Method and device for displaying information in game and electronic equipment

By displaying and adjusting the display format of persistent negative effect indicators in the game interface, the problem of low information acquisition efficiency in turn-based combat games is solved, and the operation of quickly deciding the timing of skill release is simplified.

CN121754887APending Publication Date: 2026-03-31NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-01-30
Publication Date
2026-03-31

AI Technical Summary

Technical Problem

In turn-based combat games, players need to understand the stacking layers of damage over time skills to decide the appropriate time to deal damage, but current technology has low information acquisition efficiency and requires multiple levels of operation.

Method used

By displaying effect icons for persistent negative effects in the game interface and adjusting the display format of the icons for visual differentiation, effects that can be prematurely resolved by skills can be quickly identified, simplifying the operation process.

Benefits of technology

It improves the efficiency of players in obtaining information about persistent negative effects, simplifies the decision-making process, and enables players to quickly choose the appropriate time to release skills.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides an information display method and device in a game and electronic equipment, and the method comprises the steps: responding to a second object which is selected as an attack target of a first object, and displaying an object panel of the second object; the object panel is at least used for displaying an effect identifier corresponding to the added continuous negative effect of the second object in the game battle process; and in response to the fact that the target skill is selected as the to-be-released skill of the first object, determining a target persistence negative effect matched with the target skill, and controlling and adjusting a display format of a target effect identifier corresponding to the target persistence negative effect. According to the mode, after the to-be-released skill and the skill attack target are determined, a player can timely know the target persistent negative effect, which can be settled in advance by the skill, in the persistent negative effects added to the attack target through the effect identifier displayed in the object board and the display format of the effect identifier; therefore, the player can quickly decide the opportunity of applying the skill, the operation is simple, and the information acquisition efficiency is improved.
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Description

Technical Field

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

[0002] In current turn-based combat games, there are skills that inflict damage over time (DOT). Players use these skills to apply the corresponding negative effect to the target, and the overall damage caused by the negative effect increases with the number of stacks of the negative effect. Additionally, there are game skills that trigger the early resolution of negative effects. Using these skills often requires players to have a deep understanding of the damage mechanics and stacking patterns of negative effects in order to determine the appropriate time to use them for early resolution. Summary of the Invention

[0003] In view of this, the purpose of this disclosure is to provide an information display method, device, and electronic device in a game. After determining the skill to be cast and the target of the skill attack, the player can promptly understand the persistent negative effects that can be resolved in advance by the skill among the persistent negative effects attached to the target through the effect icons displayed on the target panel and the display format of the effect icons. This allows the player to quickly decide when to cast the skill, which is not only simple to operate but also improves the efficiency of information acquisition.

[0004] In a first aspect, embodiments of this disclosure provide a method for displaying information in a game. A graphical user interface (GUI) is provided via a terminal device. The GUI displays at least a portion of a game scene, which provides a battle environment for a first object and a second object from different factions. The first object is controlled via the terminal device. The method includes: in response to the second object being selected as the attack target of the first object, displaying an object panel for the second object in the GUI; wherein the object panel at least displays effect identifiers corresponding to persistent negative effects applied to the second object during game combat; in response to a target skill being selected as a skill to be cast by the first object, determining a target persistent negative effect that matches the target skill among the persistent negative effects, wherein the target skill can trigger early settlement of the target persistent negative effect when it takes effect; and controlling and adjusting the display format of the target effect identifiers corresponding to the target persistent negative effect among the effect identifiers, so that the target effect identifiers are visually distinguishable in the object panel.

[0005] Secondly, embodiments of this disclosure provide an information display device for a game, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a portion of the game scene, which provides a battle environment for a first object and a second object from different factions. The first object is controlled through the terminal device. The device includes: an object panel display module, used to display an object panel of the second object in the graphical user interface in response to the second object being selected as the attack target of the first object; wherein the object panel is used to display at least the effect identifiers corresponding to the persistent negative effects attached to the second object during the game battle; a negative effect determination module, used to determine the target persistent negative effects that match the target skill in response to the target skill being selected as the skill to be cast by the first object, wherein the target skill can trigger the early settlement of the target persistent negative effects when it takes effect; and an effect identifier adjustment module, used to control and adjust the display format of the target effect identifiers corresponding to the target persistent negative effects in the effect identifiers, so that the target effect identifiers are visually distinguishable in the object panel.

[0006] Thirdly, embodiments of this disclosure provide an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the information display method in any of the first aspects of the game.

[0007] Fourthly, embodiments of this disclosure provide a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to implement the information display method in the game according to any one of the first aspects.

[0008] The embodiments disclosed herein bring the following beneficial effects: This disclosure provides a method, apparatus, and electronic device for displaying information in a game. In response to a second object being selected as the attack target of a first object, an object panel for the second object is displayed in a graphical user interface. The object panel at least displays effect icons corresponding to persistent negative effects applied to the second object during gameplay. In response to a target skill being selected as a skill to be cast by the first object, the persistent negative effects matching the target skill are determined, wherein the target skill can trigger early resolution of the persistent negative effects when it takes effect. The display format of the target effect icons corresponding to the persistent negative effects is controlled and adjusted to make the target effect icons visually distinguishable in the object panel. This method allows players to quickly understand the persistent negative effects that can be resolved early by the skill by viewing the effect icons displayed on the object panel and their display format after determining the skill to be cast and the target attack target. This enables players to quickly decide when to cast the skill, simplifying operation and improving information acquisition efficiency.

[0009] Other features and advantages of this disclosure will be set forth in the following description and will be apparent in part from the description or may be learned by practicing the disclosure. The objects and other advantages of this disclosure are realized and obtained through the structures particularly pointed out in the description, claims and drawings.

[0010] 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

[0011] 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.

[0012] Figure 1 A flowchart illustrating a method for displaying information in a game, as provided in this embodiment of the disclosure; Figure 2 A schematic diagram of a graphical user interface provided in an embodiment of this disclosure; Figure 3 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure; Figure 4 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure; Figure 5A schematic diagram of another graphical user interface provided in an embodiment of this disclosure; Figure 6 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure; Figure 7 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure; Figure 8 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure; Figure 9 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure; Figure 10 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure; Figure 11 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure; Figure 12 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure; Figure 13 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure; Figure 14 This is a schematic diagram of the structure of an information display device in a game provided by an embodiment of the present disclosure; Figure 15 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation

[0013] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions 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. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.

[0014] In current turn-based combat games, there are skills that inflict damage over time (DPT). Players use these skills to apply the corresponding negative effect to targets, and can stack skill layers on this negative effect by casting the skill; the higher the layer, the greater the damage. However, the negative effect does not deal damage to the target instantly upon application, but rather triggers damage only after certain conditions are met. If it is necessary to trigger damage in advance by casting the target's skill, players need to know the current skill layer count to decide the appropriate time to trigger the damage. However, in related technologies, multiple operations are required to obtain the stack count of a single skill, resulting in low information acquisition efficiency. Based on this, this disclosure provides an information display method, device, and electronic device for games, which can be applied to devices such as mobile phones, laptops, tablets, and computers.

[0015] In one embodiment of this disclosure, the information display method in a game can run on a local terminal device or a server. When the information display method in a 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.

[0016] 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 display methods 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.

[0017] 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.

[0018] In one possible implementation, this invention provides a method for displaying information in a game, providing a graphical user interface (GUI) via a terminal device. The terminal device can be either the aforementioned local terminal device or a client device within the aforementioned cloud interaction system. The GUI displays at least a portion of the game scene, which provides a battle environment for a first and a second object from different factions. The first object is controlled via the terminal device; that is, the first and second objects belong to different game factions.

[0019] like Figure 1 As shown, the method includes the following steps: Step S102: In response to the second object being selected as the attack target of the first object, the object panel of the second object is displayed in the graphical user interface; wherein, the object panel is used to display at least the effect icons corresponding to the persistent negative effects attached to the second object during the game battle. The aforementioned second object typically refers to the second object currently in a selected state; there can be one or more such second objects. The attack target of the first object is usually determined based on the skill's range or the currently selected second object. The object panel for the aforementioned second object can be displayed in a designated area of ​​the graphical user interface (e.g., at the edge of the graphical user interface) or in an area associated with the second object (e.g., above the second object's portrait).

[0020] Optionally, the aforementioned persistent negative effects include multiple types, with different types of persistent negative effects, and different types of persistent negative effects are attached to the second object through different game skill casting operations. In other words, different game skills correspond to different persistent negative effects.

[0021] The aforementioned effect identifiers can be graphic identifiers, letter identifiers, etc. Different effect identifiers correspond to different persistent negative effects. For example, the effect identifier for persistent negative effect A can be the letter A, and the effect identifier for persistent negative effect burning is a flame graphic.

[0022] For example, such as Figure 2 The graphical user interface shown is used to identify the second object A as the target of the first object. The object panel of the second object is displayed in the upper edge area of ​​the graphical user interface. The object panel displays the effect icons (icon A, icon B, icon C, icon D, icon E) corresponding to the five continuous negative effects (effect A, effect B, effect C, effect D, effect E) that are applied to the second object A during the game battle.

[0023] Step S104: In response to the target skill being selected as the first target skill to be cast, determine the target persistent negative effects that match the target skill among the persistent negative effects, wherein the target skill can trigger the early settlement of the target persistent negative effects when it takes effect; The aforementioned first object usually has multiple skills, and different skills have different effects. Different skills can trigger the early settlement of different types of continuous negative effects. For example, skill A can trigger the early settlement of the first and second types of continuous negative effects, and skill B can trigger the early settlement of the third and fourth types of continuous negative effects.

[0024] The aforementioned persistent negative effects can include "burn," "poison," "armor penetration," "bleeding," "weathering," "laceration," and "electric shock," among others. It's understandable that when these persistent negative effects are applied to a second target, they won't immediately inflict the full damage. Instead, they will cause a small amount of damage, with the remaining damage gradually taking effect in subsequent rounds. Additionally, the game includes game skills that can prematurely resolve persistent negative effects. When this skill is applied to a second target with a persistent negative effect, it will cause the effect to resolve prematurely, dealing significant damage to the second target. Game skills that can trigger premature resolution of persistent negative effects can include detonation skills, finishing moves, etc., and different game skills typically resolve different persistent negative effects prematurely.

[0025] Optionally, in response to a first trigger operation targeting a target skill control among multiple skill controls, the system determines that the target skill is selected as the skill to be cast as the first object, determines the persistent negative effects attached to the second object during gameplay, and identifies the target persistent negative effects that match the target skill from these persistent negative effects. Specifically, it identifies the target persistent negative effects that can be resolved early from the persistent negative effects.

[0026] The first trigger operation mentioned above can be a touch operation of a finger on a target skill control in a mobile game, a click operation of a mouse on a target skill control in a PC game, a press operation of a specified key on a keyboard corresponding to a target skill control, or a control operation of a joystick in a game controller to select a target skill control.

[0027] Step S106: Control the display format of the target effect label corresponding to the target persistent negative effect in the effect label to make the target effect label visually distinguishable in the object panel.

[0028] Optionally, the target effect icon corresponding to the target's persistent negative effect can be identified from the effect icons displayed in the object panel; then, the display format of the target effect icon can be adjusted. Optionally, the display position of the target effect icon can be adjusted, such as displaying the target effect icon before other effect icons. For example, the target effect icon can be highlighted or flashed. Adjusting the display format of the target effect icon allows players to quickly understand the target's persistent negative effect that can be prematurely resolved by the target skill.

[0029] For example, such as Figure 3 The graphical user interface shown displays effect icons corresponding to multiple persistent negative effects on the object panel of the second object. Among them, the effect icons (icons C, D, and E) corresponding to the target persistent negative effects (effects C, D, and E) are highlighted. Figure 3 The symbols C, D, and E are displayed in gray.

[0030] This disclosure provides an information display method in a game. In response to a second object being selected as the attack target of a first object, an object panel for the second object is displayed in a graphical user interface. The object panel at least displays effect icons corresponding to persistent negative effects applied to the second object during gameplay. In response to a target skill being selected as the skill to be cast by the first object, the persistent negative effects matching the target skill are determined, wherein the target skill can trigger early resolution of the persistent negative effects when it takes effect. The display format of the target effect icons corresponding to the persistent negative effects is controlled and adjusted to make the target effect icons visually distinguishable in the object panel. This method allows players to quickly understand the persistent negative effects that can be resolved early by the skill by viewing the effect icons displayed on the object panel and their display format after determining the skill to be cast and the target attack target. This enables players to quickly decide when to cast the skill, simplifying operation and improving information acquisition efficiency.

[0031] Following the step of responding to the target skill being selected as the first target skill to be cast, the method further includes: controlling and adjusting the order of effect markers so that the target effect marker is placed before other effect markers, the other effect markers being effect markers other than the target effect marker.

[0032] For example, such as Figure 4 The graphical user interface shown has multiple effect icons corresponding to persistent negative effects displayed on the object panel of the second object. Among them, the effect icons (Icons C, D, and E) corresponding to the target persistent negative effects (effects C, D, and E) are arranged in order of other effect icons (Icons A and B).

[0033] This adjustment allows players to understand the target skill's persistent negative effects that can be resolved in advance through the target effect indicator displayed in the target panel after selecting a target skill, further improving the player's decision-making efficiency.

[0034] The above method also includes: determining the amount of damage caused to the second object by the persistent negative effect of the triggering target; and arranging the target effect identifiers in descending order of damage amount.

[0035] The aforementioned persistent negative effects on targets include multiple types. For each persistent negative effect, the amount of damage caused by the persistent negative effect to the second object is determined. The target effect identifiers are then arranged in descending order of damage amount. For example, such as... Figure 5As shown, the effect icons (icon C, icon D, and icon E) corresponding to the target's persistent negative effects (effect C, effect D, and effect E) are listed, with the damage amount ordered from highest to lowest as follows: persistent negative effect D, effect C, and effect E. At this point, Figure 4 The arrangement order shown is adjusted as follows: Figure 5 The arrangement order is shown.

[0036] In this method, the target effect icons are arranged in descending order of the damage caused by the target's persistent negative effects. This allows players to quickly understand the damage that the target skill can trigger based on the order of the effect icons, and also to understand the damage caused by different persistent negative effects, further improving the player's decision-making efficiency and information acquisition rate.

[0037] The above method also includes: if the second object is repeatedly subjected to the same persistent negative effect during the game, the number of stacking layers of the persistent negative effect is indicated by the subscript number on the effect icon corresponding to the persistent negative effect.

[0038] It should be noted that the aforementioned persistent negative effects include multiple types, and each persistent negative effect can be repeatedly applied to a game object. The trigger for repeated application can be that after initially applying a persistent negative effect to a target object (such as a second object), the persistent negative effect is applied to the target object every preset time interval (or every game round). Alternatively, repeated application can be triggered by repeatedly casting game skills on the target object, applying the corresponding persistent negative effect of the game skill to the target object. Typically, the number of times a negative effect is applied to a target object is related to the stacking level of that negative effect; for example, the number of repetitions equals the stacking level, or the product of the number of repetitions and the target value equals the stacking level, etc.

[0039] For example, such as Figure 6 The graphical user interface shown has a number displayed in the lower right corner of each effect icon. This number represents the number of layers of the persistent negative effect corresponding to the effect icon.

[0040] This method uses subtitle numbers to help players quickly understand the number of layers of each persistent negative effect, allowing them to further improve decision-making and information acquisition efficiency based on the number of layers.

[0041] The above method also includes: adjusting the display method of the subscript number on the effect identifier corresponding to the persistent negative effect in response to the number of stacking layers reaching the maximum number of stacking layers.

[0042] Specifically, it can highlight the subscript number, enlarge the subscript number, and flash the subscript number, etc. For example, Figure 7The graphical user interface shown here indicates that the superscript number 30, which identifies A, has reached the maximum stacking level of this persistent negative effect, and is therefore displayed in bold.

[0043] The above method also includes: in response to the number of icons that need to be displayed in the object panel reaching a preset threshold, controlling the object panel to display a collapsible control; in response to a trigger operation on the collapsible control, controlling the object panel to display all icons.

[0044] The preset quantity thresholds mentioned above can be 6, 7, etc., and can be set in advance according to actual needs. It should be noted that the object panel not only displays the effect indicator but also other icons, such as object level and object health. These other icons are usually displayed after the effect indicator.

[0045] One possible implementation of the above steps for displaying the collapse control in the control object panel is as follows: The control object panel displays icons of a preset threshold number, as well as the collapse control; a control identifier is displayed on the collapse control, which is used to indicate the number of icons collapsed in the control object panel.

[0046] For example, such as Figure 8 The graphical user interface shown displays a collapse control ">" in the object panel and a control identifier on the collapse control. For example, if the control identifier is +2, it means that two icons have been collapsed in the object panel.

[0047] Following the step of selecting the target skill as the first target to be cast, the method further includes: displaying a prompt in the skill panel of the target skill shown in the graphical user interface for the target persistent negative effects that can be resolved in advance by the target skill, wherein the skill panel of the target skill is used to display at least the skill information of the target skill.

[0048] The skill information of the aforementioned target skill may include one or more of the following: skill name, skill cooldown time, skill icon, skill effect, number of additional stacks of each target's persistent negative effect, total number of additional stacks of the target's persistent negative effect, and the amount of damage dealt to the skill's attack target after the persistent negative effect on the target is resolved in advance.

[0049] Optionally, the persistent negative effects on the target can be indicated directly through the skill information displayed in the skill panel. Alternatively, the persistent negative effects can be indicated through the skill tags displayed in the skill panel. Or, the persistent negative effects can be indicated through the effect icons displayed in the skill panel. In actual implementation, the persistent negative effects that can be resolved in advance by the target skill are first identified from the persistent negative effects, and then the prompt information is displayed in the skill panel to indicate the persistent negative effects on the target.

[0050] The aforementioned skill panel can be fixedly displayed in a designated area of ​​the graphical user interface. Normally, when no skill is selected, the skill panel displays default information (e.g., skill hints to indicate the first target to be cast; after the skill is selected, the panel will display relevant information about the skill; or, for example, object information about the first target). The aforementioned skill panel can also be displayed in the associated area of ​​the skill control corresponding to the target skill after the target skill is selected as the first skill to be cast. Typically, after a trigger operation on the skill control, the corresponding skill panel is displayed in the associated area of ​​the skill control. This skill panel at least displays the skill information, which includes text describing the skill's effects.

[0051] The skill panel of the aforementioned target skill displays a skill tag, which indicates that the target skill is a game skill that can trigger the early resolution of a continuous negative effect on the target.

[0052] The aforementioned skill tags may include: text tags and / or number tags, etc. Text tags may be textual information indicating that persistent negative effects can be resolved early, such as the "[Detonate]" tag or the "[Resolve]" tag. Number tags may be numbers indicating the additional layers of persistent negative effects, such as the "(10)" tag, indicating that the second object has 10 layers of persistent negative effects.

[0053] Optionally, skill tags can also indicate that the target skill can resolve persistent negative effects on the target in advance. The skill tags mentioned above may also include pattern tags, where pattern tags can be patterns used to indicate persistent negative effects, such as flame patterns, explosion patterns, etc., with different patterns corresponding to different types of persistent negative effects.

[0054] The aforementioned persistent negative effects include several types, each of which can be repeatedly applied to a game object. The trigger for repeated application can be that after initially applying a persistent negative effect to a target object (e.g., a second object), the persistent negative effect is applied to the target object every preset time interval (or every game round). Alternatively, repeated application can be triggered by repeatedly casting game skills on the target object, applying the corresponding persistent negative effect of the game skill. Typically, the number of times a negative effect is applied to a target object is related to the number of stacks of that negative effect; for example, the number of repetitions equals the number of stacks, or the product of the number of repetitions and the target's value equals the number of stacks.

[0055] One possible implementation of the step of highlighting persistent negative effects that can be resolved early by the target skill in the skill panel of the target skill displayed in the graphical user interface is as follows: (1) Identify the persistent negative effects that can be resolved in advance by the target skill among the persistent negative effects attached to the second object; Different game skills can typically resolve different persistent negative effects in advance. For example, the target skill can resolve the first, second, and third types of persistent negative effects in advance, while the first skill can resolve the fourth, fifth, and sixth types of persistent negative effects in advance. Therefore, it is necessary to determine the target persistent negative effects that can be resolved in advance by the target skill from the persistent negative effects attached to the second target.

[0056] (2) Determine the total number of additional layers corresponding to the persistent negative effects of each objective; If there is only one second object, determine the number of additional layers of each type of persistent negative effect that is applied to the second object during the game battle, calculate the sum of the additional layers of each persistent negative effect, and obtain the total number of additional layers corresponding to each persistent negative effect.

[0057] If there are multiple second objects, for each second object, determine the additional layers of each type of persistent negative effect on the target during the game battle, and determine the sum of the additional layers of each type of persistent negative effect as the additional layers of the second object; determine the sum of the additional layers of all second objects as the total additional layers of persistent negative effects on all targets.

[0058] (3) In the skill panel of the target skill, the skill tag associated with the target skill displays the total number of additional layers of the continuous negative effects of each target.

[0059] Optionally, the total number of additional layers can be displayed on the skill tabs in the skill panel. For example, such as... Figure 9 The graphical user interface shown displays the "[Detonate]" label on the skill panel of the target skill, and adds the total number of additional layers "(10)" to the skill label.

[0060] The higher the total number of stacks of the persistent negative effects displayed by the skill tags of the aforementioned target skills, the higher the damage dealt to the second target by the target skill in triggering the persistent negative effects of the target.

[0061] The above method allows players to directly see the total number of additional stacks of different types of persistent negative effects that can be pre-calculated by the target skill on the skill panel, without requiring players to manually calculate the sum of the additional stacks of each persistent negative effect, thus lowering the decision-making threshold for players.

[0062] The above method also includes: displaying the skill information of the target skill in the skill panel of the target skill; and indicating the total number of additional layers of the target's continuous negative effects in the target skill information.

[0063] For example, such as Figure 9 The graphical user interface shown displays skill information on the target skill's skill panel, including "This skill will detonate 10 stacks of continuous damage." Of course, this skill information also includes detailed effects of the target skill.

[0064] The aforementioned first object also includes a first skill, which is a game skill that can trigger early resolution of a first persistent negative effect when it takes effect. The aforementioned method further includes: in response to the first object's skill to be cast being switched from the target skill to the first skill, determining the first persistent negative effect from the persistent negative effects attached to the second object; displaying the skill panel of the first skill in the graphical user interface, and providing a prompt about the first persistent negative effect in the skill panel of the first skill, wherein the skill panel of the first skill is at least used to display the skill information of the first skill.

[0065] Optionally, the skill panel of the first skill can be displayed in the same area as the skill panel of the target skill. This means switching the skill panel of the target skill to that of the first skill. In practice, the prompts for persistent negative effects on the target skill can be changed to prompts for the first persistent negative effect.

[0066] Optionally, the skill panel of the target skill can be hidden, and the skill panel of the first skill can be displayed in the associated area of ​​the skill control corresponding to the first skill.

[0067] Similarly, the skill panel for the first skill displays a skill tag indicating that the first skill can trigger game skills that prematurely resolve persistent negative effects. This skill tag also displays the total number of additional stacks of the first persistent negative effect. This method allows players to quickly understand the total number of additional stacks of the persistent negative effect that the current skill can trigger, enabling them to quickly decide whether to trigger the persistent negative effect based on this total number of stacks.

[0068] The step of providing a prompt for the first persistent negative effect in the skill panel of the first skill includes: displaying the skill tag of the first skill in the skill panel of the first skill, and displaying the corresponding additional total number of layers of the first persistent negative effect in association with the skill tag of the first skill; and / or displaying the skill information of the first skill in the skill panel of the first skill, and prompting the corresponding additional total number of layers of the first persistent negative effect in the skill information of the first skill.

[0069] For example, such as Figure 10 The graphical user interface shown displays the skill panel of the first skill, and displays the skill label "[Detonate]" of the first skill in the skill panel of the first skill. It also displays the corresponding additional total number of layers of the first continuous negative effect "(30)" associated with the skill label of the first skill. In the skill panel of the first skill, the skill information of the first skill is displayed, and the additional total number of layers of the first continuous negative effect is indicated in the skill information of the first skill, that is, "this skill will detonate 30 layers of continuous damage on the target".

[0070] The first object mentioned above also includes a second skill, which is a game skill that cannot be triggered when it takes effect to resolve persistent negative effects in advance. The method further includes: in response to the first object's skill to be cast being switched from the target skill to the second skill, displaying the skill panel of the second skill in the graphical user interface, and displaying the skill tag and skill information corresponding to the second skill in the skill panel of the second skill.

[0071] The skill tags and skill information corresponding to the second skill are used to indicate the skill effect of the second skill, such as the attack method of the second skill (single target attack, stun attack, etc.). The skill information corresponding to the second skill is also used to indicate the damage that casting the second skill will cause to the target.

[0072] Similarly, the skill panel display area of ​​the target skill will show the skill panel of the second skill. Switching the target skill's skill panel to the second skill's skill panel directly changes the skill tags and information displayed in the skill panel to those of the second skill.

[0073] Optionally, the skill panel of the target skill can be hidden, and the skill panel of the second skill can be displayed in the associated area of ​​the skill control corresponding to the second skill.

[0074] For example, such as Figure 11The graphical user interface shown displays the skill panel for the second skill, which includes the skill tag "Basic Attack" and the skill information "This skill can deal 12% damage to the enemy".

[0075] The above method further includes: determining the maximum total additional layers of the target's persistent negative effect; if the total additional layers of the target's persistent negative effect are the maximum total additional layers, updating the display method of the total additional layers displayed on the skill tag.

[0076] Optionally, if the total number of additional stacks of the target's persistent negative effects is the maximum number of additional stacks, update the display method of the skill information shown in the skill panel.

[0077] The aforementioned persistent negative effects of the target include multiple types. For each type of persistent negative effect, the maximum additional layer of the persistent negative effect of the target is determined. Then, the sum of the maximum additional layers of the persistent negative effects of the target is calculated to obtain the maximum total additional layers of the aforementioned persistent negative effects.

[0078] The display method for updating the total additional layers of the skill tag can be to highlight, flash, or enlarge the total additional layers of the skill tag.

[0079] For example, such as Figure 12 The graphical user interface shown displays the target skill's skill panel, and the target skill's skill tag "[Detonate]" is displayed in the skill panel. The skill tag also displays the total additional stacks of the target's continuous negative effect, "(50)", where 50 is the maximum additional stacks, and "50" is displayed in bold. The target skill's skill panel also displays the target skill's skill information, indicating the total additional stacks of the target's continuous negative effect, i.e., "This skill will detonate 50 stacks of continuous damage on the target," where "50" is also displayed in bold.

[0080] The above method also includes: displaying the maximum total number of additional layers in the skill panel of the target skill, where the skill tag associated with the target skill is displayed.

[0081] Optionally, the maximum total additional layers can be displayed on the skill label. The display method for the total additional layers and the maximum total additional layers can be "(total additional layers / maximum total additional layers)".

[0082] For example, such as Figure 13The graphical user interface shown displays the target skill's skill panel, which includes the skill tag "[Detonate]". The skill tag also displays the total and maximum stacks of the target's continuous negative effect ("(10 / 50)"). Furthermore, the skill panel displays the target skill's information, indicating the total and maximum stacks of the continuous negative effect, meaning "This skill will detonate 10 / 50 stacks of continuous damage on the target."

[0083] The higher the total number of stacks of the persistent negative effects on each target displayed by the skill tags of the aforementioned target skill, the higher the damage dealt to the second target by the target skill triggering the persistent negative effects on the target.

[0084] The above method further includes: in response to the skill casting command of the target skill, triggering the target persistent negative effect on the second object; controlling the cancellation of the target persistent negative effect attached to the second object, and canceling the prompt in the skill panel of the target skill for the target persistent negative effect that can be resolved in advance by the target skill.

[0085] Optionally, after casting a target skill, the total number of additional stacks displayed on the associated skill label in the skill panel will be switched to "0", and the total number of additional stacks displayed in the skill information will also be switched to "0".

[0086] Prior to the step of responding to the skill casting command of the target skill, the above method also includes: in response to the second object being killed, transferring the persistent negative effect attached to the second object to the second object that has not been killed.

[0087] Optionally, the persistent negative effects applied to the second target can be transferred to the target second target that has not been killed. For example, a second target can be randomly selected from the killed second targets and designated as the target second target. Alternatively, the second target that is closest to the killed second target can be designated as the target second target.

[0088] Optionally, the persistent negative effect attached to the second object can be transferred to all second objects that have not been killed, for example, by distributing the persistent negative effect equally among all second objects that have not been killed.

[0089] The skill information displayed on the skill panel above has a scrolling function, responding to swipe operations on the skill information and controlling the scrolling display of the skill information.

[0090] Corresponding to the above method embodiments, this disclosure provides an information display device for a game, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a portion of the game scene, which provides a battle environment for a first object and a second object from different factions. The first object is controlled through the terminal device. Figure 14 As shown, the device includes: The object panel display module 1401 is used to display the object panel of the second object in the graphical user interface in response to the second object being selected as the attack target of the first object; wherein, the object panel is used to display at least the effect indicators corresponding to the continuous negative effects attached to the second object during the game battle; The negative effect determination module 1402 is used to determine the target persistent negative effect that matches the target skill in the persistent negative effects in response to the target skill being selected as the first target skill to be cast. The target skill can trigger the early settlement of the target persistent negative effect when it takes effect. The effect label adjustment module 1403 is used to control the display format of the target effect label corresponding to the target persistent negative effect in the effect label adjustment, so that the target effect label has visual distinction in the object panel.

[0091] This disclosure provides an information display device for a game. In response to a second object being selected as the attack target of a first object, an object panel for the second object is displayed in a graphical user interface. The object panel at least displays effect icons corresponding to persistent negative effects applied to the second object during gameplay. In response to a target skill being selected as the skill to be cast by the first object, the persistent negative effects matching the target skill are determined, wherein the target skill can trigger early resolution of the persistent negative effects when it takes effect. The display format of the target effect icons corresponding to the persistent negative effects is controlled and adjusted to make the target effect icons visually distinguishable in the object panel. This method allows players to quickly understand the persistent negative effects that can be resolved early by the skill by viewing the effect icons displayed on the object panel and their display format after determining the skill to be cast and the target attack target. This enables players to quickly decide when to cast the skill, simplifying operation and improving information acquisition efficiency.

[0092] The aforementioned device also includes a sequence adjustment module, which is further used to: control and adjust the arrangement order of effect labels so that the target effect label is arranged before other effect labels, wherein the other effect labels are effect labels other than the target effect label.

[0093] The aforementioned device further includes: an identifier arrangement module for determining the amount of damage caused to the second object by the triggering of the target's persistent negative effect; and arranging the target effect identifiers in descending order of damage amount.

[0094] The aforementioned device further includes: a badge prompt module, used to indicate the number of stacked layers of the persistent negative effect by using the badge number on the effect identifier corresponding to the persistent negative effect if the second object is repeatedly subjected to the same persistent negative effect during game battles.

[0095] The aforementioned device further includes: a display mode adjustment module, used to adjust the display mode of the subscript number on the effect identifier corresponding to the persistent negative effect in response to the number of overlay layers reaching the maximum number of overlay layers.

[0096] The aforementioned device also includes an icon display module, used to: control the display of a collapsible control on the object panel in response to a preset threshold number of icons to be displayed; and control the display of all icons on the object panel in response to a trigger operation on the collapsible control.

[0097] The aforementioned icon display module is also used to: control the display of a preset number of icons and a collapse control in the object panel; and control the display of a control identifier on the collapse control, which is used to indicate the number of collapsed icons in the object panel.

[0098] The aforementioned device also includes a skill panel prompt module, used to: prompt the target persistent negative effect that can be resolved in advance by the target skill in the skill panel of the target skill displayed in the graphical user interface, wherein the skill panel of the target skill is used to display at least the skill information of the target skill.

[0099] The skill panel of the aforementioned target skill displays a skill tag, which indicates that the target skill is a game skill that can trigger the early resolution of a continuous negative effect on the target.

[0100] The aforementioned persistent negative effects include multiple types, and each persistent negative effect can be repeatedly applied to a game object. The aforementioned skill panel prompt module is also used to: identify the persistent negative effects that can be resolved in advance by the target skill among the persistent negative effects applied to the second object; determine the total number of layers corresponding to each persistent negative effect; and display the total number of layers of each persistent negative effect in the skill panel of the target skill by displaying the skill label associated with the target skill.

[0101] The aforementioned skill panel prompt module is also used to: display the skill information of the target skill in the skill panel of the target skill; and prompt the total number of additional layers of the target's continuous negative effects in the target skill information.

[0102] The aforementioned device also includes a skill casting module, used to: trigger a persistent negative effect on a second object in response to a skill casting command of a target skill; control the cancellation of the persistent negative effect attached to the second object; and control the removal of the target effect identifier corresponding to the persistent negative effect from the object panel.

[0103] The aforementioned device also includes: an effect transfer module, used to control the transfer of the target persistent negative effect attached to the second object to the second object that has not been killed in response to the second object being killed.

[0104] The information display device in the game provided in this embodiment has the same technical features as the information display method in the game provided in the above embodiment, so it can also solve the same technical problems and achieve the same technical effects.

[0105] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the information display method in the game described above. This electronic device can be a server or a terminal device.

[0106] See Figure 15 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the information display method in the game described above.

[0107] Furthermore, Figure 15 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.

[0108] The memory 101 may include high-speed random access memory (RAM) and may also include 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, metropolitan area network, etc. The bus 102 may be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or an EISA (Extended Industry Standard Architecture) bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 15 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.

[0109] The processor 100 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 the processor 100 or by instructions in software form. The processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor may 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 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0110] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations in the information display method of the aforementioned game: In response to a second object being selected as the attack target of the first object, an object panel for the second object is displayed in the graphical user interface. This object panel at least displays the effect icons corresponding to any persistent negative effects applied to the second object during gameplay. In response to a target skill being selected as the skill to be cast by the first object, the persistent negative effects matching the target skill are identified, where the target skill can trigger early resolution of the persistent negative effects when it takes effect. The display format of the target effect icons corresponding to the persistent negative effects is controlled and adjusted to ensure visual differentiation of the target effect icons within the object panel. This method allows players to quickly understand which persistent negative effects can be resolved early by the skill by observing the effect icons displayed on the object panel and their display format. This enables players to quickly decide when to cast the skill, simplifying operation and improving information acquisition efficiency.

[0111] Following the step of responding to the target skill being selected as the first target skill to be cast, the method further includes: controlling and adjusting the order of effect markers so that the target effect marker is placed before other effect markers, the other effect markers being effect markers other than the target effect marker.

[0112] The above method also includes: determining the amount of damage caused to the second object by the persistent negative effect of the triggering target; and arranging the target effect identifiers in descending order of damage amount.

[0113] The above method also includes: if the second object is repeatedly subjected to the same persistent negative effect during the game, the number of stacking layers of the persistent negative effect is indicated by the subscript number on the effect icon corresponding to the persistent negative effect.

[0114] The above method also includes: adjusting the display method of the subscript number on the effect identifier corresponding to the persistent negative effect in response to the number of stacking layers reaching the maximum number of stacking layers.

[0115] The above method also includes: in response to the number of icons that need to be displayed in the object panel reaching a preset threshold, controlling the object panel to display a collapsible control; in response to a trigger operation on the collapsible control, controlling the object panel to display all icons.

[0116] The steps for displaying the collapse control on the control object panel include: displaying icons of a preset number threshold and the collapse control on the control object panel; displaying a control identifier on the control collapse control, the control identifier being used to indicate the number of icons collapsed on the control object panel.

[0117] Following the step of responding to the target skill being selected as the first target skill to be cast, the method further includes: in the skill panel of the target skill displayed in the graphical user interface, providing a prompt for the target persistent negative effects that can be resolved in advance by the target skill, wherein the skill panel of the target skill is used to display at least the skill information of the target skill.

[0118] The skill panel of the aforementioned target skill displays a skill tag, which indicates that the target skill is a game skill that can trigger the early resolution of a continuous negative effect on the target.

[0119] The aforementioned persistent negative effects include multiple types, and each persistent negative effect can be repeatedly applied to a game object. In the skill panel of the target skill displayed in the graphical user interface, the steps for prompting the persistent negative effects that can be resolved in advance by the target skill include: identifying the persistent negative effects that can be resolved in advance by the target skill among the persistent negative effects applied to the second object; determining the total number of layers corresponding to each persistent negative effect; and displaying the total number of layers of each persistent negative effect in the skill panel of the target skill through the skill label associated with the target skill.

[0120] The above method also includes: displaying the skill information of the target skill in the skill panel of the target skill; and indicating the total number of additional layers of the target's continuous negative effects in the target skill information.

[0121] The above method also includes: in response to the skill casting command of the target skill, triggering a target persistent negative effect on the second object; controlling the cancellation of the target persistent negative effect attached to the second object, and controlling the removal of the target effect icon corresponding to the target persistent negative effect from the object panel.

[0122] Prior to the aforementioned step of responding to the skill casting command of the target skill, the method further includes: in response to the second object being killed, controlling the target persistent negative effect attached to the second object to be transferred to the second object that has not been killed.

[0123] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions cause the processor to implement the information display method in the above game.

[0124] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be executed to perform the following operations in the information display method of the aforementioned game: In response to a second object being selected as the attack target of the first object, an object panel for the second object is displayed in the graphical user interface. This object panel at least displays the effect icons corresponding to any persistent negative effects applied to the second object during gameplay. In response to a target skill being selected as the skill to be cast by the first object, the persistent negative effects matching the target skill are identified, where the target skill can trigger early resolution of the persistent negative effects when it takes effect. The display format of the target effect icons corresponding to the persistent negative effects is controlled and adjusted to ensure visual differentiation of the target effect icons within the object panel. This method allows players to quickly understand which persistent negative effects can be resolved early by the skill by observing the effect icons displayed on the object panel and their display format. This enables players to quickly decide when to cast the skill, simplifying operation and improving information acquisition efficiency.

[0125] Following the step of responding to the target skill being selected as the first target skill to be cast, the method further includes: controlling and adjusting the order of effect markers so that the target effect marker is placed before other effect markers, the other effect markers being effect markers other than the target effect marker.

[0126] The above method also includes: determining the amount of damage caused to the second object by the persistent negative effect of the triggering target; and arranging the target effect identifiers in descending order of damage amount.

[0127] The above method also includes: if the second object is repeatedly subjected to the same persistent negative effect during the game, the number of stacking layers of the persistent negative effect is indicated by the subscript number on the effect icon corresponding to the persistent negative effect.

[0128] The above method also includes: adjusting the display method of the subscript number on the effect identifier corresponding to the persistent negative effect in response to the number of stacking layers reaching the maximum number of stacking layers.

[0129] The above method also includes: in response to the number of icons that need to be displayed in the object panel reaching a preset threshold, controlling the object panel to display a collapsible control; in response to a trigger operation on the collapsible control, controlling the object panel to display all icons.

[0130] The steps for displaying the collapse control on the control object panel include: displaying icons of a preset number threshold and the collapse control on the control object panel; displaying a control identifier on the control collapse control, the control identifier being used to indicate the number of icons collapsed on the control object panel.

[0131] Following the step of responding to the target skill being selected as the first target skill to be cast, the method further includes: in the skill panel of the target skill displayed in the graphical user interface, providing a prompt for the target persistent negative effects that can be resolved in advance by the target skill, wherein the skill panel of the target skill is used to display at least the skill information of the target skill.

[0132] The skill panel of the aforementioned target skill displays a skill tag, which indicates that the target skill is a game skill that can trigger the early resolution of a continuous negative effect on the target.

[0133] The aforementioned persistent negative effects include multiple types, and each persistent negative effect can be repeatedly applied to a game object. In the skill panel of the target skill displayed in the graphical user interface, the steps for prompting the persistent negative effects that can be resolved in advance by the target skill include: identifying the persistent negative effects that can be resolved in advance by the target skill among the persistent negative effects applied to the second object; determining the total number of layers corresponding to each persistent negative effect; and displaying the total number of layers of each persistent negative effect in the skill panel of the target skill through the skill label associated with the target skill.

[0134] The above method also includes: displaying the skill information of the target skill in the skill panel of the target skill; and indicating the total number of additional layers of the target's continuous negative effects in the target skill information.

[0135] The above method also includes: in response to the skill casting command of the target skill, triggering a target persistent negative effect on the second object; controlling the cancellation of the target persistent negative effect attached to the second object, and controlling the removal of the target effect icon corresponding to the target persistent negative effect from the object panel.

[0136] Prior to the aforementioned step of responding to the skill casting command of the target skill, the method further includes: in response to the second object being killed, controlling the target persistent negative effect attached to the second object to be transferred to the second object that has not been killed.

[0137] The computer program products of the information display method, apparatus, electronic device and system in the game provided in the embodiments of this disclosure include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.

[0138] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.

[0139] Furthermore, in the description of the embodiments of this disclosure, unless otherwise expressly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in this disclosure based on the specific circumstances.

[0140] 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, server, or 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.

[0141] 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.

[0142] Finally, it should be noted that the above 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 display method in a game, characterized by, A graphical user interface is provided by a terminal device, and the graphical user interface displays at least part of a game scene, the game scene being used to provide a battle environment for a first object and a second object of different camps, the first object being controlled by the terminal device; the method comprises: In response to the second object being selected as an attack target of the first object, an object panel of the second object is displayed in the graphical user interface; wherein the object panel is used to at least display an effect identifier corresponding to a persistent negative effect attached to the second object during the game battle process; In response to a target skill being selected as a skill to be cast by the first object, a target persistent negative effect in the persistent negative effect is determined which matches the target skill, wherein the target skill can trigger early settlement of the target persistent negative effect when it takes effect; The display format of a target effect identifier in the effect identifier corresponding to the target persistent negative effect is adjusted to make the target effect identifier visually distinguishable in the object panel.

2. The method of claim 1, wherein, After the step of the target skill being selected as the skill to be cast by the first object, the method further comprises: The arrangement order of the effect identifier is adjusted to arrange the target effect identifier before other effect identifiers, the other effect identifiers being effect identifiers in the effect identifier except the target effect identifier.

3. The method of claim 2, wherein, The method further comprises: The damage amount caused by the target persistent negative effect to the second object is determined; The target effect identifier is arranged according to the order from high to low of the damage amount.

4. The method of claim 1, wherein, The method further comprises: If the same persistent negative effect is repeatedly attached to the second object during the game battle process, the number of superimposed layers of the persistent negative effect is prompted by a superscript number on the effect identifier corresponding to the persistent negative effect.

5. The method of claim 4, wherein, The method further comprises: In response to the number of superimposed layers of the persistent negative effect reaching a maximum number of superimposed layers, the display mode of the superscript number on the effect identifier corresponding to the persistent negative effect is adjusted.

6. The method of claim 4, wherein, The method further comprises: In response to the number of all icons that need to be displayed by the object panel reaching a preset number threshold, the object panel is controlled to display a folding control; In response to a triggering operation on the folding control, the object panel is controlled to display the all icons.

7. The method of claim 6, wherein, The step of controlling the object panel to display the folding control comprises: The object panel is controlled to display icons of the preset number threshold and a folding control; A control identifier is displayed on the folding control, the control identifier being used to prompt the number of icons of the object panel that are folded.

8. The method of claim 1, wherein, After the step of the target skill being selected as the skill to be cast by the first object, the method further comprises: In a skill panel of the target skill displayed in the graphical user interface, a target persistent negative effect in the persistent negative effect which can be early settled by the target skill is prompted, wherein the skill panel of the target skill is used to at least display skill information of the target skill.

9. The method of claim 8, wherein, The skill panel of the target skill displays a skill label, and the skill label is used to indicate that the target skill is a game skill that can trigger early settlement of the target persistent negative effect.

10. The method of claim 9, wherein, The persistent negative effect includes multiple categories, and each persistent negative effect can be repeatedly added to a game object. The step of prompting the target persistent negative effect in the target skill panel of the target skill displayed in the graphical user interface includes: determining the target persistent negative effect that can be settled by the target skill among the persistent negative effects added to the second object; determining the total number of layers added to each target persistent negative effect; In the skill panel of the target skill, the skill label associated with the target skill displays the total number of layers added to each target persistent negative effect.

11. The method of claim 10, wherein, The method further comprises: displaying skill information of the target skill in the skill panel of the target skill; prompting the total number of layers added to the target persistent negative effect in the target skill information.

12. The method of claim 1, wherein, The method further comprises: in response to a skill casting instruction of the target skill, triggering the target persistent negative effect on the second object; controlling to cancel the target persistent negative effect added to the second object, and controlling to cancel the display of the target effect identifier corresponding to the target persistent negative effect in the object panel.

13. The method of claim 12, wherein, Before the step of responding to the skill casting instruction of the target skill, the method further comprises: in response to the second object being killed, controlling the target persistent negative effect added to the second object to be transferred to the second object that is not killed.

14. An information display device in a game, characterized by comprising: A graphical user interface is provided by a terminal device, and the graphical user interface displays at least part of a game scene, the game scene is used to provide a battle environment for first objects and second objects of different camps, the first objects are controlled by the terminal device; the device comprises: An object panel display module is configured to display an object panel of the second object in the graphical user interface in response to the second object being selected as an attack target of the first object; wherein the object panel is used to display at least an effect identifier corresponding to a persistent negative effect added to the second object during a game battle; A negative effect determination module is configured to determine a target persistent negative effect that matches the target skill among the persistent negative effects in response to a target skill being selected as a to-be-cast skill of the first object, wherein the target skill can trigger early settlement of the target persistent negative effect when it takes effect; An effect identifier adjustment module is configured to control the display format of a target effect identifier in the effect identifier that corresponds to the target persistent negative effect, so that the target effect identifier has visual differentiation in the object panel.

15. An electronic device, comprising: A computer readable storage medium stores computer executable instructions that, when invoked and executed by a processor, cause the processor to implement the method of displaying information in a game according to any one of claims 1-13.

16. A computer readable storage medium characterized by: A computer readable storage medium stores computer executable instructions that, when invoked and executed by a processor, cause the processor to implement the method of displaying information in a game according to any one of claims 1-13.