Information processing method and device in game, electronic equipment and storage medium
By displaying the combined attribute identifiers and relationships of game objects in strategy battle games, the visualization of lineup matching and simplified operation are realized, solving the problems of cumbersome operation and resource consumption in existing technologies, and improving the interactive experience and game richness.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- GUANGZHOU BOGUAN TELECOMM TECH LTD
- Filing Date
- 2026-04-10
- Publication Date
- 2026-06-09
AI Technical Summary
Existing strategy battle games have cumbersome lineup matching operations and low interaction efficiency. New players find it difficult to quickly understand the lineup matching logic, and they also consume device storage space and server resources.
By displaying the combined attribute identifiers of game objects through a graphical user interface, players can trigger actions to display associated game objects and add them to their lineup, forming a visual grid structure that simplifies the operation process and optimizes information display.
It improves the operational efficiency and interactive experience of team composition, reduces the consumption of device storage space and server resources, and enriches the interactive gameplay.
Smart Images

Figure CN122164071A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and in particular to a method, apparatus, electronic device and storage medium for information processing in games. Background Technology
[0002] In strategy games, players purchase and deploy pieces (game objects) with different attributes to form lineups, and utilize specific combinations (synergies) between pieces to activate attribute bonuses in automatic battles to defeat other players. In related technologies, auto-chess games typically provide players with a lineup function. Through this function, players can view recommended lineups or pre-assemble their own. The lineup function in these games usually uses a list-based categorization method based on character / piece level or cost. When editing a lineup, players need to search for target pieces one by one from a lengthy list, or filter pieces using a filtering function before dragging and dropping them into slots. This purely list-based, single-addition logic causes players to repeatedly switch between different lists, making the operation cumbersome and prone to missing target pieces. This approach not only leads to cumbersome user operations and low interaction efficiency, but also results in a monotonous gameplay, making it difficult for novice players to quickly understand the lineup combination logic. Furthermore, the need to frequently load and switch between different list views and store a large number of intermediate operation states consumes device storage space and strains server resources. Summary of the Invention
[0003] The purpose of this disclosure is to provide a method, device, electronic device, and storage medium for information processing in games, so as to visualize the relationship between game objects and their combined attributes, thereby improving the operational efficiency and interactive experience of team composition.
[0004] In a first aspect, this disclosure provides an information processing method for a game, which provides a graphical user interface through a terminal. The graphical user interface displays a lineup configuration interface for configuring a lineup combination containing multiple game objects, each game object having at least one combination attribute. The method includes: in response to a first triggering operation on a first game object displayed in the lineup configuration interface, displaying at least one combination attribute identifier associated with the first game object in the lineup configuration interface; in response to a second triggering operation on a target combination attribute identifier, displaying at least one second game object associated with the target combination attribute identifier in the lineup configuration interface, the second game object having a first combination attribute corresponding to the target combination attribute identifier, the target combination attribute identifier being any one of the at least one combination attribute identifiers associated with the first game object; and in response to a third triggering operation on the target second game object, adding the target second game object to the lineup combination containing the first game object.
[0005] Secondly, this disclosure provides an information processing device for a game, which provides a graphical user interface via a terminal. The graphical user interface displays a lineup configuration interface for configuring lineup combinations containing multiple game objects, each game object having at least one combination attribute. The device includes: a first display module, configured to display at least one combination attribute identifier associated with the first game object in the lineup configuration interface in response to a first trigger operation on a first game object displayed in the lineup configuration interface; a second display module, configured to display at least one second game object associated with a target combination attribute identifier in the lineup configuration interface in response to a second trigger operation on a target combination attribute identifier, the second game object having a first combination attribute corresponding to the target combination attribute identifier, the target combination attribute identifier being any one of the at least one combination attribute identifier associated with the first game object; and an adding module, configured to add the target second game object to the lineup combination containing the first game object in response to a third trigger operation on the target second game object.
[0006] Thirdly, this disclosure provides an electronic device including a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to perform the steps in the information processing method of any of the above games.
[0007] Fourthly, this disclosure provides a computer-readable storage medium storing computer-executable instructions, which, when invoked and executed by a processor, cause the processor to perform steps in any of the above-mentioned information processing methods in the game.
[0008] This disclosure provides a method, apparatus, electronic device, and storage medium for information processing in a game. In response to a first triggering operation on a first game object displayed in a lineup configuration interface, at least one combination attribute identifier associated with the first game object is displayed in the lineup configuration interface; in response to a second triggering operation on a target combination attribute identifier, at least one second game object associated with the target combination attribute identifier is displayed in the lineup configuration interface, the second game object having a first combination attribute corresponding to the target combination attribute identifier, the target combination attribute identifier being any one of the at least one combination attribute identifier associated with the first game object; and in response to a third triggering operation on a target second game object, the target second game object is added to a lineup combination containing the first game object. The method provided in this disclosure allows players to trigger game objects to display their associated combination attribute identifiers. Players can then select these identifiers to expand related game objects with the same combination attribute, forming a continuous interactive chain of "game object - combination attribute - associated game object." This transforms the relationship between game objects and combination attributes into a visual grid structure, making the combination attribute relationships explicit and interactive. This enhances the interactive experience during team composition and reduces the memory burden and operational threshold for players. Simultaneously, this grid-connected editing method based on combination attribute associations enriches the interactive gameplay of team planning, increasing the game's richness. Furthermore, by dynamically generating and displaying associated game objects instead of preloading the entire list of data, unnecessary data loading and view switching are reduced, effectively lowering device storage space usage and server resource consumption. Attached Figure Description
[0009] 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.
[0010] Figure 1 A flowchart illustrating an information processing method in a game provided by an embodiment of this disclosure;
[0011] Figure 2-1 This is a schematic diagram illustrating an application scenario of the information processing method in a game provided in this embodiment of the disclosure; Figure 2-2 This is a schematic diagram illustrating another application scenario of the information processing method in games provided in this disclosure embodiment; Figure 2-3 This is a schematic diagram illustrating another application scenario of the information processing method in games provided in this disclosure embodiment; Figure 2-4This is a schematic diagram illustrating another application scenario of the information processing method in games provided in this disclosure embodiment; Figure 3 This is a schematic diagram illustrating another application scenario of the information processing method in games provided in this disclosure embodiment; Figure 4 This is a schematic diagram illustrating another application scenario of the information processing method in games provided in this disclosure embodiment; Figure 5 This is a schematic diagram illustrating another application scenario of the information processing method in games provided in this disclosure embodiment; Figure 6 A schematic diagram of an interactive device in a game provided by an embodiment of this disclosure; Figure 7 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation
[0012] The technical solutions of this disclosure will be clearly and completely described below with reference to the embodiments. 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.
[0013] This embodiment provides an information processing method in a game. The method provides a graphical user interface through a terminal device, and the graphical user interface displays the game interface, which includes the game scene screen and the user interface (UI). The game interface refers to the interface corresponding to the application provided or displayed through the graphical user interface. The user interface is used to interact with the user and may include game design elements that come into direct or indirect contact with the user, such as buttons, animations, text, sounds, and windows. In an optional embodiment, the interface elements in the user interface may include the following controls: (1) controls related to the character, such as skill controls, movement controls, function controls, etc.; (2) controls for indicating information, also known as indicator information, such as direction indicators, character indicators, character stamina indicators, item pickup points, or treasure chest locations, etc.; (3) information display controls, also known as information display areas, such as displaying basic character information (character name, profession, health points, mana points, etc.), character status information (such as whether the character is unconscious, poisoned, etc.), or game information (such as the number of kills, match time, etc.); (4) game setting controls, such as system settings, shop, gold coins, etc. Furthermore, the controls displayed in the user interface may differ between games. Some games include a friend list control, allowing users to view information about added friends and perform actions such as chatting, visiting each other's homes, and deleting friends. Other games include quest-related controls, such as displaying a list of current quests, including main quests and side quests. These controls help users better manage and play the game.
[0014] In an optional implementation, the game scene screen is the screen corresponding to the virtual scene displayed on the terminal device. The game scene screen may include virtual objects such as game characters (such as controlled virtual characters, also known as player virtual characters), NPC characters (Non-Player Characters), and AI (Artificial Intelligence) characters that execute game logic in the virtual scene. The game scene screen usually changes as the controlled virtual character moves.
[0015] The aforementioned virtual scene is the content displayed (or provided) by the game application when it runs on a terminal or server. Optionally, the virtual scene is a simulation environment of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. The virtual environment can be sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. Among them, a virtual scene is a scene containing the complete game logic of virtual objects controlled by the user. For example, in a sandbox-style 3D shooting game, a virtual scene is a 3D game world used by players to control virtual objects in battle. Instances of virtual scenes can include at least one element among mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles. For example, in a 2D or 2.5D card game, a virtual scene is a scene used to display and release cards or display the virtual objects corresponding to cards. Instances of virtual scenes can include arenas, battlegrounds, or other "field" elements or other elements that can display the card battle status. For 2D or 2.5D multiplayer online tactical competitive games, a virtual scene is a 2D or 2.5D terrain scene used by virtual objects in battle. Instances of virtual scenes can include elements such as canyon-style mountains, lines, rivers, classrooms, desks and chairs, and podiums.
[0016] The aforementioned virtual object refers to a controllable dynamic object within a virtual scene. Optionally, this dynamic object can be a virtual character, virtual animal, anime character, etc. This virtual object is a character controlled by the player through an input device, or an AI character trained and set up for battle in a virtual environment, or an NPC set up for battle in a virtual scene. Optionally, this virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset or dynamically determined based on the number of clients joining the battle; this disclosure does not limit this. In one possible implementation, the user can control the virtual object to move within the virtual scene, for example, controlling the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual items, etc., provided by the application to fight against other virtual objects.
[0017] In one embodiment of this disclosure, the information processing method in a game can run on a terminal device or a server. The terminal device can be a local terminal device, such as a touch device or a non-touch device. When the information processing method in the game runs on a server, the method can be implemented and executed based on a cloud interaction system, which includes a server and client devices.
[0018] In an optional implementation, cloud gaming can run within the cloud interaction system. 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 processing methods in the game are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device for information processing is 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 interface and other data, returns it to the client device through the network, and finally, the client device decodes and outputs the game interface.
[0019] In an optional implementation, the terminal device can be a local terminal device that stores the game program and is used to present the game interface. The local terminal device is used to interact with the player through the game interface; that is, it typically downloads, installs, and runs the game program via an electronic device. The local terminal device can provide the game interface to the player in various ways, such as rendering it on a terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the game interface, which includes game scene visuals, and the processor is used to run the game, generate the game interface, and control the display of the game interface on the display screen.
[0020] This embodiment provides a method for processing information in a game. Figure 1 This is a flowchart of an information processing method in a game according to an embodiment of this disclosure, such as... Figure 1 As shown, the process includes the following steps: Step S110: In response to a first trigger operation for a first game object displayed in the lineup configuration interface, at least one combined attribute identifier associated with the first game object is displayed in the lineup configuration interface. Step S120: In response to a second trigger operation for a target combination attribute identifier, at least one second game object associated with the target combination attribute identifier is displayed in the lineup configuration interface. The second game object has a first combination attribute corresponding to the target combination attribute identifier, and the target combination attribute identifier is any one of the at least one combination attribute identifiers associated with the first game object. In step S130, in response to a third trigger operation targeting the second game object, the second game object is added to the lineup combination containing the first game object.
[0021] The method provided in this embodiment realizes the lineup matching logic of "game object - combination attribute - associated game object", and transforms the lineup matching logic into a visual interactive link. It realizes a coherent process from triggering operation to displaying the icon and then displaying and adding associated objects, thereby making the combination relationship (i.e., the bond relationship) explicit and interactive, improving the intuitiveness and efficiency of the interaction. By supporting grid expansion based on combination attributes, it enriches the strategic depth and exploration fun of lineup matching. By optimizing the linkage logic of information processing and display in the graphical user interface, it solves the technical problem of low computer interaction efficiency caused by cumbersome operation steps and delayed information perception in the prior art.
[0022] The steps described above are explained in detail below.
[0023] In step S110, in response to a first trigger operation for a first game object displayed in the lineup configuration interface, at least one combination attribute identifier associated with the first game object is displayed in the lineup configuration interface. When applied, a graphical user interface is provided through the terminal, in which the lineup configuration interface is displayed. The lineup configuration interface is used to configure a lineup combination containing multiple game objects, and the game objects have at least one combination attribute.
[0024] Specifically, users can see a lineup configuration interface on the graphical user interface displayed on the terminal, which is used to configure lineup combinations. When a user performs a trigger operation (i.e., the first trigger operation) on a displayed game object (i.e., the first game object) in this interface, the interface will respond to the operation and display one or more combination attribute identifiers associated with the first game object.
[0025] Regarding displaying the first game object in the lineup configuration interface, this specifically includes: responding to the selection operation of the first game object in the object list, and displaying the first game object in the configuration area of the lineup configuration interface.
[0026] The lineup configuration interface is an interactive interface used to configure game lineups. It typically provides users with a visual area to combine game objects.
[0027] In one alternative implementation, the lineup configuration interface includes a free canvas area and a list area of game objects. For example, in an auto chess game, the canvas area is used to drag and drop pieces to form a lineup, while the list area displays all available pieces categorized by cost, level, or name.
[0028] In one alternative implementation, the lineup configuration interface is a separate strategy planning interface, independent of the in-game battle interface. For example, players can access this interface in the game lobby or during the preparation phase to plan multiple lineup strategies in advance.
[0029] In one alternative implementation, the lineup configuration interface is linked to the in-game shop or recruitment interface. For example, in an auto chess game, players can open a floating window or switch to this interface to plan their subsequent lineup strategy in real time based on the pieces they already own.
[0030] The first game object can be an operable game entity already displayed in the lineup configuration interface. It typically serves as the starting point or central point for users to build lineup combinations.
[0031] In one alternative implementation, the first game object is a piece in an auto chess game. For example, piece A becomes the first game object after being dragged from the list area to the canvas area.
[0032] In one alternative implementation, the first game object is a character card in a card game. For example, in the lineup building interface, the user has placed a "Warrior" class card in the lineup area.
[0033] The first trigger operation can be an interactive command issued by the user to the first game object. It typically serves to trigger the display of the associated attribute information of that game object. It should be noted that this interactive operation can be implemented through clicks, swipes, long presses, and / or other actions. For example, taking a click operation as an example, when the user selects the first game object by clicking, the first trigger operation is triggered.
[0034] In one alternative implementation, the first triggering operation is a long press. For example, when a user long presses the chess piece "Garen" in the canvas area, the interface responds to this long press operation by displaying associated synergy icons such as "Noble" and "Knight" around "Garen".
[0035] In one alternative implementation, the first triggering action is a double-click. For example, a user quickly double-clicks a hero card in the lineup, which highlights the card and displays its "Class" and "Race" tags.
[0036] In an alternative implementation, the first triggering action is a specific gesture swipe. For example, a user swipes up on a game object to trigger the display of its combined attributes; swiping down may trigger other functions (such as selling or equipping).
[0037] In one specific application, in the lineup arrangement interface of an auto chess game, a player drags the piece "Yasuo" from the game object list onto the canvas. The player performs a click operation on the "Yasuo" piece on the canvas (i.e., the first trigger operation). Subsequently, several icons pop up around or above the "Yasuo" piece, corresponding to synergies such as "Ronin" and "Swordsman" (i.e., combination attribute indicators).
[0038] In step S120, in response to a second trigger operation for a target combination attribute identifier, at least one second game object associated with the target combination attribute identifier is displayed in the lineup configuration interface. The second game object has a first combination attribute corresponding to the target combination attribute identifier, and the target combination attribute identifier is any one of the at least one combination attribute identifiers associated with the first game object.
[0039] Specifically, after the interface displays the combined attribute identifiers of the first game object, the user can select one of these identifiers that interests them (i.e., the target combined attribute identifier) and perform another trigger operation on it (i.e., the second trigger operation). In response to this operation, the interface will further display all other game objects (i.e., the second game objects) that possess the combined attribute corresponding to the target combined attribute identifier (i.e., the first combined attribute).
[0040] The target combined attribute identifier can be a visual graphic or text element used to represent a specific combined attribute. It typically serves to concretize and make interactive the abstract combined attribute, and acts as an entry point for users to explore related game objects.
[0041] In one alternative implementation, the target combination attribute identifier is an icon. For example, a shield icon represents the "Guardian" synergy, and a sword icon represents the "Swordsman" synergy. In another alternative implementation, the target combination attribute identifier is a short text label. For example, the label "Mechanical" represents the Mechanic race attribute, and the label "Mage" represents the Mage class attribute. In yet another alternative implementation, the target combination attribute identifier is a composite graphic with numbers or progress indicators. For example, a "Glacial" synergy icon displaying "2 / 4" indicates that two Glacial units are currently active, achieving four upgradable synergy effects.
[0042] The second triggering action can be an interactive command issued by the user to the target combined attribute identifier. It typically confirms the user's intention to select the combined attribute and triggers the display of a list of associated game objects possessing that attribute. It should be noted that this interactive action can be implemented through clicks, swipes, long presses, and / or other actions. For example, taking a click as an example, when the user selects the target combined attribute identifier by clicking, the second triggering action is triggered.
[0043] In a specific application, following the previous step, after seeing the "Ronin" and "Swordsman" synergy icons that pop up for "Yasuo," the player decides to build a lineup around the "Swordsman" synergy. The player then clicks the "Swordsman" icon (i.e., the target combination attribute identifier, the second triggered action). After clicking, a list of pieces expands on one side of the screen, or several pieces pop up near the "Yasuo" piece, listing all pieces with the "Swordsman" synergy, such as "Fiora," "Draven," and "Shen" (i.e., the second game object).
[0044] In step S130, in response to a third trigger operation for the target second game object, the target second game object is added to the lineup combination containing the first game object.
[0045] Specifically, after the interface displays a list of second game objects associated with the target combination attribute, the user can select (i.e., the third trigger operation) one or more game objects they wish to add to the lineup (i.e., the target second game object). In response to this operation, the system will formally add the target second game object to the current lineup combination, making it part of the lineup together with the first game object. It should be noted that the current lineup combination refers to the lineup composed of game objects already added to the current screen.
[0046] The target second game object can be a specific game entity selected from the list of associated game objects. It typically serves as a specific component that the user finds based on combined attribute clues, used to complete and strengthen the lineup.
[0047] In an alternative implementation, the target second game object is a piece that the player does not currently own. For example, if a player selects and adds "Draven" from the "Swordsman" list, this action represents adding him to the lineup plan even if the player does not currently own the piece.
[0048] In one alternative implementation, the target second game object is a card that the player already owns but has not yet played. For example, in the card building interface, a "Werewolf" card that is already in the player's collection can be selected from the "Beast" attribute-related cards and added to the deck.
[0049] In one alternative implementation, the target second game object is a piece of equipment or item used to activate a specific set effect. For example, in the character equipment matching interface, after selecting the "Dragonfire Set" attribute icon, one of the associated equipment "Dragonfire Helmet" or "Dragonfire Breastplate" is displayed.
[0050] The third trigger action can be a confirmation command issued by the user for the target second game object. It typically serves as the final decision-making step from "viewing associated objects" to "actually applying the object." It should be noted that this interaction can be implemented through clicks, swipes, long presses, and / or other actions. For example, taking a click as an example, when the user selects the target second game object by clicking, the third trigger action is triggered.
[0051] In one specific application, a player discovers another powerful swordsman, Draven, in the expanded list of "Swordsman" pieces. The player clicks on Draven's portrait (targeting the second game object, triggering the third action). Subsequently, Draven's piece icon is added to the lineup area on the canvas, displayed alongside Yasuo, together forming part of the current lineup combination.
[0052] An embodiment of this application provides a method for processing information in a game, which further includes: A first association visual effect is displayed between the first game object and the target second game object. The first association visual effect is used to indicate that the first game object and the target second game object have the same first combination attribute.
[0053] The method provided in this embodiment enables users to intuitively identify the combined attribute relationship between the first game object and the target second game object, improving the interactive experience and strategic visibility of lineup configuration, enhancing the richness and fun of the game, and optimizing the information display efficiency of the graphical interface.
[0054] Specifically, after adding the target second game object to the lineup that includes the first game object, the terminal renders and displays a specific visual identifier, namely the first association visual effect, between the first game object and the target second game object on the graphical user interface.
[0055] The first association visual effect can be a visual representation used in a graphical user interface to indicate a specific association between two game objects. It typically serves to intuitively suggest to the user that the first game object and the target second game object share the same composite attributes.
[0056] In an alternative implementation, the first association visual effect can be a dynamic connection between two game objects. For example, in the lineup configuration interface of an auto chess game, when a player configures "Lissandra" (the first game object) with the "Mage" synergy and "Vel'Zix" (the target second game object) with the same "Mage" synergy into the same lineup combination, the terminal can draw a glowing blue arc between the icons of "Lissandra" and "Vel'Zix" to indicate that they share the "Mage" synergy.
[0057] In an alternative implementation, the first associated visual effect can be a halo or energy field surrounding the two game objects. For example, in the team composition interface, when the first game object "Garen" and the target second game object "Xin Zhao" both have the "Demacia" faction combination attribute, the terminal can render an identical golden halo around the icons of "Garen" and "Xin Zhao" and visually connect the two halo areas to form a shared visual effect.
[0058] like Figure 2-1 As shown in an exemplary application of this embodiment, after opening the lineup configuration interface 200, the player selects a 1-cost piece 202 from the piece list 201 on the left side of the lineup configuration interface 200 and drags the 1-cost piece 202 to the canvas 203 on the right side of the lineup configuration interface 200. After the player long-presses the piece 202 on the canvas 203, the synergy options 204 and 205 are triggered. A dotted line can be displayed between synergy option 204 and piece 202, and between synergy option 205 and piece 202, respectively, to indicate that synergy option 204 and synergy option 205 are the combined attribute identifiers associated with piece 202.
[0059] like Figure 2-2 As shown, when the player slides their finger to the synergy option 205, multiple pieces associated with synergy option 205 will be expanded (synergy option 204 can be hidden at the same time). A dotted line can be displayed between each expanded piece and synergy option 205.
[0060] like Figure 2-3 As shown, players can slide their finger over the expanded associated piece 206 (or tap piece 206), which will highlight it to indicate that piece 206 has been selected. Releasing the finger over piece 206 adds it to the lineup as the second target. The instant piece 206 is added, the dotted line between synergy option 205 and piece 202 becomes a solid line, as does the dotted line between synergy option 205 and piece 206. This visually establishes the first connection between pieces 202 and 206 via synergy option 205. These two solid lines clearly indicate that the two pieces have formed a combination due to sharing the synergy option 205, helping players intuitively confirm that the core synergy of their lineup has successfully activated the first layer (two pieces).
[0061] Subsequently, as Figure 2-4 As shown, players can continue to use piece 206 as a new starting point to trigger other synergies. For example, if a player slides their finger to piece 206 and holds it down, synergy options 207 and 208 will be displayed, further expanding the lineup grid.
[0062] In a game information processing method provided in one embodiment of this application, after adding the target second game object to a lineup combination containing the first game object, the method further includes: Step S310, in response to the fourth trigger operation for the target second game object, display at least one combined attribute identifier associated with the target second game object in the lineup configuration interface; Step S320: In response to the fifth trigger operation for the first combined attribute identifier, at least one third game object associated with the first combined attribute identifier is displayed in the lineup configuration interface. The third game object has a second combined attribute corresponding to the first combined attribute identifier. The first combined attribute identifier is any one of at least one combined attribute identifier associated with the target second game object. Step S330, in response to the sixth trigger operation for the target third game object, adds the target third game object to the lineup combination.
[0063] The method provided in this embodiment enables users to use the added second game object as a new starting point for interaction, and continue to explore and expand lineup combinations. Through continuous triggering operations, the lineup is built hierarchically, which improves the continuity of interaction and the depth of lineup construction. This significantly enhances the interactive experience of lineup configuration and the richness of game strategies, and effectively solves the technical problems of cumbersome lineup editing operations and insufficient information correlation display in computer graphical user interfaces.
[0064] In step S310, in response to the fourth trigger operation for the target second game object, at least one combined attribute identifier associated with the target second game object is displayed in the lineup configuration interface.
[0065] Specifically, this step describes how, after the target second game object is added to the lineup combination, the user can treat the newly added object as a new, independent lineup building node. By performing specific interactive operations (the fourth trigger operation) on the target second game object, its combination attribute identifiers can be displayed, thereby initiating a new round of lineup expansion exploration.
[0066] The fourth trigger operation can be an interactive command executed by the user on a target second game object that has been added to the lineup. It typically sets the game object as the new starting point for lineup expansion interactions and triggers the display of its associated composite attribute information. This interactive command can be implemented through click, swipe, long press, and / or other operations. For example, taking a click operation as an example, step S310 can specifically be: in response to the user's click operation on the target second game object, display at least one composite attribute identifier associated with the target second game object in the lineup configuration interface.
[0067] In one alternative implementation, the fourth triggering action can be a long press. For example, when a user long presses on a newly added "Shen" piece (the second target game object) on the canvas, synergy icons such as "Ninja" and "Swordsman" will pop up around it, similar to how "Yasuo" was previously displayed. For instance, in the auto chess lineup editor, when a user long presses on a "Shen" piece on the canvas, two interactive icons, "Ninja" and "Swordsman," will appear above the "Shen" piece in the interface.
[0068] In step S320, in response to the fifth trigger operation for the first combined attribute identifier, at least one third game object associated with the first combined attribute identifier is displayed in the lineup configuration interface. The third game object has a second combined attribute corresponding to the first combined attribute identifier, and the first combined attribute identifier is any one of at least one combined attribute identifier associated with the target second game object.
[0069] Specifically, after triggering the associated composite attribute identifiers from the target second game object, the user can select one of these identifiers (i.e., the first composite attribute identifier) for further exploration. After the user performs an interaction operation on this identifier (the fifth trigger operation), the system will filter out and display all other game objects (i.e., the third game object) that possess the same attribute (i.e., the second composite attribute). Here, the "second composite attribute" is a concept of the same kind as the "first composite attribute" (both refer to composite attributes). The different serial numbers are only used to distinguish that they are specific attribute instances mentioned in different steps, which may be the same or different.
[0070] The fifth trigger operation can be an interactive instruction executed by the user on a combined attribute identifier (first combined attribute identifier) triggered from the target second game object. It typically confirms that the user wishes to further expand the lineup around this attribute and triggers the display of other candidate game objects possessing that attribute. This interactive instruction can be implemented through click, swipe, long press, and / or other operations. For example, taking a click operation as an example, step S320 can specifically be: in response to the user's click operation on the first combined attribute identifier, display at least one third game object associated with the first combined attribute identifier in the lineup configuration interface.
[0071] The first combined attribute identifier can be a specific attribute identifier selected by the user from multiple combined attribute identifiers associated with the target second game object for the next stage of lineup expansion. It typically defines the lineup expansion sub-direction starting from this new node.
[0072] In one alternative implementation, the first combined attribute identifier can be a unique synergy identifier for the target second game object that has not yet been triggered in the lineup. For example, from the identifiers for "Shen," the user selects the "Ninja" identifier, which has not yet appeared in the lineup, intending to explore activating the unique Ninja effect of "1 / 1." For example, "Shen" has the "Swordsman" and "Ninja" synergies, and there is already a "Swordsman" link in the lineup; the user selects the "Ninja" identifier to try adding "Zed" to obtain the Ninja attack power bonus.
[0073] In one alternative implementation, the first combination attribute identifier can be a synergy identifier that the lineup is already partially activated and the user wishes to further enhance. For example, from the "Shen" identifier, the user selects the "Swordsman" identifier again, hoping to add more Swordsmen to achieve a high-level synergy of "4 Swordsmen" or "6 Swordsmen". For example, the lineup already has 2 Swordsmen formed by "Yasuo" and "Shen", and the user triggers the "Swordsman" identifier again from "Shen" with the aim of finding "Fiora" or "Xayah" to complete the 4 Swordsmen synergy.
[0074] In step S330, in response to the sixth trigger operation for the target third game object, the target third game object is added to the lineup combination.
[0075] Specifically, after the interface displays all third game objects possessing the second combination attribute, the user can select one from these candidates (i.e., the target third game object) to add to the current lineup. The user completes the addition by performing the corresponding interactive operation (the sixth trigger operation), thereby further expanding the lineup. This addition may activate a new synergy relationship starting from the target second game object and create connections with other units already in the lineup.
[0076] The target third game object can be one or more game objects that the user ultimately selects from at least one displayed third game object to add to the lineup. It typically serves to enable deeper expansion from secondary nodes in the lineup, activate new or more advanced combo attributes, and enrich the lineup composition.
[0077] In an alternative implementation, the target third game object can be a unit used to activate a new synergy. For example, from the "Ninja" option that expands from "Shen," if the user selects "Zed" as the target third game object, adding him activates the unique "2 Ninja" bonus.
[0078] In one alternative implementation, the target third game object can be a unit used to enhance an existing synergy. For example, from the "Swordsman" option, which expands upon "Shen," if a user selects "Fiora" as the target third game object, the "Swordsman" synergy is upgraded from level 2 to level 4. Alternatively, if a user finds and adds "Fiora" through "Shen," the number of Swordsmen in the lineup reaches 3 (Yasuo, Shen, Fiora), taking another step towards activating the 4-Swordsman synergy.
[0079] continue Figure 2-4 As shown in the example, in an exemplary application of this embodiment, if a user is interested in the Bond option 208, they can continue to slide their finger to the Bond option 208, such as... Figure 3 As shown, this expands the list of other pieces associated with synergy option 208. Synergy option 208 is associated with piece 210. Piece 210 and piece 202, both already in the lineup, correspond to synergy option 211. Therefore, piece 202 and piece 210 can be connected via synergy option 211 (connected by a dotted line). If the user selects piece 210, piece 210 is added to the lineup, and synergy option 211, which is shared by both piece 202 and 210, is activated.
[0080] See Figure 4 As shown, if the user clicks and selects the expanded piece 209, piece 209 is added to the lineup. After adding piece 209, the dotted line between piece 209 and synergy option 208 becomes a solid line, indicating that the current synergy count of synergy option 208 increases by 1. Through this continuous "add-trigger-add again" operation, the user intuitively constructs a miniature lineup grid containing three pieces (pieces 202, 206, and 209) and having dual synergy connections with synergy options 205 and 208, laying a clear foundation for further expansion.
[0081] See Figure 5 As shown, users can add more pieces to their lineup from list 210 on the left, building upon their current composition. Pieces with synergies will automatically connect after being added. Pieces without synergies are displayed separately in a corner. Figure 5 As shown, when you drag piece 212 from list 202 on the left to the canvas, if piece 212 has no synergy with any other pieces on the screen, no connection will be displayed between piece 212 and the other pieces on the canvas, and piece 212's unique synergy 213 will be displayed. After assembling a lineup, you can save it. Players can "apply" the saved lineup to help with subsequent piece purchases, piece deployment, and other operations.
[0082] An embodiment of this application provides a method for processing information in a game, which further includes: A second association visual effect is displayed between the target second game object and the target third game object. The second association visual effect is used to indicate that the target second game object and the target third game object have the same second combined attribute.
[0083] The method provided in this implementation allows players to intuitively see the synergy relationships between the added game objects in the lineup, improving the intuitiveness of lineup building and the timeliness of strategic feedback, thereby enhancing the interactive experience and game richness.
[0084] The second visual association can be graphics, animations, or markers used to establish a visual connection between two game objects on the graphical user interface. These typically provide an intuitive indication that two game objects share common attribute associations, helping players quickly understand the role of the synergy structure within a team composition.
[0085] In an optional implementation, the second association visual effect can be a connecting line. For example, in an auto chess game, when piece 1 with the A synergy and piece 2 with the same A synergy are added to the lineup one after the other, the system automatically draws a line between the icons of piece 1 and piece 2 as a second association visual effect.
[0086] In an alternative implementation, the second associated visual effect can be a shared visual effect. For example, when two game objects with the "Mage" class synergy are configured in the same lineup, the system can add a pulsating halo of the same color (such as blue) to the icons of the two game objects as a second associated visual effect.
[0087] In a game information processing method provided in one embodiment of this application, after adding the target second game object to a lineup combination containing the first game object, the method further includes: If the target second game object has the same third combination attribute as the fourth game object already in the lineup, a third association visual effect will be automatically displayed between the target second game object and the fourth game object. The third association visual effect is used to indicate that the target second game object and the fourth game object have the same third combination attribute.
[0088] The method provided in this embodiment enables the game to automatically detect and visualize hidden relationships between game objects in the lineup based on the same combination attributes. This reduces the number of key combinations that players may miss during the lineup matching process due to scattered information or memory lapses, and lowers the cognitive threshold and operational complexity of lineup building. At the same time, this automated association prompt transforms the originally static and isolated piece information into a dynamic and interconnected strategy network, significantly enriching the strategic dimension of lineup matching and the exploration depth of game content, and enhancing the player's immersion and strategic gaming experience.
[0089] Specifically, after successfully adding the selected target second game object to the lineup combination canvas containing the first game object, the system will actively check the combination attributes of the newly added target second game object and compare them with the combination attributes of other existing game objects (i.e., fourth game objects) on the canvas. Once it is found that the target second game object has at least one of the same combination attributes (i.e., third combination attributes) with an existing fourth game object, the system will automatically generate and display a specific association indication effect (i.e., third association visual effect) between the visual representations of the two game objects on the graphical user interface without requiring any additional action from the player. This visually informs the player of the potential or activated synergy between the two game objects due to sharing the third combination attribute.
[0090] The fourth game object can be any other game object entity that exists in the current lineup composition canvas before the target second game object. It typically has a passive reference point that serves as an attribute matching check in the current step; its attribute information is the basis for the system to automatically compare and discover hidden associations.
[0091] Among them, the same third combination attribute can be a specific tag or category attribute that is shared by the target second game object and the fourth game object, and is recognized by the system as having strategic significance (such as being able to activate synergy effects) in the current lineup combination configuration scenario.
[0092] In an optional implementation, the third combined attribute is the "race," "faction," "class," or "trait" tag of the game object. The "same" condition is met when the target second and fourth game objects have the same race tag. For example, "Sett" has the combined attributes of "Brawler" and "Wraith," and "Swain" has the combined attributes of "Mage" and "Wraith." The system detects that both have the "Wraith" attribute, which requires 2 / 4 / 6 identical units to activate different levels of synergy effects in the game. Accordingly, the system automatically associates and displays "Sett" and "Swain."
[0093] The third association visual effect can be a visual graphic element or animation effect on a graphical user interface used to spatially or logically connect two game objects with the same combined attributes.
[0094] In one embodiment of this application, a game information processing method is provided, which displays at least one combined attribute identifier associated with a first game object on the lineup configuration interface, including: Display at least one combined attribute indicating the respective activation status; The activation state is determined based on the number of game objects with corresponding combination attributes in the lineup combination and the threshold number of corresponding combination attributes.
[0095] The method provided in this implementation allows players to intuitively and in real-time understand the activation progress and conditions of each synergy, significantly reducing the cognitive burden and operational threshold of team composition, and improving interaction efficiency and the richness of game strategies.
[0096] Specifically, when a user triggers the first game object (such as a specific piece) in the lineup configuration interface, the system will not only display all the synergy (i.e., combination attributes) icons associated with that piece, but also assign and display a clear activation status for each icon. This status directly reflects how far away the synergy is from being fully activated in the currently configured lineup combination.
[0097] The activation status of each attribute can be specific information indicating the degree to which the activation conditions of the synergy represented by each individual attribute are met in the current team configuration. This specific status information can be presented on the graphical user interface through visual forms such as graphical elements, colors, text, or animations. It typically provides players with immediate and clear strategic feedback, helping them to quantitatively evaluate team strength and construction direction, thereby reducing trial and error costs and improving team composition efficiency.
[0098] Regarding the specific manifestation of the activation state, in one optional implementation, the activation state can be a simple binary state, such as "activated" and "inactive". For example, when the number of "Mage" pieces in the lineup reaches 2, the "Mage" synergy indicator is displayed in a bright "activated" state; otherwise, it is displayed in a dark "inactive" state. In another optional implementation, the activation state can be a multi-level progress state, reflecting how many pieces are needed to reach the next level of buff. For example, the "Knight" synergy provides different levels of buffs at 2 / 4 / 6 pieces, and its indicator might be displayed as "2 / 4", indicating that there are currently 2 Knights, and 2 more are needed to reach the next level (4 pieces).
[0099] Specifically, the core algorithm for determining the state of a synergy icon is as follows: The system monitors the current lineup combination (all game objects placed on the canvas) in real time, counts the number of game objects with a specific combination attribute (such as "mage"), compares this number with the preset activation conditions (i.e., the quantity threshold) of that combination attribute, and finally determines the activation state of the corresponding icon based on the comparison result.
[0100] In a game information processing method provided in one embodiment of this application, the activation state includes an activated state and an inactive state; for the first combination attribute, when the number of game objects with the first combination attribute in the lineup combination reaches a first quantity threshold, the target combination attribute identifier is displayed as an activated state.
[0101] Specifically, this embodiment clearly defines the activation state type and display logic of the combined attribute identifier. The activation state is divided into two distinct visual states: "activated" and "inactive". Furthermore, for a specific combined attribute (i.e., the first combined attribute), the display state of its identifier is determined by whether the number of game objects with that attribute in the lineup combination reaches a preset threshold (i.e., the first quantity threshold).
[0102] In one embodiment of this application, an information processing method for a game is provided, wherein the first combined attribute includes at least two levels of gain effect, with different levels corresponding to different quantity thresholds. The lineup configuration interface displays at least one combined attribute identifier associated with the first game object, including: Display either the first quantity prompt or the second quantity prompt at the associated location of the combined attribute identifier; The first quantity prompt information is used to indicate the current quantity of game objects with the first combination attribute in the current lineup combination, and / or the target quantity required to trigger the next level of buff effect; The second quantity prompt information is used to indicate the different quantity thresholds corresponding to different levels of the first combination attribute.
[0103] The method provided in this embodiment allows players to intuitively understand the progress and upgrade path of multi-level combination attributes. When the first combination attribute contains multiple level bonus effects, a first quantity prompt indicating the current quantity or the next level target quantity is displayed at the associated position of the combination attribute identifier, or a second quantity prompt indicating all level thresholds is displayed. This improves the interactive experience, allows players to clearly grasp the phased goals of lineup building, and lowers the threshold for strategic planning.
[0104] Specifically, the first combination attribute is configured to have multi-level buffs, with each level of buff triggering based on a specific threshold number of game objects with that combination attribute in the lineup. For example, a combination attribute called "Berserker" triggers the first level of buff (e.g., all Berserkers gain 10% attack power) when there are 2 game objects with that attribute in the lineup; the second level of buff (e.g., 20% attack power increase) when there are 4; and the third level of buff (e.g., 30% attack power increase with lifesteal effect) when there are 6.
[0105] The levels can be used to define stages of the strength or qualitative change of a buff effect. They typically serve to discretize continuous attribute bonuses, providing players with clear, tiered goals for improving their team's strength and helping them build milestones.
[0106] The quantity threshold can be defined as the minimum number of game objects with the corresponding combination of attributes required to trigger a buff effect of a certain level. It typically sets explicit and quantifiable conditions for activating buff effects and is a core rule node connecting player actions (adding game objects) with game feedback (attribute bonuses).
[0107] Specifically, when the first combination attribute has a multi-level bonus effect, the system dynamically renders the first quantity prompt information near (e.g., above, below, left, right, or overlaying) the identifier (such as an icon or label) of the combination attribute when displaying the identifier (such as an icon or label) of the combination attribute. The core function of this information is to reflect in real time the completion status of the current lineup combination relative to the next level target of the combination attribute.
[0108] In an alternative implementation, the first quantity indication information can be in the numeric format of "current quantity / next level target quantity". For example, for the "Knight" combination attribute (threshold: 2 / 4 / 6), when there are 2 Knights in the lineup, "2 / 4" is displayed next to their identifier; when there are 4, "4 / 6" is displayed.
[0109] In an alternative implementation, the first quantity prompt may simply display the number of "assassins required to trigger the next level". For example, if there are 3 "assassins" in the lineup (threshold: 3 / 6), "+3" will be displayed next to the icon, indicating that adding 3 more assassins will trigger the next level of buff.
[0110] Specifically, as a supplement to or alternative to the first quantity prompt, the system can display a second quantity prompt at the associated location of the combined attribute identifier. This information aims to present a complete quantity threshold map corresponding to all levels of gain effects of the combined attribute at once, rather than focusing only on the next level target.
[0111] In one alternative implementation, the second quantity prompt can be a simple text list. For example, when the mouse hovers over the "Fighter" icon, a pop-up prompt appears displaying: "Fighter: 2 / 4 / 6 / 8", indicating that 2, 4, 6, and 8 fighters are required for the four ranks, respectively.
[0112] In an alternative implementation, the second quantity prompt can be a detailed panel that is toggled by clicking the combined attribute icon. For example, clicking the "Void" icon will list in detail the following in the expanded panel: Tier 1 (3 Void): True Damage; Tier 2 (6 Void): Increased True Damage for All; Tier 3 (9 Void): Summon Rift Herald.
[0113] In a game information processing method provided in one embodiment of this application, the lineup configuration interface includes a canvas area and an object list area; a first game object is displayed in the canvas area; and it further includes: Step S910: In response to the addition operation for the fifth game object in the object list area, add the fifth game object to the lineup combination in the canvas area; Step S920: If the fifth game object has the same combination attribute as an existing game object in the canvas area, then the association visual effect will be automatically displayed between the fifth game object and the existing game object with the same combination attribute.
[0114] The method provided in this implementation allows players to not only explore and add associated game objects by triggering game objects, but also to add any game object directly from the candidate list. Furthermore, when the game object meets specific synergy (combination attribute) conditions with existing game objects in the lineup, the system will automatically establish a visual association, thereby improving the flexibility of lineup configuration, enriching players' choices of building strategies, and solving the problem of computer interaction efficiency that makes it difficult to intuitively discover and establish synergy associations when adding items one by one from the traditional list.
[0115] Specifically, the lineup configuration interface is divided into two main functional areas: one for visually displaying and editing the current lineup combination, and the other for providing a list of selectable game objects.
[0116] The canvas area serves as an editing space for showcasing and editing lineup combinations. It typically provides space for free layout and visual connections, allowing players to drag and arrange game objects and view the relationships between them.
[0117] In an alternative implementation, the canvas area can be a visual editing panel that supports free dragging and scaling. For example, in the lineup arrangement function of an auto chess game, the canvas area is presented as a blank or gridded background, where players can drag pieces (game objects) from the list into the area and freely adjust their positions.
[0118] The object list area can be used to display all available game objects. It typically displays game objects categorized or sorted according to certain rules (such as cost, level, class, race, etc.) for players to browse and select.
[0119] In one alternative implementation, the object list area can be a vertical or horizontal list containing category labels and scrollbars. For example, the list area might be located on the left side of the interface, divided into multiple sub-lists based on the cost of the pieces (1 to 5 gold coins), allowing players to swipe to browse or click on category labels to switch between pieces with different costs.
[0120] In one alternative implementation, the first game object can be a specific piece that has been added to the canvas area. For example, the player first drags and drops a piece (the first game object) from the object list area to the center of the canvas area, and this piece serves as the starting point for subsequent interactions.
[0121] In step S910, in response to the addition operation for the fifth game object in the object list area, the fifth game object is added to the lineup combination in the canvas area.
[0122] Specifically, when a player selects a game object in the object list area and executes the add command, the system will add the game object to the lineup combination currently being configured in the canvas area.
[0123] The fifth game object can be any game character or unit that the player can directly select from the object list area. It typically has the potential to complement or form a core component of a team composition, and its selection is independent of triggers from existing game objects on the current canvas.
[0124] The "add" action is an interactive command that allows a user to add a target game object to their current team. This action can be performed through tapping, swiping, double-tapping, long-pressing, and / or other actions.
[0125] In an alternative implementation, the addition operation can be a drag-and-drop operation where a list item is dragged to the canvas area. For example, a player can long-press a chess piece icon in the list area, drag it to a specific location on the canvas area, and then release the button to complete the addition.
[0126] In step S920, if the fifth game object has the same combination attribute as an existing game object in the canvas area, then an association visual effect is automatically displayed between the fifth game object and the existing game object with the same combination attribute.
[0127] Specifically, after the fifth game object is added, the system will immediately check whether its combined attributes intersect with the combined attributes of any existing game objects in the canvas area; if so, without any additional action from the player, it will automatically generate and display visual effects to identify this shared relationship.
[0128] The shared attributes can be the category, tag, or characteristic that the fifth game object belongs to along with an existing game object. These attributes typically have rules that trigger additional game effects (such as attribute bonuses or skill enhancements) when multiple game objects possess them simultaneously.
[0129] In an embodiment of this application, an information processing method in a game is provided, where the first association visual effect is a line connecting the first game object and the target second game object.
[0130] An embodiment of this application provides a method for processing information in a game, which further includes: Step S1110: In response to the save operation on the lineup configuration interface, save the currently configured lineup combination; In step S1120, during a game, in response to an application operation targeting a lineup combination, target prompt information corresponding to the lineup combination is output in the game's graphical user interface; the target prompt information is used to assist the player in acquiring or deploying game objects in the lineup combination.
[0131] Specifically, after the lineup is configured, players can trigger the save function through specific interactive operations, thereby persistently storing the configured game object combination and its relationships in the canvas area or interface.
[0132] The currently configured lineup can be a collection of multiple game objects and their relationships that players have assembled through a series of interactive operations in the lineup configuration interface.
[0133] In an optional implementation, the currently configured lineup may include the identifiers of all added game objects (pieces) in the canvas area, as well as their positional relationships. For example, when the system saves the file, it records the unique ID of each piece on the canvas and its two-dimensional coordinates on the canvas. In an alternative implementation, the currently configured lineup may also include synergy information represented by visual effects (such as lines) that have been established between game objects. For example, when saving, the system parses the lines between pieces on the canvas, records which pieces are connected because they share the "Mage" synergy, and which pieces share the "Yordle" synergy, thus saving the complete synergy activation state.
[0134] In an alternative implementation, the currently configured lineup combination may even include metadata such as names, tags, and descriptions set by the player for the lineup. For example, when the save operation is triggered, the system will prompt the player to enter a name for the current lineup (such as "Gambler Duel Master"), and can choose to add tags (such as "Early Game Strength" or "Management-Focused"), and this information will be saved along with the lineup data.
[0135] In step S1120, during a game, in response to the application operation for the lineup combination, the target prompt information corresponding to the lineup combination is output in the graphical user interface of the game.
[0136] Specifically, this step describes how, in the dynamic environment after a game has officially started, players can recall previously saved team compositions and apply them to the current game through specific interactive operations. The system will then provide corresponding visual or text prompts in the game interface to guide the player's subsequent game actions.
[0137] Application commands are instructions issued by players on the game's graphical user interface to activate and apply a saved team composition to the current game. They typically import preset static team strategies into the dynamic game environment to guide real-time decision-making.
[0138] In one alternative implementation, the application operation can be a click on a lineup card in the "Lineup Library" or "Preset Lineup" panel on one side of the game interface. For example, on the right side of the game interface, there is an expandable lineup panel that lists all the player's saved lineups in card form. The player can click on a card to "apply" that lineup.
[0139] In this context, target prompts can be various visual, auditory, or textual instructions dynamically displayed in the game's graphical user interface to assist players in executing the applied lineup combinations. They typically serve to reduce the player's memory burden, clarify the current game objective, and guide the player in actions such as acquiring pieces, deploying them, or allocating equipment.
[0140] In an alternative implementation, the target prompt information may be a visual emphasis, such as highlighting, border color changing, or icon marking, of game objects belonging to the applied lineup combination in the chess piece shop or recruitment pool.
[0141] In an alternative implementation, the target prompt information can also be a deployment guide such as a shadow, arrow, or outline displayed on the player's board or preparation area, based on the positioning of the applied lineup combination. For example, after applying a lineup, the recommended piece positioning layout for that lineup will be displayed as a semi-transparent phantom on the player's own board. The player can drag and drop their pieces onto the corresponding phantom to quickly arrange their pieces. In an alternative implementation, the target prompt information may also be a text list or progress bar that is continuously displayed on one side of the interface, used to show the list of pieces required for the lineup combination, the current number of pieces already owned, and the progress of synergy activation.
[0142] An embodiment of this application provides a method for processing information in a game, which further includes: In response to the command to enable the first configuration mode, the control lineup configuration interface enters connection mode; In response to a first trigger operation on a first game object displayed in the lineup configuration interface, displaying at least one combined attribute identifier associated with the first game object in the lineup configuration interface includes: in connection mode, in response to a first trigger operation on a first game object displayed in the lineup configuration interface, displaying at least one combined attribute identifier associated with the first game object in the lineup configuration interface.
[0143] The method provided in this implementation makes the team configuration process have a clear mode orientation, allowing players to focus on team building based on synergy in connection mode, reducing the complexity of multi-step operations and enhancing the strategy and fun of team matching.
[0144] Specifically, the game allows for the configuration of "Normal Mode" and "Connect Mode". The terminal can receive a command to enable the first configuration mode and, based on that command, switch the lineup configuration interface to Connect Mode.
[0145] The first configuration mode activation command can be a user input or a system-triggered command used to initiate a specific lineup configuration editing mode. It typically allows users to choose to enter an editing environment focused on lineup construction based on the combined attribute relationships between game objects. This first configuration mode activation command can be implemented through click, swipe, long press, and / or other operations. For example, in response to the first configuration mode activation command, controlling the lineup configuration interface to enter connection mode can specifically be as follows: in response to the user's click on the mode switching control in the lineup configuration interface, the lineup configuration interface is controlled to enter connection mode.
[0146] In one optional implementation, the first configuration mode activation command is a user click operation on a specific control in the graphical user interface. For example, the top navigation bar of the lineup configuration interface has a "Connection Mode" button and a "Normal Mode" button, and the user can trigger the first configuration mode activation command by clicking the "Connection Mode" button.
[0147] The connection mode can be a specific working state of the lineup configuration interface. It typically supports interactive logic for visualizing and grid-based lineup construction based on the combined attribute relationships between game objects.
[0148] In an alternative implementation, in connection mode, the interaction logic of the lineup configuration interface focuses on revealing the composite attribute relationships between game objects. For example, when a player selects a game object in connection mode, the interface will prioritize displaying the object's composite attribute identifier rather than its basic attributes.
[0149] In an alternative implementation, in connection mode, the interface provides a visual grid connection function. For example, when game objects with the same combined attributes are added, the interface automatically generates connections between them, forming a visual grid structure.
[0150] In an alternative implementation, certain regular editing functions are disabled in connection mode to maintain the purity of the mode. For example, the grid in the editing area may be temporarily hidden, allowing players to focus on building the core framework of their lineup by combining attribute relationships, without needing to accurately position game objects.
[0151] When a user clicks the "Normal Mode" button, the lineup configuration interface can be switched to normal editing mode. For example, a grid can be displayed in the editing area of the lineup configuration interface to make it easier to determine the deployment position of game objects (front row, middle row, or back row), and the display of associated combination attribute identifiers triggered by game objects can be blocked.
[0152] Based on the above method embodiments, this disclosure also provides an interactive device in a game, which provides a graphical user interface through a terminal. See [link to relevant documentation]. Figure 6 The device includes the following modules: The first display module 601 is configured to respond to a first trigger operation on a first game object displayed in the lineup configuration interface, and display at least one combined attribute identifier associated with the first game object in the lineup configuration interface. The second display module 602 is used to respond to a second trigger operation for a target combination attribute identifier to display at least one second game object associated with the target combination attribute identifier in the lineup configuration interface. The second game object has a first combination attribute corresponding to the target combination attribute identifier, and the target combination attribute identifier is any one of the at least one combination attribute identifiers associated with the first game object. Add module 603 to add the target second game object to the lineup combination containing the first game object in response to a third triggered operation targeting the target second game object.
[0153] The aforementioned device, in response to a first trigger operation targeting a first game object, displays at least one combination attribute identifier associated with the first game object on the team configuration interface; in response to a second trigger operation targeting a target combination attribute identifier, displays at least one second game object associated with the target combination attribute identifier on the team configuration interface; and in response to a third trigger operation targeting the target second game object, adds the target second game object to the team composition containing the first game object. Through this device, players can display the associated combination attribute identifier by triggering a game object, and then expand the associated game objects with the same combination attribute by selecting the combination attribute identifier, forming a continuous interactive link of "game object - combination attribute - associated game object." This transforms the relationship between game objects and combination attributes into a visual grid structure for intuitive presentation, making the combination attribute relationship explicit and interactive, thereby improving the interactive experience during team composition and reducing the player's memory burden and operational threshold.
[0154] The information processing 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 of the information processing device in the game that are not mentioned in the embodiment can be referred to the corresponding content in the aforementioned information processing method embodiment.
[0155] In this document, the term "and / or" is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent three cases: A alone, A and B simultaneously, and B alone. Furthermore, the term "at least one" in this document means any combination of at least two of any one or more elements. For example, including at least one of A, B, and C can mean including any one or more elements selected from the set consisting of A, B, and C.
[0156] This disclosure also provides an electronic device, such as... Figure 7 The diagram shows the structure of the electronic device, which includes a processor 111 and a memory 110. The memory 110 stores computer-executable instructions that can be executed by the processor 111. The processor 111 executes the computer-executable instructions to implement the following information processing method steps: In response to a first triggered operation on the first game object displayed in the lineup configuration interface, at least one combined attribute identifier associated with the first game object is displayed in the lineup configuration interface; In response to a second trigger operation targeting a target combination attribute identifier, at least one second game object associated with the target combination attribute identifier is displayed in the lineup configuration interface. The second game object has a first combination attribute corresponding to the target combination attribute identifier, and the target combination attribute identifier is any one of the at least one combination attribute identifiers associated with the first game object. In response to a third triggered action targeting the second game object, add the second game object to the lineup that contains the first game object.
[0157] Optionally, the method further includes: A first association visual effect is displayed between the first game object and the target second game object. The first association visual effect is used to indicate that the first game object and the target second game object have the same first combined attribute.
[0158] Optionally, after adding the target second game object to the lineup combination that contains the first game object, the method further includes: In response to a fourth triggered action targeting the second game object, at least one combined attribute identifier associated with the second game object is displayed in the lineup configuration interface; In response to a fifth trigger operation targeting a first combined attribute identifier, at least one third game object associated with the first combined attribute identifier is displayed in the lineup configuration interface. The third game object has a second combined attribute corresponding to the first combined attribute identifier, and the first combined attribute identifier is any one of at least one combined attribute identifiers associated with the target second game object. In response to the sixth triggered action targeting the third game object, add the third game object to the lineup.
[0159] Optionally, the method further includes: A second association visual effect is displayed between the target second game object and the target third game object. The second association visual effect is used to indicate that the target second game object and the target third game object have the same second combined attribute.
[0160] Optionally, after adding the target second game object to the lineup combination that contains the first game object, the method further includes: If the target second game object has the same third combination attribute as the fourth game object already in the lineup, a third association visual effect will be automatically displayed between the target second game object and the fourth game object. The third association visual effect is used to indicate that the target second game object and the fourth game object have the same third combination attribute.
[0161] Optionally, the lineup configuration interface displays at least one combined attribute identifier associated with the first game object, including: Display at least one combined attribute indicating the respective activation status; The activation state is determined based on the number of game objects with corresponding combination attributes in the lineup combination, and the threshold number of corresponding combination attributes.
[0162] Optionally, the activation status includes an activated state and an inactive state; For the first combination attribute, when the number of game objects with the first combination attribute in the lineup combination reaches the first quantity threshold, the target combination attribute identifier is displayed as activated.
[0163] Optionally, the first set of attributes includes at least two levels of buff effect, with different levels corresponding to different quantity thresholds; The lineup configuration interface displays at least one combined attribute identifier associated with the first game object, including: Display either the first quantity prompt or the second quantity prompt at the associated location of the combined attribute identifier; The first quantity prompt information is used to indicate the current quantity of game objects with the first combination attribute in the current lineup combination, and / or the target quantity required to trigger the next level of buff effect; The second quantity prompt information is used to indicate the different quantity thresholds corresponding to different levels of the first combination attribute.
[0164] Optionally, the lineup configuration interface includes a canvas area and an object list area; the first game object is displayed in the canvas area; the method also includes: In response to the addition operation for the fifth game object in the object list area, add the fifth game object to the lineup combination in the canvas area; If the fifth game object has the same combination attribute as an existing game object in the canvas area, an association visual effect will be automatically displayed between the fifth game object and the existing game object with the same combination attribute.
[0165] Optionally, the first association visual effect is a line connecting the first game object and the target second game object.
[0166] Optionally, the method further includes: In response to a save operation in the lineup configuration interface, save the currently configured lineup combination; During a game match, in response to the application of team composition, the game's graphical user interface outputs target prompts corresponding to the team composition. These target prompts are used to assist players in acquiring or deploying game objects within the team composition.
[0167] Optionally, it also includes: In response to the command to enable the first configuration mode, the control lineup configuration interface enters connection mode; In response to a first triggered operation on a first game object displayed in the lineup configuration interface, at least one composite attribute identifier associated with the first game object is displayed in the lineup configuration interface, including: In connection mode, in response to a first trigger operation on the first game object displayed in the lineup configuration interface, at least one combined attribute identifier associated with the first game object is displayed in the lineup configuration interface.
[0168] exist Figure 7 In the illustrated embodiment, the electronic device further includes a bus 112 and a communication interface 113, wherein the processor 111, the communication interface 113, and the memory 110 are connected via the bus 112.
[0169] The memory 110 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 113 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 112 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 112 can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 7 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.
[0170] The processor 111 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 111 or by instructions in software form. The processor 111 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. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the method disclosed in the embodiments of this disclosure can be directly implemented by a hardware decoding processor, or implemented by a combination of hardware and software modules in the decoding processor. The software modules may reside in random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, registers, or other mature storage media in the art. The storage medium is located in the memory. The processor 111 reads the information in the memory and, in conjunction with its hardware, completes the steps of the information processing method in the game described in the aforementioned embodiment.
[0171] This disclosure also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor to implement an information processing method in a game. This method specifically includes: In response to a first triggered operation on the first game object displayed in the lineup configuration interface, at least one combined attribute identifier associated with the first game object is displayed in the lineup configuration interface; In response to a second trigger operation targeting a target combination attribute identifier, at least one second game object associated with the target combination attribute identifier is displayed in the lineup configuration interface. The second game object has a first combination attribute corresponding to the target combination attribute identifier, and the target combination attribute identifier is any one of the at least one combination attribute identifiers associated with the first game object. In response to a third triggered action targeting the second game object, add the second game object to the lineup that contains the first game object.
[0172] Optionally, the method further includes: A first association visual effect is displayed between the first game object and the target second game object. The first association visual effect is used to indicate that the first game object and the target second game object have the same first combined attribute.
[0173] Optionally, after adding the target second game object to the lineup combination that contains the first game object, the method further includes: In response to a fourth triggered action targeting the second game object, at least one combined attribute identifier associated with the second game object is displayed in the lineup configuration interface; In response to a fifth trigger operation targeting a first combined attribute identifier, at least one third game object associated with the first combined attribute identifier is displayed in the lineup configuration interface. The third game object has a second combined attribute corresponding to the first combined attribute identifier, and the first combined attribute identifier is any one of at least one combined attribute identifiers associated with the target second game object. In response to the sixth triggered action targeting the third game object, add the third game object to the lineup.
[0174] Optionally, the method further includes: A second association visual effect is displayed between the target second game object and the target third game object. The second association visual effect is used to indicate that the target second game object and the target third game object have the same second combined attribute.
[0175] Optionally, after adding the target second game object to the lineup combination that contains the first game object, the method further includes: If the target second game object has the same third combination attribute as the fourth game object already in the lineup, a third association visual effect will be automatically displayed between the target second game object and the fourth game object. The third association visual effect is used to indicate that the target second game object and the fourth game object have the same third combination attribute.
[0176] Optionally, the lineup configuration interface displays at least one combined attribute identifier associated with the first game object, including: Display at least one combined attribute indicating the respective activation status; The activation state is determined based on the number of game objects with corresponding combination attributes in the lineup combination, and the threshold number of corresponding combination attributes.
[0177] Optionally, the activation status includes an activated state and an inactive state; For the first combination attribute, when the number of game objects with the first combination attribute in the lineup combination reaches the first quantity threshold, the target combination attribute identifier is displayed as activated.
[0178] Optionally, the first set of attributes includes at least two levels of buff effect, with different levels corresponding to different quantity thresholds; The lineup configuration interface displays at least one combined attribute identifier associated with the first game object, including: Display either the first quantity prompt or the second quantity prompt at the associated location of the combined attribute identifier; The first quantity prompt information is used to indicate the current quantity of game objects with the first combination attribute in the current lineup combination, and / or the target quantity required to trigger the next level of buff effect; The second quantity prompt information is used to indicate the different quantity thresholds corresponding to different levels of the first combination attribute.
[0179] Optionally, the lineup configuration interface includes a canvas area and an object list area; the first game object is displayed in the canvas area; the method also includes: In response to the addition operation for the fifth game object in the object list area, add the fifth game object to the lineup combination in the canvas area; If the fifth game object has the same combination attribute as an existing game object in the canvas area, an association visual effect will be automatically displayed between the fifth game object and the existing game object with the same combination attribute.
[0180] Optionally, the first association visual effect is a line connecting the first game object and the target second game object.
[0181] Optionally, the method further includes: In response to a save operation in the lineup configuration interface, save the currently configured lineup combination; During a game match, in response to the application of team composition, the game's graphical user interface outputs target prompts corresponding to the team composition. These target prompts are used to assist players in acquiring or deploying game objects within the team composition.
[0182] Optionally, it also includes: In response to the command to enable the first configuration mode, the control lineup configuration interface enters connection mode; In response to a first triggered operation on a first game object displayed in the lineup configuration interface, at least one composite attribute identifier associated with the first game object is displayed in the lineup configuration interface, including: In connection mode, in response to a first trigger operation on the first game object displayed in the lineup configuration interface, at least one combined attribute identifier associated with the first game object is displayed in the lineup configuration interface.
[0183] The computer program products of the information processing methods, apparatus and electronic devices in games provided in 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 in the preceding method embodiments. For specific implementations, please refer to the method embodiments, which will not be repeated here.
[0184] Unless otherwise specifically stated, the relative steps, numerical expressions, and values of the components and steps set forth in these embodiments do not limit the scope of this disclosure.
[0185] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this 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.
[0186] 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.
[0187] 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 processing method in a game, characterized in that, A graphical user interface is provided via a terminal, which displays a lineup configuration interface for configuring lineup combinations containing multiple game objects, wherein the game objects have at least one combination attribute; the method includes: In response to a first trigger operation for a first game object displayed in the lineup configuration interface, at least one combined attribute identifier associated with the first game object is displayed in the lineup configuration interface; In response to a second trigger operation targeting a target combination attribute identifier, at least one second game object associated with the target combination attribute identifier is displayed on the lineup configuration interface. The second game object has a first combination attribute corresponding to the target combination attribute identifier, and the target combination attribute identifier is any one of the at least one combination attribute identifiers associated with the first game object. In response to a third triggered operation targeting the second game object, the second game object is added to the lineup combination that includes the first game object.
2. The method according to claim 1, characterized in that, The method further includes: A first association visual effect is displayed between the first game object and the target second game object, the first association visual effect being used to indicate that the first game object and the target second game object have the same first combined attribute.
3. The method according to claim 1, characterized in that, After adding the target second game object to the lineup combination containing the first game object, the method further includes: In response to a fourth trigger operation targeting the target second game object, at least one combined attribute identifier associated with the target second game object is displayed on the lineup configuration interface; In response to a fifth trigger operation for a first combined attribute identifier, at least one third game object associated with the first combined attribute identifier is displayed on the lineup configuration interface. The third game object has a second combined attribute corresponding to the first combined attribute identifier, and the first combined attribute identifier is any one of at least one combined attribute identifier associated with the target second game object. In response to a sixth triggered operation targeting a third game object, the target third game object is added to the lineup combination.
4. The method according to claim 3, characterized in that, The method further includes: A second association visual effect is displayed between the target second game object and the target third game object, the second association visual effect being used to indicate that the target second game object and the target third game object have the same second combined attribute.
5. The method according to claim 1, characterized in that, After adding the target second game object to the lineup combination containing the first game object, the method further includes: If the target second game object has the same third combination attribute as the existing fourth game object in the lineup combination, then a third association visual effect is automatically displayed between the target second game object and the fourth game object. The third association visual effect is used to indicate that the target second game object and the fourth game object have the same third combination attribute.
6. The method according to claim 1, characterized in that, The step of displaying at least one combined attribute identifier associated with the first game object in the lineup configuration interface includes: Display the activation status of each of the at least one combined attribute identifier; The activation state is determined based on the number of game objects with corresponding combination attributes in the lineup combination and the threshold number of corresponding combination attributes.
7. The method according to claim 6, characterized in that, The activation state includes an activated state and an inactive state; Regarding the first combined attribute, when the number of game objects with the first combined attribute in the lineup combination reaches a first quantity threshold, the target combined attribute identifier is displayed as activated.
8. The method according to claim 1, characterized in that, The first combination attribute contains at least two levels of gain effect, with different levels corresponding to different quantity thresholds; The step of displaying at least one combined attribute identifier associated with the first game object in the lineup configuration interface includes: Display a first quantity prompt or a second quantity prompt at the associated location of the combined attribute identifier; The first quantity prompt information is used to indicate the current quantity of game objects with the first combination attribute in the current lineup combination, and / or the target quantity required to trigger the next level of buff effect; The second quantity prompt information is used to indicate the different quantity thresholds corresponding to different levels of the first combined attribute.
9. The method according to claim 1, characterized in that, The lineup configuration interface includes a canvas area and an object list area; The first game object is displayed in the canvas area; the method further includes: In response to the addition operation for the fifth game object in the object list area, the fifth game object is added to the lineup combination in the canvas area; If the fifth game object has the same combination attributes as an existing game object in the canvas area, an association visual effect will be automatically displayed between the fifth game object and the existing game object with the same combination attributes.
10. The method according to claim 2, characterized in that, The first association visual effect is a line connecting the first game object and the target second game object.
11. The method according to claim 1, characterized in that, The method further includes: In response to a save operation on the lineup configuration interface, the currently configured lineup combination is saved; During a game, in response to an application operation targeting the lineup combination, a target prompt message corresponding to the lineup combination is output in the graphical user interface of the game. The target prompt message is used to assist the player in acquiring or deploying game objects in the lineup combination.
12. The method according to claim 1, characterized in that, Also includes: In response to the command to enable the first configuration mode, the lineup configuration interface is controlled to enter the connection mode; The response to a first trigger operation for a first game object displayed in the lineup configuration interface, displaying at least one combined attribute identifier associated with the first game object in the lineup configuration interface, includes: In the connection mode, in response to a first trigger operation for a first game object displayed in the lineup configuration interface, at least one combined attribute identifier associated with the first game object is displayed in the lineup configuration interface.
13. An information processing device for games, characterized in that, A graphical user interface is provided via a terminal, which displays a lineup configuration interface for configuring lineup combinations containing multiple game objects, wherein the game objects have at least one combination attribute; the device includes: A first display module is configured to, in response to a first trigger operation on a first game object displayed in the lineup configuration interface, display at least one combined attribute identifier associated with the first game object in the lineup configuration interface. The second display module is configured to, in response to a second trigger operation for a target combination attribute identifier, display at least one second game object associated with the target combination attribute identifier on the lineup configuration interface, wherein the second game object has a first combination attribute corresponding to the target combination attribute identifier, and the target combination attribute identifier is any one of at least one combination attribute identifier associated with the first game object; An add module is configured to add the target second game object to the lineup combination containing the first game object in response to a third trigger operation targeting the target second game object.
14. An electronic device, characterized in that, The method includes a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to implement the method of any one of claims 1 to 12.
15. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the method of any one of claims 1 to 12.