Battle special effect display method and device, storage medium and computer device
By displaying the virtual character's skill charging progress in the form of cards in the non-combat area of the game and triggering skill release, combined with combat area effects, a visual linkage between cards and combat effects is achieved. This solves the problem of insufficient player perception of skill release status in existing technologies and enhances the game's interactivity and immersion.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- GUANGZHOU YIWAN NETWORK TECH CO LTD
- Filing Date
- 2026-06-08
- Publication Date
- 2026-07-14
AI Technical Summary
In existing games, the display areas for combat effects and hero information lack visual linkage, resulting in weak player perception of skill release status and insufficient interactive participation and immersion.
Virtual characters are displayed as cards in non-combat areas. Skills are released by triggering actions after the skill charge bar is full. Skill effects are displayed on the cards and corresponding combat effects are displayed in the combat area, achieving visual linkage between cards and combat effects.
It enhances players' real-time perception of skill release status, improves the immediacy and engagement of interactive feedback, resolves the confusion surrounding the correspondence between multiple character skill releases, and enhances the immersion and interactive experience of the combat process.
Smart Images

Figure CN122377129A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game special effects rendering technology, and in particular to a method, device, storage medium and computer equipment for displaying combat special effects. Background Technology
[0002] With the rapid development of the gaming industry, players' demands for the interactivity and visual presentation of combat systems are constantly increasing. In existing games, combat effects are usually only displayed in the combat area, independent of the area displaying hero status information, lacking visual linkage; or although hero information is displayed in the form of cards, the cards themselves do not participate in the display of combat effects, and the cards lack real-time effect feedback when skills are released, resulting in weak player perception of skill release status, insufficient interactive participation, and immersion. Summary of the Invention
[0003] The purpose of this application is to at least address one of the aforementioned technical deficiencies, particularly the lack of visual linkage between the display areas of combat effects and hero information in existing technologies, which results in weak player perception of skill release status and insufficient interactive participation and immersion.
[0004] This application provides a method for displaying combat special effects, including:
[0005] Virtual characters are displayed as cards in non-combat areas within the current battle interface, with each card displaying at least a skill charge progress bar;
[0006] Once the skill charge bar of any card is fully charged, the corresponding virtual character can release the skill by triggering an operation, and the skill effect will be displayed on the card.
[0007] After the skill is released, the skill charge progress bar of the card is cleared and the skill is recharged.
[0008] Optionally, it also includes:
[0009] When the virtual character releases a skill, a combat effect corresponding to the skill is displayed in the combat area, and the effects displayed on the card are displayed synchronously with the combat effect.
[0010] Optionally, each card also displays a health bar.
[0011] Optionally, the skill charge-up speeds of different virtual characters may be the same or different.
[0012] Optionally, the step of controlling the corresponding virtual character to release skills through a trigger operation includes:
[0013] When only one card's skill charge bar is full and a player's click on the card is detected, control the corresponding virtual character to release the skill;
[0014] When the skill charge bars of multiple cards are fully charged at the same time, and the player's continuous clicking on each card is detected, the corresponding virtual character is controlled to release the skill simultaneously.
[0015] Optionally, the step of controlling the corresponding virtual character to release skills through a trigger operation includes:
[0016] When only one card's skill charge bar is full, and the virtual character corresponding to that card is detected to be within the skill release range, the virtual character is automatically controlled to release the skill.
[0017] When the skill charge bars of multiple cards are fully charged at the same time, and the virtual characters corresponding to each card are detected to be within the skill release range, control the corresponding virtual characters to release the skills simultaneously.
[0018] Optionally, displaying skill effects on the card includes:
[0019] When only one card's skill charge bar is full, the skill effect is displayed on that card;
[0020] When the skill charge bars of multiple cards are fully charged at the same time, the corresponding special effects will be displayed on each card in turn or simultaneously.
[0021] Optionally, displaying skill effects on the card can be done in any of the following ways:
[0022] Displays the skill effects corresponding to the skills released by the virtual character;
[0023] Displays pre-set skill effects;
[0024] Personalized skill effects are generated and displayed based on the player's historical combat behavior data.
[0025] Optionally, generating and displaying corresponding personalized skill effects based on the player's historical combat behavior data includes:
[0026] Collect players' historical combat behavior data;
[0027] The player's operating style type is determined based on the historical combat behavior data;
[0028] Generate and display corresponding skill effects based on the operation style type.
[0029] Optionally, the skill effects displayed on the card may change based on at least one of the following factors: battle result, skill type, skill release speed, and skill release order.
[0030] Optionally, it also includes:
[0031] When skill effects are displayed on the card, buffs are provided to the virtual character based on the game environment displayed in the battle area, and the buffs are displayed in conjunction with the effects released by the virtual character.
[0032] This application also provides a combat effects display device, including:
[0033] The virtual character display module is used to display virtual characters in the form of cards in the non-combat area of the current battle interface. Each card must display at least a skill charge progress bar.
[0034] The skill effect display module is used to control the corresponding virtual character to release the skill after the skill charge progress bar of any card is fully charged, and to display the skill effect on the card.
[0035] The Recharge Module is used to clear the skill charge progress bar of the card after the skill is released and recharge it.
[0036] This application also provides a computer-readable storage medium storing computer-readable instructions, which, when executed by one or more processors, cause the one or more processors to perform the steps of the combat effects display method as described in any of the above embodiments.
[0037] This application also provides a computer device, including: one or more processors, and memory;
[0038] The memory stores computer-readable instructions, which, when executed by the one or more processors, perform the steps of the combat effect display method as described in any of the above embodiments.
[0039] As can be seen from the above technical solutions, the embodiments of this application have the following advantages:
[0040] The combat effect display method, device, storage medium, and computer equipment provided in this application display virtual characters and their skill charging progress bars in the form of cards in non-combat areas. After the charging bar is full, the skill is released by triggering an operation, and the skill effect is displayed on the corresponding card. This allows players to know the skill release status in real time through the card effect, realizing the visual linkage between cards and combat effects, and improving the immediacy of interactive feedback and the player's sense of participation. Attached Figure Description
[0041] To more clearly illustrate the technical solutions in the embodiments of this application or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0042] Figure 1 This is a schematic diagram of the application architecture provided for an embodiment of this application;
[0043] Figure 2 A flowchart illustrating the combat effects display method provided in this application embodiment;
[0044] Figure 3 An interface display diagram of the current battle interface provided in this application embodiment;
[0045] Figure 4 A schematic diagram illustrating the skill release process when the skill charge progress bars of multiple virtual characters displayed in the current battle interface are fully charged, as provided in this embodiment of the application.
[0046] Figure 5 This is a flowchart illustrating the display of combat effects in the combat area, as provided in an embodiment of this application.
[0047] Figure 6 An interface diagram showing the synchronized display of combat effects and card effects in the combat area, as provided in the embodiments of this application;
[0048] Figure 7 The card effect display diagram provided in this application embodiment shows the linkage between different buff effects and the special effects released by the virtual character.
[0049] Figure 8 This is a schematic diagram of the structure of a combat special effects display device provided in an embodiment of this application;
[0050] Figure 9 This is a schematic diagram of the internal structure of a computer device provided in an embodiment of this application. Detailed Implementation
[0051] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.
[0052] With the rapid development of the gaming industry, players' demands for the interactivity and visual presentation of combat systems are constantly increasing. In existing games, combat effects are usually only displayed in the combat area, independent of the area displaying hero status information, lacking visual linkage; or although hero information is displayed in the form of cards, the cards themselves do not participate in the display of combat effects, and the cards lack real-time effect feedback when skills are released, resulting in weak player perception of skill release status, insufficient interactive participation, and immersion.
[0053] For example, in existing card-based combat games, cards are merely static carriers for selecting heroes and viewing attributes. When a hero releases a skill, all the special effects are displayed in the combat area, while cards outside the combat area remain statically displayed. Players need to switch their attention back and forth to observe the skill charging state and combat effects, making it impossible to intuitively and quickly establish a connection between the skill release action and the corresponding hero. Especially when multiple heroes release skills at the same time, it is easy to cause confusion in the skill correspondence, reducing the clarity of combat interaction.
[0054] To address the aforementioned issues, this application combines skill effects with cards that carry virtual character information. When a skill is released, a special effect is directly generated on the corresponding card. This retains the information display function outside of combat areas while enhancing the visual cues of skill release status, allowing players to intuitively perceive which character has released a skill. Simultaneously, in conjunction with synchronized combat effects in the combat area, it creates visual synergy across multiple areas, effectively improving the immersion and interactive experience of the combat process. The combat effect display method of this application is explained in detail below:
[0055] First, before explaining the combat effect display method of this application, the application environment of this application will be described. Please refer to [link / reference needed]. Figure 1 , Figure 1 This is a schematic diagram of the application architecture provided for an embodiment of this application; Figure 1The application architecture includes server 110 and client 120. Server 110 can be of various types, such as a game server or application server, and can be used to store game data, process player requests, and execute the core logic for displaying combat effects. Server 110 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms. Client 120 can be a terminal device such as a smartphone, tablet, personal computer, or smartwatch. Players interact with the game system through the graphical user interface of client 120, such as displaying virtual characters in the form of cards in non-combat areas in the current combat interface, controlling the corresponding virtual characters to release skills by triggering operations, and displaying skill effects on the cards. Server 110 and client 120 establish a communication connection through the network to realize real-time data transmission and synchronization. For example, client 120 sends a skill release operation to server 110 for the virtual character, and server 110 returns the skill release result.
[0056] It is understood that the above-mentioned combat effect display method can run on personal mobile terminals, on server 110, or on third-party devices to provide combat effect display. The specific combat effect display method can run as a program on the above-mentioned devices, or as a system component of the above-mentioned devices, or as a cloud service program. The specific operating mode depends on the actual scenario and is not limited here.
[0057] The specific implementation methods of this application will be described in detail below. For ease of understanding, the combat special effects display method proposed in this application will be specifically described in conjunction with the accompanying drawings. In one embodiment, please refer to... Figure 2 , Figure 2 This is a flowchart illustrating a combat effects display method provided in an embodiment of this application. The application provides a combat effects display method, which may specifically include the following steps:
[0058] S110: Display virtual characters in the form of cards in the non-combat area of the current battle interface, with each card displaying at least a skill charge progress bar.
[0059] In this step, once the game enters the battle phase, to enhance the user's interactive experience, the current battle interface is divided into independent battle and non-battle areas. The battle area displays the battle process between the two sides, the status of the enemy target, and large-scale skill battle effects. The non-battle area displays the controllable virtual character cards, with each card corresponding to a playable virtual character. A skill charging progress bar is drawn in a fixed area of the card, allowing players to intuitively view the skill charging progress of each virtual character without having to go to an additional page to check, thus simplifying the status viewing process.
[0060] The cards in this application refer to rectangular display modules that carry basic information about a single virtual character. In addition to displaying a fixed skill charging progress bar, information such as the virtual character's avatar, name, class attributes, health points, and energy points can be added as needed. The size and position of the cards can be adaptively adjusted according to the resolution of the current battle interface and the number of playable virtual characters to ensure that all cards can be fully displayed without obscuring the core battle content of the battle area.
[0061] For example, when there are 3 playable virtual characters, three equally sized cards can be arranged horizontally along the bottom of the interface in the non-combat area; when the number of playable virtual characters increases to 6, the size of a single card can be automatically reduced and adjusted to a two-row, three-column arrangement, ensuring that each card can always fully display core information such as the skill charging progress bar.
[0062] On the other hand, all character cards arranged in the non-combat area remain interactive. Players can click on the corresponding card to select the virtual character and then release the character's currently available skill. This operation can be completed without switching the combat page, further compressing the operation path and improving the smoothness of combat interaction.
[0063] Indicatively, such as Figure 3 As shown, Figure 3 An interface display diagram of the current battle interface provided in this application embodiment; Figure 3 In the game, three virtual character cards of our side are displayed in the non-combat area, and each card displays the skill charging progress bar of the current virtual character. Players can keep abreast of the battle situation by looking at the battle screen displayed on the current game interface and the card content displayed by each virtual character.
[0064] Furthermore, the non-combat area of this application can be located on the side, bottom, or top of the combat area, distinct from the combat area where enemy or friendly units engage. All controllable or deployed virtual characters will be arranged in this area as individual cards. When a virtual character meets the preset charging conditions, the skill charging progress bar will begin accumulating charging value. During the charging process, the current charging progress can be directly displayed to the player through the length of the progress bar.
[0065] S120: After the skill charge bar of any card is fully charged, the corresponding virtual character can be controlled to release the skill by triggering the operation, and the skill effect will be displayed on the card.
[0066] In this step, after the virtual character is displayed as a card in the non-combat area of the current battle interface via S110, when the skill charge progress bar of the corresponding card reaches the preset threshold, that is, when the progress bar is fully full, it will wait for a trigger operation to start the skill release process. After the trigger operation is completed, on the one hand, the virtual character can be controlled to complete the entire process of skill release in the battle area, and on the other hand, skill effects can be generated and displayed directly on the corresponding card of the virtual character, allowing players to intuitively identify which virtual character has completed skill release at the first moment, thus solving the problem of confusion in the correspondence when multiple characters release skills at the same time.
[0067] It should be noted that when this application detects that the skill charge progress bar of any card is full, it may detect one or more cards simultaneously. Each card with a full charge will wait for a corresponding trigger operation. After triggering, each card will display the corresponding skill effect on its own card, and the correspondence will not be confused due to multiple skills being ready at the same time. (Illustratively, as shown...) Figure 4 As shown, Figure 4 This application provides an embodiment of the schematic diagram illustrating the skill release process when the skill charge progress bars of multiple virtual characters displayed in the current battle interface are fully charged; (The diagram is provided by...) Figure 4 As can be seen, when the skill charge bars of multiple virtual characters are fully charged, each virtual character can activate their skills simultaneously. At this time, skill effects can be displayed in both the combat area and non-combat areas, allowing players to intuitively experience the combat scene.
[0068] Furthermore, the triggering operation of this application can be divided into two modes: player-initiated triggering and system-automatic triggering. The specific mode to be used can be determined according to the game's preset rules or the player's custom settings, adapting to the needs of players with different operating habits.
[0069] S130: After the skill is released, the card's skill charge progress bar is cleared and the skill is recharged.
[0070] In this step, after the skill is released, the skill charge progress bar on the corresponding card is immediately cleared, returning to its initial blank state. Then, it starts accumulating the charge value required for the next skill release, entering the next charge cycle, waiting for the next skill release to trigger. This cycle repeats continuously, realizing a complete cycle of skill release, charge, and release during combat.
[0071] In the above embodiments, by displaying virtual characters and their skill charging progress bars in the form of cards in non-combat areas, and controlling the release of skills by triggering operations after the charging bar is full, and displaying skill effects on the corresponding cards, players can instantly know the skill release status through card effects, realizing visual linkage between cards and combat effects, and improving the immediacy of interactive feedback and the player's sense of participation.
[0072] In one embodiment, such as Figure 5 As shown, Figure 5 This application provides a flowchart illustrating the display of combat effects in the combat area according to an embodiment of the present application; the application may also include:
[0073] S140: When a virtual character releases a skill, the combat effect corresponding to the skill is displayed in the combat area, and the effects displayed on the card are displayed synchronously with the combat effects.
[0074] In this embodiment, when a virtual character releases a skill, in addition to displaying exclusive skill effects on the corresponding card, the full-screen or regional combat effects of the skill's target, range, and core damage effect are simultaneously displayed in the combat area. The card effects serve as character identification prompts, while the combat area effects display the skill effects. The two are launched and played simultaneously, allowing players to quickly locate the corresponding character releasing the skill and fully presenting the skill's combat effects, forming a layered and interconnected visual experience. This avoids players confusing the skill correspondences and enhances the visual impact of skill release, thereby improving the immersion in the battle.
[0075] Furthermore, the skill effects and card effects displayed in the combat area in this application can be distinguished in terms of particle count, effect range, and visual emphasis. Card effects focus on character identification and can use lightweight effects such as exclusive halos covering the card area and character image highlights, which can indicate the skill release status without excessively occupying visual resources. The combat effects in the combat area focus on the presentation of skill effects and can generate complex effects such as area damage light effects, skill trajectories, and hit feedback according to the skill type. The two have clear division of labor and are interconnected, further optimizing the visual hierarchy of the combat scene.
[0076] Indicatively, such as Figure 6 As shown, Figure 6 This application provides an interface display diagram showing the synchronized display of combat effects and card effects in the combat area, as provided in this embodiment. Figure 6 As you can see, when a virtual character releases a skill, the corresponding card displays a halo effect covering the card area, while the battle area simultaneously plays the area-of-effect damage effect of the skill against the enemy target. With both effects activated simultaneously, players can intuitively and quickly associate the skill effect with the corresponding virtual character, thus effectively enhancing the visual experience.
[0077] In one embodiment, each card also displays a health bar.
[0078] In this embodiment, in addition to the skill charging progress bar, each card can also have a corresponding virtual character's health progress bar drawn in a fixed area. This allows players to intuitively grasp the remaining health status of each deployed virtual character without switching pages, quickly judge the health level of their own battle lineup, and make timely tactical decisions such as skill release and character repositioning. This further improves the concentration of battle information display and reduces the information acquisition cost for players.
[0079] Furthermore, the fill color of the health progress bar in this application can be dynamically adjusted according to the proportion of the current remaining health. For example, it can be displayed as green when the remaining health is higher than 50% of the total health, as yellow when it is between 20% and 50%, and as red when it is lower than 20%. The color change can intuitively indicate the survival status of the player character, help the player make tactical judgments quickly, and improve the efficiency of combat decision-making.
[0080] In one embodiment, the skill charge-up speeds of different virtual characters may be the same or different.
[0081] In this embodiment, the charging speed of the skill charging progress bar of different virtual characters may be the same or different. Specifically, different charging rules can be preset according to the job positioning and skill strength of the virtual characters. For example, high-damage ultimate skills can be set to a slower charging speed, while auxiliary small skills can be set to a faster charging speed. Alternatively, the skill charging speed of all virtual characters can be kept at a uniform standard. The specific adjustments can be made according to the overall balance design of the game to adapt to different skill system design requirements.
[0082] For example, high-damage output heroes, whose ultimate skill deals a high percentage of their total damage, can have a slower charge speed so that the skill can be used only once or twice per round of combat, ensuring a balanced combat rhythm. On the other hand, support heroes who provide shields and healing have stronger continuous benefits from their skills, so they can have a faster charge speed so that they can trigger their skills more frequently, matching the role of support heroes.
[0083] In one embodiment, controlling the corresponding virtual character to release a skill via a trigger operation in S120 may include:
[0084] S121: When only one card's skill charge bar is full and a player's click on the card is detected, control the corresponding virtual character to release the skill.
[0085] S122: When the skill charge progress bars of multiple cards are fully charged at the same time, and the player's continuous clicking operation on each card is detected, control the corresponding virtual character to release the skill at the same time.
[0086] In this embodiment, when the corresponding virtual character releases a skill by manually triggering it, different response logics can be adapted according to the number of cards that are simultaneously fully charged.
[0087] Specifically, if only a single card's skill charge bar meets the release conditions, the player can directly click on the card to trigger the skill release, making the operation logic simple and direct. If multiple cards meet the skill release conditions at the same time, players can click on each card with full charge in sequence according to their tactical plan. The virtual characters corresponding to all clicked cards will release their skills simultaneously. This respects the player's tactical choices and avoids lengthening the battle time by releasing skills in stages, ensuring a tight and smooth battle rhythm and adapting to the tactical design requirements of multi-character skill linkage.
[0088] Furthermore, when one or more cards are clicked, the skill release can be confirmed via a secondary confirmation dialog box, or the skill can be triggered directly. The specific method depends on the game's preset operation rules, adapting to game requirements with varying levels of operational complexity. The secondary confirmation method prevents accidental skill activation and waste, while direct triggering further streamlines the operation path and improves operational smoothness.
[0089] Furthermore, in this application, when a player clicks on a corresponding card, the card can be displayed in a pop-up window or swiped up to reveal it, allowing the player to more clearly identify the currently selected character whose skill is about to be released, avoiding the selection of the wrong target when multiple skills are ready at the same time, and reducing the error rate.
[0090] In one embodiment, controlling the corresponding virtual character to release a skill via a trigger operation in S120 may include:
[0091] S221: When only one card's skill charge bar is full and the virtual character corresponding to the card is detected to be within the skill release range, the virtual character is automatically controlled to release the skill.
[0092] S221: When the skill charge progress bars of multiple cards are fully charged at the same time, and it is detected that the virtual characters corresponding to each card are all within the skill release range, control the corresponding virtual characters to release the skills at the same time.
[0093] In this embodiment, skill release supports an automatic trigger mode, eliminating the need for players to manually click. The system will automatically control the corresponding virtual character to release the skill when the skill is fully charged and the release conditions are met, simplifying the player's operational burden and adapting to the operational needs of idle gameplay or casual games.
[0094] Specifically, when only a single card's skill charge bar is full and the corresponding virtual character meets the prerequisites for skill release, such as the target being within effective release range or the absence of skill cooldown restrictions, the system will automatically trigger the skill release. When multiple cards' skill charge bars are full simultaneously and all meet the prerequisites for skill release, the system will control all virtual characters that meet the conditions to release their skills synchronously, without requiring players to operate sequentially. This reduces the intensity of player operations while ensuring a tight and smooth battle rhythm without additionally slowing down the battle process.
[0095] For the automatic trigger mode, this application can also support players to set the priority of skill release. When multiple skills meet the release conditions at the same time but cannot be released all due to the rules, the system can release the higher priority skills according to the priority order preset by the player, further adapting to the player's tactical needs and improving the rationality of automatic combat.
[0096] For example, when both healing skills and ultimate skills meet the release conditions, players can preset the healing skill as a higher priority. The system will prioritize triggering the healing skill to ensure the character's survival when the team's health is low, and then release other output skills in sequence, which fits the player's tactical planning logic.
[0097] In the above embodiments, the optional design of two triggering modes, manual triggering and automatic triggering, can not only meet the needs of core players for operational autonomy and tactical flexibility, but also meet the needs of casual players for reducing operational burden and easily experiencing combat, greatly improving the applicability of the method and adapting to the operating habits of different types of players.
[0098] In one embodiment, displaying skill effects on the card in step S120 may include:
[0099] S321: When only one card's skill charge bar is full, display the skill effect on the card.
[0100] S322: When the skill charge progress bars of multiple cards are fully charged at the same time, the corresponding special effects will be displayed on each card in sequence or simultaneously.
[0101] In this embodiment, when only one card completes its charge, the corresponding skill effect is displayed only on that single card, without visually interfering with other cards that have not yet completed their charge. Players can directly identify the character whose skill can be released at the moment. When multiple cards complete their charge simultaneously, the skill effects can be played sequentially on the corresponding cards according to the skill triggering order, or all triggered cards can be controlled to display their skill effects synchronously. If the player selects multiple cards with skills to be released in sequence, the skill effects of the corresponding cards can be played sequentially according to the player's click order, allowing the player to intuitively confirm whether their selection operation is correct. If the player releases all selected skills at once, or if the system automatically triggers multiple skills, all cards are controlled to display their skill effects synchronously, which not only conforms to the operation logic but also ensures the tightness of the battle rhythm.
[0102] In the above embodiments, by displaying independent special effects for each card, even if multiple skills are released simultaneously, players can quickly identify the skill effects and the character releasing them, avoiding confusion in the correspondence and ensuring the clarity of information display.
[0103] In one embodiment, displaying skill effects on the card includes any of the following methods:
[0104] Displays the skill effects corresponding to the skills released by the virtual character.
[0105] Displays pre-set skill effects.
[0106] Personalized skill effects are generated and displayed based on the player's historical combat behavior data.
[0107] In this embodiment, the skill effects displayed on the cards can be flexibly configured according to different needs: if it is necessary to highlight the differences between different skills, a unique identification effect can be designed for each skill, allowing players to directly distinguish the skill type through the effect; if it is only necessary to indicate the skill release status without distinguishing the skill type, a preset universal skill effect can be used uniformly, reducing the production cost of art resources; personalized skill effects matching the player's usage habits can also be generated based on the player's historical combat behavior data, such as the number of times the player frequently uses the virtual character and the achievements obtained, to meet the player's personalized display needs and enhance the player's exclusive experience.
[0108] It should be noted that the three display methods mentioned above in this application can also be used in combination. For example, the basic state can use preset general skill effects, and after unlocking the corresponding achievement, it can automatically switch to personalized skill effects. Different skill types retain exclusive recognition effects, taking into account resource costs, recognition efficiency and personalization needs, and adapting to different design goals.
[0109] In one embodiment, generating and displaying corresponding personalized skill effects based on the player's historical combat behavior data includes:
[0110] S410: Collects players' historical combat behavior data.
[0111] S411: Determine the player's operation style type based on the historical combat behavior data.
[0112] S412: Generate and display the corresponding skill effects according to the operation style type.
[0113] In this embodiment, when generating personalized skill effects based on a player's historical combat behavior data, the system first collects historical combat behavior data such as the number of matches the player used the corresponding virtual character, skill release frequency, win rate, and commonly used tactics. Then, based on preset classification rules, the system identifies the player's operating style type through data analysis, such as aggressive output type, conservative defense type, and balanced coordination type. Finally, it matches personalized skill effects to the corresponding style: for example, an aggressive output style can be matched with more intense, high-saturation warm-toned effects, while a conservative defense style can be matched with more gentle, low-saturation cool-toned effects. This not only fits the player's operating habits but also provides the player with a unique and personalized visual experience, enhancing the player's sense of identification with the game and the character.
[0114] For example, if a player uses a certain damage-dealing virtual character more times than the preset threshold for the character's total usage, and the average damage output per game accounts for a percentage of the team's total damage output exceeding the preset threshold, it can be determined as an aggressive damage-dealing playstyle. In this case, the system can add a brighter flame outline effect to the character's card skill effects. If a player uses this character and has a higher average damage taken percentage, leaning more towards a front-line damage-taking role, it can be determined as a conservative defensive playstyle. In this case, the system can add a stone-like dark texture background effect to the character's card skill effects, thus achieving personalized effect displays for each player.
[0115] It is understandable that the above-mentioned dimensions of historical combat behavior data collection are only examples. In actual applications, the data can be combined with multiple dimensions such as the player's competitive rank, common tactical preferences, and exclusive achievements to make a comprehensive judgment. The matched personalized effects are not limited to color and texture adjustments. The animation path, sound effects, particle styles, etc. of the effects can also be customized to further enrich the personalized display effects and meet the exclusive display needs of different players.
[0116] The aforementioned player playstyle types include, but are not limited to, aggressive offensive, conservative defensive, and balanced coordinated play. Specific classification dimensions can be adjusted based on the game's character system and combat mechanics. The ultimate goal is to generate matching effects based on players' actual combat habits, achieving personalized visual effects and further enhancing player engagement. The determination of playstyle types can be achieved through preset rule-based classification or machine learning models, allowing for flexible selection based on data volume and required accuracy, adapting to the technical implementation needs of game projects of different scales.
[0117] In the above embodiments, by generating personalized skill effects based on the player's actual combat behavior, it can not only meet the personalized display needs of different players, but also enhance the sense of connection between the player and the character, effectively improving the player's sense of immersion and belonging in the game.
[0118] In one embodiment, the skill effects displayed on the card change according to at least one of the following factors: battle result, skill type, skill release speed, and skill release order.
[0119] In this embodiment, the style of skill effects can be flexibly adjusted dynamically according to combat-related parameters, further improving the matching degree between the effect display and the combat state.
[0120] For example, effects can be adjusted based on battle results. Achieving a kill after skill activation triggers a stronger victory enhancement effect, while the basic effect remains if the kill is not achieved. This provides a direct visual feedback on the skill's effectiveness. Effects can also be adjusted based on skill type, with offensive skills paired with aggressive visual effects and healing skills with gentle, soothing effects, allowing players to quickly identify skill effects visually. The playback speed of effects can be adjusted based on skill activation speed, with faster activations resulting in higher playback speeds, ensuring the effect rhythm matches the skill activation rhythm. Furthermore, the layering of effects can be adjusted based on the skill activation order, allowing later-activated skill effects to appear on top, preventing layer obstruction and ensuring each skill effect is clearly visible. By dynamically adjusting the display of skill effects, the effects can always align with the current battle situation, further enhancing the intuitiveness of battle information delivery and strengthening the visual impact of the battle.
[0121] Furthermore, when choosing to change skill effects based on one or more factors, this application can either use a random algorithm to select the factors to be adjusted and the corresponding effect change rules, or allow players to customize the settings according to their own preferences. Players can pre-set their corresponding effect preferences for different scenarios; for example, they can enable kill enhancement effects if they prefer strong kill feedback, or disable the layering adjustment of multiple skills if they want a simple interface, allowing the effect display to further adapt to the player's personalized visual needs. After the change rules are determined, the system will collect the corresponding parameters of the current battle in real time, match the rules, and call the corresponding effect resources to complete the display. The entire process requires no additional operation from the player and can automatically match the skill effect display effect that fits the current battle state, balancing personalized needs and operational convenience.
[0122] Furthermore, when this application changes the display effect of skill effects based on at least one factor, it can also adjust parameters such as the playback duration, transparency, and particle density of the effects accordingly. For example, after a target is killed, the playback time of the effect can be extended and the particle density increased to enhance visual feedback. For regular skill releases, the basic parameters are kept in balance between display effect and performance consumption, ensuring a good visual experience while avoiding the performance burden on the device caused by too many effects. This dynamic adjustment method can accurately convey combat information while taking into account the operational stability of different devices and adapting to the needs of more operating environments.
[0123] In one embodiment, it may further include:
[0124] When skill effects are displayed on the card, buffs are provided to the virtual character based on the game environment displayed in the battle area, and the buffs are displayed in conjunction with the effects released by the virtual character.
[0125] In this embodiment, different game environments will provide different buffs to virtual characters that release skills in the corresponding areas. After the buffs and skill effects are displayed in conjunction, players can intuitively identify whether the current skill has received environmental buffs, clearly perceive the advantageous conditions of the current battle, avoid having to open the information panel to query, and simplify the information acquisition path.
[0126] Indicatively, such as Figure 7 As shown, Figure 7 The card effect display diagram provided in this application embodiment shows the linkage between different buff effects and the special effects released by the virtual character. Figure 7In the game, when a skill is released in a fire area, fire-type skills will receive a damage bonus. At this time, the skill effects on the card can be further enhanced with the diffusion effect of fire particles, which will be integrated with the basic skill effects, allowing players to easily recognize that the current skill has received an environmental buff. When a water-type healing skill is released in a water area, the healing effect is improved, and the skill effects can be further enhanced with the dynamic effect of water ripples, directly conveying the buff information.
[0127] It should be noted that this application can pre-configure different types of buff rules and linkage effect schemes according to different game environments, matching the environment type, skill attributes, buff magnitude, and effect style accordingly. When the virtual character releases a skill that meets the buff conditions in the corresponding environment, the corresponding linkage effect is automatically invoked and overlaid, which does not destroy the overall visual appearance of the original skill effect, and can clearly convey the additional information of the environmental buff. It does not require additional interface space to display the buff prompt, thus ensuring the simplicity of the battle interface and the efficiency of information transmission.
[0128] This linked display method directly integrates environmental buff information into skill effects, which not only enriches the visual layers of the effects but also improves the efficiency of combat information transmission, allowing players to quickly grasp the favorable conditions of the current battle and better plan subsequent combat tactics.
[0129] The combat effect display device provided in the embodiments of this application is described below. The combat effect display device described below and the combat effect display method described above can be referred to in correspondence.
[0130] In one embodiment, such as Figure 8 As shown, Figure 8 This application provides a schematic diagram of the structure of a combat effect display device according to an embodiment of the present application; the present application also provides a combat effect display device, including a virtual character display module 210, a skill effect display module 220, and a recharge module 230, specifically including the following:
[0131] The virtual character display module 210 is used to display virtual characters in the form of cards in the non-combat area in the current battle interface, with each card displaying at least a skill charging progress bar.
[0132] The skill effect display module 220 is used to control the corresponding virtual character to release the skill by triggering an operation after the skill charge progress bar of any card is fully charged, and to display the skill effect on the card.
[0133] The recharge module 230 is used to clear the skill charge progress bar of the card after the skill is released and recharge it.
[0134] In the above embodiments, by displaying virtual characters and their skill charging progress bars in the form of cards in non-combat areas, and controlling the release of skills by triggering operations after the charging bar is full, and displaying skill effects on the corresponding cards, players can instantly know the skill release status through card effects, realizing visual linkage between cards and combat effects, and improving the immediacy of interactive feedback and the player's sense of participation.
[0135] In one embodiment, this application also provides a computer-readable storage medium storing computer-readable instructions that, when executed by one or more processors, cause the one or more processors to perform the steps of the combat effects display method as described in any of the above embodiments.
[0136] In one embodiment, this application also provides a computer device, including: one or more processors, and memory.
[0137] The memory stores computer-readable instructions, which, when executed by the one or more processors, perform the steps of the combat effect display method as described in any of the above embodiments.
[0138] Indicatively, such as Figure 9 As shown, Figure 9 This is a schematic diagram of the internal structure of a computer device 300 provided in an embodiment of this application. The computer device 300 can be provided as a server. (Refer to...) Figure 9 The computer device 300 includes a processing component 302, which further includes one or more processors, and memory resources represented by memory 301 for storing instructions executable by the processing component 302, such as application programs. The application programs stored in memory 301 may include one or more modules, each corresponding to a set of instructions. Furthermore, the processing component 302 is configured to execute instructions to perform the combat effects display method of any of the above embodiments.
[0139] The computer device 300 may also include a power supply component 303 configured to perform power management of the computer device 300, a wired or wireless network interface 304 configured to connect the computer device 300 to a network, and an input / output (I / O) interface 305. The computer device 300 may operate on an operating system stored in memory 301, such as Windows Server™, Mac OS X™, Unix™, Linux™, Free BSD™, or similar.
[0140] Those skilled in the art will understand that Figure 9The structure shown is merely a block diagram of a portion of the structure related to the present application and does not constitute a limitation on the computer device to which the present application is applied. Specific computer devices may include more or fewer components than those shown in the figure, or combine certain components, or have different component arrangements.
[0141] Finally, it should be noted that in this document, relational terms such as "first" and "second" are used only to distinguish one entity or operation from another, and do not necessarily require or imply any such actual relationship or order between these entities or operations. Furthermore, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or apparatus. Without further limitations, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or apparatus that includes said element.
[0142] The various embodiments in this specification are described in a progressive manner. Each embodiment focuses on the differences from other embodiments. The various embodiments can be combined as needed, and the same or similar parts can be referred to each other.
[0143] The above description of the disclosed embodiments enables those skilled in the art to make or use this application. Various modifications to these embodiments will be readily apparent to those skilled in the art, and the general principles defined herein may be implemented in other embodiments without departing from the spirit or scope of this application. Therefore, this application is not to be limited to the embodiments shown herein, but is to be accorded the widest scope consistent with the principles and novel features disclosed herein.
Claims
1. A method for displaying combat special effects, characterized in that, include: Virtual characters are displayed as cards in non-combat areas within the current battle interface, with each card displaying at least a skill charge progress bar; Once the skill charge bar of any card is fully charged, the corresponding virtual character can release the skill by triggering an operation, and the skill effect will be displayed on the card. After the skill is released, the skill charge progress bar of the card is cleared and the skill is recharged.
2. The method according to claim 1, characterized in that, Also includes: When the virtual character releases a skill, a combat effect corresponding to the skill is displayed in the combat area, and the effects displayed on the card are displayed synchronously with the combat effect.
3. The method according to claim 1, characterized in that, Each card also displays a health bar.
4. The method according to claim 1, characterized in that, The charging speed of the skill charging progress bar for different virtual characters may be the same or different.
5. The method according to claim 1, characterized in that, The method of controlling the corresponding virtual character to release skills through trigger operations includes: When only one card's skill charge bar is full and a player's click on the card is detected, control the corresponding virtual character to release the skill; When the skill charge bars of multiple cards are fully charged at the same time, and the player's continuous clicking on each card is detected, the corresponding virtual character is controlled to release the skill simultaneously.
6. The method according to claim 1, characterized in that, The method of controlling the corresponding virtual character to release skills through trigger operations includes: When only one card's skill charge bar is full, and the virtual character corresponding to that card is detected to be within the skill release range, the virtual character is automatically controlled to release the skill. When the skill charge bars of multiple cards are fully charged at the same time, and the virtual characters corresponding to each card are detected to be within the skill release range, control the corresponding virtual characters to release the skills simultaneously.
7. The method according to claim 1, characterized in that, The display of skill effects on the card includes: When only one card's skill charge bar is full, the skill effect is displayed on that card; When the skill charge bars of multiple cards are fully charged at the same time, the corresponding special effects will be displayed on each card in turn or simultaneously.
8. The method according to claim 1, characterized in that, The display of skill effects on the card includes any of the following methods: Displays the skill effects corresponding to the skills released by the virtual character; Displays pre-set skill effects; Personalized skill effects are generated and displayed based on the player's historical combat behavior data.
9. The method according to claim 8, characterized in that, The process of generating and displaying personalized skill effects based on players' historical combat behavior data includes: Collect players' historical combat behavior data; The player's operating style type is determined based on the historical combat behavior data; Generate and display corresponding skill effects based on the operation style type.
10. The method according to any one of claims 1-9, characterized in that, The skill effects displayed on the cards change based on at least one of the following factors: battle result, skill type, skill release speed, and skill release order.
11. The method according to any one of claims 1-9, characterized in that, Also includes: When skill effects are displayed on the card, buffs are provided to the virtual character based on the game environment displayed in the battle area, and the buffs are displayed in conjunction with the effects released by the virtual character.
12. A combat special effects display device, characterized in that, include: The virtual character display module is used to display virtual characters in the form of cards in the non-combat area of the current battle interface. Each card must display at least a skill charge progress bar. The skill effect display module is used to control the corresponding virtual character to release the skill after the skill charge progress bar of any card is fully charged, and to display the skill effect on the card. The Recharge Module is used to clear the skill charge progress bar of the card after the skill is released and recharge it.
13. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-readable instructions that, when executed by one or more processors, cause the one or more processors to perform the steps of the combat effects display method as described in any one of claims 1 to 11.
14. A computer device, characterized in that, include: One or more processors, and memory; The memory stores computer-readable instructions, which, when executed by the one or more processors, perform the steps of the combat effects display method as described in any one of claims 1 to 11.