing the virtual object's health. Attribute debuffs may include, but are not limited to, at least one of the following: weakening the virtual object's defense strength, reducing the virtual object's health, and reducing the virtual object's resource value.

[0089] Here, the battle status attribute can refer to parameters used to indicate the battle progress of the virtual game. That is, it can include factors that can affect the progress and / or settlement of the virtual game. For example, changing the battle status attribute of the virtual game can include, but is not limited to: extending the time for the first virtual object to complete the virtual task assigned to it in this virtual game, and shortening the time for the second virtual object to complete the virtual task assigned to it in this virtual game.

[0090] In an exemplary embodiment of this application, the first attack behavior is further configured to trigger a second hit effect for each consecutive number of hits on the target.

[0091] The target number is a pre-configured number of skill combos used to trigger the second hit effect for the attack skill. The specific value of the target number can be set according to actual needs. It should be understood that the criteria for judging whether the first attack is a continuous hit can be configured according to actual needs. For example, it can be set that the first virtual object continuously releases the attack skill, which is considered a continuous hit on the target. Alternatively, it can be set that the attack skill released by the first virtual object can continuously and effectively act on the target, such as continuously causing damage to the target, which is considered a continuous hit on the target. The release of the attack skill or the damage caused can be interrupted, as long as two adjacent release operations or damages are within the set time. This application does not impose any restrictions on this.

[0092] Here, the second hit effect triggered by the first attack is different from the first hit effect. Preferably, the impact trend of the second hit effect and the first hit effect on the virtual game's settlement should be consistent. For example, both should be skill effects that positively influence the first virtual object to win the virtual game, or both should be skill effects that negatively influence the first virtual object's opposing faction to win the virtual game.

[0093] For example, the aforementioned second hit effect may include, but is not limited to, at least one of the following: changing the skill configuration parameters of the attack skill, changing the character attributes of the virtual object, or changing the battle status attributes of the virtual game. This application will not elaborate on this part.

[0094] Step S103: In response to the first attack behavior hitting the target, a first identifier control including the number of times the target is hit is provided on the graphical user interface, and the appearance of at least one sub-identifier in the first identifier control is adjusted based on the number of consecutive hits corresponding to the first attack behavior, so as to indicate the second hit effect that the first attack behavior has been triggered or is about to be triggered through the first identifier control.

[0095] In an exemplary embodiment of this application, the first attack behavior is configured to have a combo mechanism, that is, in response to the first attack behavior hitting the target, a first identification control is triggered to be displayed on the graphical user interface.

[0096] For example, the first identifier control refers to a graphical UI control, that is, a combo mechanism of attack skills expressed in a graphical form on a graphical user interface. Preferably, the display position of the first identifier control on the graphical user interface does not change with the changes in the virtual scene content presented in the graphical user interface.

[0097] The aforementioned presentation method for the first identifier control is unaffected by virtual scenes and game perspectives, and is applicable to both first-person and third-person games. Furthermore, since the first identifier control is displayed on the graphical user interface, it allows for a clear and intuitive understanding of the current combo count and special effects, even in scenarios with numerous real-time scene effects.

[0098] The first identifier control includes multiple sub-identifiers. Each sub-identifier in the first identifier control is used to indicate a hit on the target by the first attack behavior. That is, the appearance of each sub-identifier changes accordingly as the number of consecutive hits on the target by the first attack behavior increases.

[0099] For example, the appearance of multiple sub-identifiers can change cyclically in a preset order. Each time the number of consecutive hits on the target is accumulated, the appearance of the corresponding sub-identifier among the multiple sub-identifiers changes once in the preset order.

[0100] In a preferred embodiment, during each change, the appearance of the other sub-identifiers among the plurality of sub-identifiers remains unchanged, except for the sub-identifier whose appearance has changed this time.

[0101] In an exemplary embodiment of this application, the number of sub-identifiers corresponds to the number of hits required to trigger the second hit effect. In a preferred embodiment, in response to a first attack hitting a target, the number of sub-identifiers included in the first identifier control can be determined based on the number of times the second hit effect corresponding to the first attack is triggered, thereby providing a first identifier control including the determined number of sub-identifiers on a graphical user interface. In this way, the number of sub-identifiers included in the first identifier control can be adaptively adjusted for different attack skills.

[0102] Here, by setting the number of sub-identifiers to the target number of times to trigger the second hit effect, players can intuitively observe the correlation between the change in the number of combos and the triggering of special effects through multiple sub-identifiers displayed on the graphical user interface.

[0103] In the embodiments of this application, only a sub-identifier of the target number of times needs to be displayed on the graphical user interface. By controlling the changes in the presentation of the graphical UI, the accumulation of an infinite number of times can be represented, effectively reducing the consumption of game resources.

[0104] To further reduce the consumption of game resources, the number of multiple sub-identifiers can be determined based on the numerical type of the number of times the target is used to trigger the second hit effect.

[0105] For example, when the target number of hits is even, the number of sub-identifiers included in the first identifier control is determined to be two. Based on this, the appearance of the two sub-identifiers is adjusted to reflect that a second hit effect can be triggered every two, four, or six hits. This can minimize the number of identifier controls, thereby further reducing the consumption of game resources.

[0106] For cases where the target number is odd, the number of sub-identifiers included in the first identifier control can be determined by identifying prime numbers other than 1 among the divisors that divide the odd number evenly. For example, if the target number is 3, 9, 15, or 27, the number of sub-identifiers can be determined to be 3. Here, the above method for determining the number of sub-identifiers can also be applied to the case of even numbers, and this application does not impose any restrictions on this.

[0107] In this embodiment, different representations of sub-identifiers are used to indicate different second hit effects that have been triggered or are about to be triggered. In a preferred example, the second hit effect may include multiple sub-hit effects, with one sub-hit effect triggered for each consecutive number of target hits.

[0108] For example, the sub-hit effect triggered each time is different; that is, each time the number of consecutive hits on the target reaches the target number, a different special effect can be triggered. In addition, the sub-hit effects triggered by adjacent hits on the target can be different, while the sub-hit effects triggered by non-adjacent hits on the target can be repeated. For instance, the sub-hit effect triggered the first time the target number is reached is different from the sub-hit effect triggered the second time, and the sub-hit effect triggered the second time is reached different from the sub-hit effect triggered the third time. However, the sub-hit effect triggered the first time the target number is reached can be the same as the sub-hit effect triggered the third time.

[0109] Preferably, the aforementioned attack skill may include two skill phases, for example, a normal skill phase and a special skill phase. In the normal skill phase, the first virtual object is configured to use the attack skill in the virtual scene according to the default skill configuration parameters. At this time, the first attack behavior corresponding to the attack skill is configured to produce a first hit effect when hitting the target. Here, the default skill configuration parameters may refer to the default parameters configured by the game system for the attack skill.

[0110] During the special skill phase, the first virtual object is configured to use an attack skill in the virtual scene according to the triggered hit effect. At this time, the first attack behavior corresponding to the attack skill is configured to produce a second hit effect when hitting the target.

[0111] In an exemplary embodiment of this application, the current skill stage can be characterized by the consistency of the representation of multiple sub-identifiers.

[0112] In one scenario, multiple sub-identifiers may exhibit inconsistent representations, indicating that the current skill level is at the basic level.

[0113] In other words, when the appearance of each sub-identifier in the first identifier control is inconsistent, it is used to indicate that the corresponding sub-hit effect is about to be triggered. At this time, it means that the current state is in the combo charging preparation stage to trigger the corresponding sub-hit effect.

[0114] Here, for cases where the appearance of multiple sub-identifiers changes cyclically in a preset order, if only the appearance of the last sub-identifier in the cyclical change is different from the appearance of the other sub-identifiers, then if the sign is hit again, the corresponding sub-hit effect will be triggered. Players can make strategic deployments in advance by using the changes in the appearance of multiple sub-identifiers as a prompt.

[0115] In another scenario, multiple sub-identifiers exhibit the same form, indicating that the user is currently in a specific skill stage.

[0116] In other words, when all the sub-identifiers in the first identifier control have the same appearance, it is used to indicate that the corresponding sub-hit effect has been triggered. At this time, it means that the current special skill stage is when the corresponding sub-hit effect has been triggered.

[0117] In the above scheme, during the first attack phase, the number of sub-identifiers included in the first identifier control can remain unchanged. Instead, the number of hits against the target and the triggering of special effects can be represented by adjusting the appearance of at least one sub-identifier.

[0118] For example, the presentation may include, but is not limited to, at least one of the following: display color, display pattern, display transparency, display shape, and display size.

[0119] By employing the methods described above, the changes in the representation of sub-identifiers can intuitively reflect the current skill stage and help players plan their battle strategies in advance. Furthermore, the changes in the graphical UI presentation allow players to intuitively understand when special effects are triggered, eliminating the need to focus on combo counts and the correspondence between combo counts and special effects, effectively reducing the user's memory burden.

[0120] In addition, in a preferred embodiment of this application, the display of the first identifier control may not depend on the display position and style of the virtual object's health bar. For example, the first identifier control may be displayed around the crosshair on the graphical user interface, but this application is not limited to this and the first identifier control may also be displayed at other locations on the graphical user interface.

[0121] In this case, the graphical user interface may also include a crosshair, with a first indicator control displayed around the crosshair. Here, the crosshair is used to indicate the aiming direction of the virtual object. For example, the crosshair can be displayed at the center of the graphical user interface, or it can be displayed at other locations on the graphical user interface; this application does not limit this. Furthermore, the aforementioned crosshair can be permanently displayed on the graphical user interface, or it can be displayed on the graphical user interface in response to the fulfillment of a crosshair trigger condition.

[0122] As an example, the aforementioned crosshair triggering conditions may include, but are not limited to: receiving a control command to display the crosshair, detecting that a virtual object is equipped with a virtual weapon with a scope, or detecting that a virtual object possesses target character attributes. For example, the crosshair display can be pre-set to be activated based on target character attributes.

[0123] Here, the aforementioned control command can be a command issued by the terminal device to display a crosshair on the graphical user interface. This control command can be generated by an external input device connected to the terminal device (e.g., pressing a preset button on the external input device). Alternatively, if the terminal device is a device with a touch screen, the aforementioned control command can be generated by a touch operation performed on the touch screen (e.g., selecting a preset virtual button on the touch screen).

[0124] In the above general solution, the display position of the first marker control in the game is determined to be around the crosshair, which can ensure that it can be noticed at all times in complex scene environments. It can be applied to both first-person and third-person perspective games, avoiding the problem of not being able to clearly distinguish when there are too many scene effects.

[0125] It should be understood that this application is not limited to this, and the first identification control may also be displayed around the virtual model corresponding to the target.

[0126] In a preferred embodiment, the display position of the first identifier control on the graphical user interface can be determined according to the game type.

[0127] For example, for shooting games, the first marker control is bound to the crosshair, that is, the first marker control is displayed around the crosshair. For other types of games (or for games that do not require triggering the crosshair), the first marker control is bound to the virtual model corresponding to the target, that is, the first marker control is displayed around the virtual model corresponding to the target.

[0128] The following example illustrates how to adjust the appearance of at least one sub-identifier in the first identifier control.

[0129] For example, the fill color of the first sub-identifier and the second sub-identifier can be updated according to the number of consecutive hits corresponding to the first attack behavior. For example, the first sub-identifier and the second sub-identifier are filled with the same color for each consecutive hit of the target, and the fill color corresponding to adjacent target hits is different. When the number of consecutive hits does not reach the target number, the first sub-identifier and the second sub-identifier are filled with different colors.

[0130] At this point, the appearance of the second identifier control can also be adjusted in the following way: fill the second identifier control with the color of the first sub-identifier and the second sub-identifier for each consecutive number of hits on the target.

[0131] Figure 4 This diagram illustrates a first identification control provided in an exemplary embodiment of this application.

[0132] For example, a graphical UI (i.e., a first identifier control) can be displayed in the area below the crosshair. This graphical UI includes two sub-identifiers, such as... Figure 4 As shown, each sub-identifier is marked by a rectangular grid. Each time a combo is achieved, the grid is filled with the corresponding color. Different combo effects result in different colors filling the grid. In particular, combos that trigger special effects are indicated by dots of the corresponding color above the grid.

[0133] In this example, we assume that the attack skill is configured with a combo mechanism where a special effect is triggered every 2, 4, 6, 8... (even numbers) consecutive hits. For example, two UI slots can be pre-placed around the crosshair. When the first indicator control is not triggered, the UI slots are not displayed on the graphical user interface and are in an empty state.

[0134] When the number of consecutive hits on the target reaches 1, the appearance of a UI slot is changed. For example, when a hit occurs, a UI slot is filled with the first pattern. At this time, the other UI slot may not be displayed on the graphical user interface, or it may be displayed on the graphical user interface in an empty state. This application does not impose any restrictions on this.

[0135] When the target is hit twice consecutively, the appearance of the other UI slot is also changed. For example, when the target is hit twice, the first pattern is also filled into the other UI slot. At this time, the special effect corresponding to the two hits is triggered. Preferably, a second identifier control is displayed above the two UI slots. As shown in the figure, when the target is hit twice, a dot is displayed above the two UI slots, and the appearance of the dot is the same as that of the UI slot. For example, it is filled with the same first pattern or the same color.

[0136] When the target is hit three times consecutively, the appearance of one UI slot is changed. For example, after three hits, a second pattern is filled into one UI slot. At this time, the appearance of the other UI slot remains filled with the first pattern. For example, the display of the second indicator control can be canceled when the target is hit three times consecutively, or the display of the second indicator control can be canceled after the duration of the corresponding special effect for two hits has ended.

[0137] When the target is hit four times consecutively, the appearance of another UI slot is changed. For example, when the target is hit four times, the second pattern is also filled into the other UI slot. At this time, the special effect corresponding to the four hits is triggered. Preferably, a second identifier control is displayed above the two UI slots. As shown in the figure, when the target is hit four times, a dot is displayed above the two UI slots, and the appearance of the dot is the same as that of the UI slot. For example, it is filled with the same second pattern or the same color.

[0138] This cycle is repeated to represent multiple hits and corresponding special effects by adjusting the appearance of the two UI slots. In this example, each time the number of consecutive hits on the target is accumulated, only one appearance parameter is changed. For example, the display shape of each sub-identifier remains unchanged, only the fill pattern (or fill color) changes.

[0139] The example described in this application demonstrates that only two sub-identifiers need to be created. By changing the fill color of these two sub-identifiers, an infinite number can be represented. This uses universal resources to replace Arabic numerals, eliminating the need to repeatedly create controls and saving output and development resources. Furthermore, the above solution is universal, reusable, and extensible, and can be applied to all game designs that trigger special mechanisms after a combo.

[0140] As described above, in a preferred embodiment of this application, in addition to indicating the second hit effect by adjusting the presentation of at least one sub-identifier, the second hit effect can also be indicated by triggering the second identifier control.

[0141] The timing for triggering the display of the second identifier control can be as follows: in response to triggering the second hit effect, a second identifier control is provided around the first identifier control. The second identifier is used to indicate that the first attack behavior has triggered the second hit effect.

[0142] Here, the appearance of the second identifier control displayed each time it is triggered is different. Preferably, the appearance of the second identifier control and the appearance of all sub-identifiers when the second hit effect is triggered share a display parameter that is the same. As shown in the figure above, the parameter that keeps the display the same is the parameter that changes as the number of hits increases. For example, if the fill color of a sub-identifier is changed with each hit, then when the second identifier control is triggered, the display color of the second identifier control is kept the same as the display color of the current sub-identifier.

[0143] The timing for canceling the display of the second identifier control can be: canceling the display of the second identifier control in response to the end of the second hit effect.

[0144] In the embodiments of this application, the second hit effect has an effect duration. The effect durations of each sub-hit effect included in the second hit effect can be all the same, some the same, or all different. This application does not impose any restrictions on this.

[0145] In this case, the duration of the effect can also be indicated on the graphical user interface. For example, in response to triggering the second hit effect, a time progress indicator can be provided around the first indicator control to indicate the duration of the second hit effect. If the second hit effect includes multiple sub-hit effects, the provided time progress indicator indicates the duration of the currently corresponding sub-hit effect.

[0146] Optionally, in response to triggering the second hit effect, both the second indicator control and the time progress indicator can be displayed around the first indicator control simultaneously. Alternatively, only the time progress indicator can be displayed around the first indicator control. In this case, the time progress indicator can not only indicate the duration of the second hit effect, but also indicate to the user that the second hit effect has been triggered when the time progress indicator is displayed on the graphical user interface.

[0147] The following example illustrates the specific triggering process of the attack skill in this application.

[0148] In this example, we assume that the skill mechanism for the first virtual object is as follows: a total of 4 combos, where the first and second combos are melee attacks, the third and fourth combos are ranged attacks, the second combo will trigger a special effect: the melee attack will be changed to a ranged attack, and the ranged attack will last for 5 seconds, and the fourth combo will trigger a special effect: a special enhanced skill can be used within 5 seconds.

[0149] Figure 5 This diagram illustrates a display strategy for multiple consecutive clicks provided by an exemplary embodiment of this application.

[0150] In this example, the first identifier control includes a first sub-identifier and a second sub-identifier, which inherit... Figure 4 The sub-identifier change process shown does not display the first identifier control in the graphical user interface when no combo occurs; this is the normal no-HUD (head-up display) state.

[0151] When the number of consecutive hits on the target reaches 1, then, according to... Figure 5 The attack shown in the image displays the first and second sub-identifiers in a manner consistent with the attack pattern.

[0152] For example, a combo time limit (e.g., X1 seconds) can be set for the skill mechanism. If a second hit is not triggered within the combo time limit after the first hit, the system reverts to a normal no-HUD state, meaning the first indicator control is disabled on the graphical user interface. If a second hit is triggered within the combo time limit after the first hit, the combo condition is considered met between the second and first hits. In this case, the special effect corresponding to the second hit is triggered, i.e., according to... Figure 5 The second sub-identifier and the second sub-identifier are displayed in the manner shown in the secondary attack (hit). At this time, a special effect is triggered, and 5S (seconds) is displayed above the first identifier control to indicate the duration of the special effect. That is, the duration of the remote attack is 5 seconds. For example, the duration can be displayed in the form of a countdown.

[0153] If the second attack animation of an attack skill misses the target within the combo time limit following the first hit, the change in the appearance of the sub-marker during the first attack is reversed. At this point, the loop continues on the right side of the melee phase. Meanwhile, the first marker control is displayed on the graphical user interface, but it is empty; for example, it is not filled with any color or pattern. Figure 5 The secondary attack (miss) is displayed in the manner shown.

[0154] If a third hit occurs within the duration of a ranged attack, according to... Figure 5 The three attacks shown in the image display the first and second sub-identifiers, and the 5-second duration indicates the duration of the remote attack.

[0155] If it hits a fourth time, then according to... Figure 5 The four attacks (hit) in the image display a first and second sub-icon, where a special effect is triggered, displaying a 5-second countdown above the first icon control indicating the availability of a special enhanced skill. For example, the 5-second duration displayed for the third hit can be differentiated from the 5-second duration for the fourth hit to indicate that the skill's special effect indicated by the duration is different.

[0156] If, during the duration of the remote attack, a fourth hit is missed after the third hit, the changes to the sub-identifier's appearance during the three attacks are reversed, returning to the state of the second hit. At this point, the loop continues on the right side of the remote phase.

[0157] If, after the duration of the remote attack (e.g., x2 seconds), the fourth or third attack fails, the system reverts to a normal no-HUD state, meaning the first identifier control is disabled in the graphical user interface.

[0158] Based on the same application concept, this application also provides an information prompting device corresponding to the method provided in the above embodiments. Since the principle of the device in this application to solve the problem is similar to the information prompting method in the above embodiments of this application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.

[0159] Figure 6 A schematic diagram of the structure of an information display device provided for an exemplary embodiment of this application. For example... Figure 6 As shown, the information prompting device 200 provides a graphical user interface via a terminal device and includes:

[0160] Scene display module 210 displays at least a portion of a virtual scene on the graphical user interface, the virtual scene including a first virtual object controlled by a terminal device;

[0161] The interactive control module 220, in response to an attack command, controls the first virtual object to perform a first attack behavior in the virtual scene, wherein the first attack behavior is configured to produce a first hit effect when hitting a target, and to trigger a second hit effect for each consecutive number of hits on the target, wherein the second hit effect is different from the first hit effect;

[0162] The identifier providing module 230, in response to the first attack behavior hitting the target, provides a first identifier control on the graphical user interface including the number of sub-identifiers of the target, and controls and adjusts the appearance of at least one sub-identifier in the first identifier control based on the number of consecutive hits corresponding to the first attack behavior, so as to indicate that the first attack behavior has triggered or is about to trigger a second hit effect through the first identifier control; wherein, each sub-identifier in the first identifier control is used to indicate one hit target of the first attack behavior, and the different appearances of the sub-identifiers are used to indicate different second hit effects that have been triggered or are about to be triggered.

[0163] In one possible implementation of this application, the second hit effect includes multiple sub-hit effects, with one sub-hit effect triggered for each consecutive number of target hits, and the sub-hit effects triggered for adjacent target hits being different.

[0164] In one possible implementation of this application, all sub-identifiers in the first identification control have the same appearance to indicate that the corresponding one-hit effect has been triggered; conversely, the appearances of the sub-identifiers in the first identification control are different to indicate that the corresponding one-hit effect is about to be triggered.

[0165] In one possible implementation of this application, the presentation includes at least one of the following: display color, display pattern, display transparency, display shape, and display size.

[0166] In one possible implementation of this application, the identifier providing module 230 is further configured to: provide a second identifier control around the first identifier control in response to triggering the second hit effect; and cancel the display of the second identifier control in response to the end of the second hit effect, wherein the second identifier is used to indicate that the first attack behavior has triggered the second hit effect, and the appearance of the second identifier control is the same as the appearance of all sub-identifiers when the second hit effect is triggered by a display parameter.

[0167] In one possible implementation of this application, the identifier providing module 230 is further configured to: in response to triggering the second hit effect, provide a time progress indicator around the first identifier control, the time progress indicator being used to indicate the duration of the second hit effect.

[0168] In one possible implementation of this application, at least one of the time progress indicator and the second indicator control is displayed around the first indicator control.

[0169] In one possible embodiment of this application, the graphical user interface further includes a crosshair, and the first identification control is displayed around the crosshair.

[0170] In one possible implementation of this application, the first identification control includes a first sub-identifier and a second sub-identifier. The identification providing module 230 is further configured to: update the fill color of the first sub-identifier and the second sub-identifier according to the number of consecutive hits corresponding to the first attack behavior, wherein the first sub-identifier and the second sub-identifier are filled with the same color for each consecutive hit, and the fill color corresponding to adjacent hits is different. When the number of consecutive hits does not reach the target number, the first sub-identifier and the second sub-identifier are filled with different colors.

[0171] In one possible implementation of this application, the identifier providing module 230 adjusts the appearance of the second identifier control by filling the second identifier control with the colors of the first sub-identifier and the second sub-identifier for each consecutive number of target hits.

[0172] The information prompting device of this application embodiment can intuitively display the number of hits and special effects through a graphical UI, and effectively reduce the occupation of game resources.

[0173] Please see Figure 7 , Figure 7 A schematic diagram of the structure of an electronic device provided as an exemplary embodiment of this application. For example... Figure 7As shown, the electronic device 300 includes a processor 310, a memory 320, and a bus 330.

[0174] The memory 320 stores machine-readable instructions executable by the processor 310. When the electronic device 300 is running, the processor 310 communicates with the memory 320 via the bus 330. When the machine-readable instructions are executed by the processor 310, the steps of the information prompting method as described in any of the above embodiments can be performed, as follows:

[0175] A graphical user interface (GUI) is provided through a terminal device, displaying at least a portion of a virtual scene, the virtual scene including a first virtual object controlled by the terminal device; in response to an attack command, the first virtual object is controlled to perform a first attack behavior in the virtual scene, wherein the first attack behavior is configured to produce a first hit effect upon hitting a target, and trigger a second hit effect for each consecutive number of hits, wherein the second hit effect is different from the first hit effect; in response to the first attack behavior hitting a target, a first identifier control including a sub-identifier of the number of times the target is hit is provided on the GUI, and the display format of at least one sub-identifier in the first identifier control is adjusted based on the consecutive number of hits corresponding to the first attack behavior, so as to indicate that the first attack behavior has triggered or is about to trigger a second hit effect through the first identifier control; wherein each sub-identifier in the first identifier control is used to indicate one hit target of the first attack behavior, and the different display formats of the sub-identifiers are used to indicate different second hit effects that have been triggered or are about to be triggered.

[0176] The electronic device described in this application embodiment can intuitively display the number of hits and special effects through a graphical UI, and effectively reduce the consumption of game resources.

[0177] This application also provides a computer-readable storage medium storing a computer program. When the computer program is run by a processor, it can execute the steps of the information prompting method as described in any of the above embodiments, as follows:

[0178] A graphical user interface (GUI) is provided through a terminal device, displaying at least a portion of a virtual scene, the virtual scene including a first virtual object controlled by the terminal device; in response to an attack command, the first virtual object is controlled to perform a first attack behavior in the virtual scene, wherein the first attack behavior is configured to produce a first hit effect upon hitting a target, and trigger a second hit effect for each consecutive number of hits, wherein the second hit effect is different from the first hit effect; in response to the first attack behavior hitting a target, a first identifier control including a sub-identifier of the number of times the target is hit is provided on the GUI, and the display format of at least one sub-identifier in the first identifier control is adjusted based on the consecutive number of hits corresponding to the first attack behavior, so as to indicate that the first attack behavior has triggered or is about to trigger a second hit effect through the first identifier control; wherein each sub-identifier in the first identifier control is used to indicate one hit target of the first attack behavior, and the different display formats of the sub-identifiers are used to indicate different second hit effects that have been triggered or are about to be triggered.

[0179] The computer-readable storage medium of this application embodiment can intuitively display the number of hits and special effects through a graphical UI, and effectively reduce the occupation of game resources.

[0180] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes of the systems and devices described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here. In the several embodiments provided in this application, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of units is only a logical functional division; in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Another point is that the displayed or discussed mutual coupling or direct coupling or communication connection may be through some communication interfaces; the indirect coupling or communication connection of devices or units may be electrical, mechanical, or other forms.

[0181] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0182] In addition, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0183] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0184] The above are merely specific embodiments of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.

Claims

1. An information presentation method characterized by comprising: The method of providing a graphical user interface via a terminal device includes: At least a portion of a virtual scene is displayed on the graphical user interface, the virtual scene including a first virtual object controlled by a terminal device; In response to an attack command, the first virtual object is controlled to perform a first attack behavior in the virtual scene. The first attack behavior is configured to have a combo mechanism and to produce a first hit effect when hitting a target, and to trigger a second hit effect for each consecutive number of hits on the target. The second hit effect is different from the first hit effect and is used to characterize the skill effect triggered for each consecutive number of hits on the target by the first attack behavior. In response to the first attack hitting the target, a first identifier control including the number of times the target was hit is provided on the graphical user interface, and the display of at least one sub-identifier in the first identifier control is adjusted based on the number of consecutive hits corresponding to the first attack, so as to indicate the second hit effect that the first attack has been triggered or is about to be triggered through the first identifier control. In this system, each sub-identifier in the first identification control is used to indicate a hit target of the first attack behavior, and the different forms of the sub-identifiers are used to indicate different second hit effects that have been triggered or are about to be triggered.

2. The method of claim 1, wherein, The second hit effect includes multiple sub-hit effects. Each consecutive number of hits on a target triggers a sub-hit effect, and the sub-hit effects triggered by adjacent number of hits on targets are different.

3. The method of claim 2, wherein, All sub-identifiers in the first identifier control have the same appearance, used to indicate that the corresponding sub-hit effect has been triggered. The sub-identifiers in the first identifier control have different appearances, which are used to indicate that the corresponding sub-hit effect is about to be triggered.

4. The method according to any one of claims 1-3, characterized in that, The presentation format includes at least one of the following: display color, display pattern, display transparency, display shape, and display size.

5. The method of claim 2, wherein, The method further includes: In response to triggering the second hit effect, a second identifier control is provided around the first identifier control. In response to the end of the second hit effect, the display of the second identifier control is canceled. The second identifier is used to indicate that the first attack has triggered the second hit effect. The appearance of the second identifier control is the same as the appearance of all sub-identifiers when the second hit effect is triggered, and there is a display parameter that is the same.

6. The method of claim 5, wherein, The method further includes: In response to triggering the second hit effect, a time progress indicator is provided around the first indicator control, the time progress indicator being used to indicate the duration of the second hit effect.

7. The method according to claim 6, characterized in that, At least one of the time progress indicator and the second indicator control is displayed around the first indicator control.

8. The method according to claim 1, characterized in that, The graphical user interface also includes a crosshair, and the first identification control is displayed around the crosshair.

9. The method according to claim 5, characterized in that, The first identification control includes a first sub-identifier and a second sub-identifier. The step of adjusting the display of at least one sub-identifier in the first identifier control based on the number of consecutive hits corresponding to the first attack behavior includes: Update the fill color of the first sub-identifier and the second sub-identifier based on the number of consecutive hits corresponding to the first attack behavior. Specifically, when a target is hit consecutively a certain number of times, the first sub-identifier and the second sub-identifier are filled with the same color. The filling colors corresponding to adjacent target hits are different. When the consecutive hit count does not reach the target count, the first sub-identifier and the second sub-identifier are filled with different colors.

10. The method according to claim 9, characterized in that, Adjust the appearance of the second identifier control in the following ways: Upon each consecutive hit on the target, the second identifier control is filled with the colors that fill the first and second sub-identifiers.

11. An information prompting device, characterized in that, The apparatus provides a graphical user interface via a terminal device, comprising: A scene display module displays at least a portion of a virtual scene on the graphical user interface, the virtual scene including a first virtual object controlled by a terminal device; An interactive control module, in response to an attack command, controls the first virtual object to perform a first attack behavior in the virtual scene. The first attack behavior is configured to have a combo mechanism and to produce a first hit effect when hitting a target, and to trigger a second hit effect for each consecutive number of hits on the target. The second hit effect is different from the first hit effect and is used to characterize the skill effect triggered for each consecutive number of hits on the target by the first attack behavior. The identifier providing module, in response to the first attack behavior hitting the target, provides a first identifier control on the graphical user interface including the number of sub-identifiers of the target, and controls and adjusts the appearance of at least one sub-identifier in the first identifier control based on the number of consecutive hits corresponding to the first attack behavior, so as to indicate the second hit effect that the first attack behavior has been triggered or is about to be triggered through the first identifier control; In this system, each sub-identifier in the first identification control is used to indicate a hit target of the first attack behavior, and the different forms of the sub-identifiers are used to indicate different second hit effects that have been triggered or are about to be triggered.

12. An electronic device, characterized in that, include: The device includes a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is in operation, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the method as described in any one of claims 1 to 10.

13. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of the method as described in any one of claims 1 to 10.