Information processing method and electronic device

CN122828356APending Publication Date: 2026-09-29NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202610770061.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-05-29
Publication Date
2026-09-29

AI Technical Summary

Technical Problem

[0003]然而,上述实现方式中特效内容相对固化,缺乏互动性,并且容易造成用户视觉疲劳

Benefits of technology

[0009]本公开提供了一种信息处理方法、装置、电子设备、计算机可读存储介质,通过响应触发操作控制受控虚拟角色执行技能动作,并基于实时获取的自定义效果数据对技能特效进行渲染,使得游戏系统能够根据玩家配置的个性化特效参数,在技能动作执行过程中动态生成并展示对应的视觉表现,进而使玩家获得更具个人风格的技能释放反馈,增强了玩家与游戏之间的交互沉浸感,提升了游戏内容的视觉丰富度。

✦ Generated by Eureka AI based on patent content.

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Abstract

The present disclosure provides an information processing method and an electronic device, which controls a controlled virtual character to perform a skill action in response to a trigger operation, and renders a skill special effect based on custom effect data acquired in real time, so that the game system can dynamically generate and display corresponding visual performance during the execution of the skill action according to the personalized special effect parameters configured by the player, thereby enabling the player to obtain more personalized skill release feedback, enhancing the interactive immersion between the player and the game, and improving the visual richness of the game content.
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Description

Technical Field

[0001] This disclosure relates to the field of computer technology, and more particularly to information processing methods and electronic devices. Background Technology

[0002] In interactive virtual environments using related technologies, skill activation is typically accompanied by specific visual feedback effects to indicate the virtual event triggered by the current action. These effects are generally pre-configured by developers using fixed rendering resources, and upon detecting a skill trigger command, the client directly calls the corresponding preset effect data to complete the screen rendering.

[0003] However, the special effects in the above implementation methods are relatively fixed, lack interactivity, and are prone to causing visual fatigue for users. Summary of the Invention

[0004] This disclosure provides an information processing method, apparatus, electronic device, and computer-readable storage medium to at least partially solve the aforementioned problems existing in the related art.

[0005] According to one aspect of this disclosure, an information processing method is provided, the method comprising: responding to a first triggering operation, controlling a controlled virtual character to perform a first target skill action; acquiring first custom effect data; and rendering the special effects of the first target skill action according to the first custom effect data.

[0006] According to one aspect of this disclosure, an information processing apparatus is provided, the apparatus comprising: a control module for responding to a first trigger operation and controlling a controlled virtual character to perform a first target skill action; an acquisition module for acquiring first custom effect data; and a display module for rendering special effects of the first target skill action based on the first custom effect data.

[0007] According to one aspect of this disclosure, an electronic device is provided, comprising: a processor, a memory, and computer program instructions stored in the memory and executable on the processor; the processor, when executing the computer program instructions, implements any of the above-described information processing methods.

[0008] According to one aspect of this disclosure, a computer-readable storage medium is provided, which stores computer program instructions that, when executed by a processor, are used to implement any of the information processing methods described above.

[0009] This disclosure provides an information processing method, apparatus, electronic device, and computer-readable storage medium that controls a controlled virtual character to perform skill actions in response to trigger operations and renders skill effects based on real-time acquired custom effect data. This enables the game system to dynamically generate and display corresponding visual performances during skill action execution according to the personalized effect parameters configured by the player, thereby providing players with more personalized skill release feedback, enhancing the interactive immersion between players and the game, and improving the visual richness of game content. Attached Figure Description

[0010] To more clearly illustrate the technical solutions in the embodiments of this disclosure, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0011] Figure 1 A flowchart illustrating an information processing method provided in one exemplary embodiment of this disclosure is shown.

[0012] Figure 2 This diagram illustrates the structure of an information processing apparatus provided in one exemplary embodiment of the present disclosure. Figure 3 This diagram illustrates the structure of an electronic device provided in one exemplary embodiment of the present disclosure. Detailed Implementation

[0013] 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, not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.

[0014] This embodiment provides a method that provides a graphical user interface (GUI) through a terminal device. The GUI displays a game interface, which includes a game scene and a user interface (UI). The game interface refers to the interface of an application provided or displayed through the GUI. The user interface is used for information interaction with the user and may include game design elements that directly or indirectly interact with the user, such as buttons, animations, text, sounds, and windows. In optional embodiments, the interface elements in the user interface may include the following controls: (1) controls related to the character, such as skill controls, movement controls, and function controls; (2) controls for indicating information, also known as indicator information markers, such as direction indicators, character indicators, character stamina indicators, item pickup points, or treasure chest locations; (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 or poisoned), or match information (such as the number of kills, match time, etc.); (4) game setting controls, such as system settings, shop, and gold coins. 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.

[0015] 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 (NonPlayer 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.

[0016] 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.

[0017] 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.

[0018] The method in one embodiment of this disclosure can be 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 method of the embodiment is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.

[0019] In an optional implementation, cloud gaming can run under a cloud interactive system. Cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operation mode, the game program and the game screen presentation are separate. The storage and operation of the method in this embodiment 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.

[0020] 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.

[0021] According to one embodiment of the information processing method of this disclosure, such as Figure 1 As shown, the method may include: Step S110: Respond to the first trigger operation and control the controlled virtual character to execute the first target skill action; Step S120: Obtain the first custom effect data; Step S130: Render the special effects of the first target skill action based on the first custom effect data.

[0022] The method provided in this embodiment enables the game system to directly control the controlled virtual character to execute a first target skill action in response to a first trigger operation, and to obtain first custom effect data in conjunction with this action to render the corresponding skill effects. This establishes a complete link from player input to personalized output in the skill release process. Based on this process, players can drive the coordinated presentation of skill actions and custom effects with simple trigger operations, improving the interactive experience and operational smoothness of the skill release process. Simultaneously, by using the first custom effect data to perform differentiated rendering of skill effects, the same skill action can display diverse visual effects based on different data configurations, effectively enriching the diversity of game skill performances and the richness of game content. Furthermore, by separating the skill action execution from the effect data and establishing a trigger-based linkage mechanism, the coupling between rendering logic and action logic is reduced, allowing the game system to flexibly expand effect content based on a modular data-driven approach. This solves the problem of insufficient scalability caused by the strong binding of effects and actions in existing skill rendering schemes, a problem common in the computer science field.

[0023] The embodiments of this disclosure will now be further described.

[0024] In step S110, in response to the first trigger operation, the controlled virtual character is controlled to perform the first target skill action.

[0025] Optionally, the first trigger operation is designed to receive the player's interaction instructions with the skill controls in order to initiate a request to call the first target skill action and trigger subsequent action flows.

[0026] Optionally, the first trigger operation can be a touch command initiated by the player through a designated skill control in the graphical user interface, such as clicking a skill icon bound to a target skill, or a hardware input command triggered by a keyboard shortcut or gamepad button. The purpose of this trigger operation is to request the system to invoke the first target skill action. It should be noted that the specific input method for the first trigger operation described above is only one example, and this disclosure is not intended to limit the trigger form. In actual implementation, the first trigger operation can also be a voice command, gesture recognition result, or other human-computer interaction methods.

[0027] Optionally, the first trigger operation can be not only an instantaneous command formed by a single click, but also a sustained command that is pressed and released after a specified duration on the touch area, or a compound command formed by the same control being touched twice in a short period of time, or even a swipe gesture pointing to a skill icon. Different trigger methods can map different branches of the same skill's performance. For example, a single click can activate only the first segment of the first target skill action, while a long press can automatically connect to the second segment after the first segment ends. It should be understood that in scenarios where players press multiple controls simultaneously, the system can determine the valid trigger source based on a pre-configured priority queue or timing record. If the first trigger operation and the movement joystick operation are detected to occur simultaneously, the skill action can be executed while maintaining the movement direction, thereby avoiding character stagnation due to operation conflicts.

[0028] Optionally, the first target skill action may include, but is not limited to, a pursuit and attraction action, a melee attack action, or a ranged attack action, the form of which is dynamically determined based on the number of skill segments and the scene state. Optionally, as the core action of the target skill, the first segment of the first target skill action may be characterized by the controlled virtual character holding a weapon and pursuing and attracting the target in a small area, up to a distance of 7 meters, and inflicting a vulnerable status on the enemy virtual character upon hit. It should be noted that the specific form of the first segment of the action described above is only one example, and this disclosure is not intended to limit the animation resources, attack range, or displacement distance of the action. In actual implementation, the first segment of the first target skill action can be a straight dash, a teleportation to the target's side, or throwing a weapon to pull the enemy, among other forms.

[0029] Optionally, in addition to the initial follow-up attack used in combat, the first-target skill action can be switched to a casual, performance-oriented second-target skill action in non-combat situations. For example, it allows the virtual character to write custom text in the air or on the ground in an ink-wash style. In combat, the first-target skill action further includes a second action that can be chained together with the first action. This second action can contain multiple branch actions, which typically share a cooldown and can only be selected one at a time. Within a preset time window after the first action hits, the player can flexibly choose one of the branch actions based on the battlefield situation, such as continuing close combat or retreating to create distance. If the player does not trigger a second action within this time window, the first-target skill action completes and enters its cooldown phase. This multi-stage design allows a single skill control to carry differentiated tactical functions, expanding the player's decision-making space while maintaining operational simplicity.

[0030] Optionally, the execution of the first target skill action can be accompanied by custom text effects. For example, custom text can be displayed on the rotating icon of the first target skill action's buff or debuff status, or player-preset text can be displayed at the point of impact when the first target's energy-saving action ends. To avoid lag caused by loading effect resources, the system can asynchronously load the corresponding font textures and particle effect resources in advance after receiving the first trigger operation, and perform local overlay rendering when the action actually hits. Furthermore, when multiple players use similar skills simultaneously in the same scene, the font of the later buff or debuff status can be overwritten, i.e., only the last font style to take effect is displayed. It should be noted that the damage value, displacement distance, and hit detection range of the first target skill action are not only related to the skill's level configuration, but also to the weapon attributes or talent bonuses currently equipped by the controlled virtual character.

[0031] In an optional implementation, responding to a first trigger operation and controlling the controlled virtual character to execute a first target skill action includes: responding to the first trigger operation and determining the current scene state of the controlled virtual character; the scene state includes a combat state and a non-combat state; if the current scene state of the controlled virtual character is a combat state, controlling the controlled virtual character to execute the first target skill action; the method further includes: if the current scene state of the controlled virtual character is a non-combat state, controlling the controlled virtual character to execute a second target skill action; acquiring second custom effect data; and rendering the special effects of the second target skill action based on the second custom effect data. In this way, by distinguishing between combat and non-combat states, the same skill operation can adaptively trigger differentiated actions and effects, effectively improving the environmental adaptability of the skill system and the player experience.

[0032] In one implementation, the player controls a virtual character (i.e., a controlled virtual character) within a safe zone of the main city. After the player clicks a skill button, the controlled virtual character executes a second target skill action, splashing pre-edited text onto the ground in an ink-wash style. When the controlled virtual character enters a dungeon and enemy units are present, the scene switches to combat mode, and the same click triggers the first target skill action for follow-up attacks. The second target skill action shares the same entry point as the first target skill action, but their animation and special effects logic are completely different.

[0033] In an optional implementation, determining the current scene state of the controlled virtual character includes: determining the scene state based on the distribution of hostile virtual characters in the surrounding environment. This allows skill actions to automatically switch between combat and casual effects based on the actual combat situation, improving the fit between skill releases and the current game scene, and enhancing the player's immersion and the richness of feedback.

[0034] In an optional implementation, the scene state is determined based on the distribution of hostile virtual characters in the environment surrounding the controlled virtual character. This includes: detecting whether there are enemy virtual characters within a preset range around the controlled virtual character; and determining the scene state as a non-combat state if no enemy virtual characters are present. By setting a preset range for surrounding detection, the combat and non-combat states can be accurately distinguished, avoiding misjudgments caused by distant hostile targets, thus making skill branch switching more aligned with the player's actual situation.

[0035] In practical applications, when a player controls a character to unleash a target skill, the server or client can continuously scan the queue of virtual objects in the game scene where the character is located. This involves detecting all enemy virtual characters within a 20-meter radius spherical area around the character's center coordinates and counting their numbers and spatial coordinates. If the detection result shows zero enemy virtual characters within this area, the scene status is set to non-combat, and the controlled virtual character is then switched to a casual effects branch and the corresponding casual effects are displayed. Conversely, if at least one enemy virtual character is detected within this area, the scene status is set to combat, and the skill enters combat logic. In this way, by detecting spatial distribution with a 20-meter threshold, intelligent adaptation of skill forms can be automatically completed without the player's awareness.

[0036] Optionally, the aforementioned preset range can be divided using various spatial geometric shapes, such as a spherical range centered on the controlled virtual character, a cylindrical range centered on the character's horizontal coordinates and ignoring height differences, or a horizontal circular range extending along the terrain surface. It should be noted that the radius or angular parameters of this preset range can be configured differently depending on the gameplay mode.

[0037] Optionally, besides directly detecting the presence of enemy virtual characters, the scene state can also be determined based on the type of scene area the controlled virtual character is currently in. For example, when the virtual character is in the main city, safe zone, or a map dedicated to casual gameplay, even if there are interactive non-hostile characters or decorative creatures within a certain area, the system can still lock the scene state to a non-combat state. However, when the virtual character enters a dungeon, open-world PvP area, or challenge level, the scene state can be set to combat state by default, or a secondary confirmation can be made based on the real-time enemy situation after entering. It should be understood that different game modes have different definitions of combat state. Therefore, in competitive PvP scenarios, the determination of the scene state can also be comprehensively evaluated in conjunction with the stage of the game or the state of faction confrontation to cover more complex application scenarios.

[0038] Optionally, the second-target skill action, performed outside of combat, can be presented as an ink-splashing display to showcase player-customized text effects. Alternatively, the second-target skill action may differ significantly from the first-target skill action in its presentation; it no longer performs combat actions with tracking, attraction, or striking properties, but instead becomes a non-attacking action for aesthetic and expressive purposes. Specifically, outside of combat, the controlled virtual character can swing a weapon (such as a calligraphy brush) in place or in a designated direction, writing player-preset text on the ground or in the air with specific visual effects (such as ink wash). This action does not participate in damage calculations or enemy interaction, primarily serving the player's personalized expression and social display. It should be noted that the visual presentation of the second-target skill action can be a complete calligraphic brushstroke process or a fleeting ink-splashing instant; this disclosure does not limit this. In practical applications, this action can also be combined with specific posture changes of the virtual character, such as transitioning from a guarded, pen-holding posture to a free-flowing calligrapher's posture, to enhance expressive tension and character immersion.

[0039] Optionally, the second target skill action shares the same skill trigger entry point as the first target skill action, but their release logic and subsequent processes are independent of each other. In this way, players do not need to remember additional key presses or operation gestures; they can simply click the skill button to automatically trigger the corresponding branch action based on the current scene state.

[0040] Optionally, the second custom effect data includes at least one of the following: text, font, layout parameters, and stamp information required for rendering special effects, to achieve personalized display. Optionally, the second custom effect data corresponds to the effect scheme saved by the player in the scheme editing page. Its data structure, in addition to text content, may also include text style parameters and a stamp field generated based on the controlled virtual character's name. Specifically, the text content can carry up to fourteen Chinese characters of player-defined text; the font style field can specify script styles such as running script, cursive script, or official script; and the layout parameter field covers spatial layout information such as text size, display position, rotation angle, and character spacing. The stamp field can be automatically generated by the system using an algorithm based on the character's name, and this pattern will appear in the special effect screen along with the text. It should be understood that the specific types and upper limits of the above fields can be adaptively adjusted according to storage space or rendering performance; this disclosure does not limit any fixed values. In actual implementation, these data can be cached locally on the client to reduce server pressure and latency caused by repeated readings.

[0041] Optionally, to avoid aesthetic fatigue caused by players frequently using secondary target skill actions outside of combat, the schemes corresponding to the secondary custom effect data support a multi-set rotation mechanism. In other words, players can pre-configure multiple effect schemes and mark them all as displayed. Each time a secondary target skill action is executed, the system randomly or sequentially selects one target effect scheme from the set of displayed schemes for rendering.

[0042] In an optional implementation, the first action includes a pursuit action, and the second action includes an attack action. Thus, the first action is a pursuit action and the second action is an attack action, allowing the controlled virtual character to quickly dash close to the enemy and establish melee attack conditions. Simultaneously, custom special effects data is rendered during the attack, balancing combo smoothness and personalized expression. In one example, the controlled virtual character and the enemy virtual character are 5 meters apart. In response to the player's first click on the skill button, the controlled virtual character executes the first action of the first target skill, which is a pursuit action—the controlled virtual character quickly dashes towards the enemy virtual character. Within a preset time, in response to the player's second trigger action, the controlled virtual character executes the second action, which is an attack action consisting of continuous short strikes followed by a finishing thrust against the enemy virtual character.

[0043] Optionally, the pursuit action can be a composite action of a controlled virtual character rapidly dashing towards a designated enemy virtual character, accompanied by close-range attraction and lock-on. In one embodiment, the system first detects the relative distance between the controlled virtual character and the enemy virtual character. If the distance is not greater than a preset pursuit distance threshold (e.g., 7 meters), the system controls the controlled virtual character to move towards the target location at a specific speed, and generates a slight attraction judgment when approaching the target to ensure a hit. It should be noted that, upon a hit, this pursuit attraction action, in addition to its displacement function, can also create a favorable combat situation for the controlled virtual character, such as inflicting a negative status on the hit enemy virtual character, causing the enemy virtual character to suffer a higher percentage of damage from its health shield when subsequently attacked; in addition, it can also add effects that increase the target's evasion or sprint stamina consumption. The aforementioned parameters such as dash speed, attraction judgment radius, negative status value, and duration can all be set in the configuration table according to the balance requirements of specific gameplay, and this disclosure does not limit them.

[0044] Optionally, the attack action is used to perform melee attacks on the enemy virtual character within a preset time window and trigger the rendering of corresponding custom special effects data. Optionally, the attack action can be manifested as a composite melee output behavior in which the controlled virtual character uses a pen to perform multiple consecutive short strikes on the enemy virtual character and finally finishes with a finishing thrust. In one embodiment, when the player triggers the skill button again within the preset time window after the follow-up suction action hits, the controlled virtual character first performs 2 to 4 quick pen-swinging short strikes, followed by a finishing thrust with a clear action finishing frame, dealing high single-target damage to the target. It should be noted that during the execution of this attack action, the system responds to the trigger node of the second action, synchronously acquires the first custom effect data, and renders the corresponding custom special effects at the attack landing point or around the target enemy virtual character according to the data. The number of strikes, the base damage multiplier of each strike, the trigger condition of the finishing thrust, and the effect loading time point of the above attack action can all be flexibly adjusted in the skill configuration data, and this embodiment does not limit them.

[0045] Optionally, the attack action is not limited to the above-mentioned close-quarters single-target output form, and can also be manifested as a ranged area attack with displacement and disengagement properties under specific trigger logic. Considering that players may need to reposition or clear an area in a multiplayer competitive scene, in one embodiment, within a preset time after the player's chasing and adsorbing action hits, the player can trigger the感应 skill branch of the second-stage action by clicking the感应 skill button on the graphical user interface; at this time, the controlled virtual character performs a backflip after jumping up and enters a toughened state, while simultaneously launching a large-scale ranged attack towards the ground in front, which deals damage to all enemy virtual characters within the hit area. It should be understood that this感应 skill branch shares the cooldown mechanism with the above-mentioned close-quarters single-target attack and is mutually exclusive in triggering, and the player needs to make a choice based on the real-time battlefield situation. Furthermore, whether it is a close-quarters single-target attack action or a感应 skill branch action, a corresponding custom special effect can be rendered on the ground or at the target position during execution, so as to provide strong visual performance and personalized information display in different combat situations.

[0046] In step S120, first custom effect data is acquired. In this way, through dynamic acquisition and rendering of custom effect data, the skill special effect can be presented in real time according to the player's personalized configuration, which improves the diversity of virtual character action performance and interactive immersion. Illustratively, after the controlled virtual character completes the first chase of the first target skill action, the system immediately retrieves the custom effect scheme bound to the skill from local storage or a cloud configuration library, and reads the text content contained therein as the first custom effect data. For example, when the player has previously saved three sets of strike texts "Break", "Crush", and "Fracture" respectively, the system randomly selects one set as the current first custom effect data, so as to render the text into a running script ink special effect in the final stab of the subsequent second-stage action or branch action.

[0047] Optionally, the first custom effect data is used to carry the player's personalized settings for skill effects. It includes at least text content and can dynamically call the corresponding effect scheme based on the execution state of the skill action. Optionally, the first custom effect data can be a custom attack text scheme pre-saved by the player in the scheme editing page. This scheme contains at least one set of text content, each set consisting of one or more Chinese characters. In one implementation, after the player clicks the "Text Settings" button in the skill details page, a sidebar pops up. The player can select to create a new scheme in the sidebar. After selecting a new scheme, the scheme editing page is displayed. The player can enter up to three sets of attack text in the scheme editing page, each set limited to a preset number of characters (e.g., 3). The system stores these texts as data entries in the default font. If the player selects to apply this newly created scheme, when the controlled virtual character releases the first target skill action in combat, the system reads the pre-stored text content according to the action trigger timing and sends it as the first custom effect data into the rendering pipeline to generate text effects at the skill's point of impact. It should be noted that, in addition to reading the local cache directly, the above data can also be dynamically pulled and synchronized from the server, and incremental updates can be performed between the local machine and the cloud based on the network status. This disclosure is not limited to these.

[0048] Optionally, considering the varying needs for skill effect presentation in different combat scenarios, the specific acquisition path for the first custom effect data can be branched based on the action state. When the action state indicates that the first target skill action is a normal attack that hits an enemy virtual character, the system calls relatively simple custom effect data from the first set of options, which mainly contains text content. When the action state indicates that the skill action is to defeat an enemy virtual character, the system calls more complex custom effect data from the second set of options. This data, in addition to containing text content, also includes text style parameters and can further consider stamp data generated based on the controlled virtual character's name. Through the above branching acquisition mechanism, on the one hand, data reading and calculation overhead can be reduced in regular combat scenarios, and on the other hand, more expressive composite effects can be provided in key kill scenarios, significantly enhancing the sense of hierarchy and ritual in skill feedback.

[0049] Optionally, to enhance the flexibility and fault tolerance of custom effect data management, the above acquisition process can also include filtering and verification logic for the scheme status. Specifically, the system maintains multiple sets of effect schemes. Each scheme is marked as displayed by default after creation. Players can switch specific schemes to a non-display state through editing operations in the scheme editing page. When determining the target effect scheme, the system only reads the set of schemes marked as displayed. When only one scheme remains in the display state among all attack schemes, the system will lock that scheme and prevent it from being marked as non-display, ensuring that at least one set of usable custom effect data exists when the skill is released. Furthermore, during the above acquisition process, if unsaved modified data is detected in the currently selected scheme and the player triggers an interface switching operation, a secondary confirmation pop-up will appear to prompt the player to save or abandon the modifications, thereby avoiding accidental loss of edited custom effect data due to misoperation.

[0050] In an optional implementation, the first custom effect data includes custom text content. This expands the expressive dimensions of skill effects by including custom text content in the first custom effect data, allowing players to inject personalized expressions in text form, thereby effectively enhancing the recognizability of combat feedback and the user's immersive experience.

[0051] Optionally, the aforementioned custom text content can be character information entered by the player in the graphical user interface via a virtual keyboard or voice input. Its format is diverse: in one scenario, the custom text content can be a hit notification text triggered by an attack action in a combat scene, such as the player setting the notification text for the first target skill action to any combination of "break," "destroy," or "break"; in another scenario, the custom text content can also be a kill declaration text that appears after defeating an elite-level enemy virtual character, such as short phrases of no more than seven Chinese characters, like "one sword to the throat" or "annihilated." It should be noted that when the aforementioned character information is entered, the system can automatically impose boundary constraints on the number of characters entered, for example, limiting the hit notification text to a maximum of three Chinese characters and the kill notification text to a maximum of fourteen Chinese characters, to avoid the special effects obscuring the combat view due to excessively long text. Furthermore, when storing the custom text content, it can be written into a data structure bound to a specific effect scheme. When the scheme is marked as displayed, the text content participates in the subsequent special effects rendering process as a subfield of the first custom effect data.

[0052] Optionally, considering the varying needs of different players for depth of personalization, the generation path of the aforementioned custom text content can be designed as multiple parallel technical branches: On the one hand, the system can provide a preset text library for players to directly select, lowering the editing threshold. Entries in the preset text library can be categorized by style, such as ancient, modern, or action-packed. On the other hand, to fully unleash players' creative freedom, the system can also open a completely customizable input channel, allowing players to manually enter any character sequence that conforms to content review standards. To avoid abnormal effect display due to misoperation or malicious input, the above method can perform content compliance verification after receiving player input. This verification includes at least character count verification, sensitive word filtering, and special symbol blocking. If the input content exceeds the character limit, a general pop-up prompt can be sent to the player, truncating the excess portion; if a sensitive word is detected, the player can be prompted to re-enter. Furthermore, before rendering, the custom text content can be combined with text style parameters such as font style, rotation angle, and character spacing, thereby generating rich and varied visual presentation effects based on the same set of text content.

[0053] Optionally, in multiplayer battles or large-scale multiplayer dungeons, the display strategy for the aforementioned custom text content can be dynamically adjusted based on the environmental conditions. For example, when multiple players simultaneously unleash skill effects with custom text content, the client can automatically adjust the transparency or scaling of the text based on the camera's field of view and the projected area of ​​the custom text content on the screen space to avoid visual clutter caused by overlapping text. One advantage of this approach is that by embedding the custom text content as a configurable parameter into the first custom effect data, the storage pressure on the server for individually modeling each set of effect resources can be reduced. Furthermore, players can achieve differentiated skill performances simply by modifying the text string, without needing to recreate textures or model resources. Based on this, the aforementioned custom text content can not only serve as pure visual decoration but also be given tactical information transmission functions. For example, in team gameplay, skill attack text can be used to convey focus fire targets or skill cooldown status to teammates, thereby improving teamwork and combat efficiency.

[0054] In an optional implementation, the first custom effect data includes a custom image. This custom image can be an emoticon selected from system settings or an image uploaded by the player. This expands the scope of player customization, allowing players to express more personalized content through custom images, increasing player interaction and game richness.

[0055] In an optional implementation, obtaining custom effect data includes: obtaining the action state corresponding to the first target skill action, whereby the action state indicates the effect of the first target skill action on the enemy virtual character; and determining first custom effect data from a first set of schemes or a second set of schemes based on the action state. The custom effect data in the first set of schemes includes text content, and the custom effect data in the second set of schemes includes text content and text style parameters. In this way, by matching differentiated sets of schemes based on the action state, it is possible to output context-appropriate special effects data under different action states, while avoiding the indiscriminate loading of all styles, thus achieving a balance between expressive richness and runtime overhead.

[0056] In one example, a player controls a controlled virtual character to launch a two-part melee attack on an enemy elite unit. When the first follow-up attack hits the enemy elite unit, the system recognizes the skill action as a hit and reads data containing only text content from the first set of scenarios. When the second stab is triggered, a calligraphy-style attack is rendered at the point of impact. If the subsequent damage from the combo directly defeats the enemy elite unit, the system detects the defeat status and immediately switches to the second set of scenarios. It extracts complete data containing text content and text style parameters and generates a large kill text effect with custom layout colors and a stamp at the location where the enemy elite unit falls.

[0057] Optionally, the action state is used to indicate the effect of the first target skill action on the enemy virtual character. It is dynamically determined based on the real-time interaction results between the skill and the enemy, and may include a hit state or a defeat state.

[0058] Optionally, the action state can be specifically determined by detecting the interaction between the first target skill action and the enemy virtual character. For example, when the first action successfully hits an enemy unit, the system marks the skill action as a hit state; when the enemy unit's health drops to zero or enters an incapacitated state due to the skill action or associated subsequent damage, the system marks the skill action as a defeat state. It should be noted that the boundary between the above-mentioned hit state and defeat state can be flexibly set according to the actual combat rules. For example, in a multiplayer cooperative combat environment, if the final hit of the skill action is completed by another teammate, the system can determine whether to associate the skill action as a defeat state based on the damage contribution ratio, aggro allocation, or final kill determination rules. The real-time acquisition of this action state is not limited to a single detection node, but can be continuously monitored throughout the entire skill release cycle to ensure that the final effect can be accurately captured under combo, multi-stage damage, or delayed settlement mechanisms, thereby providing reliable state input for the accurate matching of subsequent scheme sets.

[0059] Optionally, in addition to the binary distinction between hit and defeat, action states can be further subdivided into intermediate forms such as severely wounded, shield broken, or controlled states. This disclosure is not intended to limit this. In actual implementation, considering that some skills have multi-stage attack mechanisms, action states can transition between different attack phases, such as upgrading from a hit state to a defeated state, or recording a broken state when a special toughness-breaking effect is triggered after a hit.

[0060] Optionally, the scheme set includes a first scheme set and a second scheme set, used to provide differentiated custom effect data structures based on the action state. The two sets are distinguished from each other in terms of field composition and invocation timing. Of course, more scheme sets can be configured according to system needs, with each scheme set corresponding to different categories of custom effect data.

[0061] Optionally, the first and second scheme sets can be logically understood as two sets of differentiated data containers configured for different stages of skill effects. The first scheme set primarily serves the routine hit feedback scenario when a skill hits an enemy unit. Its internally stored custom effect data includes at least text content, used to carry player-defined content or parts thereof. In one specific implementation, the client can pre-load the text content of the first scheme set as a string array into a memory buffer. When the action state is determined to be a hit, the system directly reads the text index to be displayed from this buffer. Considering the high frequency of hit scenarios in combat, the data structure in the first scheme set can be lightweight, eliminating style configurations not directly related to immediate hit feedback, thereby effectively reducing the size of a single data read and improving rendering response speed. Furthermore, the text content in the first scheme set can also be divided into active and passive area content, for example, to distinguish different text representations when a normal attack hits and a critical hit. This embodiment does not limit this aspect.

[0062] Optionally, the second scheme set has a richer data structure than the first scheme set. Besides text content, it also includes at least text style parameters to provide a high degree of visual customization in defeat displays or specific settlement scenes. In one implementation, the text content in the second scheme set can correspond to the main kill text, while the text style parameters can include control instructions for dimensions such as font size, display position, rotation angle, character spacing, and text color. The rendering engine generates visually striking special effects text in the enemy's downed area based on these parameters. Considering that defeat scenes are often accompanied by slow-motion or close-up shots, the second scheme set can also be additionally associated with a stamp signature field generated based on the controlled virtual character's name. This stamp, with a red engraved graphic, covers the end of the text content, enhancing the exclusivity of the kill. It should be noted that the first and second scheme sets are not limited to one set each. Players can create multiple attack text schemes for the hit scene and randomly select from them, or save multiple kill text templates in the defeat scene. The system schedules them according to priority or rotation rules; this disclosure does not limit this.

[0063] In an optional implementation, the system dynamically determines the display style of the player-customized text content based on target reference factors. Target reference factors include, but are not limited to: the body type of the enemy virtual character, the damage value of the first target skill action to the enemy virtual character, the camera distance, and the number of enemy virtual characters hit.

[0064] In an optional implementation, based on the action state, first custom effect data is determined from a first set of schemes or a second set of schemes, including: determining the first custom effect data from the first set of schemes when the action state indicates that the first target skill action hits an enemy virtual character; and determining the first custom effect data from the second set of schemes when the action state indicates that the first target skill action defeats an enemy virtual character. In this way, by dynamically selecting differentiated effect schemes based on the results of hits and defeats, it ensures both lightweight and concise visual feedback during regular attacks and a more ceremonial and complete special effect when defeating key targets, effectively enhancing the layering of skill performance and the combat feedback experience.

[0065] In one implementation, after the first target skill action is applied to an enemy virtual character, the system acquires the action status in real time. If the action status indicates a hit on the enemy virtual character, the system directly determines the first custom effect data from the first scheme set, which includes at least text content. In another implementation, if the action status indicates a defeat of the enemy virtual character, for example, a controlled virtual character reducing the enemy leader's health to zero with a finishing stab, the system automatically switches to the second scheme set and determines the first custom effect data from it. This data includes text style parameters in addition to text content, such as layout parameters for adjusting text size, color, and rotation angle. Through the above differentiated scheme selection logic, the game client can call custom effect data with significantly different structural complexities for two different combat results: a regular hit and a critical defeat, so that the visual feedback of the skill attack matches the actual combat achievement.

[0066] Optionally, the aforementioned action state of hitting the enemy virtual character can be represented as the controlled virtual character successfully executing the first target skill action, dealing effective damage to the enemy virtual character, and the enemy virtual character's current health value not yet dropping to the critical state of zero. In this case, the first scheme set is configured as a library of effect schemes focused on rapid hit feedback, in which the custom effect data mainly retains text content without loading complex text style parameters. By determining the first custom effect data from the first scheme set, the system can control the hit effects at a lightweight and concise presentation level, allowing players to clearly identify the feedback of each effective attack, while maintaining the transparency of the graphical user interface and the readability of combat information. It should be noted that the text content in the aforementioned first scheme set can be a combination of text pre-defined by the player, such as a maximum of three characters in cursive script, or it can be preset text randomly called by the system; this disclosure does not impose any limitations on this.

[0067] Optionally, considering that players may make hit detections at different attack points during the multi-stage combo of the first target skill action, the aforementioned hit-based scheme selection mechanism can be further combined with the skill segment index or attack type tag currently released by the controlled virtual character for auxiliary decision-making. For example, after successfully grabbing the enemy virtual character in the first action, if the subsequent second basic attack hits, the system directly calls the default hit text effect from the first scheme set; furthermore, if the player chooses to release a second-stage branch sensing skill within a preset time after an action and hits multiple enemy virtual characters within range, the system can still determine a unified first custom effect data from the first scheme set, or it can match different text content subsets in the first scheme set according to the number or type of the hit targets. In other words, the first scheme set can be subdivided into multiple parallel text content subsets, corresponding to single-target melee short-range effects and ranged effects, respectively. This disclosure is not intended to limit the internal organizational structure of the first scheme set. This design, on the one hand, can provide a visually distinguishable distinction between different skill branches through simple differences in text content while keeping the hit effects lightweight; on the other hand, it also reserves flexibility in data structure for future expansion of more hit text schemes.

[0068] Optionally, in the defeated state, the game client retrieves data containing text content and style parameter fields from the second scheme set to generate a kill display effect. Optionally, the aforementioned action state of defeating an enemy virtual character corresponds to the successful reduction of the enemy virtual character's current health to zero by the final thrust or branch attack of the first target's skill action, or directly causing the enemy elite, boss, or player unit to enter a combat incapacitated state. In this case, the second scheme set is activated as a high-priority display effect scheme library. The custom effect data stored in it not only includes basic text content but also additionally associates text style parameters, and can further associate with a stamp signature field generated based on the controlled virtual character's name. From a rendering logic perspective, after determining the first custom effect data from the second scheme set, the system performs multi-dimensional layout calculations on the text size, color, display position, rotation angle, and character spacing based on the text style parameters, while simultaneously overlaying the stamp signature onto a designated area of ​​the effect screen. Since defeating enemy virtual characters is a low-frequency but high-emotional-value combat event, the second approach effectively amplifies the player's sense of accomplishment by visually anchoring the battle result in the player's memory through a more ceremonial calligraphy display. It should be understood that the aforementioned seal inscription can be an automatically generated seal style based on the character's name, or a fixed seal manually selected by the player from a preset template; this disclosure does not impose any limitations on this.

[0069] Optionally, considering that defeating an enemy virtual character marks a critical juncture in the battle, the process of determining the first custom effect data from the second set of solutions can also be linked and verified with the current scene state of the controlled virtual character. For example, when the controlled virtual character is in a high-intensity battle state such as a multiplayer dungeon or a multiplayer arena, after the game client detects the action state of defeating an enemy virtual character, in addition to extracting the basic first custom effect data from the second set of solutions, it can also dynamically adjust the text size and display position in the text style parameters based on the remaining number of enemy virtual characters on the screen or the number of rendered effects on the screen, to avoid the kill text effect being obscured by other battle effects when the screen information density is too high. It should be noted that the text style parameters in the second set of solutions are not limited to text size, color, rotation angle, and character spacing. In actual implementation, they can also include visual parameters such as animation playback speed, fade-out delay, or character-by-character display effect. This disclosure is not intended to exhaustively limit these parameters. This rendering strategy, which is linked to the real-time combat environment, ensures that kill effects remain visually prominent in complex battlefields. On the other hand, it also reduces the peak rendering pressure in extreme scenarios through adaptive adjustments, so that the presentation of custom kill effects remains stable and clear.

[0070] In an optional implementation, responding to a first trigger operation and controlling the controlled virtual character to execute a first target skill action includes: responding to the first trigger operation and controlling the controlled virtual character to execute the first segment of the first target skill action; rendering the special effects of the first target skill action according to first custom effect data includes: within a preset time after the execution of the first action, responding to a second trigger operation and controlling the controlled virtual character to execute the second segment of the first target skill action; and responding to the execution of the second segment of the action and rendering the special effects of the second segment of the action according to the first custom effect data. In this way, by setting a second trigger operation and a preset time window, not only is flexible connection between skill segment releases achieved, but also precise synchronization between custom special effects and the second segment of the action is effectively ensured, improving the consistency of combo control and visual presentation.

[0071] In one implementation, after a player controls a virtual character to enter combat with an enemy unit, they click a skill button on the interface to initiate the first trigger action. The character then performs the first action, and a countdown timer appears around the skill button, indicating that the player is currently within a preset time window for a second action. If the player clicks the skill button again within the countdown, the system recognizes it as a valid second trigger action and controls the character to perform the second action. As the animation of the second action plays, the system responds by immediately retrieving the currently active attack text scheme from the local cache and setting the preset text content as the first custom effect data, thus completing the synchronous connection between combo triggering and data acquisition.

[0072] Optionally, the second trigger operation is to be triggered within a preset time after the first action is executed, so as to control the controlled virtual character to execute the second action and start reading custom effect data.

[0073] Optionally, the second trigger operation can be a player clicking the same skill control again, or a trigger operation on a temporarily appearing sensor skill button in the battle interface. It should be noted that the prerequisite for this second trigger operation to be recognized by the system as a valid combo connection command is that the first action has been completed and is still within the preset time window; during the valid time window, a semi-transparent golden light will be displayed around the skill control to convey visual feedback to the player that it is currently in a comboable state.

[0074] In an optional implementation, obtaining the first custom effect data includes: determining a target effect scheme from multiple effect schemes; and obtaining the first custom effect data based on the target effect scheme. This approach, by pre-configuring multiple effect schemes and dynamically determining the target effect scheme from them, not only enriches the personalization of skill effects but also effectively avoids visual fatigue caused by the repetitive appearance of a single effect, making combat performance more diverse and layered. In one implementation, the player pre-configures three sets of attack text effect schemes, each containing different text combinations. When the terminal needs to obtain the first custom effect data, it determines the currently active scheme from the three schemes in a polling order as the target effect scheme and reads the text stored in that target scheme as the custom text content. In another implementation, the terminal can also randomly select one of the five effect schemes saved by the player as the target effect scheme, ensuring that the text content of the first custom effect data obtained each time is different, thus presenting rich and varied skill attack text effects during the same combat process.

[0075] Optionally, multiple effect schemes, including attack text schemes or kill text schemes, are used to provide differentiated custom effect data. Optionally, these multiple effect schemes can be custom data sets created and saved by the player in the scheme editing page. Within this scheme set, the first type of scheme configured for the skill attack phase can contain up to three text positions, each limited to three Chinese characters. The terminal sequentially or randomly calls these texts when the skill hits to generate a cursive script font effect. The second type of scheme configured for the skill kill or leisure phase (i.e., non-combat state) can contain up to fourteen Chinese characters, further associated with font style, layout parameters, and stamp signature data generated based on the character name. It should be noted that the number and types of the above effect schemes are not limited to the examples mentioned above. In actual implementation, effect schemes containing other text content such as action taunt phrases, team logos, or victory declarations can also be configured according to different branches of skill actions or different faction battle scenarios, thereby forming a more three-dimensional and diverse personalized expression dimension within the same skill system.

[0076] In an optional implementation, the method further includes: responding to a new scheme operation, generating an effect scheme and marking the effect scheme as a display state; determining a target effect scheme from multiple effect schemes, including: determining the target effect scheme from the effect schemes marked as display states. In this way, displayable effect schemes are generated instantly through the new scheme operation, and the target scheme is filtered using the display state. This allows players to flexibly manage multiple sets of custom content, preventing incomplete schemes from being mixed into the random sequence. This enriches the dimensions of personalized configuration and ensures the accuracy and controllability of special effects calls during skill release.

[0077] In one implementation, when a player initiates a new effect scheme in the scheme editing page, the system responds to this operation and generates a new effect scheme. Simultaneously, this scheme is marked as displayed by default, automatically adding it to the scheme set that the system can recognize and use. In the subsequent process of determining the target effect scheme from multiple schemes, the system first iterates through the status indicators of each scheme, filtering out those not marked as displayed, and only including those in the displayed state in the candidate set. Then, it determines the final target effect scheme through random selection or a carousel method for rendering the special effects corresponding to the controlled virtual character's skill actions. For example, if two historical schemes already exist and are both marked as displayed, when the player creates a third scheme, this new scheme, because it has a default display mark, will also be included in the candidate pool, allowing the system to randomly select one of the three schemes as the current target effect scheme.

[0078] Optionally, the new scheme creation operation can be triggered by the player in the graphical user interface by clicking a specified virtual control. In the sidebar of the scheme editing page for the corresponding skill of the controlled virtual character, the system can provide a new creation control with clear text or graphic identifiers below the default scheme. After the player triggers this control, the system immediately creates a blank or pre-defined copy of the effect scheme locally or on the server. This newly generated effect scheme can be assigned an automatically incrementing number or a default name, allowing players to differentiate and manage multiple schemes. It should be noted that the new scheme creation operation not only supports creating from scratch but also supports copying and creating from a currently used scheme, preserving existing text layout and style configurations, thereby reducing the player's repetitive editing costs.

[0079] Optionally, the display status is a configurable property of the effect scheme, used to indicate whether the scheme is included in the target effect scheme selection range.

[0080] Optionally, the display status can be stored as a Boolean field in the data structure corresponding to the effect scheme. When the field is true, it indicates that the current effect scheme is in the display state and can be selected by the system when determining the target effect scheme for skill effect rendering; when the field is false, the scheme is excluded from the filtering range. In one specific implementation, newly generated effect schemes are marked as display state by the system by default after creation, without requiring players to manually activate them, thus ensuring that newly created schemes can immediately participate in the subsequent random call process. At the same time, the graphical user interface can display the equipment's badge next to the thumbnail or name of the effect schemes in the display state, allowing players to intuitively identify which schemes are currently active.

[0081] In an optional implementation, the method further includes: in response to a first editing operation on a first effect scheme among multiple effect schemes, switching the first effect scheme from a display state to a non-display state. Thus, by configuring a switchable display state for the effect schemes, players can actively control the range of candidate schemes participating in special effects rendering, retain historical data, flexibly adjust the effective content, avoid repeated deletion and reconstruction, and improve the diversity and controllability of special effects calls.

[0082] In one implementation, players browse a list of created custom effect schemes in the graphical user interface, where the second and third schemes are both displayed with an "Equipped" badge. When a player wishes to temporarily disable the third scheme to reduce the random candidate pool of effect text during skill activation, they can perform a first editing operation on the third scheme in the scheme editing page, such as checking the "Remove from Display" option for that scheme. Upon receiving this editing operation, the system switches the third scheme from displayed to undisplayed, hiding the "Equipped" badge for that scheme, and subsequent random selection of skill attack text will no longer be included in this scheme. It should be noted that if only the second scheme is currently displayed, the system can reject the request to remove the second scheme from display and display a prompt message to ensure that at least one effective scheme is retained.

[0083] Optionally, the first editing operation is designed to respond to the user's intention to adjust the scheme, switching the selected effect scheme from a displayed state to a non-displayed state to control whether the scheme participates in the rendering scheduling of subsequent skill effects. Optionally, the first editing operation can be a "remove display" command triggered by the player through the graphical user interface for the target effect scheme. In one implementation, the sidebar of the scheme editing page displays multiple effect scheme entries, each with a "remove display" option nearby, presented in the form of a checkbox, toggle switch, or other interactive control. When the player clicks or checks this control, the first editing operation is generated, and the system switches the corresponding scheme from a displayed state to a non-displayed state accordingly. The badge on the corresponding equipment is then hidden, and the scheme's effects are no longer included in the rendering of subsequent skill releases. Considering that players often need to temporarily reduce the number of effective schemes while retaining historical editing results, the above operation does not delete the text content, style parameters, or stamp data saved within the scheme; it only changes the active marker of the scheme in the effective set. Furthermore, players can perform reverse editing at any time by unchecking the "Remove from Display" option, restoring the scheme from a non-display state to a display state. This allows for the temporary disabling and rapid reuse of scheme data, avoiding the operational costs associated with repeatedly creating and deleting schemes.

[0084] Optionally, besides triggering the first editing operation through the "move out of display" option in the graphical user interface, state switching can also be achieved through shortcut operations, gesture commands, or batch management mode. As one possible implementation, players can long-press on an effect scheme in the scheme list interface, bring up the context menu, and select the "deactivate" command, thus generating the first editing operation; alternatively, the system can provide a batch editing entry, allowing players to select multiple effect schemes simultaneously and mark them all as inactive, thereby improving the efficiency of managing multiple schemes.

[0085] Optionally, the non-display state is used to indicate that the corresponding effect scheme does not participate in the random calling and rendering of skill effects currently, but the custom content associated with the scheme is still retained in the storage space.

[0086] Optionally, the non-display state is a marking state of the effect scheme in its life cycle, which together with the display state constitutes a binary state machine of the scheme. When the effect scheme is in the non-display state, the corresponding text content, font style, typesetting parameters and seal data of the scheme are still completely stored in local or cloud storage, and will not be cleared or overwritten. However, the scheme will be excluded from the candidate pool by the rendering scheduling system during the skill release stage, so when a player hits an enemy virtual character, the custom hit text associated with the scheme will not be displayed. In one embodiment, the visual presentation of the effect scheme in the non-display state on the scheme editing page is significantly different from that in the display state. For example, the transparency of its thumbnail or scheme name is reduced to less than 50%, or the originally displayed equipment corner mark is hidden, so as to intuitively convey to the player the information that the scheme is currently not in effect. Further, the non-display state and the display state can be switched bidirectionally. The player can restore the scheme in the non-display state to the display state at any time through re-editing, without re-inputting text or adjusting style parameters. This design reduces the impact of misoperation and greatly improves the management efficiency and editing fault tolerance of custom effect schemes.

[0087] In an optional embodiment, the method further comprises: determining a target text in response to a text input operation; storing the target text into a corresponding effect scheme. In this way, personalized content is solidified into the skill scheme through a convenient character input process, thereby effectively improving the flexibility of effect customization and the immersion of game experience. In one embodiment, a player enters the scheme editing page of a skill and creates a new hit text scheme, then clicks the text box on the right and types the character "Po"; the system immediately recognizes the character input behavior, takes "Po" as the content to be rendered, and after the player's cursor leaves the input box, saves the content to the currently created hit text scheme as the content of the first text. Further, the player continues to click the "Text 2" tab and enters the character "Cui", and the system also stores the character as the content to be rendered into the same scheme, thereby completing a set of custom text configuration that can be randomly called in rotation when the target skill attacks.

[0088] Optionally, text input can be manifested as the player clicking a text box in the graphical user interface and then typing the corresponding characters using a virtual or physical keyboard. In combat text editing scenarios, this input behavior is limited to a maximum preset number of characters (e.g., three Chinese characters). The interface can display three side-by-side editing areas, corresponding to Text 1, Text 2, and Text 3, respectively. After the player completes character input in an editing area and moves the cursor out of that area, the system instantly recognizes and determines the content to be rendered, and simultaneously refreshes and displays the cursive script font effect in the preview area in the center of the interface, allowing the player to intuitively perceive the final skill effect presentation style. It should be noted that character input can be not only text-by-text, but also secondary editing based on candidate word selection provided by the system or voice conversion; this disclosure does not limit the specific input method.

[0089] Optionally, considering the different operating habits and device differences of various players, text input can also support multiple triggering and input methods. For example, on handheld mobile terminals, players can click on the text box in the interface to bring up a virtual full keyboard or a nine-key keyboard for Chinese character input; on desktop terminals, players can directly type using an external keyboard. To avoid accidental overwriting of the scheme content due to accidental touches, the system can temporarily store the input content in the local cache after detection, and then officially write the content to be rendered into the corresponding skill effect scheme only after the player explicitly triggers the save operation, thereby improving the security of data storage while ensuring the smoothness of editing. In addition, for editing kill text, the text box can be expanded to a multi-character capacity, and the system automatically switches the character limit verification rules according to the current editing tab.

[0090] In an optional implementation, the text style parameters include at least one of the following: text size, text color, text display position, rotation angle, and character spacing. By using at least one of the following as text style parameters—text size, color, position, rotation angle, and character spacing—the visual layers of custom effects are greatly enriched, allowing players to accurately convey emotions through differentiated styles and enhancing the recognizability of attacks and the immersive experience of skill feedback.

[0091] For example, when a player sets the display style of the target text in the kill text editing interface, the above text style parameters can carry multi-dimensional typesetting instructions. For instance, the player can use the slider to set the text size to 120% of the base size; select an ochre red with a gradient effect as the text color from the preset ink wash color palette; lock the text display position in the visual focus area slightly above the center of the screen; apply a 12-degree counterclockwise deflection angle to the entire text using the rotation control; and use the character spacing adjuster to expand the horizontal white space between adjacent characters to 1.5 times the default value, thus presenting a staggered and dynamic calligraphic effect when the skill hits an enemy unit.

[0092] Optionally, this parameter field includes at least one of text size, color, position, rotation angle, and letter spacing to define the style of the text effect. Optionally, the text size can be used to represent at least one of the horizontal or vertical scaling ratios of the custom text in the graphical user interface. Its value can be a percentage mapping relative to the default baseline, or it can correspond to several preset size labels, such as small, standard, and extra-large. The text color can include, but is not limited to, monochrome, gradient, or overlay colors with an alpha channel. Its selection range can be derived from the system's preset color palette, or it can be dynamically loaded based on the exclusive color schemes that players have unlocked in historical battles. The text display position is used to anchor the center point or bounding box of the text rendering relative to the current screen view. The text is adjusted by adjusting the offset of the characters' mouth or world space coordinates to ensure that the text remains fixed at the desired visual level regardless of whether the player is in a horizontal scrolling scene or a top-down battlefield. The rotation angle can be further refined into a planar rotation around the screen normal vector, or extended to a tilt based on a specific axis in three-dimensional space, to simulate the uneven brushstroke effect caused by uneven wrist force during the application of ink in real calligraphy. The character spacing can refer to the horizontal spacing between adjacent characters or include the vertical line spacing. In kill text with multi-line layout requirements, this parameter can work in conjunction with the text display position to create a traditional calligraphy layout with a good balance of density and spacing. It should be noted that the above five parameters can be adjusted independently by the player or assigned in batches by the system according to the preset template style. This disclosure does not aim to limit the specific configuration path of the parameters.

[0093] In an optional implementation, the custom effect data in the second set of solutions also includes stamps generated based on the names of the controlled virtual characters. By incorporating the names of the controlled virtual characters into the stamps, not only is the uniqueness of the skill effects enhanced and players' sense of belonging increased, but an intuitive visual anchor point for identity identification in multi-player collaborative scenarios is also provided, effectively improving the dimension of personalized customization and the immersive experience. Of course, stamps generated based on the names of the controlled virtual characters can also be added to the custom effect data in the first set of solutions; this disclosure does not limit this approach.

[0094] In one implementation, when a controlled virtual character defeats an enemy leader using their second skill in a multiplayer battle scenario, the system reads the character's name, "Li Yunxin," and generates a square seal with the name in seal script. This seal is then combined with the player-defined kill text, "A Frosty Sword," and rendered on the ground at the location where the enemy disappeared, creating a traditional Chinese ink painting style effect that includes text and the user's signature. Optionally, the seal is a graphic identifier generated based on the controlled virtual character's name and can be nested within the kill effects corresponding to the second set of solutions.

[0095] Optionally, the seal can be a graphic identifier automatically generated by the system based on the name of the controlled virtual character, using preset layout matching rules, font rendering rules, or intelligent algorithm-assisted generation rules. Its presentation can include, but is not limited to, square relief, circular intaglio, a seal style, or an irregularly bordered freehand style. The font of the seal can be calligraphic fonts such as Small Seal Script, Han Seal Script, or Clerical Script, and can also be adaptively formatted according to the number of characters in the character's name. Considering that the display area for kill effects is usually limited, the seal can be directly superimposed on the tail area of ​​the kill text, or it can be displayed floating above the text in the graphical user interface, or semi-transparently treated as a background texture. It should be noted that the above description of the seal style is only one example, and this disclosure is not intended to limit the composition of the seal. In actual implementation, in addition to containing the text information of the character's name, the seal can further incorporate extended information such as the character's faction identifier, a simplified totem of the currently held weapon, or a battle record number, thereby simultaneously presenting multiple identity characteristics of the player in the same kill text. In this way, even if different players choose similar text content when displaying skill effects, they can achieve significant visual differentiation through the unique name and its derived graphics contained in the stamp, effectively avoiding monotonous and homogenous performances.

[0096] Optionally, besides generating stamps directly from the complete character name of the controlled virtual character, the system can also accept abbreviations, codes, or generate stamps by truncating specific fields from long names. This disclosure is not limited to these methods. Furthermore, to prevent stamps from displaying abnormally due to sensitive words or special symbols in the character name, the system can also perform compliance checks on the name text before generating the stamp. When content that does not conform to the preset naming conventions is detected, it can be automatically replaced with the default title or the player can be prompted to change the name before the stamp is rendered.

[0097] Optionally, the name of the controlled virtual character can be a text identifier that is either player-defined or system-assigned, which can serve as the base data source for stamp generation.

[0098] Optionally, the name of the controlled virtual character may be independently input by the player when creating the character, and may also be modified through the renaming function provided by the system during operation; the character length of the name may be limited within a preset range, for example, supporting two to seven Chinese characters, or supporting a combination form of letters and numbers. In view of the readability requirement for seal rendering in kill scenarios, as a possible implementation, before the above name is used to generate a seal, the system may automatically truncate or compress the characters of an excessively long name according to the typesetting convention of calligraphy seals, for example, arranging a name with more than four characters in two upper and lower columns or simplifying the last character into a seal impression symbol. It should be noted that the above description of the name length and processing method is only an example, and the present disclosure does not intend to limit the acquisition approach and preprocessing rules of the name. In actual implementation, the name may also be associated with the player's social account nickname or team prefix, so that the generated seal can dynamically reflect the player's affiliation in the organization, thereby creating a stronger sense of identity belonging and ritual sense in the competitive confrontation system.

[0099] In step S130, the special effect of the first target skill action is rendered according to the first custom effect data. In this way, by binding and rendering the player's preset custom effect with the skill timing, differentiated visual performance can be presented when the skill is released, which significantly enhances skill feedback and combat immersion, enables the same skill to present rich visual changes in the game scenario, and effectively improves the player's operational stickiness to the skill system. For example, when the controlled virtual character executes the second-segment attack of the first target skill action in the combat state, the local client or the server starts the special effect rendering pipeline according to the first custom effect data obtained in step S120. For example, if the current action state is hitting an enemy virtual character, and the target effect scheme is a striking text scheme, the rendering engine generates a three-dimensional text model "Break" in running calligraphy style above the hit point between the controlled virtual character and the enemy virtual character at the moment when the controlled virtual character finishes the final stab. The text model is attached with ink-wash dissipation material and dynamic transparency change, and fades out gradually after lasting for 0.8 seconds; if the controlled virtual character defeats an enemy leader unit, the rendering engine switches to the corresponding entry in the second scheme set, and generates an ink-wash scroll special effect containing seven Chinese characters customized by the player "One sword brings frost and cold to fourteen states" and a seal inscription generated according to the character name at the fallen position of the enemy. The scroll special effect has a developing animation from invisible to visible and ink dot particle effect splashing around.

[0100] Wherein, the special effect of the first target skill action may be any one or a combination of ink-wash characters, particle ink dots and scroll developing animation.

[0101] Optionally, to enhance the recognizability and information transmission efficiency of special effects in multi-object combat environments, the special effects of the first target's skill action can also be attached to the status indicator layer of the enemy target. When a chasing and suction action in the first target's skill action hits the enemy and applies a health shield vulnerability effect, the rendering engine binds the rotating icon of the buff or debuff status to the currently effective attack font layer, so that the outer ring or central area of ​​the status effect displays the corresponding cursive script text synchronously. In a multi-player environment, if multiple controlled virtual characters apply the same effect to the same enemy target, the system will adopt a last-up overlay processing strategy, that is, only retain the font style corresponding to the most recently applied virtual character, to avoid excessive stacking and redundant interference of visual layers.

[0102] The rendering process can invoke at least one of the following: the graphics engine's particle system, material shaders, or dynamic font mapping technology.

[0103] Optionally, during the execution of the above rendering steps, the client converts the Chinese character information edited by the player into visual elements that can be displayed in the game scene based on the text content and text style parameters contained in the first custom effect data.

[0104] An information processing apparatus according to one embodiment of the present disclosure, such as Figure 2 As shown, the device may include: Control module 201 is used to respond to the first trigger operation and control the controlled virtual character to perform the first target skill action; Module 202 is used to obtain the first custom effect data; Display module 203 is used to render the special effects of the first target skill action based on the first custom effect data.

[0105] In this way, obtaining corresponding custom effect data based on skill action state to render special effects helps reduce the repetitive configuration and redundant storage of fixed special effect resources, improves the flexibility of special effect rendering and system resource utilization, and reduces client data loading overhead and storage resource consumption.

[0106] The specific details of each part of the above-mentioned device have been described in detail in the method section of the implementation plan. For any undisclosed details, please refer to the implementation plan of the method section, and therefore will not be repeated here.

[0107] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.

[0108] Figure 3 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure.

[0109] The following is a detailed reference. Figure 3 The diagram illustrates a structural schematic suitable for implementing an electronic device according to embodiments of the present disclosure. The electronic device may include a processor (e.g., a central processing unit, graphics processor, etc.) 1201, which can perform various appropriate actions and processes according to a program stored in read-only memory (ROM) 1202 or a program loaded from memory 1208 into random access memory (RAM) 1203. The RAM 1203 also stores various programs and data required for the operation of the electronic device. The processor 1201, ROM 1202, and RAM 1203 are interconnected via a bus 1204. An input / output (I / O) interface 1205 is also connected to the bus 1204.

[0110] Typically, the following devices can be connected to I / O interface 1205: input devices 1206 including, for example, touchscreens, touchpads, keyboards, mice, cameras, microphones, accelerometers, gyroscopes, etc.; output devices 1207 including, for example, liquid crystal displays (LCDs), speakers, vibrators, etc.; memory devices 1208 including, for example, magnetic tapes, hard disks, etc.; and communication devices 1209. Communication device 1209 allows electronic devices to communicate wirelessly or wiredly with other devices to exchange data. Although Figure 3 Electronic devices with various devices are shown, but it should be understood that it is not required to implement or have all of the devices shown, and more or fewer devices may be implemented or have instead.

[0111] In particular, according to one embodiment of this disclosure, the process described above with reference to the flowchart can be implemented as a computer software program. For example, one embodiment of this disclosure includes a computer program product comprising a computer program carried on a non-transitory computer-readable medium, the computer program containing program code for performing the methods shown in the flowchart. In such an embodiment, the computer program can be downloaded and installed from a network via communication device 1209, or installed from memory 1208, or installed from ROM 1202. When the computer program is executed by processor 1201, it performs the functions defined in the methods described above in various embodiments of this disclosure.

[0112] Figure 3 The electronic device shown is merely an example and should not be construed as limiting the functionality and scope of the embodiments disclosed herein.

[0113] This disclosure also provides a computer-readable storage medium in which the methods described in this disclosure can be implemented in hardware or firmware, or implemented as recordable on a storage medium, or implemented as computer code originally stored on a remote storage medium or a non-transitory machine-readable storage medium and subsequently stored on a local storage medium after being downloaded over a network. Thus, the methods described herein can be processed by software stored on a storage medium using a general-purpose computer, a dedicated processor, or programmable or dedicated hardware. The storage medium can be a magnetic disk, optical disk, read-only memory, random access memory, flash memory, hard disk, or solid-state drive, etc.; further, the storage medium may also include combinations of the above types of memory. It is understood that computers, processors, microprocessor controllers, or programmable hardware include storage components capable of storing or receiving software or computer code, which, when accessed and executed by the computer, processor, or hardware, implements the methods shown in the above embodiments.

[0114] A portion of this disclosure can be applied to computer program products, such as computer program instructions, which, when executed by a computer, can invoke or provide methods and / or technical solutions according to this disclosure through the operation of the computer. Those skilled in the art will understand that the forms in which computer program instructions exist in a computer-readable medium include, but are not limited to, source files, executable files, and installation package files. Accordingly, the ways in which computer program instructions are executed by a computer include, but are not limited to: the computer directly executing the instructions; the computer compiling the instructions and then executing the corresponding compiled program; the computer reading and executing the instructions; or the computer reading and installing the instructions and then executing the corresponding installed program. Here, the computer-readable medium can be any available computer-readable storage medium or communication medium accessible to a computer.

[0115] Although embodiments of the present disclosure have been described in conjunction with the accompanying drawings, those skilled in the art can make various modifications and variations without departing from the spirit and scope of the present disclosure, and such modifications and variations all fall within the scope defined by the appended claims.

Claims

1. An information processing method, characterized in that, The method includes: In response to the first trigger operation, control the controlled virtual character to execute the first target skill action; Get the first custom effect data; The special effects of the first target skill action are rendered based on the first custom effect data.

2. The method according to claim 1, characterized in that, The first custom effect data includes custom text content.

3. The method according to claim 1, characterized in that, The process of obtaining custom effect data includes: Obtain the action state corresponding to the first target skill action, and the action state is used to indicate the effect of the first target skill action on the enemy virtual character; Based on the action state, the first custom effect data is determined from either the first set of schemes or the second set of schemes; wherein the custom effect data in the first set of schemes includes text content, and the custom effect data in the second set of schemes includes text content and text style parameters.

4. The method according to claim 3, characterized in that, The step of determining the first custom effect data from the first set of solutions or the second set of solutions based on the action state includes: When the action state indicates that the first target skill action hits the enemy virtual character, the first custom effect data is determined from the first scheme set; When the action state indicates that the first target skill action defeats the enemy virtual character, the first custom effect data is determined from the second scheme set.

5. The method according to claim 1, characterized in that, The response to the first trigger operation, controlling the controlled virtual character to execute the first target skill action, includes: In response to the first trigger operation, determine the current scene state of the controlled virtual character; the scene state includes combat state and non-combat state. When the controlled virtual character is currently in the combat state, control the controlled virtual character to execute the first target skill action; The method further includes: When the controlled virtual character is currently in a non-combat state, control the controlled virtual character to execute a second target skill action; Get the second custom effect data; The special effects of the second target skill action are rendered based on the second custom effect data.

6. The method according to claim 1, characterized in that, The response to the first trigger operation, controlling the controlled virtual character to execute the first target skill action, includes: In response to the first trigger operation, control the controlled virtual character to execute the first action of the first target skill action; The step of rendering the special effects of the first target skill action based on the first custom effect data includes: Within a preset time after the first action is executed, in response to the second trigger operation, the controlled virtual character is controlled to execute the second action in the first target skill action; In response to the execution of the second action, the special effects of the second action are rendered based on the first custom effect data.

7. The method according to claim 6, characterized in that, The first action segment includes a pursuit action, and the second action segment includes an attack action.

8. The method according to claim 1, characterized in that, The process of obtaining the first custom effect data includes: Determine the target effect from multiple effect options; Obtain the first custom effect data according to the target effect scheme.

9. The method according to claim 8, characterized in that, The method further includes: In response to the creation of a new scheme, generate an effect scheme and mark the effect scheme as a display state; The process of determining the target effect scheme from multiple effect schemes includes: Determine the target effect scheme from the effect schemes marked as being displayed.

10. The method according to claim 9, characterized in that, The method further includes: In response to a first editing operation on the first effect scheme among the multiple effect schemes, the effect scheme is switched from a display state to a non-display state.

11. The method according to claim 8, characterized in that, The method further includes: Respond to text input operations and determine the target text; The target text is stored in the corresponding effect scheme.

12. The method according to claim 3, characterized in that, Text style parameters include at least one of the following: text size, text color, text display position, rotation angle, and character spacing.

13. The method according to claim 3, characterized in that, The custom effect data in the second set of schemes also includes stamps generated based on the names of the controlled virtual characters.

14. An electronic device, characterized in that, include: Processor, memory, and computer program instructions stored in said memory and executable on said processor; When the processor executes the computer program instructions, it implements the information processing method as described in any one of claims 1 to 13.