Method and device for prompting information in game and electronic equipment

By displaying the combo skills of the target virtual character in the game scene, and using a display method that changes according to the conditions for combo execution with icons and progress indicators, the problem of conveying operational skills in the teaching of complex skills is solved, and the efficiency of players' understanding and mastery of combo skills is improved.

CN121422479APending Publication Date: 2026-01-30NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411030289.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-07-29
Publication Date
2026-01-30

AI Technical Summary

Technical Problem

In existing technologies, game tutorials for complex skills and moves are difficult to effectively convey operational techniques and strategies, making it difficult for players to understand and quickly master how to use combo skills.

Method used

By displaying the combo skills of the target virtual character in the game scene, and using icons and progress indicators to display changes based on the conditions for combo execution, targeted operation guidance information is provided to help players master the execution of combo skills.

Benefits of technology

It improves players' understanding and mastery of combo skills, ensuring the effective release of combo skills and enhancing the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides an information prompting method and device in a game and electronic equipment, and the method comprises the steps: displaying a game scene containing a target virtual character when guiding a target continuous recruitment skill at least comprising a first game skill and a second game skill which are played according to a sequential playing sequence, the first game skill and the second game skill are displayed in a first display mode and correspond to a first identifier and a second identifier; in response to the fact that the target virtual character completes playing of the first game skill, determining a second continuous recruitment playing condition corresponding to a second game skill, and displaying a progress identifier in the graphical user interface; and displaying a second identifier in a second display mode in response to the game behavior of the target virtual character meeting the game behavior requirement indicated by the second consecutive recruitment release condition, so as to prompt the target virtual character to release a second game skill. According to the method, based on various factors in the game, more targeted operation guidance information of the continuous recruiting skill is generated, so that players can better grasp the application of the continuous recruiting skill.
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Description

Technical Field

[0001] This disclosure relates to the field of game interaction design technology, and in particular to a method, apparatus and electronic device for providing information prompts in games. Background Technology

[0002] In some competitive games with complex skill moves, basic skill combos are often taught through video demonstrations. However, this method struggles to effectively convey operational techniques and thought processes, making it difficult for players to understand and quickly master the skills. Related technologies often display a training bar at the top of the game's training arena, showing the individual moves of multiple combos. When a player completes a move, it is grayed out, indicating completion; moves being executed are highlighted with an arrow. Simultaneously, players must perform the corresponding action within the given time, or complete the action within the time limit, to determine if the move is complete. Therefore, the criteria for move completion include whether the move is executed correctly and whether it is completed within the time limit. However, in some games, completing an effective combo involves more than just the connection between moves. Thus, this method cannot guarantee the effective execution of combos, and consequently, it cannot ensure that players can understand and master combo skills. Summary of the Invention

[0003] The purpose of this disclosure is to provide a method, device, and electronic device for providing information prompts in games, so as to generate more targeted operation guidance information for combo skills based on factors related to the release of combo skills in the game, so as to enable players to understand and master the release of combo skills.

[0004] In a first aspect, this disclosure provides a method for providing information prompts in a game, displaying a graphical user interface via a terminal device. The method includes: responding to a skill guidance instruction for a target combo skill of a target virtual character; controlling the display of a game scene containing the target virtual character in the graphical user interface, wherein the target virtual character is a virtual character controlled by the terminal device, and the target combo skill includes at least a first game skill and a second game skill executed in a sequential order; displaying a first identifier and a second identifier in the graphical user interface in a first display mode according to the sequential order, wherein the first identifier indicates the first game skill, and the second identifier indicates the second game skill; responding to a condition that the first game skill corresponds to... The first combo skill's activation condition is displayed using a second display method, indicating the first identifier to prompt the target virtual character to activate the first game skill. In response to the target virtual character activating the first game skill, the activation condition for the second combo skill is determined, and a progress indicator is displayed in the graphical user interface. The second combo skill's activation condition includes at least game behavior requirements for the target virtual character, and the progress indicator is used to indicate in real-time whether the target virtual character's game behavior trend meets the game behavior requirements. In response to the target virtual character's game behavior meeting the game behavior requirements, a second identifier is displayed using a second display method to prompt the target virtual character to activate the second game skill, thus forming a target combo skill with the first game skill.

[0005] Secondly, this disclosure provides an information prompting device for a game, comprising: a scene display module, configured to respond to a skill guidance command for a target combo skill of a target virtual character, and control the display of a game scene containing the target virtual character in a graphical user interface, wherein the target virtual character is a virtual character controlled by a terminal device, and the target combo skill includes at least a first game skill and a second game skill executed in a sequential order; an identifier display module, configured to display a first identifier and a second identifier in a first display mode in the graphical user interface in a sequential order, wherein the first identifier indicates the first game skill, and the second identifier indicates the second game skill; and a display adjustment module, configured to respond to a first combo skill corresponding to the first game skill. The system comprises a skill release condition module, which displays a first identifier in a second display mode to prompt the target virtual character to release the first game skill; a progress display module, which, in response to the target virtual character completing the release of the first game skill, determines the release condition of the second combo corresponding to the second game skill and displays a progress identifier in the graphical user interface, wherein the release condition of the second combo includes at least game behavior requirements for the target virtual character, and the progress identifier is used to indicate in real time whether the game behavior trend of the target virtual character meets the game behavior requirements; and a display switching module, which, in response to the target virtual character's game behavior meeting the game behavior requirements, displays a second identifier in a second display mode to prompt the target virtual character to release the second game skill, so that the second game skill and the first game skill constitute a target combo skill.

[0006] Thirdly, this disclosure provides an electronic device including a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the information prompting method in the above-mentioned game.

[0007] Fourthly, this disclosure provides a computer-readable storage medium storing computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the information prompting method described above in the game.

[0008] The embodiments disclosed herein bring the following beneficial effects:

[0009] This disclosure provides a method, apparatus, and electronic device for providing information prompts in a game. First, in response to a skill guidance command for a target combo skill of a target virtual character, the system controls the display of a game scene containing the target virtual character in a graphical user interface. The target combo skill includes at least a first game skill and a second game skill, which are executed in a specific order. Then, in the graphical user interface, a first identifier and a second identifier are displayed in a first display mode according to the execution order. The target virtual character is a virtual character controlled by a terminal device. The first identifier indicates the first game skill, and the second identifier indicates the second game skill. Finally, in response to the fulfillment of the first combo execution condition corresponding to the first game skill... The system displays a first identifier in a second display mode to prompt the target virtual character to unleash a first game skill. Then, in response to the target virtual character completing the unleashing of the first game skill, it determines the conditions for unleashing a second combo skill and displays a progress indicator in the graphical user interface. The conditions for unleashing the second combo skill include at least game behavior requirements for the target virtual character, and the progress indicator indicates in real-time whether the target virtual character's game behavior trend meets these requirements. In response to the target virtual character's game behavior meeting the requirements, a second identifier is displayed in a second display mode to prompt the target virtual character to unleash the second game skill, thus forming a target combo skill with the first game skill. This method, by adjusting the combo skill unleashing conditions based on different game skills within the game scene, helps players focus on controlling the corresponding character and quickly master the unleashing of combo skills. Simultaneously, the identifier corresponding to the combo skill changes its display mode according to the unleashing status of the corresponding game skill, generating more targeted operational guidance information to help players better understand and master the unleashing of combo skills.

[0010] Other features and advantages of this disclosure will be set forth in the following description, or some features and advantages may be inferred from the description or determined without doubt, or may be learned by practicing the techniques described above.

[0011] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0012] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0013] Figure 1A flowchart illustrating a method for providing information prompts in a game, as provided in this embodiment of the disclosure;

[0014] Figure 2 This is a schematic diagram illustrating an adjustment of an identifier display according to an embodiment of the present disclosure;

[0015] Figure 3 A schematic diagram illustrating a graphical user interface provided in an embodiment of this disclosure;

[0016] Figure 4 This is another schematic diagram illustrating the adjustment of the identifier display provided in an embodiment of this disclosure;

[0017] Figure 5 This is a schematic diagram illustrating the generation of multiple attack locations provided in an embodiment of this disclosure;

[0018] Figure 6 A schematic diagram illustrating the adjustment of the display format of an attack location according to an embodiment of this disclosure;

[0019] Figure 7 This is a schematic diagram illustrating the display of a first prompt message provided in an embodiment of this disclosure;

[0020] Figure 8 A schematic diagram illustrating the attack range provided in an embodiment of this disclosure;

[0021] Figure 9 A schematic diagram showing a treatment position provided in an embodiment of this disclosure;

[0022] Figure 10 This is a schematic diagram of the structure of an information prompting device in a game provided by an embodiment of the present disclosure;

[0023] Figure 11 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. Detailed Implementation

[0024] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. The components of the embodiments of this disclosure described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.

[0025] Therefore, the following detailed description of the embodiments of this disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed disclosure, but merely to illustrate selected embodiments of the disclosure. All other embodiments obtained by those skilled in the art based on the embodiments of this disclosure without inventive effort are within the scope of protection of this disclosure.

[0026] In one embodiment of this disclosure, the information prompting method in the game can run on a local terminal device or a server. When the information prompting method in the game runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0027] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of information prompts in the game are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0028] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0029] In one possible implementation, this disclosure provides a method for providing information prompts in a game, which displays a graphical user interface on a terminal device, such as... Figure 1 As shown, the method includes the following specific steps:

[0030] Step S102: In response to the skill guidance instruction for the target combo skill of the target virtual character, control the display of the game scene containing the target virtual character in the graphical user interface, wherein the target virtual character is a virtual character controlled by the terminal device, and the target combo skill includes at least a first game skill and a second game skill that are released in the order of release.

[0031] In practical implementation, players run the game program corresponding to the target game on a terminal device, which can display the graphical user interface (GUI) of the target game. This terminal device can be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. For example, the terminal device can be a mobile phone, tablet, personal computer, game console, or game host. Specifically, the game scenario can be a game training scenario or a game match scenario. In one specific embodiment, when a player wants to learn a certain combo skill, they can learn by watching a combo tutorial video. However, players may find it difficult to fully understand and master combo skills through tutorial videos alone. Therefore, this disclosure adds a training field control to the video viewing interface when watching combo tutorial videos. Players can trigger the training field control at any time to generate skill guidance commands, thereby entering the game training scenario for skill practice. In another specific embodiment, in a game match scenario, players can trigger the control corresponding to the target combo skill to generate skill guidance commands. Players can also trigger the control corresponding to the target combo skill to close the control, thus disabling the guidance information for the target combo skill generated in the GUI of the game match scenario.

[0032] Before or after entering the game scene, players need to select the target virtual character to use when guiding combo skills. The target virtual character is usually one of several preset characters, the specific virtual characters included in these preset characters can be determined according to development needs. Specifically, when the player triggers the skill guidance command corresponding to the target combo skill, a game scene containing the target virtual character will be displayed in the graphical user interface. This game scene may also include teammates who belong to the same game team as the target virtual character and enemy characters who belong to different game teams.

[0033] In practical applications, the combo skills corresponding to different virtual characters may be the same or different, depending on the game rules. Specifically, a target combo skill usually contains multiple game skills that are cast in a specific order, and the number of game skills in the target combo skill can be determined according to the game rules. Generally, after the first game skill in the target combo skill is cast, the second game skill can be cast, and after the second game skill is cast, the third game skill can be released, and so on, casting the game skills in the order they are cast until the last game skill in the target combo skill is cast, thus completing the entire target combo skill.

[0034] Step S104: According to the order of release, display the first icon and the second icon in the graphical user interface in a first display mode, wherein the first icon is used to indicate the first game skill and the second icon is used to indicate the second game skill.

[0035] In practical implementation, while displaying the game scene in the graphical user interface (GUI), the GUI also displays operation guidance information corresponding to the target combo skill. This operation guidance information includes at least a first identifier corresponding to the first game skill and a second identifier corresponding to the second game skill, displayed in a first display manner. The display style of the first and second identifiers can be determined based on the execution method of the first and second game skills, as well as development requirements. For example, the first and second identifiers can be designed as circular or square identifiers, with the skill execution method displayed below them. This execution method can be triggering a key on the keyboard, triggering a control displayed in the GUI, or triggering a mouse button, etc. For example, if the first identifier displays an "E" identifier, the player can control the execution of the first game skill by pressing the E key on the keyboard; if the first identifier displays a "SHIFT" identifier, the player can control the execution of the first game skill by pressing the SHIFT key on the keyboard.

[0036] The specific display method corresponding to the aforementioned first display method can be determined according to development needs. For example, the first display method could be displaying the first identifier in a first color, or displaying the first icon on the first identifier, etc. In specific implementation, when the player first enters the game scene, the operation guidance information will be displayed in a designated location in the graphical user interface, and the identifiers corresponding to each game skill included in the target combo skill in the operation guidance information will all be displayed in the first display method to indicate to the player that all game skills included in the target combo skill are in an uncasted state. That is, the first display method is used to indicate that the corresponding game skill is in an uncasted state. In specific implementation, the display method of the identifiers displayed in the operation guidance information can be adjusted according to the casting state of the corresponding game skill, thereby indicating the current casting state of each game skill through the display method corresponding to the identifier. Among them, different display methods correspond to different casting states, and which display method corresponds to which casting state can be determined according to development needs, and is not specifically limited here.

[0037] In step S106, in response to the fulfillment of the first combo release condition corresponding to the first game skill, the first identifier is displayed in a second display mode to prompt the target virtual character to release the first game skill.

[0038] In practical implementation, each game skill included in the target combo skill has its own corresponding combo execution conditions. These conditions include at least one game behavior requirement for the target virtual character, which may include at least one of the following: distance requirements between the target virtual character and the enemy character, position requirements of the target virtual character, and position requirements of the target virtual character's teammates. The combo execution conditions for each game skill can be determined based on the game rules and the skill attributes.

[0039] When the target virtual character's gameplay in the game scene meets the conditions for unleashing the first combo attack corresponding to the first game skill, the display mode of the first identifier switches from the first display mode to the second display mode to prompt the target virtual character to unleash the first game skill. The second display mode indicates that the corresponding game skill currently meets the combo attack conditions and can be unleashed. The specific display mode corresponding to the second display mode can be determined according to development needs. The second display mode differs from the first display mode; for example, the second display mode could display the first identifier in a second color, display a second icon on top of the first identifier, or exhibit a momentary animated glowing effect for the first identifier, etc.

[0040] Step S108: In response to the target virtual character completing the release of the first game skill, determine the release conditions of the second combo corresponding to the second game skill, and display a progress indicator in the graphical user interface. The release conditions of the second combo include at least the game behavior requirements for the target virtual character, and the progress indicator is used to indicate in real time whether the game behavior trend of the target virtual character meets the game behavior requirements.

[0041] In practical implementation, players can activate the first game skill by triggering an operation control indicated by the first identifier. This operation control can be a control displayed in the graphical user interface, a designated key on a keyboard or gamepad, or a button on a mouse, etc. Then, in response to the target virtual character completing the activation of the first game skill, the first identifier is displayed in a third display mode; the third display mode indicates that the corresponding game skill has been activated. The specific display mode corresponding to the third display mode can be determined according to development needs. The third display mode differs from both the first and second display modes. For example, the third display mode could display the first identifier in a third color, or it could display a third icon on the first identifier, etc.

[0042] After the target virtual character completes the casting of the first game skill, the second game skill is the game skill that is about to be cast. At this time, it is necessary to determine the casting conditions of the second combo corresponding to the second game skill and display a progress indicator in the graphical user interface. The progress indicator can be displayed in a fixed position in the graphical user interface, or it can be displayed between the first and second indicators, or it can be displayed on the second indicator.

[0043] The specific conditions corresponding to the aforementioned second combo activation conditions can be determined based on development needs and the skill attributes corresponding to the second game skill. These conditions must include at least one of the following: distance requirements between the target virtual character and the enemy character, position requirements of the target virtual character, and position requirements of the target virtual character's teammates. The aforementioned progress indicator is used to indicate in real-time whether the target virtual character's game behavior trend meets the game behavior requirements. This method adjusts the progress indicator in real-time based on trend judgment, prompting the player to meet the game behavior required for combo activation. Game behavior here includes movement direction or movement position, etc. For example, after the target virtual character completes the first game skill activation, to complete the target combo skill, it needs to move towards the enemy character to meet the second combo activation conditions. Therefore, if the target virtual character moves towards the enemy character, the progress value corresponding to the progress indicator increases; conversely, it decreases, thus guiding the player to correctly activate the combo.

[0044] In step S110, in response to the target virtual character's game behavior meeting the game behavior requirements, a second identifier is displayed in a second display mode to prompt the target virtual character to release a second game skill, so that the second game skill and the first game skill constitute a target combo skill.

[0045] In practice, when a player controls a target virtual character and the target virtual character's game behavior meets the game behavior requirements for the second combo, the display mode of the second identifier is changed from the first display mode to the second display mode, thereby prompting the player that the second combo corresponding to the second game skill has met the conditions for the second game skill and can be used.

[0046] like Figure 2 The diagram shown is a schematic representation of an embodiment of this disclosure providing an adjustment of the identifier display. Figure 2 The two circular icons on the left are the first icon and the second icon, respectively. The light-colored part of the progress bar between the first icon and the second icon represents the progress indicator. The first icon is displayed in the third display mode, which indicates that the first game skill has been completed. The second icon is displayed in the first display mode, which indicates that the second game skill has not been completed. Figure 2 The progress indicator between the first and second indicators on the left side of the screen is not at its maximum. Figure 2 The progress bar corresponding to the progress indicator between the first and second indicators on the right side of the middle has reached its maximum progress. Figure 2 The second label on the right is displayed in the second display mode.

[0047] The information prompting method in games provided in this disclosure assists players in focusing on controlling the corresponding character and quickly mastering the release of combo skills by indicating the combo release conditions corresponding to different game skills in the game scene. Simultaneously, the display method of the icons corresponding to the combo skills changes according to the release status of the corresponding game skills, thereby generating more targeted operation guidance information to help players better understand and master the release of combo skills.

[0048] The following examples describe a method for displaying the effective casting area and progress indicators of skills.

[0049] Specifically, the process of responding to the target virtual character completing the casting of the first game skill, determining the conditions for the second combo corresponding to the second game skill, and displaying a progress indicator in the graphical user interface may include: responding to the target virtual character completing the casting of the first game skill, determining the conditions for the second combo corresponding to the second game skill, and displaying the effective casting area of ​​the second game skill in the graphical user interface based on the conditions for the second combo; and determining the progress indicator displayed in the graphical user interface based on the target virtual character's game behavior and the effective casting area of ​​the skill.

[0050] In practical implementation, after the target virtual character completes the casting of the first game skill, the second game skill needs to be cast. At this point, the corresponding conditions for casting the second combo need to be determined based on the skill attributes of the second game skill. Then, based on the conditions for casting the second combo, the effective casting area of ​​the second game skill is marked and displayed in the game scene so that players can clearly see the target virtual character's position in the game scene. The conditions for casting the second combo are met, and the second game skill can be effectively cast. Here, "effectively cast" means that when the target virtual character casts the game skill, it can deal damage to enemy characters or heal teammates (e.g., restore health or experience points). Specifically, when the target virtual character moves towards the effective casting area, the progress indicator displayed in the graphical user interface gradually increases; when the target virtual character moves away from the effective casting area, the progress indicator displayed in the graphical user interface gradually decreases.

[0051] In an optional embodiment, the specific process of determining the progress indicator displayed in the graphical user interface based on the game behavior and effective skill casting area of ​​the target virtual character may include: adjusting the progress indicator according to the target distance between the target virtual character and the edge of the effective skill casting area; wherein, the progress value corresponding to the progress indicator is inversely proportional to the target distance; and controlling the progress corresponding to the progress indicator to be fully increased in response to the target virtual character moving to the effective skill casting area. Specifically, the farther the target distance between the target virtual character and the edge of the effective skill casting area, the lower the progress value corresponding to the progress indicator. When the target distance reaches a preset distance threshold, the progress value corresponding to the progress indicator is 0. The closer the target distance, the higher the progress value corresponding to the progress indicator. When the target virtual character reaches the edge of the effective skill casting area or is within the effective skill casting area, the progress corresponding to the progress indicator is fully increased. At this time, the second indicator will be displayed in a second display mode to prompt the player to cast the second game skill.

[0052] Furthermore, the specific process of displaying the second identifier in a second display mode in response to the target virtual character's game behavior meeting the game behavior requirements may include: in response to the target virtual character moving into the effective skill casting area, displaying the second identifier in a second display mode to prompt the player that the second game skill can be effectively cast at present.

[0053] In an optional embodiment, the second game skill is a continuously outputting game skill that can be interrupted; based on this, when the target virtual character moves to the effective skill casting area, in response to the skill casting command for the second game skill, the target virtual character is controlled to start casting the second game skill, and the casting progress indicator corresponding to the second game skill is displayed in the graphical user interface; in response to the completion of the casting of the second game skill, the progress of the casting progress indicator is controlled to be fully increased, and the second indicator is displayed in a third display mode.

[0054] In practice, the specific display method corresponding to the above-mentioned casting progress indicator can be determined according to the development needs. For example, the above-mentioned casting progress indicator can be displayed in a specified position in the graphical user interface, or it can be displayed on the second indicator. The casting progress indicator is used to indicate that the second game skill is being cast, and to indicate the casting progress in real time, so as to prompt the player when the second game skill can be completed.

[0055] In one specific embodiment, the casting progress indicator is a progress bar displayed on the second indicator. In 3D games involving skill casting and movement, casting combo skills is not simply a matter of casting the skill; it requires judgment and consideration of multiple dimensions such as casting distance, position relative to the enemy character, casting time, and class type (for example, a virtual character with a healing class needs to be constantly vigilant against enemy attacks and pay attention to the status of teammates when casting a skill). Therefore, when casting a single skill, it is necessary to judge some conditions and display the casting progress corresponding to the displayed casting progress indicator based on the judgment.

[0056] like Figure 3 The diagram shown is a graphical user interface provided in an embodiment of this disclosure. Figure 3 The bottom of the graphical user interface displays the corresponding operation guidance information for the target combo skill. This target combo skill includes three game skills, each with a corresponding icon. From... Figure 3 As can be seen, the first skill in the target combo is controlled by the E key, the second by the SHIFT key, and the third by the Q key. The first indicator for the first skill is displayed in a third-order manner (i.e., a checkmark icon), indicating that the first skill has been completed. The progress indicator between the first and second skill indicators is at its maximum, and the second skill indicator also displays a progress bar, indicating that the second skill is currently being cast. This progress bar guides the player whether to continue casting the skill or to end the skill casting immediately for the next step. Figure 3 As can be seen from the casting progress indicator on the second identifier corresponding to the second game skill, the second game skill has not yet been cast. Therefore, the progress between the second identifier corresponding to the second game skill and the third identifier corresponding to the third game skill is 0, and the third identifier corresponding to the third game skill is displayed in the first display mode.

[0057] Furthermore, the aforementioned second game skill is a game skill that deals damage to an enemy character; based on this, the specific process of controlling the progress indicator to reach its maximum and displaying the second indicator in a third display mode in response to the completion of the second game skill's casting can include: responding to a skill casting command for the second game skill, controlling the target virtual character to cast the second game skill and deal damage to the enemy character; responding to the enemy character's corresponding damage value reaching a preset damage threshold, displaying a countdown of a preset duration on the second indicator, and displaying the second indicator in a third display mode when the countdown ends; wherein, the countdown is used to indicate the time when the second game skill's casting is completed.

[0058] Specifically, when the target virtual character is within the effective skill casting area, the player's casting of the second game skill will inevitably cause damage to the attacked character, thus achieving the purpose of effectively casting the second game skill. This helps the player accurately control the casting of the target game skill. The aforementioned preset damage threshold can be determined according to the game rules, and this preset damage threshold is also the maximum health reduction value that the target game skill can achieve. The aforementioned preset duration can be determined according to development needs. For example, the preset duration can be 3 seconds or 5 seconds, etc. The countdown of the preset duration can be displayed on the second indicator by playing countdown numbers or animations. For example, if the preset duration is 3 seconds, then a 3-2-1 countdown will be played on the second indicator. This method allows the player to know when to stop casting the second game skill.

[0059] The following examples describe how to determine the effective casting area of ​​skills based on different character types, and how game skills are cast.

[0060] Specifically, different job types have different combo activation conditions, as well as different game skills and character characteristics. Job types include, but are not limited to: Vanguard, Damage Dealer, and Healer. The Vanguard primarily focuses on tanking damage and melee combat, its core role being to withstand attacks from attacking characters, providing a shield for teammates, and charging ahead to help the team achieve its objective. Damage Dealers mainly use agile movement to find suitable positions to deal damage to enemy characters. The primary responsibility of the Healer is to restore the health of injured teammates. The combo activation conditions for each job type are pre-set, and the conditions for each pre-set job type are determined based on its primary responsibility and the skill attributes of the corresponding game skills. Different combo activation conditions can be determined based on different game information in the game scene, including but not limited to: the distance between the target virtual character and enemy characters, the position of the target virtual character, the position of the enemy characters, and the position of the teammate the target virtual character needs to heal.

[0061] In the game, not only is it necessary for the virtual character to execute game skills in the correct order according to the target combo, but it's also crucial that the completed combo is effective against both enemy and allied characters. Therefore, the virtual character's position and the surrounding environment (e.g., positional relationship with enemy characters, skill casting time, etc.) must be considered as well as a series of judgment conditions. Thus, this embodiment will explain the combo execution conditions according to different class types.

[0062] In an optional embodiment, when the target virtual character is a virtual character of the first profession type, the condition for releasing the second combo is: the distance between the target virtual character and the enemy character is less than a preset distance value. Based on this, the specific process of displaying the effective skill release area corresponding to the second game skill in the graphical user interface based on the second combo release condition may include: in the game scene, determining a circular area with the enemy character as the center and the preset distance value indicated by the second combo release condition as the radius; determining the circular area as the effective skill release area corresponding to the second game skill, and displaying the effective skill release area in the graphical user interface.

[0063] In practical implementation, the first preset job type mentioned above is the Vanguard job. The Vanguard job focuses on damage mitigation and melee combat, with the core objective of withstanding enemy attacks, providing cover for teammates, and charging ahead to help the team achieve the game objective. Besides appearing sufficiently robust, the Vanguard job's core game skills are characterized by control, melee combat, and blocking. Control refers to preventing enemy characters from moving or using skills; melee combat refers to the relatively small range of skill attacks; and blocking refers to skills including shields, healing, and other defensive or protective effects. Furthermore, the Vanguard job's skill combo intervals are relatively short (due to distance and position, skills need to be cast quickly). Therefore, the combo activation condition for the Vanguard job is: the combo is triggered when the distance to the enemy character is X units, and the skill casting time is short, primarily focusing on quickly completing the combo. Here, X units corresponds to the aforementioned preset distance threshold. Therefore, when the target virtual character is a forward, the player can see a circular area with the enemy character as the center and a preset distance value as the radius. This circular area is also the effective casting area of ​​the second game skill.

[0064] In practical implementation, when the player-controlled virtual character enters the effective casting area of ​​the second game skill, the second game skill can be effectively cast. To inform the player of the cast of the second game skill, the second identifier corresponding to the second game skill needs to be adjusted to the second display mode. For example... Figure 4 The diagram shown is another illustration of an adjustment method for the identifier display provided in this embodiment of the present disclosure. Figure 4 In the image on the left, the virtual character with a circular area under their feet is the enemy character, and the virtual character without a circular area under their feet is the target virtual character. The circular area is the effective casting area of ​​the skill corresponding to the second game skill. Figure 4 The second identifier corresponding to the second game skill is the second of the three identifiers displayed at the bottom of the graphical user interface. Figure 4The second identifier in the left image is displayed in the first display mode, and the first identifier before the second identifier is displayed in the third display mode, indicating that the corresponding first game skill has been completed. At the same time, the progress indicator between the second identifier and the third identifier corresponding to the third game skill is not fully loaded, and the progress value corresponding to the progress indicator is related to the distance between the target virtual character and the edge of the circular area. Figure 4 The target virtual character in the right-hand image is located within the circular area. Therefore, the second indicator switches from the first display mode to the second display mode to indicate to the player that the conditions for releasing the second combo are met and the second game skill can be released. At this time, if the player controls the target virtual character to leave the circular area, the progress value corresponding to the progress indicator between the first and second indicators will regress. The amount of regression depends on the distance between the target virtual character and the edge of the circular area.

[0065] When the target virtual character moves into the effective skill casting area, respond to the skill casting command for the second game skill, control the target virtual character to cast the second game skill in the game scene, and deal damage to the enemy character. When the damage value corresponding to the enemy character reaches the preset damage threshold, it is determined that the target game skill has been cast. At this time, the second indicator needs to be adjusted to the third display mode.

[0066] In an optional embodiment, when the damage level of the target virtual character to the enemy character is about to reach a preset damage threshold, a countdown of a preset duration needs to be displayed on the second identifier. When the countdown ends, the second identifier is displayed in a third display mode. The method of displaying the preset countdown on the operation control identifier can be playing countdown numbers or an animation, for example, if the preset duration is 3 seconds, then a 3-2-1 countdown is played on the operation control identifier.

[0067] In one specific embodiment, when the target virtual object casts a second game skill that weakens the enemy character's maximum health by a certain amount, the enemy character's health bar is simultaneously displayed, and the casting of the second game skill stops. At this time, even if the second game skill is not fully released, the next skill can be directly connected. In addition, when the second game skill is naturally completed, the progress value corresponding to the progress bar between the second identifier and the third identifier corresponding to the third game skill begins to adjust.

[0068] In another optional embodiment, the target virtual character is a virtual character of a second profession type, and the condition for releasing the second combo is that the target virtual character is located at an attack position against the enemy character determined based on the second game skill. Based on this, the specific process of displaying the effective skill release area corresponding to the second game skill in the graphical user interface based on the second combo release condition may include: determining at least one attack position against the enemy character in the game scene based on the skill attribute corresponding to the second game skill, and defining the at least one attack position as the effective skill release area corresponding to the second game skill; displaying the effective skill release area corresponding to the second game skill in the game scene. Wherein, the virtual character releasing the second game skill at the attack position can cause damage to the enemy character.

[0069] In practical implementation, the aforementioned second job type is the damage-dealing job. Damage-dealing jobs primarily rely on skillful movement to find suitable positions and inflict damage on enemy characters. However, the virtual characters of damage-dealing jobs have less health than those of vanguard jobs. If their positioning is flawed, they are easily spotted or exploited by the enemy, leading to their demise. Therefore, the conditions for executing combos for damage-dealing jobs are: the target virtual character's position at the time of the combo, and the need to assess the enemy's attack patterns when casting the skill. In other words, the attack position against the enemy needs to be determined based on the game skill the target virtual character is about to trigger.

[0070] If the player selects a target virtual character of an offensive class, based on the skill attributes of the second game skill and the enemy character's position, one or more attack positions will be generated in the game scene targeting the enemy character. These attack positions will be marked in a first format (which can be determined according to development needs, such as displaying them with a specified color or outlines), making them visible from the player's perspective. This allows the player to control the target virtual character to move to a specific attack position, thus fulfilling the conditions for releasing the second combo corresponding to the second game skill. Figure 5 The diagram shown is a schematic representation of generating multiple attack locations according to an embodiment of this disclosure. Figure 5 The location of the "enemy" is the position of the enemy character in the game scene, and the multiple circular areas around the enemy character are the multiple attack positions.

[0071] Furthermore, if the target virtual character is a damage-dealing class, then in response to the target virtual character moving to the first attack position among at least one attack position, the display format of the first attack position or any other attack position among at least one attack position is adjusted to indicate that the target virtual character is in the first attack position; in response to a skill casting command for a second game skill, the target virtual character is controlled to cast the second game skill in the game scene, dealing damage to enemy characters. The aforementioned first attack position can be any of the at least one attack position. When the target virtual character is in the first attack position, the display format of the first attack position or any other attack position will be adjusted to prominently remind the player that the target virtual character is in the first attack position. The methods for adjusting the attack position format include, but are not limited to: darkening the display color of the first attack position or adding an outer border, lightening the display color of attack positions other than the first attack position, or adjusting the display transparency, etc.

[0072] like Figure 6 The diagram shown is a schematic representation of an attack location display format adjustment according to an embodiment of this disclosure. Figure 6 The system contains two virtual characters and four attack positions. The two virtual characters are the enemy character and the target virtual character. When the target virtual character is located in an attack position, the second identifier switches to the second display mode. The display of the attack positions other than the attack position of the target virtual character is weakened and displayed in the graphical user interface in a relatively transparent display format.

[0073] In an optional embodiment, the target combo skill further includes a third game skill cast after the second game skill; during the process of the target virtual character casting the second game skill in the game scene, in response to the target virtual character being attacked by an enemy character, the system controls the display of a second identifier in a third display mode and displays a first prompt message in the graphical user interface; wherein, the third display mode is used to indicate that the second game skill has been cast; the first prompt message is used to prompt the target virtual character to dodge the enemy character's attack. The aforementioned first prompt message can be a text prompt or a key prompt, and the specific prompt content and format can be determined according to development needs. The display position of the aforementioned first prompt message can be determined according to development needs; for example, the first prompt message can be displayed in a designated area in the graphical user interface, or it can be displayed between the second and third identifiers.

[0074] In one specific embodiment, the first prompt information includes a control identifier corresponding to the movement control; based on this, in response to displaying the first prompt information in the graphical user interface, at least one attack position is de-displayed in the game scene, and at least one new attack position is generated in the game scene based on the third combo release condition corresponding to the third game skill; in response to the trigger operation for the movement control, the target virtual character is controlled to move in the game scene; in response to the target virtual character moving to the second attack position among the at least one new attack position, the third identifier corresponding to the third game skill is displayed in a second display mode to prompt the target virtual character to release the third game skill, which, together with the first game skill and the second game skill, constitutes a target combo skill.

[0075] In practical implementation, if the player-controlled virtual character is attacked by an enemy character in the game scene during the skill casting phase of the second game skill, the completion of the second game skill casting should be immediately displayed. That is, the second indicator should be displayed in a third display mode, and the first prompt message should appear on the progress indicator between the second and third indicators. Figure 7 The diagram shown is a schematic representation of a first prompt message provided in an embodiment of this disclosure. Figure 7 The first prompt message is the control identifier corresponding to the bit-moving control, that is... Figure 7 The "WASD" indicator primarily serves as a reminder to players that they can dodge enemy attacks by moving. At this point, based on the enemy character's position and the attributes of the third game skill, an attack position is generated to deal more damage to the enemy character until the target virtual character reaches a certain attack position. Then, the third indicator corresponding to the third game skill switches to the second display mode.

[0076] In another optional embodiment, the target virtual character is of the third class type, and the conditions for casting the second combo are: the target virtual character's vicinity includes teammate characters, and the target virtual character is within the enemy character's unattackable range. Based on this, the specific process of displaying the effective skill casting area corresponding to the second game skill in the graphical user interface based on the second combo casting conditions can include: determining the enemy character's attack range in the game scene based on the enemy character's position, and displaying the attack range in the game scene; in response to a teammate character being within the attack range, generating a healing position in the game scene based on the teammate character's position and attack range, and determining the healing position as the effective skill casting area corresponding to the second game skill; and displaying the effective skill casting area corresponding to the second game skill in the graphical user interface. The attack range and the effective skill casting area have different display formats, thus facilitating the distinction between the attack range and the effective skill casting area.

[0077] In practical implementation, the aforementioned third job type is the healing job. The primary role of this healing job is to restore the health of injured teammates. Therefore, the virtual avatar of the healing job needs to constantly surround the teammates, or the teammates need to be within the virtual avatar's line of sight. Thus, the virtual avatar of the healing job needs to closely follow the teammates and find a more suitable position to perform healing attacks. The conditions for executing the healing job's combo are: casting healing attacks from a safe location, meaning the location is within the enemy's blind spot (equivalent to the aforementioned non-attack range) and simultaneously within the vicinity of teammates.

[0078] like Figure 8 This is a schematic diagram illustrating the attack range provided in an embodiment of this disclosure. Figure 8 The enemy's position corresponds to the position of the aforementioned enemy character, and the player's position corresponds to the position of the target virtual character. A triangular area connected to the enemy character's position represents the enemy character's attack range. When the target virtual character is within this attack range, they will be attacked; when outside the attack range, they will not be attacked. Based on the enemy character's attack range, when an ally is triggered within the attack range, a healing point will be generated in the game scene, such as... Figure 9 This is a schematic diagram showing a treatment position provided in an embodiment of the present disclosure. Figure 9 The circular area outside the attack range is the healing location.

[0079] It should be noted that the generated healing location in the game scene varies depending on the location of the teammate character within the attack range. This healing location refers to a position that can both heal teammates and allow the player to evade enemy attacks. The generated healing location is a point where the healing effect on teammates is more advantageous. When the player moves the target virtual character to the corresponding healing location, the second indicator switches to the second display mode.

[0080] Furthermore, when the target virtual character is a healer, the second game skill is to heal teammates. Based on this, when the target virtual character moves into the effective skill casting area, in response to the skill casting command for the second game skill, the target virtual character is controlled to cast the second game skill in the game scene to heal teammates. The casting of the second game skill is considered complete when the healing time for teammates reaches a preset time threshold. The specific duration corresponding to this preset time threshold can be determined according to development needs.

[0081] In practice, when the target virtual character is a healer, if the target virtual character heals a teammate in the first healing position for a certain period of time (equivalent to the aforementioned preset time threshold), a second healing position is generated based on the position of the enemy character. The player then performs the second phase of skill release (i.e., healing) according to the healing position prompts, and finally completes a set of combo learning according to the instructions of the healing position.

[0082] The above method generates corresponding combo activation conditions based on the characteristics of different class types within the game scene, thereby assisting players in focusing on the operation of the corresponding class-type virtual character and quickly mastering skill combo execution. The combo trigger prompts in this method do not simply consider time and whether the skill execution is correct or incorrect; instead, they generate more targeted operational guidance information based on the attributes of the class type and its position and needs on the actual battlefield. The combo activation conditions are also more practical and educational.

[0083] Corresponding to the information prompting methods in the aforementioned games, this disclosure provides an information prompting device for games, which displays a graphical user interface through a terminal device; such as Figure 10 As shown, the device includes:

[0084] The scene display module 91 is used to respond to the skill guidance command for the target combo skill of the target virtual character and control the display of the game scene containing the target virtual character in the graphical user interface. The target virtual character is a virtual character controlled by a terminal device, and the target combo skill includes at least a first game skill and a second game skill that are released in the order of release.

[0085] The identifier display module 92 is used to display a first identifier and a second identifier in a first display mode in the graphical user interface according to the order of their release, wherein the first identifier is used to indicate the first game skill and the second identifier is used to indicate the second game skill.

[0086] The display adjustment module 93 is used to display the first identifier in a second display mode in response to the fulfillment of the first combo release condition corresponding to the first game skill, so as to prompt the target virtual character to release the first game skill.

[0087] The progress display module 94 is used to respond to the target virtual character completing the release of the first game skill, determine the release conditions of the second combo corresponding to the second game skill, and display a progress indicator in the graphical user interface. The release conditions of the second combo include at least the game behavior requirements for the target virtual character. The progress indicator is used to indicate in real time whether the game behavior trend of the target virtual character meets the game behavior requirements.

[0088] The display switching module 95 is used to respond to the game behavior of the target virtual character and display a second identifier in a second display mode to prompt the target virtual character to release a second game skill, so that the second game skill and the first game skill constitute a target combo skill.

[0089] The information prompts in the aforementioned game assist players in focusing on controlling their respective characters and quickly mastering combo skill execution by displaying the combo conditions corresponding to different game skills within the game scene. Simultaneously, the icons for combo skills change their display style based on the skill's execution, generating more targeted operational guidance information to help players better understand and master combo skill execution.

[0090] Specifically, the device further includes a display mode switching module, used to: display the first identifier in a third display mode in response to the target virtual character completing the casting of the first game skill.

[0091] Furthermore, the aforementioned game behavior requirements include at least one of the following: distance requirements between the target virtual object and the enemy character, position requirements of the target virtual object, and position requirements of the target virtual character's teammates.

[0092] Furthermore, the aforementioned progress display module 94 is used to: in response to the target virtual character completing the release of the first game skill, determine the release conditions of the second combo corresponding to the second game skill, and display the effective release area of ​​the skill corresponding to the second game skill in the graphical user interface based on the release conditions of the second combo; and determine the progress indicator displayed in the graphical user interface based on the game behavior of the target virtual character and the effective release area of ​​the skill.

[0093] Furthermore, the aforementioned display switching module 95 is used to: display the second identifier in a second display mode in response to the target virtual character moving into the effective skill casting area.

[0094] In an optional embodiment, the progress display module 94 is used to: adjust the progress indicator according to the target distance between the target virtual character and the edge of the effective skill casting area; wherein the progress value corresponding to the progress indicator is inversely proportional to the target distance; and control the progress corresponding to the progress indicator to be fully increased in response to the target virtual character moving to the effective skill casting area.

[0095] In an optional embodiment, when the target virtual character is a virtual character of the first profession type, the condition for releasing the second combo is: the distance between the target virtual character and the enemy character is less than a preset distance value; based on this, the progress display module 94 is used to: determine a circular area in the game scene with the enemy character as the center and the preset distance value indicated by the second combo release condition as the radius; determine the circular area as the effective release area of ​​the skill corresponding to the second game skill, and display the effective release area of ​​the skill in the graphical user interface.

[0096] Furthermore, the aforementioned device also includes a skill casting module, used to: when the target virtual character moves to the effective skill casting area, respond to the skill casting command for the second game skill, control the target virtual character to cast the second game skill in the game scene, and cause damage to the enemy character.

[0097] In an optional embodiment, when the target virtual character is a virtual character of the second profession type, the condition for releasing the second combo is: the target virtual character is located within the attack position against the enemy character determined based on the second game skill; based on this, the progress display module 94 is used to: determine at least one attack position against the enemy character in the game scene based on the skill attribute corresponding to the second game skill, and determine at least one attack position as the effective skill release area corresponding to the second game skill; and display the effective skill release area corresponding to the second game skill in the game scene.

[0098] Furthermore, the aforementioned skill casting module is also used to: in response to the target virtual character moving to the first attack position among at least one attack position, adjust the display format of the first attack position among at least one attack position or the attack position other than the first attack position among at least one attack position to indicate that the target virtual character is in the first attack position; in response to a skill casting command for a second game skill, control the target virtual character to cast the second game skill in the game scene and cause damage to the enemy character.

[0099] Furthermore, the aforementioned target combo skill also includes a third game skill cast after the second game skill; based on this, the aforementioned device also includes an information prompt module, used to: during the process of the target virtual character casting the second game skill in the game scene, in response to the target virtual character being attacked by an enemy character, control the display of a second identifier in a third display mode, and display a first prompt message in the graphical user interface to prompt the target virtual character to dodge the enemy character's attack.

[0100] Furthermore, the aforementioned first prompt information includes a control identifier corresponding to the movement control; based on this, the aforementioned device further includes a display adjustment module, configured to: in response to displaying the first prompt information in the graphical user interface, cancel the display of at least one attack position in the game scene, and generate at least one new attack position in the game scene based on the third combo release condition corresponding to the third game skill; in response to a trigger operation on the movement control, control the target virtual character to move in the game scene; in response to the target virtual character moving to the second attack position among at least one new attack position, display the third identifier corresponding to the third game skill in a second display mode to prompt the target virtual character to release the third game skill, which, together with the first game skill and the second game skill, constitutes a target combo skill.

[0101] In an optional embodiment, when the target virtual character is a virtual character of the third profession type, the conditions for casting the second combo are: the target virtual character's vicinity includes teammate characters, and the target virtual character is within the enemy character's unattack range; based on this, the progress display module 94 is used to: determine the enemy character's corresponding attack range in the game scene based on the enemy character's position, and display the attack range in the game scene; in response to a teammate character being within the attack range, generate a healing position in the game scene based on the teammate character's position and attack range, and determine the healing position as the effective casting area of ​​the second game skill; and display the effective casting area of ​​the second game skill in the graphical user interface.

[0102] Furthermore, the aforementioned skill casting module is used to: when the target virtual character moves to the effective skill casting area, respond to the skill casting command for the second game skill, control the target virtual character to cast the second game skill in the game scene to heal the teammate character; and determine that the casting of the second game skill is completed when the healing time of the target virtual character for the teammate character reaches a preset time threshold.

[0103] Furthermore, the aforementioned second game skill is a continuously outputting game skill that can be interrupted; based on this, the aforementioned device also includes a progress adjustment module, used to: when the target virtual character moves to the effective skill casting area, respond to the skill casting command for the second game skill, control the target virtual character to start casting the second game skill, and display the casting progress indicator corresponding to the second game skill in the graphical user interface; in response to the completion of the second game skill casting, control the progress of the casting progress indicator to be fully increased, and display the second indicator in a third display mode.

[0104] In a specific implementation, the aforementioned second game skill is a game skill that deals damage to an enemy character; based on this, the aforementioned progress adjustment module is also used to: respond to a skill release command for the second game skill, control the target virtual character to release the second game skill, and deal damage to the enemy character; respond to the enemy character's corresponding damage value reaching a preset damage threshold, display a countdown of a preset duration on the second identifier, and display the second identifier in a third display mode when the countdown ends; wherein, the countdown is used to indicate the time when the second game skill is released.

[0105] The information prompting device in the game provided in this disclosure has the same implementation principle and technical effect as the aforementioned method embodiment. For the sake of brevity, any parts not mentioned in the device embodiment can be referred to the corresponding content in the aforementioned method embodiment.

[0106] This disclosure also provides an electronic device, such as... Figure 11 As shown, the electronic device includes a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor, which executes the machine-executable instructions to implement the information prompting method in the game described above.

[0107] Specifically, the method for providing information prompts in the game, which involves displaying a graphical user interface via a terminal device, includes: responding to a skill guidance command for a target combo skill of a target virtual character; controlling the display of a game scene containing the target virtual character in the graphical user interface, wherein the target virtual character is a virtual character controlled by the terminal device, and the target combo skill includes at least a first game skill and a second game skill that are executed in a sequential order; displaying a first identifier and a second identifier in the graphical user interface in a first display mode according to the sequential order, wherein the first identifier indicates the first game skill, and the second identifier indicates the second game skill; and responding to a first combo skill corresponding to the first game skill. The system displays a first identifier in a second display mode to prompt the target virtual character to release the first game skill. In response to the target virtual character completing the release of the first game skill, it determines the release conditions for the second combo corresponding to the second game skill and displays a progress indicator in the graphical user interface. The second combo release conditions include at least game behavior requirements for the target virtual character, and the progress indicator is used to indicate in real-time whether the target virtual character's game behavior trend meets the game behavior requirements. In response to the target virtual character's game behavior meeting the game behavior requirements, it displays a second identifier in a second display mode to prompt the target virtual character to release the second game skill, thus forming a target combo skill with the first game skill.

[0108] The information prompts described above in the game assist players in focusing on controlling their respective characters and quickly mastering combo skill execution by displaying the combo conditions corresponding to different game skills within the game scene. Simultaneously, the icons for combo skills change their display style based on the skill's execution status, generating more targeted operational guidance information to help players better understand and master combo skill execution.

[0109] In an optional embodiment, the method further includes: displaying a first identifier in a third display mode in response to the target virtual character completing the casting of a first game skill.

[0110] In an optional embodiment, the above-mentioned game behavior requirements include at least one of the following: distance requirements between the target virtual object and the enemy character, position requirements of the target virtual object, and position requirements of the target virtual character's teammates.

[0111] In an optional embodiment, the steps of determining the second combo release conditions corresponding to the second game skill in response to the target virtual character completing the release of the first game skill, and displaying a progress indicator in the graphical user interface, include: determining the second combo release conditions corresponding to the second game skill in response to the target virtual character completing the release of the first game skill, and displaying the effective skill release area corresponding to the second game skill in the graphical user interface based on the second combo release conditions; and determining the progress indicator displayed in the graphical user interface based on the target virtual character's game behavior and the effective skill release area.

[0112] In an optional embodiment, the step of displaying the second identifier in a second display mode in response to the target virtual character's game behavior meeting the game behavior requirements includes: displaying the second identifier in a second display mode in response to the target virtual character moving into the effective skill casting area.

[0113] In an optional embodiment, the step of determining the progress indicator displayed in the graphical user interface based on the game behavior and effective skill casting area of ​​the target virtual character includes: adjusting the progress indicator according to the target distance between the target virtual character and the edge of the effective skill casting area; wherein the progress value corresponding to the progress indicator is inversely proportional to the target distance; and controlling the progress corresponding to the progress indicator to be fully increased in response to the target virtual character moving to the effective skill casting area.

[0114] In an optional embodiment, when the target virtual character is a virtual character of the first profession type, the condition for releasing the second combo is: the distance between the target virtual character and the enemy character is less than a preset distance value; the step of displaying the effective skill release area corresponding to the second game skill in the graphical user interface based on the second combo release condition includes: in the game scene, determining a circular area with the enemy character as the center and the preset distance value indicated by the second combo release condition as the radius; determining the circular area as the effective skill release area corresponding to the second game skill, and displaying the effective skill release area in the graphical user interface.

[0115] In an optional embodiment, the method further includes: when the target virtual character moves to the effective skill casting area, responding to the skill casting command for the second game skill, controlling the target virtual character to cast the second game skill in the game scene and causing damage to the enemy character.

[0116] In an optional embodiment, when the target virtual character is a virtual character of the second profession type, the condition for releasing the second combo is: the target virtual character is located within the attack position against the enemy character determined based on the second game skill; the step of displaying the effective skill release area corresponding to the second game skill in the graphical user interface based on the condition for releasing the second combo includes: determining at least one attack position against the enemy character in the game scene based on the skill attribute corresponding to the second game skill, and determining at least one attack position as the effective skill release area corresponding to the second game skill; and displaying the effective skill release area corresponding to the second game skill in the game scene.

[0117] In an optional embodiment, the method further includes: in response to the target virtual character moving to the first attack position among at least one attack position, adjusting the display format of the first attack position among at least one attack position or the attack position other than the first attack position among at least one attack position to indicate that the target virtual character is located at the first attack position; in response to a skill release command for a second game skill, controlling the target virtual character to release the second game skill in the game scene and cause damage to the enemy character.

[0118] In an optional embodiment, the target combo skill also includes a third game skill cast after the second game skill; the method further includes: during the process of the target virtual character casting the second game skill in the game scene, in response to the target virtual character being attacked by an enemy character, controlling the display of a second identifier in a third display mode, and displaying a first prompt message in the graphical user interface to prompt the target virtual character to dodge the enemy character's attack.

[0119] In an optional embodiment, the first prompt information includes a control identifier corresponding to the movement control; the method further includes: in response to displaying the first prompt information in the graphical user interface, de-displaying at least one attack position in the game scene, and generating at least one new attack position in the game scene based on the third combo release condition corresponding to the third game skill; in response to a trigger operation on the movement control, controlling the target virtual character to move in the game scene; in response to the target virtual character moving to the second attack position among the at least one new attack position, displaying the third identifier corresponding to the third game skill in a second display mode to prompt the target virtual character to release the third game skill, which, together with the first game skill and the second game skill, constitutes a target combo skill.

[0120] In an optional embodiment, when the target virtual character is a virtual character of the third profession type, the conditions for casting the second combo are: the target virtual character's vicinity includes teammate characters, and the target virtual character is within the enemy character's unattack range; the step of displaying the effective skill casting area corresponding to the second game skill in the graphical user interface based on the conditions for casting the second combo includes: determining the enemy character's attack range in the game scene according to the enemy character's position, and displaying the attack range in the game scene; in response to a teammate character being within the attack range, generating a healing position in the game scene based on the teammate character's position and attack range, and determining the healing position as the effective skill casting area corresponding to the second game skill; and displaying the effective skill casting area corresponding to the second game skill in the graphical user interface.

[0121] In an optional embodiment, the method further includes: when the target virtual character moves to the effective skill casting area, responding to a skill casting command for the second game skill, controlling the target virtual character to cast the second game skill in the game scene to heal the teammate character; and determining that the casting of the second game skill is completed when the healing time of the target virtual character for the teammate character reaches a preset time threshold.

[0122] In an optional embodiment, the second game skill is a continuously outputting game skill that can be interrupted; the method further includes: when the target virtual character moves to the effective skill casting area, responding to the skill casting command for the second game skill, controlling the target virtual character to start casting the second game skill, and displaying the casting progress indicator corresponding to the second game skill in the graphical user interface; in response to the completion of the casting of the second game skill, controlling the progress of the casting progress indicator to be fully increased, and displaying the second indicator in a third display mode.

[0123] In an optional embodiment, the aforementioned second game skill is a game skill that causes damage to an enemy character; the step of controlling the progress indicator to be fully increased in response to the completion of the second game skill casting and displaying the second indicator in a third display mode includes: responding to the skill casting command for the second game skill, controlling the target virtual character to cast the second game skill and cause damage to the enemy character; responding to the damage value corresponding to the enemy character reaching a preset damage threshold, displaying a countdown of a preset duration on the second indicator, and displaying the second indicator in a third display mode when the countdown ends; wherein, the countdown is used to indicate the time when the second game skill casting is completed.

[0124] Furthermore, Figure 11 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 101, the communication interface 103 and the memory 100 connected via the bus 102.

[0125] The memory 100 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 11 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0126] Processor 101 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 101 or by instructions in software form. The processor 101 can be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 100, and processor 101 reads information from memory 100 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0127] This disclosure also provides a computer-readable storage medium storing computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the information prompting method described above in the game.

[0128] Specifically, the method for providing information prompts in the game, which involves displaying a graphical user interface via a terminal device, includes: responding to a skill guidance command for a target combo skill of a target virtual character; controlling the display of a game scene containing the target virtual character in the graphical user interface, wherein the target virtual character is a virtual character controlled by the terminal device, and the target combo skill includes at least a first game skill and a second game skill that are executed in a sequential order; displaying a first identifier and a second identifier in the graphical user interface in a first display mode according to the sequential order, wherein the first identifier indicates the first game skill, and the second identifier indicates the second game skill; and responding to a first combo skill corresponding to the first game skill. The system displays a first identifier in a second display mode to prompt the target virtual character to release the first game skill. In response to the target virtual character completing the release of the first game skill, it determines the release conditions for the second combo corresponding to the second game skill and displays a progress indicator in the graphical user interface. The second combo release conditions include at least game behavior requirements for the target virtual character, and the progress indicator is used to indicate in real-time whether the target virtual character's game behavior trend meets the game behavior requirements. In response to the target virtual character's game behavior meeting the game behavior requirements, it displays a second identifier in a second display mode to prompt the target virtual character to release the second game skill, thus forming a target combo skill with the first game skill.

[0129] The information prompts described above in the game assist players in focusing on controlling their respective characters and quickly mastering combo skill execution by displaying the combo conditions corresponding to different game skills within the game scene. Simultaneously, the icons for combo skills change their display style based on the skill's execution status, generating more targeted operational guidance information to help players better understand and master combo skill execution.

[0130] In an optional embodiment, the method further includes: displaying a first identifier in a third display mode in response to the target virtual character completing the casting of a first game skill.

[0131] In an optional embodiment, the above-mentioned game behavior requirements include at least one of the following: distance requirements between the target virtual object and the enemy character, position requirements of the target virtual object, and position requirements of the target virtual character's teammates.

[0132] In an optional embodiment, the steps of determining the second combo release conditions corresponding to the second game skill in response to the target virtual character completing the release of the first game skill, and displaying a progress indicator in the graphical user interface, include: determining the second combo release conditions corresponding to the second game skill in response to the target virtual character completing the release of the first game skill, and displaying the effective skill release area corresponding to the second game skill in the graphical user interface based on the second combo release conditions; and determining the progress indicator displayed in the graphical user interface based on the target virtual character's game behavior and the effective skill release area.

[0133] In an optional embodiment, the step of displaying the second identifier in a second display mode in response to the target virtual character's game behavior meeting the game behavior requirements includes: displaying the second identifier in a second display mode in response to the target virtual character moving into the effective skill casting area.

[0134] In an optional embodiment, the step of determining the progress indicator displayed in the graphical user interface based on the game behavior and effective skill casting area of ​​the target virtual character includes: adjusting the progress indicator according to the target distance between the target virtual character and the edge of the effective skill casting area; wherein the progress value corresponding to the progress indicator is inversely proportional to the target distance; and controlling the progress corresponding to the progress indicator to be fully increased in response to the target virtual character moving to the effective skill casting area.

[0135] In an optional embodiment, when the target virtual character is a virtual character of the first profession type, the condition for releasing the second combo is: the distance between the target virtual character and the enemy character is less than a preset distance value; the step of displaying the effective skill release area corresponding to the second game skill in the graphical user interface based on the second combo release condition includes: in the game scene, determining a circular area with the enemy character as the center and the preset distance value indicated by the second combo release condition as the radius; determining the circular area as the effective skill release area corresponding to the second game skill, and displaying the effective skill release area in the graphical user interface.

[0136] In an optional embodiment, the method further includes: when the target virtual character moves to the effective skill casting area, responding to the skill casting command for the second game skill, controlling the target virtual character to cast the second game skill in the game scene and causing damage to the enemy character.

[0137] In an optional embodiment, when the target virtual character is a virtual character of the second profession type, the condition for releasing the second combo is: the target virtual character is located within the attack position against the enemy character determined based on the second game skill; the step of displaying the effective skill release area corresponding to the second game skill in the graphical user interface based on the condition for releasing the second combo includes: determining at least one attack position against the enemy character in the game scene based on the skill attribute corresponding to the second game skill, and determining at least one attack position as the effective skill release area corresponding to the second game skill; and displaying the effective skill release area corresponding to the second game skill in the game scene.

[0138] In an optional embodiment, the method further includes: in response to the target virtual character moving to the first attack position among at least one attack position, adjusting the display format of the first attack position among at least one attack position or the attack position other than the first attack position among at least one attack position to indicate that the target virtual character is located at the first attack position; in response to a skill release command for a second game skill, controlling the target virtual character to release the second game skill in the game scene and cause damage to the enemy character.

[0139] In an optional embodiment, the target combo skill also includes a third game skill cast after the second game skill; the method further includes: during the process of the target virtual character casting the second game skill in the game scene, in response to the target virtual character being attacked by an enemy character, controlling the display of a second identifier in a third display mode, and displaying a first prompt message in the graphical user interface to prompt the target virtual character to dodge the enemy character's attack.

[0140] In an optional embodiment, the first prompt information includes a control identifier corresponding to the movement control; the method further includes: in response to displaying the first prompt information in the graphical user interface, de-displaying at least one attack position in the game scene, and generating at least one new attack position in the game scene based on the third combo release condition corresponding to the third game skill; in response to a trigger operation on the movement control, controlling the target virtual character to move in the game scene; in response to the target virtual character moving to the second attack position among the at least one new attack position, displaying the third identifier corresponding to the third game skill in a second display mode to prompt the target virtual character to release the third game skill, which, together with the first game skill and the second game skill, constitutes a target combo skill.

[0141] In an optional embodiment, when the target virtual character is a virtual character of the third profession type, the conditions for casting the second combo are: the target virtual character's vicinity includes teammate characters, and the target virtual character is within the enemy character's unattack range; the step of displaying the effective skill casting area corresponding to the second game skill in the graphical user interface based on the conditions for casting the second combo includes: determining the enemy character's attack range in the game scene according to the enemy character's position, and displaying the attack range in the game scene; in response to a teammate character being within the attack range, generating a healing position in the game scene based on the teammate character's position and attack range, and determining the healing position as the effective skill casting area corresponding to the second game skill; and displaying the effective skill casting area corresponding to the second game skill in the graphical user interface.

[0142] In an optional embodiment, the method further includes: when the target virtual character moves to the effective skill casting area, responding to a skill casting command for the second game skill, controlling the target virtual character to cast the second game skill in the game scene to heal the teammate character; and determining that the casting of the second game skill is completed when the healing time of the target virtual character for the teammate character reaches a preset time threshold.

[0143] In an optional embodiment, the second game skill is a continuously outputting game skill that can be interrupted; the method further includes: when the target virtual character moves to the effective skill casting area, responding to the skill casting command for the second game skill, controlling the target virtual character to start casting the second game skill, and displaying the casting progress indicator corresponding to the second game skill in the graphical user interface; in response to the completion of the casting of the second game skill, controlling the progress of the casting progress indicator to be fully increased, and displaying the second indicator in a third display mode.

[0144] In an optional embodiment, the aforementioned second game skill is a game skill that causes damage to an enemy character; the step of controlling the progress indicator to be fully increased in response to the completion of the second game skill casting and displaying the second indicator in a third display mode includes: responding to the skill casting command for the second game skill, controlling the target virtual character to cast the second game skill and cause damage to the enemy character; responding to the damage value corresponding to the enemy character reaching a preset damage threshold, displaying a countdown of a preset duration on the second indicator, and displaying the second indicator in a third display mode when the countdown ends; wherein, the countdown is used to indicate the time when the second game skill casting is completed.

[0145] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, a terminal device, or a network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0146] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0147] Finally, it should be noted that the above-described embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.

Claims

1. An information presentation method in a game, characterized by, Displaying a graphical user interface by a terminal device, the method comprising: in response to a skill instruction of a target combo skill of a target virtual character, controlling a game scene containing the target virtual character to be displayed in the graphical user interface, wherein the target virtual character is a virtual character controlled by the terminal device, and the target combo skill comprises at least a first game skill and a second game skill to be executed in a sequence of execution; in the sequence of execution, displaying a first identifier and a second identifier in the graphical user interface in a first display mode, wherein the first identifier is used to indicate the first game skill, and the second identifier is used to indicate the second game skill; in response to a first combo execution condition of the first game skill being met, displaying the first identifier in a second display mode to prompt the target virtual character to execute the first game skill; in response to the target virtual character completing the execution of the first game skill, determining a second combo execution condition of the second game skill, and displaying a progress identifier in the graphical user interface, wherein the second combo execution condition comprises at least a game behavior requirement for the target virtual character, and the progress identifier is used to indicate whether a game behavior trend of the target virtual character meets the game behavior requirement in real time; in response to the game behavior of the target virtual character meeting the game behavior requirement, displaying the second identifier in the second display mode to prompt the target virtual character to execute the second game skill, so that the second game skill and the first game skill constitute the target combo skill.

2. The method of claim 1, wherein, The method further comprises: in response to the target virtual character completing the execution of the first game skill, displaying the first identifier in a third display mode.

3. The method of claim 1, wherein, The game behavior requirement comprises at least one of the following: a distance requirement of the target virtual object from an enemy character, a position requirement of the target virtual object, and a position requirement of a teammate character of the target virtual character.

4. The method of claim 3, wherein, The step of determining the second combo execution condition of the second game skill in response to the target virtual character completing the execution of the first game skill, and displaying a progress identifier in the graphical user interface, comprises: in response to the target virtual character completing the execution of the first game skill, determining the second combo execution condition of the second game skill, and displaying a skill effective execution area corresponding to the second game skill in the graphical user interface based on the second combo execution condition; based on the game behavior of the target virtual character and the skill effective execution area, determining a progress identifier displayed in the graphical user interface.

5. The method of claim 4, wherein, The step of displaying the second identifier in the second display mode in response to the game behavior of the target virtual character meeting the game behavior requirement, comprises: in response to the target virtual character moving into the skill effective execution area, displaying the second identifier in the second display mode.

6. The method of claim 4, wherein, The step of determining the progress identifier displayed in the graphical user interface based on the game behavior of the target virtual role and the skill effective casting area includes: Adjusting the progress identifier according to a target distance between the target virtual role and the edge of the skill effective casting area, wherein the progress size corresponding to the progress identifier is inversely proportional to the target distance; In response to the target virtual role moving to the skill effective casting area, controlling the progress identifier to be pulled to the full progress.

7. The method of claim 4, wherein, When the target virtual role is a virtual role of a first occupation type, the second combo casting condition is that the distance between the target virtual role and the enemy role is less than a preset distance value; The step of displaying the skill effective casting area corresponding to the second game skill in the graphical user interface based on the second combo casting condition includes: In the game scene, determining a circular area with the enemy role as the center and the preset distance value indicated by the second combo casting condition as the radius; Determining the circular area as the skill effective casting area corresponding to the second game skill, and displaying the skill effective casting area in the graphical user interface.

8. The method of claim 7, wherein, The method further includes: In response to a skill casting instruction for the second game skill, controlling the target virtual role to cast the second game skill in the game scene and cause damage to the enemy role when the target virtual role moves to the skill effective casting area.

9. The method of claim 4, wherein, When the target virtual role is a virtual role of a second occupation type, the second combo casting condition is that the target virtual role is located in an attack position for the enemy role determined based on the second game skill; The step of displaying the skill effective casting area corresponding to the second game skill in the graphical user interface based on the second combo casting condition includes: Determining at least one attack position for the enemy role in the game scene based on the skill attribute corresponding to the second game skill, and determining the at least one attack position as the skill effective casting area corresponding to the second game skill; Displaying the skill effective casting area corresponding to the second game skill in the game scene.

10. The method of claim 9, wherein, The method further includes: In response to the target virtual role moving to a first attack position in the at least one attack position, adjusting the display format of the first attack position or an attack position other than the first attack position in the at least one attack position to prompt that the target virtual role is located in the first attack position; In response to a skill casting instruction for the second game skill, controlling the target virtual role to cast the second game skill in the game scene and cause damage to the enemy role.

11. The method of claim 10, wherein, The target combo skill further includes a third game skill cast after the second game skill; the method further includes: In a process in which the target virtual character casts the second game skill in the game scene, in response to the target virtual character being attacked by the enemy character, the second identifier is displayed in a third display mode, and first prompt information is displayed in the graphical user interface to prompt the target virtual character to avoid the attack of the enemy character.

12. The method of claim 11, wherein, The first prompt information includes a control identifier corresponding to a movement control; and the method further includes: In response to the first prompt information being displayed in the graphical user interface, the at least one attack position is canceled from being displayed in the game scene, and at least one new attack position is generated in the game scene based on a third combo casting condition corresponding to the third game skill; In response to a triggering operation on the movement control, the target virtual character is controlled to move in the game scene; In response to the target virtual character moving to a second attack position in the at least one new attack position, a third identifier corresponding to the third game skill is displayed in the second display mode to prompt the target virtual character to cast the third game skill, which constitutes the target combo skill together with the first game skill and the second game skill.

13. The method of claim 4, wherein, When the target virtual character is a virtual character of a third professional type, the second combo casting condition is that a nearby position of the target virtual character includes a teammate character, and the target virtual character is located in an unattackable range of the enemy character. The step of displaying, in the graphical user interface, the skill effective casting area corresponding to the second game skill based on the second combo casting condition includes: According to the position of the enemy character, an attack range corresponding to the enemy character is determined in the game scene, and the attack range is displayed in the game scene; In response to the teammate character being located in the attack range, a healing position is generated in the game scene based on the position of the teammate character and the attack range, and the healing position is determined as the skill effective casting area corresponding to the second game skill; The skill effective casting area corresponding to the second game skill is displayed in the graphical user interface.

14. The method of claim 13, wherein, The method further includes: In response to a skill casting instruction for the second game skill when the target virtual character moves to the skill effective casting area, the target virtual character is controlled to cast the second game skill in the game scene to heal the teammate character; In response to a healing time of the target virtual character on the teammate character reaching a preset time threshold, it is determined that the casting of the second game skill is completed.

15. The method of claim 4, wherein, The second game skill is a continuous output game skill and the game skill can be interrupted; and the method further includes: In response to a skill casting instruction for the second game skill when the target virtual character moves to the skill effective casting area, the target virtual character is controlled to start casting the second game skill, and a casting progress identifier corresponding to the second game skill is displayed in the graphical user interface; In response to the second game skill being cast, the progress of the casting progress indicator is pulled to the full, and the second indicator is displayed in a third display mode.

16. The method of claim 15, wherein, The second game skill is a game skill that causes damage to an enemy character. The step of controlling the progress of the casting progress indicator to be pulled to the full in response to the second game skill being cast, and displaying the second indicator in a third display mode, comprises: In response to a skill casting instruction for the second game skill, the target virtual character casts the second game skill and causes damage to the enemy character; In response to the damage value corresponding to the enemy character reaching a preset damage threshold, a preset countdown is displayed on the second indicator for a preset time period, and the second indicator is displayed in the third display mode when the countdown ends. The countdown is used to prompt the time when the second game skill is cast.

17. An information presentation device in a game, characterized by A terminal device displays a graphical user interface, and the device comprises: A scene display module is configured to display a game scene containing a target virtual character in the graphical user interface in response to a skill instruction instruction for a target combo skill of the target virtual character. The target virtual character is a virtual character controlled by the terminal device, and the target combo skill comprises at least a first game skill and a second game skill that are cast in a casting order; An indicator display module is configured to display a first indicator and a second indicator in a first display mode in the graphical user interface according to the casting order. The first indicator is used to indicate the first game skill, and the second indicator is used to indicate the second game skill; A display adjustment module is configured to display the first indicator in a second display mode in response to a first combo casting condition corresponding to the first game skill being met, to prompt the target virtual character to cast the first game skill; A progress display module is configured to determine a second combo casting condition corresponding to the second game skill in response to the target virtual character completing casting the first game skill, and display a progress indicator in the graphical user interface. The second combo casting condition comprises at least a game behavior requirement for the target virtual character, and the progress indicator is used to indicate whether a game behavior trend of the target virtual character meets the game behavior requirement in real time; A display switching module is configured to display the second indicator in the second display mode in response to the game behavior of the target virtual character meeting the game behavior requirement, to prompt the target virtual character to cast the second game skill, so that the second game skill and the first game skill constitute the target combo skill.

18. An electronic device, comprising: The electronic device comprises a processor and a memory, the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the information prompting method in the game according to any one of claims 1 to 16. The electronic device comprises a processor and a memory, the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the information prompting method in the game according to any one of claims 1 to 16.

19. A computer-readable storage medium, characterized in that, The computer readable storage medium stores computer executable instructions, when the computer executable instructions are invoked and executed by the processor, the computer executable instructions cause the processor to implement the information prompting method in the game according to any one of claims 1 to 16.