Effect display method and device, equipment, medium and program product

By displaying attribute identification and data areas in the game interface of turn-based chess games, the problem of poor indicative attribute effect identification in the prior art is solved, players' understanding of attribute effects and game efficiency are improved, and computer resources are saved.

CN120437581APending Publication Date: 2025-08-08TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202410178061.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-02-08
Publication Date
2025-08-08

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Abstract

The invention discloses an effect display method and device, equipment, a medium and a program product, and relates to the field of animation generation. The method comprises the following steps: displaying a match interface of a turn chess game; displaying an attribute identifier in the game interface; and under the condition that the attribute data displayed in the attribute data area meets an updating condition, updating the attribute data in the attribute data area. Under the condition that the attribute effect is added to the virtual chess piece, an icon area used for representing an attribute effect adding source and an attribute data area used for representing an attribute effect updating state are additionally arranged on the basis of displaying an attribute identifier, so that when the attribute data are updated, the attribute data are updated in the attribute data area, and the attribute effect of the virtual chess piece is updated. The game playing efficiency is improved, and computer resources are saved.
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Description

Technical Field

[0001] The embodiments of the present application relate to the field of animation generation, and in particular to an effect display method, device, equipment, medium and program product. Background Art

[0002] With the rapid development of computer technology, electronic games are becoming increasingly popular. In electronic games, such as Auto Chess, players pre-arrange chess pieces in a virtual world, allowing the pieces to automatically fight each other during the game based on the resulting arrangement.

[0003] In related technologies, during a game, if an attribute effect is generated during a virtual battle, an effect type identifier corresponding to the attribute effect is displayed in the game interface to inform players of the current attribute effect.

[0004] However, the method of displaying a single effect type identifier is only used to convey to players the existence of attribute effects in the current game. Players need to grasp the specific information corresponding to the attribute effect in advance, resulting in poor indicativeness of the identifier, which increases the difficulty for players to use the attribute effects in a timely and reasonable manner, thereby increasing the game time and causing waste of computer resources. Summary of the Invention

[0005] The present application provides an effect display method, apparatus, device, medium, and program product, which can improve the accuracy of the expression of the mark, thereby shortening the game time and saving computer resources. The technical solution is as follows:

[0006] In one aspect, a method for displaying an effect is provided, the method comprising:

[0007] Displaying a game interface of a turn-based chess game, the game interface including a hand area and a chessboard area, the hand area including chess cards, the chess cards being used to summon virtual chess pieces in the chessboard area, and the virtual chess pieces being used to participate in a turn-based virtual battle in the chessboard area;

[0008] Displaying an attribute identifier in the game interface, the attribute identifier being displayed after an attribute effect is added to a virtual chess piece in the chessboard area during a historical time period, the attribute identifier including an icon area and an attribute data area, the icon area being used to indicate the source of the attribute effect, and the attribute data area being used to indicate the update status of the attribute effect;

[0009] When the attribute data displayed in the attribute data area meets an update condition, the attribute data in the attribute data area is updated.

[0010] In another aspect, an effect display device is provided, comprising:

[0011] A display module is configured to display a game interface of a turn-based chess game, wherein the game interface includes a hand area and a chessboard area, wherein the hand area includes chess cards, wherein the chess cards are used to summon virtual chess pieces in the chessboard area, and wherein the virtual chess pieces are used to participate in a turn-based virtual battle in the chessboard area;

[0012] The display module is further configured to display an attribute identifier in the game interface. The attribute identifier is displayed after an attribute effect is added to a virtual chess piece in the chessboard area during a historical time period. The attribute identifier includes an icon area and an attribute data area. The icon area is used to indicate the source of the attribute effect, and the attribute data area is used to indicate the update status of the attribute effect.

[0013] The updating module is configured to update the attribute data in the attribute data area if the attribute data displayed in the attribute data area meets an updating condition.

[0014] On the other hand, a computer device is provided, which includes a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set or an instruction set, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by the processor to implement any of the above-mentioned effect display methods.

[0015] On the other hand, a computer-readable storage medium is provided, in which at least one instruction, at least one program, a code set or an instruction set is stored. The at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by a processor to implement any of the above-mentioned effect display methods.

[0016] In another aspect, a computer program product or computer program is provided, the computer program product or computer program including computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform any of the above-described effect display methods.

[0017] The beneficial effects of the technical solutions provided in the embodiments of the present application include at least:

[0018] A hand area and a board area are displayed in a game interface. The chess pieces displayed in the hand area summon virtual chess pieces in the board area, allowing the virtual chess pieces to participate in a turn-based virtual game in the board area. When the game interface displays an attribute identifier corresponding to an attribute effect added to a virtual chess piece in the board area during a historical time period, an icon area and an attribute data area are displayed in the attribute identifier. The icon area is used to indicate the source of the attribute effect, and the attribute data area is used to indicate the update status of the attribute effect. Thus, when the attribute data meets the update conditions, the attribute data is updated. Specifically, when an attribute effect is added to a virtual chess piece, an icon area for indicating the source of the attribute effect and an attribute data area for indicating the update status of the attribute effect are added in addition to the displayed attribute identifier. Thus, when the attribute data is updated, the attribute data is updated in the attribute data area. This, on the one hand, makes the display of the effect content corresponding to the attribute effect more comprehensive, improving the accuracy of the attribute identifier indication. On the other hand, the addition of multiple effect contents corresponding to the attribute effect enables players to fully understand the attribute effect, improves the utilization rate of the attribute effect, and thus improves game efficiency and saves computer resources. BRIEF DESCRIPTION OF THE DRAWINGS

[0019] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.

[0020] Figure 1 This is a structural block diagram of a computer system provided by one embodiment of the present application;

[0021] Figure 2 This is a flow chart of a game interaction method for a turn-based chess game provided by one embodiment of the present application;

[0022] Figure 3 This is a schematic diagram of an interface of a turn-based chess game provided by an embodiment of the present application;

[0023] Figure 4 This is a card diagram of a chess piece card provided by one embodiment of the present application;

[0024] Figure 5 This is a card diagram of an effect card provided by one embodiment of the present application;

[0025] Figure 6 This is a card diagram of an equipment card provided by an embodiment of the present application;

[0026] Figure 7This is a card diagram of a chess player card provided by one embodiment of the present application;

[0027] Figure 8 This is a flow chart of a game interaction method for a turn-based chess game provided by one embodiment of the present application;

[0028] Figure 9 This is a schematic diagram of a chess player selection interface provided by an embodiment of the present application;

[0029] Figure 10 This is a schematic diagram of a game interface in the preparation phase provided by an embodiment of the present application;

[0030] Figure 11 This is a schematic diagram of the interface for playing cards in the preparation phase provided by one embodiment of the present application;

[0031] Figure 12 This is a schematic diagram of an upgrade process of an upgrade button provided by an embodiment of the present application;

[0032] Figure 13 This is a schematic diagram of automatic engagement provided by an embodiment of the present application;

[0033] Figure 14 This is a schematic diagram of a game interface during the battle phase provided by an embodiment of the present application;

[0034] Figure 15 This is a schematic diagram of a settlement interface provided by an embodiment of the present application;

[0035] Figure 16 This is a flow chart of an effect display method provided by an embodiment of the present application;

[0036] Figure 17 This is a flow chart of an effect display method provided by an embodiment of the present application;

[0037] Figure 18 This is a schematic diagram of the effect display area provided by an embodiment of the present application;

[0038] Figure 19 This is a schematic diagram of the effect content area provided by an embodiment of the present application;

[0039] Figure 20 This is a schematic diagram of the effect content area provided by an embodiment of the present application;

[0040] Figure 21 This is a schematic diagram of attribute effect generation provided by an embodiment of the present application;

[0041] Figure 22 This is a flow chart of an effect display method provided by an embodiment of the present application;

[0042] Figure 23 This is a structural diagram of an effect display device provided by an embodiment of the present application;

[0043] Figure 24 This is a structural block diagram of a computer device provided in one embodiment of the present application. DETAILED DESCRIPTION

[0044] In order to make the objectives, technical solutions and advantages of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.

[0045] First, the nouns involved in the embodiments of this application are introduced:

[0046] Turn-based chess games: These are chess games in which the "chess pieces" are arranged in advance before the game begins, and during the game, the "chess pieces" can automatically fight according to the pre-arranged layout. The "chess pieces" are usually represented by virtual characters, such as virtual heroes. During the game, the virtual characters automatically unleash various skills to fight. The game usually adopts a turn-based system. When all the "chess pieces" of one side are killed (i.e., the health points of the virtual characters are reduced to zero), that side is deemed the loser of the round. In some embodiments, in addition to the "chess piece-type virtual characters" that play the game, each side also has a chess player character representing the current user participating in the game. The chess player character cannot be moved as a "chess piece" to the battle area or chess piece candidate area. The chess player character is also equipped with health points (or health points). The health points of the chess player character are reduced accordingly (battle failure) or remain unchanged (battle victory) based on the results of each game. When the health points of the virtual character are reduced to zero, the user corresponding to the chess player character exits the game, and the remaining users continue to play. Optional, turn-based chess games include Auto Chess.

[0047] Auto Chess: It is a multiplayer, turn-based competitive game with collectible hero chess pieces. For example, there are eight or six players in the game, each of whom occupies an area on the board. Two of the multiple players compete one-on-one. Each round of a game consists of two stages: the preparation phase and the battle phase. In the preparation phase, users purchase chess pieces (heroes) from the store and arrange them on the board. In the battle phase, both teams lock their lineups, and the chess pieces will automatically engage until all of one team's pieces are dead. The player who destroys all of their chess pieces loses the round and will have a certain amount of health deducted. The game rounds are repeated, and new opponents are matched until a player's health is ≤ 0 and they are eliminated. The last remaining player wins the game (1st place).

[0048] Chessboard: refers to the area in the battle interface of a turn-based chess game used to prepare for and conduct battles. The chessboard can be any one of a two-dimensional virtual chessboard, a 2.5-dimensional virtual chessboard, and a three-dimensional virtual chessboard, and this application does not limit this.

[0049] The traditional Auto Chess board is divided into a battle area and a piece candidate area. The battle area includes several equally sized squares, which are used to place the pieces that will be used in the battle. The piece candidate area includes several candidate pieces, which are used to place candidate pieces. These candidate pieces do not participate in the battle but can be dragged and placed in the battle area during the preparation phase. The board area provided in the embodiments of this application does not include the piece candidate area, but only the battle area.

[0050] Regarding the arrangement of the chess squares in the battle area, in some embodiments, the battle area includes n (rows) × m (columns) chess squares, schematically, n is an integer multiple of 2, and two adjacent rows of chess squares are aligned, or two adjacent rows of chess squares are staggered. In addition, the battle area is divided into two parts according to the rows, namely the own battle area and the enemy battle area, and the users participating in the battle are located on the upper and lower sides of the battle interface, and in the preparation stage, the users can only place chess pieces in the own battle area. In other embodiments, the battle area is divided into two parts according to the columns, namely the own battle area and the enemy battle area, and the users participating in the battle are located on the left and right sides or the upper and lower sides of the battle interface. The shape of the chess square can be any one of square, rectangle, circle, and hexagon. The embodiment of the present application does not limit the shape of the chess square.

[0051] Cards: A common term for a game genre, originating from tabletop games. Unlike chess, where players manipulate chess pieces directly, cards represent game content on cards. Compared to chess pieces, cards are more convenient for carrying text descriptions, card attribute information, and key values. "Cardization" involves converting hero resources into card resources, making it easier for players to understand and categorize card effects, and to carry more diverse information.

[0052] Energy: A game resource. In this application, energy is defined as the resource used by players to play cards. When a card is played, the energy corresponding to the value marked on the card is consumed.

[0053] Equipment: In Auto Chess games, each chess piece can typically wear three pieces of equipment (or other equipment). Equipment provides attributes or effects such as attack power, defense, health, healing, penetration, and shields to the hero. Auto Chess games in related art typically include a jungle phase, where players defeat monsters and receive equipment dropped by them, which they then pick up and add to their backpacks. Equipment can also be combined individually to create higher-quality equipment.

[0054] Player: refers to a virtual character played by the player. Each player has different special abilities that can help the player to play the game better.

[0055] Figure 1 The following is a block diagram of a computer system according to an exemplary embodiment of the present application: The computer system 100 includes a first terminal 110 , a server 120 , and a second terminal 130 .

[0056] A first terminal 110 has a client 111 installed and running that supports a virtual environment. This client 111 may be a turn-based chess game program. When the first terminal runs client 111, the user interface of client 111 is displayed on the screen of the first terminal 110. This client may be a client for an Auto Chess game. First terminal 110 is used by a first user 112. During the preparation phase of a game, first user 112 uses first terminal 110 to place chess pieces in the battle area of the chessboard. During the battle phase, first terminal 110 or server 120 automatically controls the chess pieces based on the attributes, skills, and placement of the pieces in the battle area.

[0057] The second terminal 130 has a client 131 installed and running that supports a virtual environment. This client 131 can be a turn-based chess game program. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. This client can be the client of an Auto Chess game. The second terminal 130 is used by a second user 132. During the preparation phase of a game, the second user 132 uses the second terminal 130 to place chess pieces in the battle area of the chessboard. During the battle phase, the second terminal 130 or the server 120 automatically controls the chess pieces based on the attributes, skills, and placement of the pieces in the battle area.

[0058] Optionally, the chess pieces placed by the first user via the first terminal 110 and the second user via the second terminal 130 are located in different playing areas on the same chessboard, i.e., the first user and the second user are on the same chessboard in the same game. Alternatively, the chess pieces placed by the first user via the first terminal 110 and the second user via the second terminal 130 are located on different chessboards, i.e., the first user and the second user are on different chessboards in the same game. It should be noted that, in an optional embodiment, a game of a turn-based chess game is jointly participated in by six user accounts, and the six user accounts are matched up in pairs in each round, and the two matched user accounts play against each other on the same chessboard during the round.

[0059] Optionally, the client installed on the first terminal 110 and the second terminal 130 is the same, or the client installed on the two terminals is the same type of client on different operating system platforms (Android or iOS). The first terminal 110 can generally refer to one of multiple terminals, and the second terminal 130 can generally refer to another of the multiple terminals. This embodiment only uses the first terminal 110 and the second terminal 130 as an example. The first terminal 110 and the second terminal 130 can be the same or different device types, including at least one of a smartphone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop computer, and a desktop computer. The following embodiments are described using the example of a smartphone as the terminal.

[0060] Those skilled in the art will appreciate that the number of terminals may be greater or less. For example, there may be only one terminal (i.e., the user plays against the AI), or there may be six, eight, or more terminals. The present embodiment does not limit the number of terminals or device types.

[0061] Figure 1 Only two terminals are shown, but in different embodiments, multiple other terminals 140 can access the server 120. Optionally, one or more terminals 140 are terminals corresponding to developers. A development and editing platform for a client that supports a virtual environment is installed on the terminal 140. The developer can edit and update the client on the terminal 140 and transmit the updated client installation package to the server 120 via a wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.

[0062] The first terminal 110 , the second terminal 130 , and the other terminals 140 are connected to the server 120 via a wireless network or a wired network.

[0063] Server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 120 provides backend services for clients supporting a three-dimensional virtual environment (turn-based chess game clients / Auto Chess game clients). Optionally, server 120 performs primary computing tasks, while terminals perform secondary computing tasks; alternatively, server 120 performs secondary computing tasks, while terminals perform primary computing tasks; alternatively, server 120 and terminals utilize a distributed computing architecture for collaborative computing.

[0064] In an illustrative example, the server 120 includes a processor 122, a user account database 123, a battle service module 124, and a user-facing input / output interface (I / O interface) 125. The processor 122 is configured to load instructions stored in the server 120 and process data in the user account database 123 and the battle service module 124. The user account database 123 is configured to store user account data used by the first terminal 110, the second terminal 130, and other terminals 140, such as user account avatars, user account nicknames, user account combat power indexes, and the service areas where the user accounts are located. The battle service module 124 is configured to provide multiple battle rooms for users to engage in battles. The user-facing I / O interface 125 is configured to establish communication and exchange data with the first terminal 110 and / or the second terminal 130 via a wireless network or a wired network.

[0065] The embodiment of the present application provides a turn-based chess game (auto chess) based on card operations. The various complicated operations involved in traditional auto chess, such as store purchases, store upgrades, chess piece preparations, chess piece deployments, chess piece upgrades, and chess piece equipment additions, are all simplified in the card playing process. On the one hand, the card-based playing process is relatively simple and suitable for use on small-screen terminals such as mobile phones and tablets; on the other hand, the three-dimensional model of the virtual chess piece can only carry limited text information, while the card face can carry more "labels", "values", "attributes", "entry effects" and other information, thereby improving the utilization efficiency of the display area where the card is located.

[0066] Figure 2 A flowchart of a game interaction method for a turn-based chess game provided by an exemplary embodiment of the present application is shown. This embodiment takes the method executed by a terminal as an example, in which a client supporting the turn-based chess game is running.

[0067] The method includes:

[0068] Step 220: Displaying a game interface of a turn-based chess game, the game interface including a chessboard area and a hand area, wherein the hand area displays at least one card;

[0069] The game interface is where two player objects play against each other in a turn-based chess game. Player objects can be understood as at least one of the following concepts: user, account, player, chess player, or virtual chess player.

[0070] Combined with reference Figure 3 The game interface includes a chessboard area 10 and a hand area 11.

[0071] The chessboard area 10 is used to accommodate at least one friendly chess piece and at least one enemy chess piece participating in the battle. The chessboard area 10 includes a plurality of chess squares 12 arranged in an array. These chess squares 12 are always displayed or displayed only at certain times. Optionally, the chessboard area 10 is a two-dimensional chessboard or a three-dimensional chessboard. This embodiment illustrates the chessboard area 10 as a three-dimensional chessboard viewed from above. A three-dimensional chessboard in this context refers to the chessboard being located in a three-dimensional environment, not necessarily the chessboard itself being three-dimensional.

[0072] The hand area 11 is used to display at least one card held or dealt to the player object. This at least one card is typically a plurality of cards. This at least one card includes at least one of the following: cards automatically drawn or dealt to the player object by the background program, cards obtained by playing certain cards with draw effects, and player cards acquired through player skills. This plurality of cards has an upper limit, for example, a maximum of eight cards; excess cards are automatically discarded.

[0073] Optionally, the multiple cards are arranged in a fan-shaped pattern in the hand area 11. The order of arrangement can be determined based on at least one of the following factors: the time of draw, the card type, the number of cards of the same type, the number of cards of the same card, and the quality of the cards. Optionally, at least one card held by the player object has an upper limit, such as a maximum of 8 or 10 cards. When the upper limit is exceeded, the excess cards are discarded. The player object can play all or part of the cards in each battle round. Optionally, the player object can also replace all or part of the cards in each battle round. Optionally, different cards have different card types. Different card types have different battle preparation functions.

[0074] A round of turn-based chess and card games consists of multiple rounds, each of which includes a preparation phase and a battle phase.

[0075] Step 240: In the preparation phase, in response to the play operation of at least one card, perform preparation operations related to the own side;

[0076] The playing operation refers to the operation of playing one or more cards held. Schematically, the playing operation is the operation of dragging a selected card toward the board area. Alternatively, the playing operation includes a first click operation and a second click operation, wherein the first click operation is the operation of clicking to select a card, and the second click operation is the operation of clicking a specific square in the board area. The embodiments of the present application do not limit the specific form of the playing operation. In some embodiments, a function of intelligently recommending playing cards can also be provided, whereby the player object plays cards on behalf of the player in certain rounds, such as the client intelligently recommending playing cards for novice players in the first few rounds.

[0077] At least one local chess piece is a virtual chess piece that has participated in at least one round (including the current round). If the chessboard area is a two-dimensional chessboard, the virtual chess piece is also a two-dimensional chess piece, displayed as a two-dimensional icon or two-dimensional image; if the chessboard area is a three-dimensional chessboard, the virtual chess piece is also a three-dimensional chess piece, displayed as a three-dimensional model or three-dimensional image. In the initial state, there may be zero local chess pieces on the chessboard area, and the local player object can add, delete, or supplement the chessboard area. Local chess pieces that did not die in the previous round are automatically carried over to the next round.

[0078] The display state of the selected card is different from the display state of the unselected card. Optionally, the selected card has a highlighting effect, which includes: a bold border, a highlighted border, a dynamic border, and the placement position in the card queue is moved a preset distance toward the board area.

[0079] Preparation operations include at least one of: increasing one's own chess pieces, reducing one's own chess pieces, upgrading one's own chess pieces, adding equipment to one's own chess pieces, reducing equipment to one's own chess pieces, and increasing the buff effect of one's own chess pieces.

[0080] Since different card types have different effects, a preparation operation is performed on at least one of the own chess pieces in the chessboard area based on the card type of the selected card.

[0081] During the preparation phase, the player object will prepare at least one of its own chess pieces in the chessboard area, and the enemy player object will prepare at least one enemy chess piece in the chessboard area.

[0082] Step 260: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area.

[0083] The automatic battle process between your own chess pieces and enemy chess pieces in the chessboard area does not require manual control by your own player object. The client or server automatically controls the battle between the chess pieces of both sides based on the chess position on the chessboard, chess piece attributes, chess piece level, chess piece skills, chess piece attributes, joint enhancement attributes between chess pieces, etc., until all the chess pieces of one side are killed.

[0084] Both the player object and the enemy player object have health points. After the round ends, the health points of the losing player object will be deducted by a certain amount. This amount can be determined based on the number of chess pieces remaining on the winning side, or it can be a fixed value, which is not limited in this embodiment.

[0085] In summary, the method provided in this embodiment, by introducing a "card" mechanism into a turn-based chess game, simplifies and integrates various battle preparation operations into the multi-card playing process, eliminating the concept of a shop. Players no longer need to repeatedly interact with multiple sub-areas on the traditional battle interface, such as the shop, chess piece preparation area, and chess piece battle area, to complete chess piece acquisition, upgrades, and battles. The traditional chess piece purchasing process, which requires users to actively select chess pieces, is replaced by a passive receipt of distributed cards. The game system replaces some of the user's tedious operations, allowing users to complete various battle preparation operations using essentially the same card playing operations as in a card game, thereby improving the efficiency of human-computer interaction.

[0086] Especially when playing turn-based chess games on small-screen terminals such as mobile phones or tablets, players can complete a variety of battle preparation operations based on the limited operations in the hand area. Compared with traditional auto chess, it can significantly improve the efficiency of human-computer interaction.

[0087] Classification of card types:

[0088] In some embodiments, the card type includes at least one of: a chess piece card, an effect card, an equipment card, and a chess player card.

[0089] Chess Cards:

[0090] Pawn cards are used to summon your own pieces in the chessboard area or upgrade the piece level of your own pieces. Figure 4 A schematic diagram of a chess piece card is shown. The chess piece card displays at least one of the following information: a chess piece image 21, a chess piece name 22, the energy consumed when the card is played 23, the chess piece type or faction 24 to which the chess piece belongs, the level of the chess piece after the card is played 25, and a description of the additional effects of the chess piece 26.

[0091] The chess piece image 21 may be at least one of a head portrait, an icon, a bust portrait, a full-body portrait, and a display animation of a virtual chess piece. Figure 4 In the example, the chess piece image 21 is a bust of a virtual chess piece.

[0092] The chess piece name 22 is the name of the virtual chess piece. For example, if the virtual chess piece is a hero, the chess piece name is the hero name.

[0093] The energy value 23 refers to the energy required to play this chess piece. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, playing cards of different qualities requires different amounts of energy. For example, playing five cards of different qualities requires 0, 1, 2, 3, and 4 energy points, respectively.

[0094] Piece Type 24 is a categorization attribute that identifies the role a piece plays during combat. In one example, different pieces can be classified as at least one of the following: Tank, Warrior, Assassin, Mage, Shooter, or Support. Faction is a categorization attribute that identifies pieces belonging to the same group within the virtual worldview. In one example, different pieces can be classified into at least one of the following: Great Wall, Three Kingdoms, Xuanyong, Jigan, Yaotian, and Chang'an. For example, two pieces belonging to the same Great Wall Guards in the virtual worldview both belong to the Great Wall Faction. In various embodiments, piece type and faction can be considered the same categorization attribute; this embodiment uses piece type and faction as different categorization attributes as an example.

[0095] The level 25 that a piece is upgraded to after a card is played refers to the level that is increased after the card is played, if a piece with the same name (i.e., the same piece) already exists on the board. For example, if level 25 is 3 and the piece with the same name was originally at level 2, then after playing this card, the piece with the same name is upgraded to level 5. Alternatively, cards of different qualities can upgrade the same piece to different levels after being played. For example, five different quality cards can upgrade the same piece to levels 1, 2, 3, 4, and 5, respectively.

[0096] The additional effect description 26 of a chess piece is a description of the additional effect possessed by the chess piece. This additional effect can be triggered upon playing, or it can be activated when a trigger condition is met during the game. For example, chess piece 1 has an exclusive skill: when chess piece 1 is on the board, whenever another chess piece on the board is sold, a randomly selected chess piece of the "tank" type on the board is randomly selected, and the level of the randomly selected chess piece is increased by a first value, which is half the level of the sold chess piece.

[0097] Effect Cards:

[0098] Effect cards are cards used to apply effects to at least one game factor in the game. The at least one game factor includes chess pieces, skills, equipment, amplification effects, levels, combat processes, hand card acquisition processes, etc. Figure 5 A schematic diagram of an effect card is shown. The effect card displays at least one of the following information: an effect icon 31, an effect name 32, an energy value 33 consumed when the card is played, and an effect description 34 of the effect card.

[0099] The effect icon 31 may be an icon for representing the benefit effect of the effect card. Figure 5 The effect name 32 is the name of the effect card or the name of the gain effect.

[0100] The energy value 33 refers to the energy cost of playing this effect card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, playing cards of different qualities may cost different amounts of energy. For example, playing five cards of different qualities may cost 0, 1, 2, 3, and 4 energy points, respectively.

[0101] The effect description 34 of the effect card is used to describe the effect of the effect card after use. The effect of the effect card includes but is not limited to at least one of the following:

[0102] 1. Increase the probability and / or quantity of chess cards obtained by your players;

[0103] 2. Increase the probability or number of players obtaining chess cards with the same name as the chess pieces on the field;

[0104] 3. Reduce the energy consumed by your players when acquiring chess cards;

[0105] 4. Increase the number of chess cards that your players can exchange for;

[0106] 5. Reduce the energy consumed by your players when exchanging chess cards;

[0107] 6. Improve the level of at least one chess piece on the field;

[0108] 7. Add equipment to at least one chess piece on the field;

[0109] 8. Upgrade the equipment level of at least one chess piece on the field;

[0110] 9. Reduce energy consumption when playing / changing cards;

[0111] 10. Increase the probability of obtaining certain cards;

[0112] 11. Increase the number of cards that can be obtained;

[0113] 12. Increase the chance of changing cards, and so on, I will not go into details one by one.

[0114] For example, the effect of the "Two Players" card is: randomly obtain 2 identical hero cards; the effect of the "Talent Search" card is: choose 1 of 3 highest quality hero cards available at the current player level; the effect of the "Copy" card is: randomly obtain a card with the same name as a hero on the field; the effect of the "Abundant Harvest" card is: immediately replenish your hand to 5 cards; the effect of the "Random Strengthen" card is: increase the level of a random hero on the field by +5; the effect of the "One More Time" card is: draw 1 card, and get 1 extra free card exchange in this round; the effect of the "Wish" card is: -1 the energy value consumed by all cards; the effect of the "Add Card" card is: draw 2 cards.

[0115] In some embodiments, effect cards can be categorized as at least one of general effect cards, piece-type effect cards, and faction effect cards. General effect cards are effect cards whose attributes are unrelated to piece type or faction. Card attributes include at least one of: acquisition conditions, usage conditions, card effects, and range of effect. Piece-type effect cards are effect cards whose attributes are related to piece type. For example, only pieces of a specific piece type can acquire, use, or benefit from a card. Faction effect cards are effect cards whose attributes are related to faction. For example, only pieces of a specific faction can acquire, use, or benefit from a card.

[0116] For example, a certain chess piece type effect card can only be obtained with a certain probability when a chess piece card of that chess piece type is played.

[0117] Equipment Cards:

[0118] Equipment cards are used to equip at least one of your own chess pieces. Figure 6 A schematic diagram of an equipment card provided by an exemplary embodiment of the present application is shown. The equipment card displays at least one of the following information: an equipment icon 41, an equipment name 42, an energy value 43 consumed when the card is played, and an equipment description 44 of the equipment card.

[0119] The equipment icon 41 may be an icon used to represent an image of equipment or an effect of equipment. Figure 6 The circular icon in the figure is used as an example. Equipment name 42 is the name of the equipment card or the name of the equipment. Different equipment can enhance the combat capability of the player's piece in different dimensions such as health, armor, defense, and mana, or weaken the combat capability of the enemy piece.

[0120] Energy value 43 refers to the amount of energy required to play this equipment card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities may require different amounts of energy to play. For example, five cards of different qualities may cost 0, 1, 2, 3, and 4 energy points to play, respectively. Optionally, the energy costs of different cards may be adjusted periodically or irregularly based on game balance.

[0121] The equipment description 44 of the equipment card is used to describe the effect of the equipment after being worn.

[0122] Chess player cards:

[0123] Player cards are cards acquired through the player skills of a player avatar. Player cards can be acquired through a passive skill of a player avatar, cards that only a certain player avatar can acquire, cards that only a certain player avatar can use, cards that are exclusive to a certain player avatar, and so on, and this embodiment of the application does not limit this.

[0124] Figure 7 A schematic diagram of a chess player card provided by an exemplary embodiment of the present application is shown. The chess player card displays at least one of the following information: a card icon 51, a chess player card name 52, an energy value 53 consumed when the card is played, and a description of the equipment 54 of the chess player card.

[0125] The card icon 51 may be an icon used to represent the effect of the card. Figure 7 The player card name 52 is the name of the player card or the name of the effect.

[0126] The energy value 53 refers to the energy consumed by the player when playing a card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities may consume varying amounts of energy when played. For example, playing five cards of different qualities may consume 0, 1, 2, 3, and 4 energy points, respectively. Optionally, the energy consumed by different cards may be adjusted periodically or irregularly based on game balance.

[0127] The effect description 54 of the player card is used to describe the effect that the player card can increase after use. The effect of the player card can be the same as or similar to the effect of the chess piece card, equipment card, or effect card, and can also exceed the effect range of the chess piece card, equipment card, or effect card. In the possible designs of different embodiments, the effect of the player card can be designed to summon chess pieces, upgrade chess pieces, add equipment, add gain effects, reduce energy consumption, or affect the acquisition process of the hand cards in any form. The effect of the player card can be designed to affect any process or detail in the game, and the embodiments of the present application are not limited to this.

[0128] Based on the introduction of the above four types of cards:

[0129] On the one hand, different types of cards have different functions. Piece cards can eliminate the shop in traditional Auto Chess based on the gameplay characteristics of the cards. Effect cards can eliminate the effect buttons or controls in traditional Auto Chess. Equipment cards can eliminate the jungle phase in traditional Auto Chess. Player cards can incorporate the gameplay characteristics of each player. By simplifying the different mechanics of turn-based chess games into the card-playing process based on different card types, this can reduce the number of user interface elements required to be displayed on the battle screen, simplify the operation of the player object, and improve the efficiency of human-computer interaction for the player object.

[0130] On the other hand, compared with three-dimensional chess pieces, two-dimensional cards cannot carry text information well because the text information that three-dimensional chess pieces can carry is limited. The card characteristics of two-dimensional cards can naturally carry more text information and icon information. Therefore, compared with the three-dimensional chess pieces in traditional preparation stages, two-dimensional cards can increase the amount of information carried within the limited display range of small-screen terminals and improve information transmission efficiency.

[0131] It should be noted that the above-mentioned cards can not only be played in the preparation phase, but some cards can also be played in the battle phase, such as certain equipment cards, effect cards that immediately draw 2 more cards, etc.

[0132] How to obtain cards:

[0133] The player object obtains at least one card if the acquisition conditions are met. The acquisition conditions include at least one of the following:

[0134] Obtaining Condition 1: Start a new round of turn-based battle. Each time a new round of turn-based battle starts, you will receive a certain number of cards. For example, the first round of turn-based battle will draw 4 cards, and the subsequent rounds of turn-based battle will draw 2 cards.

[0135] Acquisition Condition 2: Use a pre-set chess card. Pre-set chess cards are chess cards with additional abilities, such as drawing, adding, or duplicating cards. For example, a chess card with the same name as a currently playing chess piece will grant an additional effect card when played.

[0136] Acquisition condition 3: Use preset effect cards; preset effect cards refer to effect cards with effects such as drawing, adding, or copying cards.

[0137] Acquisition condition 4: Use preset player cards; preset player cards refer to effect cards that have effects such as drawing, adding, or copying cards.

[0138] Acquisition condition 5: Consume resources owned by the party in exchange; for example, consume energy to extract or exchange.

[0139] Acquisition condition 6: The player level of the chess player's virtual character is upgraded; after the chess player level is upgraded, higher quality or more cards can be unlocked.

[0140] Acquisition condition 7: Card pool level upgrade; after the card pool level is upgraded, you can unlock higher quality or more cards.

[0141] Obtaining condition 8: Purchase card operation.

[0142] Acquisition Condition 9: A preset player skill is triggered. A preset player skill is a passive skill that has the effect of extracting, adding, or duplicating cards. For example, you can extract a player card every two turns, or you can extract a player card every three cards played.

[0143] It should be noted that the above acquisition conditions can be combined. For example, some cards can only be obtained by using the preset player cards after reaching the player level 2. It should also be noted that the acquisition conditions for different types of cards can be completely different, completely the same, or some conditions can be the same and some different.

[0144] Figure 8 A flowchart of a method for interactively playing a turn-based chess game provided by an exemplary embodiment of the present application is shown. This embodiment uses the method executed by a terminal as an example. The method includes:

[0145] Player selection phase:

[0146] Step 320: Selecting a virtual chess player character of one's own side, where the virtual chess player character is used to represent a virtual character controlling at least one chess piece of one's own side;

[0147] Before each game begins, the player character selects their desired player avatar. Different player avatars have different player skills. Player skills are usually related to obtaining player cards, but can also be related to other game factors.

[0148] In some embodiments, different player skills have their own passive triggering mechanisms that allow the player character to obtain cards with special effects. For example, a player's skill effect is: every time three chess cards are played, the player obtains a Treasure Player card. The effect of this Treasure Player card is: consume 1 energy point and increase the level of a designated player on the board by 2.

[0149] For example, Figure 9As shown, before starting a game, a player selection interface is displayed. This interface displays six virtual player characters selected by the player objects. Optionally, the virtual player character 61 selected by the player object is highlighted. For example, if the player object is player object 4, the virtual player character selected by player object 4 is highlighted in a standing, enlarged, and centered foreground manner. The virtual players selected by the other player objects are displayed in a normal sitting position, at normal size, and distributed on both sides.

[0150] On the player selection interface, several candidate player virtual characters 62 are displayed, for example, candidate players 1 to 5. Other candidate players can be viewed by swiping left or right, or all candidate players can be viewed by clicking the "All" button 63.

[0151] A player skill button 64 is also displayed on the player selection interface. In response to the player skill button 64 being clicked, the player skill name and effect description of the currently selected player virtual character can be viewed in the pop-up window on the right.

[0152] Optionally, the top of the player selection interface displays messages from other players, along with a countdown for selecting a player or entering a game. The left side of the player selection interface displays a button for sending text messages, a speaker off / on button, and a microphone off / on button. After the player object selects the player avatar, they can click the "Confirm" button 65 to enter the ready state.

[0153] N players participate in a game, each engaging in a round-based battle. Each round consists of a preparation phase and a battle phase.

[0154] Preparation phase for each round:

[0155] Step 340: Displaying a game interface of a turn-based chess game, the game interface including a chessboard area and a hand area;

[0156] Combined with reference Figure 10 The board area 10 is used to place at least one friendly chess piece and at least one enemy chess piece. Optionally, the upper half of the board area 10 is used to place at least one enemy chess piece, and the lower half of the board area 10 is used to place at least one friendly chess piece. The hand area 11 is used to display at least one card held by the player object. In the initial state or in certain situations (such as when all cards for the current round have been played), the number of cards displayed in the hand area 11 is 0.

[0157] Optionally, attribute information for the n player objects participating in the current game is displayed in the upper left corner of the game interface. This attribute information includes at least one of the following: player nickname, player portrait, player health, and player level. Player skill buttons 64 are displayed in the lower left corner of the game interface. A card swap button 14 and an upgrade button 15 are also displayed in the lower right corner of the game interface. The card swap button 14 is used to replace one or more cards in the hand area 11. The upgrade button 15 is used to upgrade the player's avatar's level to unlock higher-level cards, abilities, and equipment.

[0158] Optionally, an energy control 16 is displayed in the upper right corner of the game interface. This control displays the energy value of the player object. Energy is a game resource that may be consumed at various stages of the game. For example, playing cards requires energy, replacing cards requires energy, and upgrading player levels requires energy.

[0159] Step 360: In response to the play operation of at least one card, execute a battle preparation operation related to the own chess piece;

[0160] Card types include: chess piece cards, equipment cards, effect cards, and player cards. Players can perform different functions of battle preparation operations by playing different chess piece cards. This step includes at least one of the following steps:

[0161] Step 362: In response to the play operation on the chess piece card, executing a battle preparation operation related to at least one own chess piece in the chessboard area;

[0162] Step 364: In response to the play operation of the equipment card, equip all or part of the at least one chess piece with virtual equipment;

[0163] Step 366: In response to the play operation on the effect card, executing a preparation operation to add an effect to at least one factor in the game;

[0164] Step 368: In response to the play operation on the player's card, perform a preparation operation related to at least one factor in the game.

[0165] Since the battle situation in each round of turn-based battle is different, each player object has different cards in hand, and each player object has different card-playing habits, the number of times and order in which the above steps 362, 364, 366, and 368 are executed in each round of turn-based battle may change, and this embodiment does not limit this.

[0166] Regarding step 362 (chess card):

[0167] In some embodiments, the cards in the hand area include a first chess piece card. In response to a play operation on the first chess piece card, a first local chess piece is added to the board area. The first local chess piece is the chess piece corresponding to the first chess piece card. In some embodiments, the first local chess piece is a chess piece that has not been summoned to the board area.

[0168] That is, when the first own chess piece does not exist in the chessboard area, in response to the play operation on the first chess piece card, the first own chess piece is added to the chessboard area.

[0169] In response to a play operation on a first chess piece card, at least two candidate chess squares are displayed in the chessboard area, and a first indicator element corresponding to the first chess piece card is displayed, the first indicator element including at least one of a reduced first chess piece card, a first own chess piece, and a first indicator arrow; in response to a drag operation of dragging the first indicator element to the first candidate chess square, the first own chess piece is added to the first candidate chess square; wherein the first candidate chess square is one of the at least two candidate chess squares.

[0170] The at least two candidate squares may be all candidate squares or only candidate squares belonging to the player's side. The at least two candidate squares may be always displayed or only displayed when a card-playing operation is recognized.

[0171] The first chess card is Figure 10 Take the 4th card in as an example, combined with reference Figure 11 In response to a drag operation on the first chess piece card, a first own chess piece 17 and a first indicator arrow 18 are displayed. First own chess piece 17 is a three-dimensional piece that slides in response to the real-time position of the drag operation. First indicator arrow 18 starts at the position of the first chess piece card before it is played and ends at the real-time position of the drag operation. If the drag operation is released at the first candidate square, first own chess piece 17 is summoned to the first candidate square.

[0172] based on Figure 11 It can be seen that this interaction method cancels the chess piece preparation area, and the hand card area takes into account both the chess piece acquisition and preparation functions, realizing the sharing of multiple functions in one display area and improving the efficiency of human-computer interaction.

[0173] In some embodiments, the cards in the hand area include a second chess piece card. In response to a play operation on the second chess piece card and a second local chess piece already exists in the chessboard area, the chess piece level of the second local chess piece is upgraded in the chessboard area, where the second local chess piece is the chess piece corresponding to the second chess piece card.

[0174] Among them, the card-playing operation of the second chess piece card can also be a drag operation, but since there is already a second chess piece in the chessboard area, the release position of the drag operation can be completed at any position in the chessboard area, and it can take effect without the player object being accurately dragged to the second chess piece.

[0175] Regarding step 364 (equip the card):

[0176] In some embodiments, the cards in the hand area include equipment cards. In response to a play operation on the equipment card, a second indicator element corresponding to the equipment card is displayed, the second indicator element including at least one of a reduced equipment card, a virtual equipment corresponding to the equipment card, and a second indicator arrow.

[0177] In response to a dragging operation of dragging the second indicator element to the second own chess piece, dressing the second own chess piece with virtual equipment;

[0178] The second chess piece of the party is a chess piece of the party that already exists in the chessboard area.

[0179] Regarding step 366 (effect card):

[0180] In some embodiments, the cards in the hand area include effect cards. In response to a play operation on the effect card, an effect is added to at least one of the own chess pieces, and / or an effect is added to the card acquisition process.

[0181] According to the objects of action, effect cards are divided into two categories:

[0182] Type 1: Increases the effect on the own chess pieces within the chessboard area;

[0183] Type 2: Adds effects to the card acquisition process.

[0184] In response to playing a Type 1 effect card, an effect is added to at least one of your own chess pieces, such as increasing a buff specific to the chess piece type, or a combined buff when at least two chess pieces from the same faction are present.

[0185] In response to the play operation on the type 2 effect card, an effect is added to the card acquisition process, for example, two identical chess pieces are drawn consecutively.

[0186] Regarding step 368 (player card):

[0187] In response to the play operation on the player's card, at least one of the following preparation operations is performed:

[0188] Increasing your own chess pieces, reducing your own chess pieces, upgrading your own chess pieces, adding effects to your own chess pieces, equipping your own chess pieces with props, operations related to card acquisition, operations related to card sales, operations related to card exchanges, operations related to subsequent rounds, and operations related to the health value of your own player objects.

[0189] In other words, the function of a player card is relatively special. It can be any of the functions of a chess piece card, an equipment card, or an effect card. It can also be a function related to the card acquisition process, or a function related to the player's health. In different design implementations, any function that can affect a certain factor in the game may be designed as a function of a player card, and this embodiment of the application does not limit this.

[0190] During the preparation phase, the player object on this side can also use at least one of the card exchange function, card deletion function, and player level upgrade function.

[0191] Card swap function:

[0192] During the preparation phase, your player can also swap one or more cards from their hand. Clicking the swap button allows you to swap one or more cards, which consumes energy. For example, you can only swap cards once per round, but you can swap multiple cards at once. Each card swap costs 1 energy.

[0193] Delete card function:

[0194] During the card play process, dragging a card to a designated location will delete or sell it. The resources consumed by deleted cards cannot be recovered, or a portion or a fixed amount of energy can be recovered. For example, each deleted card will gain 1 energy point.

[0195] Player level upgrade function:

[0196] The player object on this side obtains a certain amount of energy in each round. The energy not used in this round can be accumulated to the next round, and the energy can be used to upgrade the player level. The higher the player level, the higher the quality of the cards that can be drawn in each round, and at the same time, some new abilities will be unlocked, such as talents, purchasable equipment, etc. Optionally, the upgrade button 15 can display quality indicators of different colors. As the player level is upgraded, the quality indicator corresponding to the current player level will light up to indicate the quality of the cards that can be obtained at the current player level. The quality indicator can be as follows: Figure 12 The small rounded rectangle shown is used as an example, but other shapes or forms are also possible.

[0197] For example, when our player object reaches player level 1 / 2 / 3 / 4 / 5, cards of quality 1 / 2 / 3 / 4 / 5 will be unlocked respectively.

[0198] The battle phase of each round:

[0199] Step 380: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area;

[0200] The automatic battle process between your own chess pieces and enemy chess pieces in the chessboard area does not require manual control by your own player object. The client or server automatically controls the battle between the chess pieces of both sides based on the chess position on the chessboard, chess piece attributes, chess piece level, chess piece skills, chess piece attributes, joint enhancement attributes between chess pieces, etc., until all the chess pieces of one side are killed.

[0201] Figure 13 The figure shows an automatic battle diagram of a player's chess piece 17 and an enemy chess piece 19 in a melee battle on the chessboard. The movement, skill release, and functions of the two chess pieces during the battle do not require manual control by the player.

[0202] Battle settlement phase:

[0203] Step 390: Calculate the life value of the virtual character of the chess player on your side, and start the next round of turn-based battle or end the current game based on the life value.

[0204] Both the player object and the enemy player object have health points. After the round ends, the health points of the losing player object will be deducted by a certain amount. This amount can be determined based on the number of chess pieces remaining on the winning side, or it can be a fixed value, which is not limited in this embodiment.

[0205] When the health value is deducted to zero, the player is eliminated from the game.

[0206] When the health value has not been deducted to zero, the next round of turn-based battle will begin in this game, and the player will continue to fight with one of the n player objects until he is eliminated, or he will win the game as the last player who has not been eliminated.

[0207] In some embodiments, the damage calculation is based on the number of pieces remaining on the winning side's board. Figure 14 Shown is the animation effect of calculating the life value of the opponent's chess piece 19 when the opponent is the loser, and then calculating the life value of the opponent's chess piece virtual character 61. A life value progress bar can be displayed on the top of the chess piece virtual character 61.

[0208] Exemplary references Figure 15 The settlement information of the current game is displayed on the settlement interface. The settlement information includes player rankings, players used by each player, lineups, chess piece types, and other information.

[0209] In summary, the method provided in this embodiment, by introducing a "card" mechanism into a turn-based chess game, simplifies and integrates various battle preparation operations into the multi-card playing process, eliminating the concept of a shop. Players no longer need to repeatedly interact with multiple sub-areas on the traditional battle interface, such as the shop, chess piece preparation area, and chess piece battle area, to complete chess piece acquisition, upgrades, and battles. The traditional chess piece purchasing process, which requires users to actively select chess pieces, is replaced by a passive receipt of distributed cards. The game system replaces some of the user's tedious operations, allowing users to complete various battle preparation operations using essentially the same card playing operations as in a card game, thereby improving the efficiency of human-computer interaction.

[0210] Especially when playing turn-based chess games on small-screen terminals such as mobile phones or tablets, players can complete a variety of battle preparation operations based on the limited operations in the hand area. Compared with traditional auto chess, it can significantly improve the efficiency of human-computer interaction.

[0211] The method provided in this embodiment can eliminate the store in traditional Auto Chess based on the playing characteristics of the cards through chess piece cards. The tedious process that requires users to purchase the chess pieces they want from dozens of available chess pieces in the store is replaced by a process in which the game system automatically distributes several cards to the player, eliminating the need for users to manually select cards. This reduces the number of interactive operations required for users to obtain chess pieces and the amount of information that users need to process.

[0212] The method provided in this embodiment can eliminate effect buttons or controls in traditional Auto Chess through effect cards, eliminate the jungle phase in traditional Auto Chess through equipment cards, and incorporate the gameplay characteristics of each player through player cards. By simplifying the various mechanics of turn-based chess games into the card-playing process based on different card types, this can reduce the number of user interface elements required to be displayed on the battle interface, reducing the time users spend actively searching for relevant function entries, simplifying the operation difficulty of the player object, and improving the efficiency of human-computer interaction for the player object.

[0213] Combined with the above overall introduction to turn-based chess games, please refer to Figure 16 , which shows an effect display method provided by an exemplary embodiment of the present application, and the method is applied to Figure 1 Taking the first terminal in as an example, the method includes the following steps.

[0214] Step 1610: Display the game interface of the turn-based chess game.

[0215] The game interface includes a hand area and a chessboard area. The hand area includes chess cards. The chess cards are used to summon virtual chess pieces in the chessboard area, and the virtual chess pieces are used to participate in turn-based virtual battles in the chessboard area.

[0216] Schematically, the game interface refers to the interface used by the friendly player and the enemy player to conduct a turn-based virtual battle.

[0217] Optionally, the game interface includes the hand area and chessboard area corresponding to the player on your side; or, in addition to the hand area and chessboard area corresponding to the player on your side, the game interface also includes the chessboard area corresponding to the enemy player.

[0218] Optionally, the hand area may contain one or more chess piece cards; or, in addition to chess piece cards, the hand area may also include one or more of equipment cards, effect cards, and player cards; or, there is no card of any of the above types in the current hand area.

[0219] Optionally, the virtual chess piece summoned by the chess piece card is used to participate in the virtual battle immediately after the current round of virtual battle begins; or, the virtual chess piece summoned by the chess piece card is used to be displayed in the chessboard area at a specified time during the process starting from the beginning of the current round of virtual battle to participate in the virtual battle. For example, chess piece card a can summon the corresponding virtual chess piece A to the chessboard area to participate in the virtual game when the current round of virtual battle is halfway through.

[0220] Optionally, there is already a virtual chess piece summoned using a chess piece card in the current chessboard area; or, there is no virtual chess piece in the current chessboard area.

[0221] Step 1620: Display the attribute identifier in the game interface.

[0222] Among them, the attribute identifier is the identifier displayed after the attribute effect is added to the virtual chess piece in the chessboard area during the historical time period. The attribute identifier includes an icon area and an attribute data area. The icon area is used to represent the additional source of the attribute effect, and the attribute data area is used to represent the update status of the attribute effect.

[0223] Optionally, the attribute effect includes at least one of a gain effect or a loss effect.

[0224] Optionally, the additional object of the property effect includes at least one of the following object types:

[0225] 1. Adds attribute effects to the virtual chess pieces in the player's chessboard area;

[0226] Among them, it includes at least one of the following additional situations: generating attribute effects on virtual chess pieces participating in the virtual battle during the turn-based virtual battle, generating attribute effects on virtual chess pieces that are in the chessboard area but not in the virtual battle during the turn-based virtual battle, generating attribute results for virtual chess pieces in the chessboard area during the preparation stage of the turn-based virtual battle, generating attributes for virtual chess pieces in the chessboard area during the settlement stage of the turn-based virtual battle, generating attribute effects on virtual chess pieces when they are summoned to the chessboard area through chess piece cards, and adding attribute effects to virtual chess pieces when the turn-based virtual battle process reaches a preset duration.

[0227] 2. Add attribute effects to the virtual chess pieces in the enemy player's chessboard area in the game interface;

[0228] 3. Add attribute effects to virtual chess pieces that are not currently summoned to the chessboard area, but once summoned to the chessboard area through chess piece cards;

[0229] 4. Add attribute effects to chess cards in the opponent's card area. For example, if chess card A currently costs 3 energy points to use, adding an attribute effect to chess card A will reduce the energy consumption when using the chess card. In other words, using chess card A with the attribute effect only costs 2 energy points.

[0230] 5. Add attribute effects to turn-based virtual matches. For example, if the current turn-based virtual match duration is 30 seconds, after adding attribute effects to the virtual match, the turn-based virtual match duration will be extended by 10 seconds to 40 seconds.

[0231] 6. Add attribute effects to the virtual chess pieces in the chessboard area of enemy players who are in the same virtual game but are not in virtual battle with our players during the current round of virtual battle;

[0232] 7. Adds attribute effects to players controlled by the player, including players controlled by the player, controlled by an enemy player in the game interface, or controlled by an enemy player in a turn-based virtual battle but not in virtual battle with the player in the current virtual battle round;

[0233] 8. Add attribute effects to the player's corresponding account. For example, the account level of the first account corresponding to the player is increased. Another example is that the first account has a health value during a turn-based virtual battle. When the health value reaches 0, the virtual game ends. The attribute effect is used to increase the health value of the first account.

[0234] It is worth noting that the above description of additional objects is only an illustrative example and is not limited to this embodiment of the present application.

[0235] In the description of the above-mentioned additional objects, the same attribute effect produces an attribute effect on a single additional object, or the same attribute effect can produce an attribute effect on multiple different additional objects simultaneously or at different times.

[0236] Optionally, the attribute effect is only used for a type of additional object, for example: attribute effect A is only used to increase the health value of virtual chess pieces with less than 50 health points by 200 points in the chessboard area; or, the attribute effect can be used to produce different effects for different additional objects, for example: attribute effect A can increase the defense value of virtual chess pieces in the chessboard area by 50 points, and can also increase the health value of all virtual chess pieces in the chessboard area of the player's side by 10 points 10 seconds after the virtual battle begins.

[0237] Among them, when the attribute effect can be used to produce different effects on different attached objects, the additional effective time of different effects is the same, that is, the same attribute effect can produce different effects on different attached objects at the same time; or, the additional effective time of different effects is different, for example: attribute effect C can be effective for 2 rounds of virtual battles, increasing the health of virtual chess piece 1 by 100 points during the current round of virtual battle, and increasing the mana of virtual chess piece 2 by 30 points during the next round of virtual battle.

[0238] Optionally, the attribute identifier refers to an identifier added to the game interface after an attribute effect is generated. For example, after an attribute effect 1 is generated on a virtual chess piece b in the chessboard area, an attribute identifier 1 corresponding to the attribute effect 1 is displayed in the game interface, that is, Displaying the corresponding attribute identifier after the attribute effect is successfully attached can make the display elements in the game interface simple. Avoid excessive waste of rendering resources ; Or, there are multiple attribute identifiers displayed in the game interface. When the attribute effect corresponding to one of the attribute identifiers takes effect (the effectiveness includes at least one of the above situations), the attribute identifier corresponding to the attribute effect is adjusted to the attachment success state. For example: there are multiple attribute identifiers in the game interface that are in an unlocked state. After the attribute effect c is attached to the chess player in the game interface, the attribute identifier 2 corresponding to the attribute effect c is updated from the unlocked state to the unlocked state (for example: the attribute identifier 2 is lit). That is, the attribute identifier is used as a fixed identifier in the game interface, and its state is updated when the attachment is successful. The rendering process of the attribute identifier can be completed when the interface is rendered for the first time. During the game, only the state update process needs to be rendered, which simplifies the screen rendering complexity during the game and reduces the computer processing time during the game. Operating pressure .

[0239] Optionally, the attribute effect includes at least one of the following effect contents:

[0240] 1. Additional source, used to indicate the source of attribute effects. For example, if the hand area includes an effect card, and the player uses the effect card to release the virtual chess piece, the attribute effect attached to the virtual chess piece comes from the effect card;

[0241] The source type of the additional source includes at least one of the following types:

[0242] The first , attribute effects are generated by using effect cards, that is, after using the effect card in the hand area on the virtual chess piece in the chessboard area, the attribute effect corresponding to the effect card is added to the virtual chess piece;

[0243] The second , after the chess piece card summons the virtual chess piece to the chessboard area, the attribute effect generated by the virtual chess piece itself, that is, the attribute effect is the effect that the virtual chess piece itself brings;

[0244] The third , after the chess piece card summons the first virtual chess piece to the chessboard area, the first virtual chess piece produces an attribute effect on the second virtual chess piece in the chessboard area;

[0245] The fourth After the chess piece card summons the third virtual chess piece to the chessboard area, if there is a fourth virtual chess piece in the chessboard area that has a linkage relationship with the third virtual chess piece, the third virtual chess piece and the fourth virtual chess piece will be linked to produce an attribute effect, and the attribute effect may be effective for the third virtual chess piece and the fourth virtual chess piece or other virtual chess pieces in the chessboard area, that is, the attribute effect is produced by the linkage of the chess pieces;

[0246] The fifth type When the virtual chess pieces in the chessboard area meet the conditions for the effect to occur, attribute effects are added to the virtual chess pieces. For example, virtual chess pieces have corresponding levels. When the virtual chess pieces reach level 4, 50 additional health points are added to the virtual chess pieces. In other words, attribute effects are generated after the virtual chess pieces meet the specified conditions.

[0247] The sixth type Attribute effects are the effects that players obtain through resource exchange and then attach to virtual chess pieces. For example, players can exchange for a health gain effect by spending 30 energy points. After attaching it to virtual chess piece A, the health of the corresponding virtual character of virtual chess piece A can be increased by 50 points.

[0248] The seventh After completing the specified operation on the cards in the opponent's area, you can add attribute effects to the virtual chess pieces in the chessboard area. For example, when you delete any two cards in the hand area, you can increase the character level of the virtual character corresponding to the virtual chess piece b in the chessboard area.

[0249] 2. Effect status, used to indicate the real-time status of the attribute effect;

[0250] Optionally, the effect status includes at least one of the following status types:

[0251] The first , the effective time of the attribute effect, which indicates the duration of the attribute effect on the attached object. The effective time can be expressed in the form of number of rounds, time length, or countdown;

[0252] The second , the number of superpositions of multiple identical attribute effects. When multiple identical attribute effects are added to a virtual chess piece, the attribute effect has a corresponding superposition number. The superposition number refers to the number of identical attribute effects that are added to the same virtual chess piece or different virtual chess pieces at the same time within the effective time.

[0253] Among them, the superposition number refers to the number of the same attribute effects attached to the same additional object, or the superposition number refers to the number of the same attribute effects existing in the virtual game (in this case, the additional objects of the attribute effects may be different).

[0254] The third Cooldown time is the time interval between two consecutive effects when an attribute effect is implemented as a multi-round effect. For example, when attribute effect a adds an attribute effect to a virtual chess piece in the chessboard area, it can increase the health of the virtual chess piece by 50% at the first moment. After 3 seconds, the health of the virtual chess piece can be increased by another 30% at the second moment. Among them, 3 seconds is the cooldown time corresponding to the attribute effect.

[0255] The fourth , effect type, including gain effect or loss effect.

[0256] Optionally, the attribute effect is only one of a gain effect or a debuff effect, that is, the attribute effect is a gain effect, or the attribute effect is a suggestion effect; or, the attribute effect can be switched between a gain effect and a debuff effect, for example, in the first round of virtual battle, the attribute effect is attached to the virtual chess piece to increase 30 points of health, and in the second round of virtual battle, the attribute effect slows down the movement speed of the virtual chess piece by 30%.

[0257] 3. Effect value, used to indicate the specific effect value produced by the attribute effect.

[0258] For example: if attribute effect a is used to increase the health of the virtual chess piece by 50 points, the effect value is "+50"; if attribute effect b is used to reduce the health of the virtual chess piece by 30 points, the effect value is "-30". For attribute effects of different effect types, the effect value not only includes the specific numerical value during the display process, but also the effect type identifier corresponding to the attribute effect, which is used to distinguish different attribute effects.

[0259] It is worth noting that the above-mentioned effect content regarding attribute effects is only an illustrative example and is not limited to this embodiment of the present application.

[0260] Optionally, for the same attribute effect, there are one or more additional sources.

[0261] In some optional embodiments, when an attribute effect is added to a virtual chess piece at a historical moment, the attribute identifier corresponding to the attribute effect is displayed in real time in the game interface; or, when an attribute effect is added to a virtual chess piece at a historical moment, the attribute identifier corresponding to the real-time attribute effect is displayed in the game interface after a preset time period.

[0262] The preset duration includes at least one of the following situations:

[0263] 1. Displaying attribute-addition animation within a preset duration, where attribute-addition animation refers to animation that displays the effect of additional attributes on virtual chess pieces;

[0264] The attribute-added animation includes at least one of the following animation contents:

[0265] The first one displays the animation of attribute effects attached to the virtual character corresponding to the virtual chess piece;

[0266] The second method is to display the effect content corresponding to the attribute effect at the designated position of the virtual character corresponding to the virtual chess piece, for example: the number of rounds in which the effect is effective, the effect type, the number of effect superpositions, and the additional source of the effect;

[0267] The third type uses the source of the attribute effect as the starting point to display the path animation of the attribute effect moving to the position of the virtual chess piece, which is used to indicate the additional source of the current attribute effect;

[0268] The fourth method is to display an animation display area in the game interface, display a virtual character corresponding to the virtual chess piece with additional attribute effects in the animation display area, and display an animation of the additional attribute effects on the virtual character.

[0269] In this embodiment, by reserving time to display attribute additional animation, it is possible to focus on reminding players that they are currently in the virtual battle. The additional attribute effect improves the indication accuracy and efficiency of the effect .

[0270] 2. Display the attribute introduction animation within the preset duration to introduce the effect content corresponding to the additional attribute effect, including the additional source, effect status, effect value, etc. mentioned above;

[0271] That is, by reserving a certain amount of time to display the attribute introduction animation, players can automatically obtain relevant information about the current attribute effects. While improving the efficiency of human-computer interaction, it can also improve players' utilization of attribute effects. Rate .

[0272] 3. The attribute attachment confirmation interface is displayed during the reserved time. The attribute attachment confirmation interface is used to confirm the attached object again before attaching the attribute effect. When the confirmation operation is received in the attribute attachment confirmation interface, the attribute effect is attached to the specified attached object.

[0273] That is, by adding an attribute addition confirmation process before adding attribute effects, it is possible to avoid the problem of players adding attribute effects. Improve the accuracy of attribute attachment in the event of object attachment errors, thereby improving game efficiency .

[0274] Optionally, when the virtual chess pieces in the chessboard area are attached with attribute effects, the icon area and the attribute data area in the attribute identifier are displayed simultaneously; or, the icon area and the attribute data area in the attribute identifier are displayed in sequence.

[0275] Step 1630: If the attribute data displayed in the attribute data area meets the update condition, update the attribute data in the attribute data area.

[0276] In some embodiments, when the effect status corresponding to the attribute effect is updated and the update condition meets the update condition, the attribute data corresponding to the attribute effect is updated and the updated effect status is displayed.

[0277] Optionally, when the effect status corresponding to the attribute effect is updated, the attribute data in the attribute data area is updated in real time; or, when the update of the effect status corresponding to the attribute effect meets the update condition, the attribute data in the attribute data area is updated.

[0278] Optionally, the update condition includes at least one of the following conditions:

[0279] 1. The effective duration of the attribute effect reaches the preset time threshold. For example, in the i-th round of virtual battle, the effective duration of the attribute effect is 3 rounds. At this time, "3" is displayed in the attribute data area. After the i-th round of virtual battle ends, the effective duration of the attribute effect is 2 rounds. At this time, "3" in the attribute data area is updated to "2";

[0280] 2. The number of attribute effects superimposed changes. For example, if two attribute effects a are currently superimposed on a virtual chess piece, "2" will be displayed in the attribute data area. When one of the attribute effects a ends and the other attribute effect a is still valid, "2" in the attribute data area will be updated to "1".

[0281] It is worth noting that the above update conditions are merely illustrative examples and are not limited to these in the embodiments of the present application.

[0282] To sum up, the method provided in this embodiment displays a hand area and a chessboard area in the game interface. After the chess cards displayed in the hand area summon virtual chess pieces in the chessboard area, the virtual chess pieces can participate in a turn-based virtual battle in the chessboard area. Among them, when the game interface displays the corresponding attribute identifier after the attribute effect is added to the virtual chess piece in the chessboard area during the historical time period, an icon area and an attribute data area are displayed in the attribute identifier. The icon area is used to represent the additional source of the attribute effect, and the attribute data area is used to indicate the update status of the attribute effect, so that the attribute data is updated when the attribute data meets the update conditions. That is, when attribute effects are added to virtual chess pieces, an icon area for representing the source of the attribute effects is added on the basis of displaying the attribute identifier, and an attribute data area for representing the update status of the attribute effects is added. Therefore, when the attribute data is updated, the attribute data is updated in the attribute data area. On the one hand, the effect content corresponding to the attribute effect is displayed more comprehensively, and the accuracy of the content indicated by the attribute identifier is improved. On the other hand, adding a variety of effect contents corresponding to the attribute effects can enable players to have a comprehensive understanding of the attribute effects, improve the utilization rate of the attribute effects, and thus improve the efficiency of the game and save computer resources.

[0283] In some embodiments, the attribute data update process in the attribute data area is described in detail. For example, please refer to Figure 17 , which shows a flow chart of an effect display method provided by an exemplary embodiment of the present application, that is, step 1630 also includes steps 1631 to 1632, and the method includes the following steps.

[0284] Step 1631: Display the first attribute data corresponding to the attribute effect at the first moment in the attribute data area.

[0285] Illustratively, the first attribute data is used to indicate the real-time update state of the attribute effect at the first moment, and is used to characterize the effect state of the attribute effect at the first moment.

[0286] Schematically, an effect display area is displayed in the game interface. The effect display area is used to display the attribute effects added to the virtual chess pieces in the chessboard area during the turn-based virtual battle. That is, during the entire turn-based virtual battle, the attribute identifiers corresponding to all successfully added attribute effects are displayed in the effect display area.

[0287] For illustration, please refer to Figure 18 , which shows a schematic diagram of the effect display area provided by an exemplary embodiment of the present application, such as Figure 18 As shown, the game interface 1800 is currently displayed, and the hand area 1810, the effect display area 1820 and the chessboard area are displayed in the game interface 1800, wherein the hand area 1810 includes effect cards. When the effect cards are used to add attribute effects to the virtual chess pieces in the chessboard area, the attribute identifier corresponding to the attribute effect is displayed in the effect display area 1820 while the attribute effect is added to the virtual chess pieces.

[0288] Optionally, the first attribute data is attribute data that is updated and displayed before the first moment; or, the first attribute data is attribute data that is updated and displayed at the first moment.

[0289] Below, several different types of attribute data are explained in detail.

[0290] The first one is the number of effective rounds.

[0291] For example, in a turn-based virtual battle, the duration of an attribute effect is expressed as a number of turns. For example, if the number of turns corresponding to an attribute effect is 2, the attribute effect will continue to affect the virtual chess piece for two rounds of virtual battle, starting from the designated turn. After the second round, the attribute effect ends. The designated turn can be the current turn or any turn starting from the next turn.

[0292] In some embodiments, the attribute data includes an effective round number, which refers to the number of rounds during which the attribute effect is in an effective state during the round-based virtual battle; during the i-th round of the virtual battle, the effective round number displayed in the attribute data area is a first number, where i is a positive integer;

[0293] In this embodiment, taking the turn-based virtual battle as an example, taking the first moment as the moment in the i-th round of virtual battle as an example, the current moment is the i-th round of virtual battle, and an attribute identifier is displayed in the game interface, and an attribute data area is displayed in the attribute identifier, and the attribute data area displays the remaining valid number of rounds of the attribute effect. When the valid number of rounds is the first number, it is used to indicate that the attribute effect can still produce an attribute effect on the virtual chess piece in the first number and consecutive rounds.

[0294] For illustration, please refer to Figure 18 An attribute identifier 1821 is displayed in the effect display area 1820, wherein the attribute identifier 1821 includes an attribute data area, including a round number area 1822 corresponding to the effective round number, wherein the effective round number in the round number area 1822 is 2, indicating that the attribute effect can still produce an attribute effect on the virtual chess piece within 2 rounds.

[0295] The second method is to stack the quantity.

[0296] Schematically, when multiple identical attribute effects are added, the attribute effects are superimposed.

[0297] Optionally, the number of added multiple identical attribute effects is obtained by superimposing the number of attribute effects used to be added to the same virtual chess piece; or, the number of added multiple identical attribute effects is obtained by superimposing the number of all attribute effects identical to the attribute effect in the chessboard area.

[0298] In some embodiments, the attribute data includes an overlay quantity, which is used to indicate the additional quantity corresponding to the first attribute effect added to the virtual chess piece within a valid time range, and the valid time range is used to indicate the time range in which the first attribute effect is valid; the overlay quantity corresponding to the first attribute effect at the first moment is displayed in the attribute data area as n, n≥1 and n is an integer.

[0299] In this embodiment, the example of multiple identical attribute effects attached to the same virtual chess piece in the chessboard area being able to be superimposed is used for explanation. Currently, there are multiple first attribute effects attached to the virtual chess piece, and the multiple first attribute effects are all in a valid state. Therefore, at this time, the number of superpositions of the first attribute effects displayed in the attribute data area is n, which is used to indicate that there are currently n first attribute effects in a valid state attached to the virtual chess piece.

[0300] Optionally, n first attribute effects are added to the virtual chess piece simultaneously; or, n first attribute effects are added to the virtual chess piece in sequence, that is, the addition time of the n first attribute effects is different.

[0301] For illustration, please refer to Figure 18 The attribute identifier 1821 includes an overlay quantity area 1824 for indicating the additional quantity corresponding to the attribute effect. The overlay quantity area 1824 displays "3", indicating that three identical attribute effects are added to the virtual chess piece.

[0302] In addition, attribute identifier 1821 also includes an icon area 1823 for indicating the additional source corresponding to the attribute effect. Optionally, if the additional source includes an attribute effect generated by the virtual chess piece itself, the icon area will display the character identifier corresponding to the virtual chess piece. Alternatively, if the additional source includes a combination of at least two virtual chess pieces in the chessboard area, the icon area will display the combination effect identifier. Where combination means that at least two virtual chess pieces are in the chessboard area at the same time, the attribute effect can be called a "talent" effect.

[0303] Step 1632: In response to the first attribute data meeting the update condition at the second moment, displaying in the attribute data area that the first attribute data is updated to the second attribute data.

[0304] The second attribute data is the attribute data corresponding to the attribute effect at the second moment, and the second moment is a moment after the first moment.

[0305] Schematically, when first attribute data is displayed in the attribute data area at a first moment, if the update status of the attribute data at a second moment meets the update conditions, the first attribute data in the attribute data area will be updated to second updated data, wherein the second updated data is the attribute data corresponding to the attribute effect after the update meets the update conditions.

[0306] Optionally, the second attribute data is attribute data updated at the second moment and meets the update condition; or, the second attribute data is attribute data updated before the second moment but meets the update condition at the second moment.

[0307] The first one is the number of effective rounds.

[0308] In some embodiments, in response to the end of the i-th round of virtual battle, the number of valid rounds displayed in the attribute data area is updated from a first number to a second number, wherein the second number is smaller than the first number.

[0309] Illustratively, when the attribute data is implemented as the number of valid rounds, if the current i-th round of virtual battle ends, the number of valid rounds of the attribute effect will be reduced by 1 round. At this time, the number of valid rounds is adjusted from the first number to the second number, and the second number is smaller than the first number.

[0310] Optionally, before the number of valid rounds is equal to 0, the number of valid rounds in the attribute data area is reduced in real time each time a round of virtual battle ends; or, when the number of ended rounds of virtual battle reaches a specified threshold, the number of valid rounds in the attribute data area is reduced.

[0311] In this embodiment, the number of valid rounds corresponding to the attribute effect is updated in real time according to the completion rate of the number of rounds in the virtual battle, which can improve the accuracy of the identification indication. In addition, by updating the number of valid rounds, players can use the attribute effect in a timely manner when the attribute effect is in a valid state, thereby improving the resource utilization rate of the attribute effect.

[0312] The second method is to stack the quantity.

[0313] In response to receiving the first generation operation at the second moment and the n first attribute effects are within the valid time range, the displayed superposition quantity is updated from n to n+r, where the first generation operation is used to indicate that r first attribute effects are added to the virtual chess piece based on the n first attribute effects, and r is a positive integer.

[0314] Illustratively, when the attribute data is implemented as an overlay quantity, when n effect cards are currently used to add a first attribute effect to the virtual chess piece in the chessboard area, the displayed overlay quantity is n. If r effect cards are received at the second moment to add a first attribute effect to the virtual chess piece, if the n first attribute effects are still in a valid state, the displayed overlay quantity in the attribute data area is updated from n to n+r, indicating that n+r first attribute effects are currently added to the virtual chess piece.

[0315] In this embodiment, when multiple effects of the same attribute are superimposed on the same virtual chess piece, the accuracy of the effect indication can be improved by updating the superimposed quantity indicator in real time.

[0316] In some embodiments, the superposition quantity corresponds to a first quantity identifier; in response to receiving a second generation operation at a second moment, and n first attribute effects are within a valid time range, a second quantity identifier is added at a specified position in the attribute data area, and the second generation operation is used to indicate the addition of a second attribute effect to the virtual chess piece, and the second quantity identifier is used to indicate the additional quantity of the second attribute effect added to the virtual chess piece.

[0317] In this embodiment, if the superposition quantity in the current attribute data area is the superposition quantity corresponding to the first attribute effect attached to the virtual chess piece, the superposition quantity of the first attribute effect corresponds to the first quantity identifier. When multiple effect cards are used to attach multiple second attribute effects to the virtual chess piece, the n first attribute effects are in a valid state at this time, and a second quantity identifier corresponding to the second attribute effect is added at a specified position in the attribute data area to indicate the superposition quantity of the second attribute effect attached to the virtual chess piece.

[0318] In this embodiment, when different attribute effects are added to the same virtual chess piece, they are distinguished by different identifiers, which can improve the accuracy of the identifier indication.

[0319] In some embodiments, the icon area includes a first icon area corresponding to the virtual chess piece, the first icon area includes a character identifier corresponding to the virtual chess piece and a first area edge that wraps the character identifier, and the first area edge is used to indicate that an attribute effect of a first source type is attached to the virtual chess piece; in response to the attribute effect of the first source type meeting the effect end condition and the attribute effect of a second source type is attached to the virtual chess piece, the first area edge is updated to a second area edge, and the second area edge corresponds to the attribute effect of the second source type.

[0320] Illustratively, the icon area also includes a first icon area corresponding to the virtual chess piece to which the attribute effect is attached. In this case, the first icon area includes a character identifier corresponding to the virtual chess piece, indicating that the object to which the attribute effect is attached is the virtual chess piece. Furthermore, the character identifier is surrounded by a first area edge corresponding to the type of the additional source of the attribute effect attached to the virtual chess piece, i.e., the first source type. When the attribute effect of the first source type is updated from an effective state to an ended state (i.e., the attribute effect is no longer effective at this time), and an attribute effect of a second source type different from the first source type is attached to the virtual chess piece, the first area edge surrounding the character identifier is updated to a second area edge to indicate that the additional source of the attribute effect has changed. For example, if effect card a is used to attach attribute effect 1, "Increase health by 30 points," to virtual chess piece a, the character identifier of virtual chess piece a is surrounded by a circular border. When attribute effect 1 ends and effect card b is used to attach attribute effect 2, "Increase movement speed by 30%," to virtual chess piece a, the circular border surrounding the character identifier of virtual chess piece a is updated to a triangular border.

[0321] In this embodiment, when the additional source of the attribute effect changes, the region edge is updated to avoid re-rendering the entire attribute identifier, thereby improving the identifier display efficiency and saving computer resources.

[0322] In some embodiments, in response to receiving a selection operation on an attribute identifier, an effect content area is displayed at a designated location of the attribute identifier, where the effect content area includes a variety of effect contents corresponding to the attribute effect.

[0323] In this embodiment, in addition to displaying the attribute identifier, when an attribute identifier is selected, the effect content of the attribute effect corresponding to the attribute identifier will be displayed at the designated position of the attribute identifier. Different types of attribute effects have different effect contents displayed in the effect content area.

[0324] Optionally, the effect content includes at least one of the effect name, effective time, effect introduction, additional object, additional source, effect type, etc. corresponding to the attribute effect.

[0325] For illustration, please refer to Figure 19 , which shows a schematic diagram of the effect content area provided by an exemplary embodiment of the present application, such as Figure 19 As shown, an attribute identifier 1910 is displayed in the game interface. When a trigger operation on the attribute identifier 1910 is received, an effect content area 1920 corresponding to the attribute identifier 1910 is displayed.

[0326] For illustration, please refer to Figure 20 , which shows a schematic diagram of the effect content area provided by an exemplary embodiment of the present application, such as Figure 20 As shown, an attribute identifier 2010 is displayed in the game interface. When a trigger operation on the attribute identifier 2010 is received, an effect content area 2020 corresponding to the attribute identifier 2010 is displayed.

[0327] In this embodiment, by adding an effect content area, players can have a more comprehensive understanding of all content corresponding to the attribute effects, thereby improving the accuracy of effect identification indication.

[0328] To sum up, in an embodiment of the present application, a hand area and a chessboard area are displayed in the game interface. After the chess cards displayed in the hand area summon virtual chess pieces in the chessboard area, the virtual chess pieces can participate in a turn-based virtual battle in the chessboard area. Among them, in the game interface, when the attribute identifier corresponding to the attribute effect added to the virtual chess piece in the chessboard area during the historical time period is displayed, an icon area and an attribute data area are displayed in the attribute identifier. The icon area is used to represent the additional source of the attribute effect, and the attribute data area is used to indicate the update status of the attribute effect, thereby updating the attribute data when the attribute data meets the update conditions. That is, when attribute effects are added to virtual chess pieces, an icon area for representing the source of the attribute effects is added on the basis of displaying the attribute identifier, and an attribute data area for representing the update status of the attribute effects is added. Therefore, when the attribute data is updated, the attribute data is updated in the attribute data area. On the one hand, the effect content corresponding to the attribute effect is displayed more comprehensively, and the accuracy of the content indicated by the attribute identifier is improved. On the other hand, adding a variety of effect contents corresponding to the attribute effects can enable players to have a comprehensive understanding of the attribute effects, improve the utilization rate of the attribute effects, and thus improve the efficiency of the game and save computer resources.

[0329] In this embodiment, by updating the attribute data displayed in the attribute data area in real time, the change of the identification corresponding to the attribute effect can be made consistent with the virtual battle situation, thereby improving the accuracy of the effect display.

[0330] The following describes in detail the process of displaying the attribute identifier in step 1620.

[0331] In some embodiments, a parameter configuration list corresponding to the attribute effect is obtained, the parameter configuration list including multiple attribute configuration parameters corresponding to the attribute effect; a display logic blueprint corresponding to the attribute effect is obtained, the display logic blueprint including display logic parameters corresponding to multiple display contents in the game interface; the target logic parameters corresponding to the attribute effect are read from the display logic blueprint; and the attribute identifier is displayed in the game interface based on the attribute configuration parameters and the target logic parameters.

[0332] Illustratively, the server pre-stores a parameter configuration list for storing multiple attribute configuration parameters corresponding to attribute effects, including: effect name, effective time, effect description, attached object, attached source, effect type, etc. The attribute configuration parameters are used to determine the display content corresponding to the attribute identifier.

[0333] The server also stores display logic blueprints. Blueprint is a visual scripting language or system used to create and define various game elements and behaviors. Developers can graphically organize and connect different functional nodes without writing complex code. The blueprint system typically provides a set of predefined nodes that represent different game functions or behaviors, such as movement, attacking, collision detection, etc. Developers can define character behavior, scene logic, and more by connecting these nodes together. This approach not only reduces programming difficulty but also makes game development more intuitive and efficient.

[0334] In this embodiment, the target logic parameters corresponding to the attribute effect are read from the display logic blueprint, for example: updating the identifier at a specified time, for example: the location and display duration of the identifier, etc., and for example: updating the data when the attribute data meets the specified conditions.

[0335] Therefore, based on the attribute configuration parameters and target logic parameters, the attribute identifier corresponding to the attribute effect is displayed in the game interface.

[0336] In this embodiment, by reading the configuration parameters and the logic parameters, not only the accuracy of the identification content is improved, but also the correctness of the identification display logic is improved.

[0337] Indicatively, when the display logic of the attribute effect is more complex, the pre-packaged function program set (age) in the server can be called, and the effect identification number (Identity Document, ID) of the attribute effect can be used as the index to call the age parameter corresponding to the attribute effect from the age list as the target logic parameter.

[0338] In some embodiments, an attribute addition operation is received, and the attribute addition operation is used to add a third attribute effect to the virtual chess piece in the chessboard area; based on the attribute addition operation, attribute configuration parameters and display logic parameters corresponding to the third attribute effect are obtained; the attribute configuration parameters corresponding to the third attribute effect are stored in a parameter configuration list, and the display logic parameters are stored in the form of nodes in a display logic blueprint.

[0339] In schematic form, when a third attribute effect is added, the attribute configuration parameters and display logic parameters corresponding to the third attribute effect are obtained, and the attribute configuration parameters are stored in the parameter configuration list, and the display logic parameters are stored in the display logic blueprint in the form of nodes for subsequent reading and display of the attribute identifier corresponding to the third attribute effect.

[0340] In this embodiment, storing data in the form of functional nodes can improve the accuracy of data storage.

[0341] For illustration, please refer to Figure 21 , which shows a schematic diagram of generating attribute effects provided by an exemplary embodiment of the present application, such as Figure 21 As shown, during the current display of the attribute effect 2110 , the configuration table 2120 corresponding to the attribute effect 2110 is first read, wherein the configuration table 2120 is configured with attribute parameters corresponding to the attribute effect 2110 , such as attribute name, effect content, etc.

[0342] After reading the attribute parameters corresponding to the attribute effect 2110, the display logic 2131 corresponding to the attribute effect is read from the pre-generated blueprint 2130. When there are some special attribute effects, they cannot be directly implemented using the blueprint 2130, so the age configuration table 2140 can be introduced. By configuring the name corresponding to age in the blueprint 2130, the corresponding age configuration content can be directly indexed from the age configuration table 2140, so that the attribute effect 2110 can be displayed according to the attribute parameters and display logic.

[0343] To sum up, in an embodiment of the present application, a hand area and a chessboard area are displayed in the game interface. After the chess cards displayed in the hand area summon virtual chess pieces in the chessboard area, the virtual chess pieces can participate in a turn-based virtual battle in the chessboard area. Among them, in the game interface, when the attribute identifier corresponding to the attribute effect added to the virtual chess piece in the chessboard area during the historical time period is displayed, an icon area and an attribute data area are displayed in the attribute identifier. The icon area is used to represent the additional source of the attribute effect, and the attribute data area is used to indicate the update status of the attribute effect, thereby updating the attribute data when the attribute data meets the update conditions. That is, when attribute effects are added to virtual chess pieces, an icon area for representing the source of the attribute effects is added on the basis of displaying the attribute identifier, and an attribute data area for representing the update status of the attribute effects is added. Therefore, when the attribute data is updated, the attribute data is updated in the attribute data area. On the one hand, the effect content corresponding to the attribute effect is displayed more comprehensively, and the accuracy of the content indicated by the attribute identifier is improved. On the other hand, adding a variety of effect contents corresponding to the attribute effects can enable players to have a comprehensive understanding of the attribute effects, improve the utilization rate of the attribute effects, and thus improve the efficiency of the game and save computer resources.

[0344] This application addresses the overly simplistic display of attribute effects in traditional Auto Chess games, making detailed status inaccessible. By designing more flexible and complex attribute effects, it provides foundational support, offering players a clearer display of attribute effects, allowing them to more comprehensively grasp game information and make informed decisions. It also offers new insights into attribute information display for similar games.

[0345] In some embodiments, the extended content of the effect display mode is described in detail. For example, please refer to Figure 22 , which shows a flow chart of an effect display method provided by an exemplary embodiment of the present application, the method includes the following steps.

[0346] Step 2201: When the first virtual chess piece and the second virtual chess piece in the chessboard area are attached with a fourth attribute effect, a linkage attribute identifier corresponding to the fourth attribute effect is displayed in the game interface.

[0347] The linkage attribute identifier includes an icon area corresponding to the fourth attribute effect, a first sub-identifier corresponding to the first virtual chess piece, and a second sub-identifier corresponding to the second virtual chess piece.

[0348] Schematically, when the fourth attribute effect is attached to both the first virtual chess piece and the second virtual chess piece during the virtual game, a linkage attribute identifier corresponding to the fourth attribute effect is displayed in the game interface, which is used to indicate that the fourth attribute effect is currently attached to both the first virtual chess piece and the second virtual chess piece.

[0349] The linkage attribute identifier includes an effect identifier of the fourth attribute effect, and displays a first sub-identifier and a second sub-identifier, which are used to indicate an additional object of the fourth attribute identifier.

[0350] Step 2202: In response to receiving the attribute transfer operation for the second sub-identity, display an attribute transfer animation.

[0351] The attribute transfer animation is used to indicate the cancellation of the second sub-identifier and the highlighting of the first sub-identifier, and the attribute transfer animation is used to indicate the superposition of the fourth attribute effect attached to the second virtual chess piece to the first virtual chess piece.

[0352] In this embodiment, when the player does not need the second virtual chess piece to participate in the virtual game but does not want to give up the fourth attribute effect attached to the second virtual chess piece, the player can drag the first sub-identifier to the position of the second sub-identifier to indicate that the fourth attribute effect attached to the second virtual chess piece is attached to the first virtual chess piece.

[0353] In this embodiment, the attribute transfer function can avoid the waste of resources of attribute effects.

[0354] In some embodiments, an identification hiding operation is received, and the identification hiding operation is used to hide the display attribute identification in the game interface; based on the identification hiding operation, the opacity corresponding to the attribute identification is reduced in the game interface.

[0355] In this embodiment, the opacity of the attribute identifier is reduced through the identifier hiding operation, so that the attribute identifier is not displayed in the game interface, or is displayed in a semi-transparent state.

[0356] In this embodiment, adding a logo hiding function can simplify the interface display content and avoid excessive waste of rendering resources.

[0357] To sum up, in an embodiment of the present application, a hand area and a chessboard area are displayed in the game interface. After the chess cards displayed in the hand area summon virtual chess pieces in the chessboard area, the virtual chess pieces can participate in a turn-based virtual battle in the chessboard area. Among them, in the game interface, when the attribute identifier corresponding to the attribute effect added to the virtual chess piece in the chessboard area during the historical time period is displayed, an icon area and an attribute data area are displayed in the attribute identifier. The icon area is used to represent the additional source of the attribute effect, and the attribute data area is used to indicate the update status of the attribute effect, thereby updating the attribute data when the attribute data meets the update conditions. That is, when attribute effects are added to virtual chess pieces, an icon area for representing the source of the attribute effects is added on the basis of displaying the attribute identifier, and an attribute data area for representing the update status of the attribute effects is added. Therefore, when the attribute data is updated, the attribute data is updated in the attribute data area. On the one hand, the effect content corresponding to the attribute effect is displayed more comprehensively, and the accuracy of the content indicated by the attribute identifier is improved. On the other hand, adding a variety of effect contents corresponding to the attribute effects can enable players to have a comprehensive understanding of the attribute effects, improve the utilization rate of the attribute effects, and thus improve the efficiency of the game and save computer resources.

[0358] For illustration, please refer to Figure 23 , which shows a structural block diagram of an effect display device provided by an exemplary embodiment of the present application, the device includes the following modules:

[0359] Display module 2310 is used to display a game interface of a turn-based chess game, wherein the game interface includes a hand area and a chessboard area. The hand area includes chess cards, which are used to summon virtual chess pieces in the chessboard area. The virtual chess pieces are used to participate in a turn-based virtual battle in the chessboard area.

[0360] The display module 2310 is further configured to display an attribute identifier in the game interface. The attribute identifier is displayed after an attribute effect is added to a virtual chess piece in the chessboard area during a historical time period. The attribute identifier includes an icon area and an attribute data area. The icon area is used to indicate the source of the attribute effect, and the attribute data area is used to indicate the update status of the attribute effect.

[0361] The updating module 2320 is configured to update the attribute data in the attribute data area if the attribute data displayed in the attribute data area meets an updating condition.

[0362] In some embodiments, the update module 2320 is also used to display the first attribute data corresponding to the attribute effect at the first moment in the attribute data area; in response to the first attribute data meeting the update condition at the second moment, the attribute data area is updated from the first attribute data to the second attribute data, and the second attribute data is the attribute data corresponding to the attribute effect at the second moment, and the second moment is a moment after the first moment.

[0363] In some embodiments, the attribute data includes a valid round number, where the valid round number refers to the number of rounds during which the attribute effect is in a valid state during the turn-based virtual battle;

[0364] The update module 2320 is further configured to display, during the i-th round of virtual battle, the number of valid rounds in the attribute data area as a first number, where i is a positive integer; and in response to the end of the i-th round of virtual battle, display in the attribute data area that the number of valid rounds is updated from the first number to a second number, wherein the second number is smaller than the first number.

[0365] In some embodiments, the attribute data includes an overlay quantity, the overlay quantity being used to indicate an overlay quantity corresponding to adding a first attribute effect to the virtual chess piece within a valid time range, the valid time range being used to indicate a time range in which the first attribute effect is valid;

[0366] The update module 2320 is further configured to display in the attribute data area that the number of superpositions corresponding to the first attribute effect at the first moment is n, where n≥1 and n is an integer; in response to receiving a first generation operation at the second moment, and n first attribute effects are within the valid time range, display the number of superpositions updated from n to n+r, wherein the first generation operation is configured to indicate that r first attribute effects are added to the virtual chess piece on the basis of the n first attribute effects, and r is a positive integer.

[0367] In some embodiments, the stacked quantity corresponds to a first quantity identifier;

[0368] The update module 2320 is also used to add a second quantity identifier at a specified position in the attribute data area in response to receiving a second generation operation at the second moment and the n first attribute effects are within the valid time range. The second generation operation is used to indicate the addition of a second attribute effect to the virtual chess piece, and the second quantity identifier is used to indicate the additional quantity of the second attribute effects added to the virtual chess piece.

[0369] In some embodiments, the icon area includes a first icon area corresponding to the virtual chess piece, the first icon area includes a character identifier corresponding to the virtual chess piece and a first area edge surrounding the character identifier, the first area edge being used to indicate that an attribute effect of a first source type is added to the virtual chess piece;

[0370] The display module 2310 is also used to display that the first area edge is updated to the second area edge in response to the attribute effect of the first source type meeting the effect end condition and the attribute effect of the second source type is added to the virtual chess piece, and the second area edge corresponds to the attribute effect of the second source type.

[0371] In some embodiments, the display module 2310 is further configured to display an effect content area at a designated position of the attribute identifier in response to receiving a selection operation on the attribute identifier, wherein the effect content area includes a plurality of effect contents corresponding to the attribute effect.

[0372] In some embodiments, the display module 2310 is further used to obtain a parameter configuration list corresponding to the attribute effect, the parameter configuration list including multiple attribute configuration parameters corresponding to the attribute effect; obtain a display logic blueprint corresponding to the attribute effect, the display logic blueprint including display logic parameters corresponding to multiple display contents in the game interface; read the target logic parameters corresponding to the attribute effect from the display logic blueprint; and display the attribute identifier in the game interface based on the attribute configuration parameters and the target logic parameters.

[0373] In some embodiments, the display module 2310 is also used to receive an attribute addition operation, and the attribute addition operation is used to add a third attribute effect to the virtual chess piece in the chessboard area; based on the attribute addition operation, the attribute configuration parameters and display logic parameters corresponding to the third attribute effect are obtained; the attribute configuration parameters corresponding to the third attribute effect are stored in the parameter configuration list, and the display logic parameters are stored in the display logic blueprint in the form of nodes.

[0374] In some embodiments, the display module 2310 is also used to display the linkage attribute identifier corresponding to the fourth attribute effect in the game interface when the first virtual chess piece and the second virtual chess piece in the chessboard area are attached with the fourth attribute effect, wherein the linkage attribute identifier includes the icon area corresponding to the fourth attribute effect, the first sub-identifier corresponding to the first virtual chess piece and the second sub-identifier corresponding to the second virtual chess piece; in response to receiving the attribute transfer operation on the second sub-identifier, displaying the attribute transfer animation, the attribute transfer animation is used to indicate the cancellation of the display of the second sub-identifier and the animation of highlighting the first sub-identifier, the attribute transfer animation is used to indicate the superposition of the fourth attribute effect attached to the second virtual chess piece to the first virtual chess piece.

[0375] In some embodiments, the display module 2310 is further used to receive an identification hiding operation, and the identification hiding operation is used to hide and display the attribute identification in the game interface; based on the identification hiding operation, the opacity corresponding to the attribute identification is reduced in the game interface.

[0376] To sum up, the effect display device provided by the embodiment of the present application displays a hand area and a chessboard area in the game interface. The chess cards displayed in the hand area summon virtual chess pieces in the chessboard area, so that the virtual chess pieces can participate in a turn-based virtual battle in the chessboard area. Among them, when the game interface displays the corresponding attribute identification after the attribute effect is added to the virtual chess piece in the chessboard area during the historical time period, an icon area and an attribute data area are displayed in the attribute identification. The icon area is used to represent the additional source of the attribute effect, and the attribute data area is used to indicate the update status of the attribute effect, so that the attribute data is updated when the attribute data meets the update conditions. That is, when attribute effects are added to virtual chess pieces, an icon area for representing the source of the attribute effects is added on the basis of displaying the attribute identifier, and an attribute data area for representing the update status of the attribute effects is added. Therefore, when the attribute data is updated, the attribute data is updated in the attribute data area. On the one hand, the effect content corresponding to the attribute effect is displayed more comprehensively, and the accuracy of the content indicated by the attribute identifier is improved. On the other hand, adding a variety of effect contents corresponding to the attribute effects can enable players to have a comprehensive understanding of the attribute effects, improve the utilization rate of the attribute effects, and thus improve the efficiency of the game and save computer resources.

[0377] It should be noted that the effect display device provided in the above embodiment is only illustrated by the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the effect display device and effect display method embodiments provided in the above embodiment are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.

[0378] Figure 24 The following is a block diagram of a computer device 2400 according to an exemplary embodiment of the present application. Computer device 2400 may be a smartphone, a tablet computer, a Moving Picture Experts Group Audio Layer III (MP3) player, a Moving Picture Experts Group Audio Layer IV (MP4) player, a laptop computer, or a desktop computer. Computer device 2400 may also be referred to as a user device, a portable computer device, a laptop computer device, a desktop computer device, or other similar names.

[0379] Typically, the computer device 2400 includes a processor 2401 and a memory 2402 .

[0380] The processor 2401 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2401 may be implemented in at least one hardware form of digital signal processing (DSP), field-programmable gate array (FPGA), and programmable logic array (PLA). The processor 2401 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a central processing unit (CPU); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 2401 may be integrated with a graphics processing unit (GPU), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 2401 may also include an artificial intelligence (AI) processor, which is used to process computing operations related to machine learning.

[0381] The memory 2402 may include one or more computer-readable storage media, which may be non-transitory. The memory 2402 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 2402 is used to store at least one instruction, which is used to be executed by the processor 2401 to implement the effect display method provided in the method embodiment of the present application.

[0382] Schematically, the computer device 2400 also includes other components, which can be understood by those skilled in the art. Figure 24 The structure shown in the figure does not constitute a limitation on the computer device 2400, and the computer device 2400 may include more or fewer components than shown in the figure, or combine some components, or adopt a different component arrangement.

[0383] Those skilled in the art will appreciate that all or part of the steps in the various methods of the above embodiments can be completed by instructing the relevant hardware through a program. The program can be stored in a computer-readable storage medium, which can be the computer-readable storage medium contained in the memory in the above embodiments; or it can be a separate computer-readable storage medium that is not assembled into the computer device. The computer-readable storage medium stores at least one instruction, at least one program, code set, or instruction set. The at least one instruction, at least one program, code set, or instruction set is loaded and executed by the processor to implement the effect display method described in any of the above embodiments.

[0384] Optionally, the computer-readable storage medium may include: a read-only memory (ROM), a random access memory (RAM), a solid-state drive (SSD), or an optical disk. Among them, the random access memory may include a resistance random access memory (ReRAM) and a dynamic random access memory (DRAM). The serial numbers of the above embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.

[0385] Those skilled in the art will appreciate that all or part of the steps in the above embodiments may be implemented by hardware or by programs instructing the relevant hardware to perform the steps. The programs may be stored in a computer-readable storage medium, such as a read-only memory, a magnetic disk, or an optical disk. The above are merely optional embodiments of the present application and are not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included within the scope of protection of the present application.

Claims

1. A method for displaying an effect, characterized in that: The method comprises: Displaying a game interface of a turn-based chess game, the game interface including a hand area and a chessboard area, the hand area including chess cards, the chess cards being used to summon virtual chess pieces in the chessboard area, and the virtual chess pieces being used to participate in a turn-based virtual battle in the chessboard area; Displaying an attribute identifier in the game interface, the attribute identifier being displayed after an attribute effect is added to a virtual chess piece in the chessboard area during a historical time period, the attribute identifier including an icon area and an attribute data area, the icon area being used to indicate the source of the attribute effect, and the attribute data area being used to indicate the update status of the attribute effect; When the attribute data displayed in the attribute data area meets an update condition, the attribute data in the attribute data area is updated.

2. The method according to claim 1, characterized in that When the attribute data displayed in the attribute data area meets the update condition, updating the attribute data in the attribute data area includes: Displaying first attribute data corresponding to the attribute effect at a first moment in the attribute data area; In response to the first attribute data meeting the update condition at the second moment, the first attribute data is updated to the second attribute data in the attribute data area, and the second attribute data is the attribute data corresponding to the attribute effect at the second moment. The second moment is a moment after the first moment.

3. The method according to claim 2, characterized in that The attribute data includes the number of valid rounds, which refers to the number of rounds during which the attribute effect is in a valid state during the turn-based virtual battle; Displaying first attribute data corresponding to the attribute effect at a first moment in the attribute data area includes: During the i-th round of virtual battle, the valid number of rounds is displayed in the attribute data area as a first number, where i is a positive integer; In response to the first attribute data meeting the update condition at the second moment, displaying in the attribute data area that the first attribute data is updated to the second attribute data includes: In response to the end of the i-th round of virtual battle, the valid round number displayed in the attribute data area is updated from the first number to a second number, wherein the second number is smaller than the first number.

4. The method according to claim 2, characterized in that The attribute data includes an overlay quantity, the overlay quantity being used to indicate an overlay quantity corresponding to adding a first attribute effect to the virtual chess piece within a valid time range, the valid time range being used to indicate a time range in which the first attribute effect is valid; Displaying first attribute data corresponding to the attribute effect at a first moment in the attribute data area includes: Displaying in the attribute data area the number of superpositions corresponding to the first attribute effect at the first moment as n, where n≥1 and n is an integer; In response to the first attribute data meeting the update condition at the second moment, displaying in the attribute data area that the first attribute data is updated to the second attribute data includes: In response to receiving the first generation operation at the second moment and n first attribute effects are within the valid time range, the superposition quantity is displayed to be updated from n to n+r, wherein the first generation operation is used to indicate that r first attribute effects are added to the virtual chess piece based on the n first attribute effects, and r is a positive integer.

5. The method according to claim 4, characterized in that The superposition quantity corresponds to a first quantity identifier; The method further comprises: In response to receiving a second generation operation at the second moment, and the n first attribute effects are within the valid time range, a second quantity identifier is added at a specified position in the attribute data area, the second generation operation is used to indicate the addition of a second attribute effect to the virtual chess piece, and the second quantity identifier is used to indicate the additional quantity of the second attribute effects added to the virtual chess piece.

6. The method according to any one of claims 1 to 5, characterized in that: The icon area includes a first icon area corresponding to the virtual chess piece, the first icon area includes a character identifier corresponding to the virtual chess piece and a first area edge surrounding the character identifier, the first area edge is used to indicate that an attribute effect of a first source type is added to the virtual chess piece; The method further comprises: In response to the attribute effect of the first source type meeting the effect end condition and the attribute effect of the second source type being added to the virtual chess piece, the first area edge is updated to the second area edge, and the second area edge corresponds to the attribute effect of the second source type.

7. The method according to any one of claims 1 to 5, characterized in that: After the attribute identifier is displayed in the game interface, the method further includes: In response to receiving a selection operation on the attribute identifier, an effect content area is displayed at a designated position of the attribute identifier, wherein the effect content area includes a plurality of effect contents corresponding to the attribute effect.

8. The method according to any one of claims 1 to 5, characterized in that: The displaying of attribute identifiers in the game interface includes: Obtaining a parameter configuration list corresponding to the attribute effect, wherein the parameter configuration list includes a plurality of attribute configuration parameters corresponding to the attribute effect; Obtaining a display logic blueprint corresponding to the attribute effect, wherein the display logic blueprint includes display logic parameters corresponding to a plurality of display contents in the game interface; Read the target logic parameter corresponding to the attribute effect from the display logic blueprint; The attribute identifier is displayed in the game interface based on the attribute configuration parameter and the target logic parameter.

9. The method according to claim 8, characterized in that The method further comprises: receiving an attribute addition operation, wherein the attribute addition operation is used to add a third attribute effect to the virtual chess piece in the chessboard area; Acquire attribute configuration parameters and display logic parameters corresponding to the third attribute effect based on the attribute addition operation; The attribute configuration parameters corresponding to the third attribute effect are stored in the parameter configuration list, and the display logic parameters are stored in the display logic blueprint in the form of nodes.

10. The method according to any one of claims 1 to 5, characterized in that: The method further comprises: When the first virtual chess piece and the second virtual chess piece in the chessboard area are attached with a fourth attribute effect, a linkage attribute identifier corresponding to the fourth attribute effect is displayed in the game interface, wherein the linkage attribute identifier includes an icon area corresponding to the fourth attribute effect, a first sub-identifier corresponding to the first virtual chess piece, and a second sub-identifier corresponding to the second virtual chess piece; In response to receiving an attribute transfer operation on the second sub-identifier, an attribute transfer animation is displayed, wherein the attribute transfer animation is used to indicate the cancellation of the display of the second sub-identifier and the animation of the first sub-identifier is highlighted, wherein the attribute transfer animation is used to indicate the superposition of the fourth attribute effect attached to the second virtual chess piece to the first virtual chess piece.

11. The method according to any one of claims 1 to 5, characterized in that: The method further comprises: receiving an identification hiding operation, wherein the identification hiding operation is used to hide and display the attribute identification in the game interface; Based on the identification hiding operation, the opacity corresponding to the attribute identification is reduced in the game interface.

12. An effect display device, characterized in that: The device comprises: A display module is configured to display a game interface of a turn-based chess game, wherein the game interface includes a hand area and a chessboard area, wherein the hand area includes chess cards, wherein the chess cards are used to summon virtual chess pieces in the chessboard area, and wherein the virtual chess pieces are used to participate in a turn-based virtual battle in the chessboard area; The display module is further configured to display an attribute identifier in the game interface. The attribute identifier is displayed after an attribute effect is added to a virtual chess piece in the chessboard area during a historical time period. The attribute identifier includes an icon area and an attribute data area. The icon area is used to indicate the source of the attribute effect, and the attribute data area is used to indicate the update status of the attribute effect. The updating module is configured to update the attribute data in the attribute data area if the attribute data displayed in the attribute data area meets an updating condition.

13. A computer device, characterized in that: The computer device includes a processor and a memory, wherein the memory stores at least one program, and the at least one program is loaded and executed by the processor to implement the effect display method according to any one of claims 1 to 11.

14. A computer-readable storage medium, characterized in that The storage medium stores at least one program, and the at least one program is loaded and executed by the processor to implement the effect display method according to any one of claims 1 to 11.

15. A computer program product, characterized in that The invention comprises a computer program, which, when executed by a processor, implements the effect display method according to any one of claims 1 to 11.