Method and apparatus for prompting information in game, and electronic device
By displaying the combo skills of the target virtual character in the game scene and adjusting the icons and progress indicators, the problem of players having difficulty understanding the combo skills is solved, more targeted operation guidance is achieved, and the efficiency of players mastering the combo skills is improved.
Patent Information
- Application Number
- PCT/CN2025/105453
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-07-29
- Filing Date
- 2025-06-30
- Publication Date
- 2026-02-05
AI Technical Summary
In competitive games with complex skills and moves, existing technology struggles to effectively convey operational techniques and strategies, making it difficult for players to understand and quickly master how to use combo skills.
By displaying the combo skills of the target virtual character in the game scene, and using icons and progress indicators to help players master skill casting, the display method of the icons is adjusted according to the requirements of game behavior, providing targeted operation guidance.
It helps players quickly master the release of combo skills by generating more targeted operation guidance through changes in the display of icons, thereby improving players' understanding of combo skills and operational efficiency.
Smart Images

Figure CN2025105453_05022026_PF_FP_ABST
Abstract
Description
Information prompting method, device and electronic equipment in game
[0001] Cross-reference to Related Applications
[0002] The present application claims priority to the Chinese patent application No. 202411030289.1, filed on July 29, 2024, and entitled "Information prompting method, device and electronic equipment in game", the content of which is incorporated herein by reference in its entirety. TECHNICAL FIELD
[0003] The present disclosure relates to the technical field of game interaction design, and in particular to an information prompting method, device and electronic equipment in game. BACKGROUND
[0004] In some competitive games with complex skill moves, basic skill combo teaching is usually performed through video display, but this way is difficult to effectively convey operation skills and ideas, resulting in that players are difficult to understand and quickly master the use method of skills. In the related art, a training bar is displayed at the top of the game training field, and the training bar displays the move content of multiple segments of combo respectively. When the player finishes a segment of move, the corresponding move is displayed in gray, indicating that it has been completed. The move being released is highlighted and indicated by an arrow. At the same time, the corresponding action needs to be performed within the current time, or the corresponding action needs to be completed within the time, and it is determined that the move is completed. Therefore, the determination conditions of the completion of the move include whether the move is correct or not, and whether it is completed within the specified time. However, in some games, the completion of effective combo release is not only related to the connection of moves, so this way cannot guarantee that the combo skill is released effectively, and thus the player cannot understand and master the combo skill. SUMMARY
[0005] The purpose of the present disclosure is to provide an information prompting method, device and electronic equipment in game, to generate more targeted operation guide information of combo skill based on factors related to the release of combo skill in the game, so as to enable the player to understand and master the release of combo skill.
[0006] In a first aspect, the disclosure provides a method for information prompting in a game, displaying a graphical user interface through a terminal device, the method comprising: in response to a skill instruction instruction for a target combo skill of a target virtual character, controlling a game scene containing the target virtual character to be displayed in the graphical user interface, wherein the target virtual character is a virtual character controlled through the terminal device, and the target combo skill at least includes a first game skill and a second game skill which are sequentially executed; displaying a first identifier and a second identifier in the graphical user interface in a first display mode according to the sequential execution order, wherein the first identifier is used to indicate the first game skill, and the second identifier is used to indicate the second game skill; in response to a first combo execution condition corresponding to the first game skill being met, displaying the first identifier in a second display mode to prompt the target virtual character to execute the first game skill; in response to the target virtual character completing the execution of the first game skill, determining a second combo execution condition corresponding to the second game skill, and displaying a progress identifier in the graphical user interface, wherein the second combo execution condition at least includes a game behavior requirement for the target virtual character, and the progress identifier is used to indicate whether a game behavior trend of the target virtual character meets the game behavior requirement in real time; in response to the game behavior of the target virtual character meeting the game behavior requirement, displaying the second identifier in the second display mode to prompt the target virtual character to execute the second game skill, so that the second game skill and the first game skill constitute the target combo skill.
[0007] In a second aspect, the present disclosure provides an information prompting device in a game, comprising: a scene display module configured to execute a skill instruction instruction in response to a target combo skill of a target virtual character, and control a game scene containing the target virtual character to be displayed in a graphical user interface, wherein the target virtual character is a virtual character controlled by a terminal device, and the target combo skill at least includes a first game skill and a second game skill which are executed in a sequence of execution; an identification display module configured to execute the first identification and the second identification to be displayed in the graphical user interface in a first display mode in the sequence of execution, wherein the first identification is used to indicate the first game skill, and the second identification is used to indicate the second game skill; a display adjustment module configured to execute the first identification to be displayed in a second display mode in response to a first combo execution condition corresponding to the first game skill being met, so as to prompt the target virtual character to execute the first game skill; a progress display module configured to execute the second combo execution condition corresponding to the second game skill to be determined in response to the target virtual character completing the execution of the first game skill, and a progress identification to be displayed in the graphical user interface, wherein the second combo execution condition at least includes a game behavior requirement for the target virtual character, and the progress identification is used to indicate whether a game behavior trend of the target virtual character meets the game behavior requirement in real time; and a display switching module configured to execute the second identification to be displayed in the second display mode in response to the game behavior of the target virtual character meeting the game behavior requirement, so as to prompt the target virtual character to execute the second game skill, and the second game skill and the first game skill constitute the target combo skill.
[0008] In a third aspect, the present disclosure provides an electronic device, comprising a processor and a memory, the memory storing machine executable instructions capable of being executed by the processor, and the processor executes the machine executable instructions to implement the information prompting method in the game.
[0009] In a fourth aspect, the present disclosure provides a computer readable storage medium, the computer readable storage medium storing computer executable instructions, and the computer executable instructions, when called and executed by a processor, prompt the processor to implement the information prompting method in the game.
[0010] The embodiments of the present disclosure bring the following beneficial effects:
[0011] The game information prompting method, device and electronic equipment provided by the present disclosure first respond to a skill instruction for a target combo skill of a target virtual character, and control a game scene containing the target virtual character to be displayed in a graphical user interface, wherein the target combo skill at least includes a first game skill and a second game skill which are performed in a first-to-second performance order; the first-to-second performance order is used to display a first identifier and a second identifier in the graphical user interface in a first display mode, wherein the target virtual character is a virtual character controlled by a terminal device, the first identifier is used to indicate the first game skill, and the second identifier is used to indicate the second game skill; then, in response to a first combo performance condition corresponding to the first game skill being met, the first identifier is displayed in a second display mode to prompt the target virtual character to perform the first game skill; then, in response to the target virtual character completing the performance of the first game skill, a second combo performance condition corresponding to the second game skill is determined, and a progress identifier is displayed in the graphical user interface, wherein the second combo performance condition at least includes a game behavior requirement for the target virtual character, and the progress identifier is used to indicate whether a game behavior trend of the target virtual character meets the game behavior requirement in real time; in response to the game behavior of the target virtual character meeting the game behavior requirement, the second identifier is displayed in the second display mode to prompt the target virtual character to perform the second game skill, so that the second game skill and the first game skill constitute the target combo skill. In this way, the player can be assisted to focus on the control of the corresponding character according to the combo performance conditions corresponding to different game skills in the game scene, and quickly master the performance of the combo skill. Meanwhile, the identifier corresponding to the combo skill in this way will change the display mode according to the performance of the corresponding game skill, so as to generate more targeted operation instruction information, and help the player to better master and understand the performance of the combo skill.
[0012] Other features and advantages of the present disclosure will be described in the following description, or can be inferred from the description, or can be determined without doubt, or can be known by implementing the above-mentioned technologies of the present disclosure.
[0013] In order to make the above-mentioned purposes, features and advantages of the present disclosure more obvious and easy to understand, the following preferred embodiments are specifically described in detail below, and the accompanying drawings are described as follows. BRIEF DESCRIPTION OF DRAWINGS
[0014] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following will briefly introduce the drawings needed to be used in the specific embodiments or the prior art description. Obviously, the drawings in the following description are some embodiments of the present disclosure, and those skilled in the art can also obtain other drawings according to these drawings without creative labor.
[0015] FIG. 1 is a flowchart of a method for providing information in a game according to an embodiment of the present disclosure;
[0016] FIG. 2 is a diagram illustrating an example of adjusting display of an icon according to an embodiment of the present disclosure;
[0017] FIG. 3 is a diagram illustrating an example of a graphical user interface according to an embodiment of the present disclosure;
[0018] FIG. 4 is a diagram illustrating another example of adjusting display of an icon according to an embodiment of the present disclosure;
[0019] FIG. 5 is a diagram illustrating an example of generating a plurality of attack positions according to an embodiment of the present disclosure;
[0020] FIG. 6 is a diagram illustrating an example of adjusting display format of an attack position according to an embodiment of the present disclosure;
[0021] FIG. 7 is a diagram illustrating an example of displaying first information according to an embodiment of the present disclosure;
[0022] FIG. 8 is a diagram illustrating an example of displaying an attack range according to an embodiment of the present disclosure;
[0023] FIG. 9 is a diagram illustrating an example of displaying a treatment position according to an embodiment of the present disclosure;
[0024] FIG. 10 is a diagram illustrating an example of a device for providing information in a game according to an embodiment of the present disclosure;
[0025] FIG. 11 is a diagram illustrating an example of an electronic device according to an embodiment of the present disclosure. DETAILED DESCRIPTION
[0026] In order to make the objects, technical solutions, and advantages of the embodiments of the present disclosure clearer, the following will be combined with the accompanying drawings for a clear and complete description of the technical solutions in the embodiments of the present disclosure. Obviously, the described embodiments are only a part but not all of the embodiments of the present disclosure. Generally, the components of the embodiments of the present disclosure described and illustrated in the accompanying drawings can be arranged and designed in various different configurations.
[0027] Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed present disclosure, but only represents selected embodiments of the present disclosure. Based on the embodiments in the present disclosure, all other embodiments obtained by a person of ordinary skill in the art without creative work are within the scope of protection of the present disclosure.
[0028] The information prompting method in the game in the embodiments of the present disclosure can run on a local terminal device or a server. When the information prompting method in the game runs on the server, the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and a client device.
[0029] In an optional embodiment, various cloud applications can run under the cloud interaction system, for example, cloud games. Taking the cloud games as an example, the cloud games refer to a game mode based on cloud computing. In the running mode of the cloud games, the running subject of the game program and the presentation subject of the game picture are separated, and the storage and running of the information prompting method in the game are completed on the cloud game server. The client device is used for receiving and sending data and presenting the game picture. For example, the client device can be a display device close to the user side and having a data transmission function, such as a mobile terminal, a television, a computer, a palm computer and the like. However, the cloud game server in the cloud end performs information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server, the cloud game server runs the game according to the operation instructions, encodes and compresses the game picture and the like, returns the data to the client device through the network, and finally decodes and outputs the game picture through the client device.
[0030] In an optional embodiment, taking the game as an example, the local terminal device stores the game program and is used for presenting the game picture. The local terminal device is used for interacting with the player through the graphical user interface, that is, the conventional game program is downloaded and installed on the electronic device and is run. The way in which the local terminal device provides the graphical user interface to the player can include various ways, for example, the graphical user interface can be rendered and displayed on the display screen of the terminal, or the graphical user interface can be provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor, the display screen is used for presenting the graphical user interface, the graphical user interface includes the game picture, and the processor is used for running the game, generating the graphical user interface and controlling the display of the graphical user interface on the display screen.
[0031] In a possible embodiment, the present disclosure provides an information prompting method in a game, which displays a graphical user interface through a terminal device, as shown in FIG. 1, and includes the following specific steps:
[0032] In step S102, a game scene containing a target virtual role is displayed in the graphical user interface in response to a skill instruction instruction for a target continuous skill of the target virtual role, where the target virtual role is a virtual role controlled by the terminal device, and the target continuous skill at least includes a first game skill and a second game skill which are sequentially casted.
[0033] In a specific implementation, the player runs a game program corresponding to the target game in a terminal device, and a graphical user interface corresponding to the target game can be displayed on the terminal device. The terminal device can be a local terminal device or a client device in the cloud interaction system. For example, the terminal device can be a mobile phone, a tablet computer, a personal computer, a game console, or a game host. Specifically, the game scene can be a game training scene or a game match scene. In a specific embodiment, when the player wants to learn a certain combo skill, the player can learn the use of the combo skill by watching a combo teaching video. However, the player can not well understand and master the combo skill through the combo teaching video. Therefore, the disclosure adds a training field control in the video watching interface when the combo teaching video is watched, so that the player can trigger the training field control to generate a skill guidance instruction at any time, and thus enter the game training scene to practice the skill. In another specific embodiment, in the game match scene, the player can generate a skill guidance instruction by triggering a guidance start control corresponding to the target combo skill, and the player can also close the guidance information for the target combo skill generated in the graphical user interface of the game match scene by triggering a guidance close control corresponding to the target combo skill.
[0034] Before or after the player enters the game scene, a target virtual character used by the player to guide the combo skill needs to be selected. The target virtual character is usually a character in a plurality of preset characters, and the plurality of preset characters can be determined according to the development requirements. Specifically, when the player triggers the skill guidance instruction corresponding to the target combo skill, a game scene including the target virtual character is displayed in the graphical user interface. The game scene can also include a teammate character belonging to the same game team as the target virtual character and an enemy character belonging to a different game team from the target virtual character.
[0035] In actual application, the combo skills corresponding to different virtual characters can be the same or different, which can be determined according to the game rules. Specifically, the target combo skill usually includes a plurality of game skills that are sequentially executed. The number of game skills included in the target combo skill can be determined according to the game rules. Generally, after the first game skill in the target combo skill is executed, the second game skill can be executed. After the second game skill is executed, the third game skill can be executed. The game skills are sequentially executed according to the execution order until the last game skill in the target combo skill is executed, and the execution of the entire target combo skill is completed.
[0036] In step S104, the first identifier and the second identifier are displayed in the graphical user interface in a first display mode according to the execution order, where the first identifier is used to indicate the first game skill, and the second identifier is used to indicate the second game skill.
[0037] In a specific implementation, while displaying the game scene in the graphical user interface, operation guide information corresponding to the target combo skill is displayed in the graphical user interface, and the operation guide information at least includes a first identifier corresponding to the first game skill in the target combo skill and a second identifier corresponding to the second game skill displayed in a first display mode. The display style of the first identifier and the second identifier can be determined according to the casting mode corresponding to the first game skill and the second game skill, and determined according to the development requirements. For example, the first identifier and the second identifier can be designed as circular identifiers or square identifiers, and the skill casting mode can be displayed below the circular identifier or the square identifier. The skill casting mode can be triggering a certain key on the keyboard, triggering a certain control displayed in the graphical user interface, or triggering a certain key on the mouse, etc. For example, the first identifier displays an "E" identifier, so that the player can control the casting of the first game skill by triggering the E key on the keyboard; the first identifier displays a "SHIFT" identifier, so that the player can control the casting of the first game skill by triggering the SHIFT key on the keyboard.
[0038] The specific display mode corresponding to the first display mode can be determined according to the development requirements. For example, the first display mode can be to display the first identifier in a first color, or to display a first icon on the first identifier, etc. In a specific implementation, when the player just enters the game scene, the operation guide information is displayed at a specified position in the graphical user interface, and the identifiers corresponding to each game skill included in the target combo skill in the operation guide information are displayed in the first display mode, so as to prompt the player that all game skills included in the target combo skill are in an uncast state. That is, the first display mode is used to indicate that the corresponding game skill is in an uncast state. In a specific implementation, the display mode of the identifier displayed in the operation guide information can be adjusted according to the casting state of the corresponding game skill, so as to prompt the current casting state of each game skill through the display mode of the identifier. Different display modes correspond to different casting states, and which display mode corresponds to which casting state can be determined according to the development requirements, which is not limited here.
[0039] In step S106, in response to satisfying the first combo casting condition corresponding to the first game skill, the first identifier is displayed in a second display mode to prompt the target virtual character to cast the first game skill.
[0040] In a specific implementation, each game skill included in the target combo skill corresponds to a respective combo execution condition, and the combo execution condition at least includes a game behavior requirement for the target virtual character, and the game behavior requirement includes at least one of a distance requirement of the target virtual character from an enemy character, a position requirement of the target virtual character, and a position requirement of a teammate character of the target virtual character. The combo execution condition corresponding to each game skill can be determined according to game rules and skill attributes of the game skill.
[0041] When the game behavior of the target virtual character in the game scene meets the first combo execution condition corresponding to the first game skill, the display mode of the first identifier is switched from the first display mode to a second display mode to prompt the target virtual character to execute the first game skill. The second display mode is used to indicate that the corresponding game skill currently meets the combo execution condition and can be executed. The specific display mode corresponding to the second display mode can be determined according to the development requirement, and the second display mode is different from the first display mode. For example, the second display mode can be to display the first identifier in a second color, to display a second icon on the first identifier, or to perform a transient dynamic effect of the first identifier.
[0042] In step S108, in response to the target virtual character completing execution of the first game skill, a second combo execution condition corresponding to a second game skill is determined, and a progress identifier is displayed in the graphical user interface, where the second combo execution condition at least includes a game behavior requirement for the target virtual character, and the progress identifier is used to indicate whether a game behavior trend of the target virtual character meets the game behavior requirement in real time.
[0043] In a specific implementation, the player can execute the first game skill by triggering an operation control indicated by the first identifier. The operation control can be a certain control displayed in the graphical user interface, or a specified key on a keyboard or a gamepad, or a certain key on a mouse, etc. Then, in response to the target virtual character completing execution of the first game skill, the first identifier is displayed in a third display mode, where the third display mode is used to indicate that the corresponding game skill has been executed. The specific display mode corresponding to the third display mode can be determined according to the development requirement, and the third display mode is different from the first display mode and the second display mode. For example, the third display mode can be to display the first identifier in a third color, or to display a third icon on the first identifier, etc.
[0044] After the target virtual character completes casting the first game skill, the second game skill is a game skill to be cast, at this time, it is necessary to determine the second combo casting condition corresponding to the second game skill, and display a progress identifier in the graphical user interface. The progress identifier can be displayed at a fixed position in the graphical user interface, between the first identifier and the second identifier, or on the second identifier.
[0045] The specific condition corresponding to the second combo casting condition described above can be determined according to the research and development requirements and the skill attribute corresponding to the second game skill. The second combo casting condition at least includes a game behavior requirement for the target virtual character, and the game behavior requirement includes at least one of the following: a distance requirement of the target virtual object from an enemy character, a position requirement of the target virtual object, and a position requirement of a teammate character of the target virtual character. The progress identifier is used to indicate in real time whether the game behavior trend of the target virtual character meets the game behavior requirement. This way adjusts the progress identifier in real time by trend judgment, prompting the player to meet the game behavior required for combo casting. The game behavior here includes moving direction or moving position, etc. For example, after the target virtual character completes casting the first game skill, it needs to move towards the direction of the enemy character to meet the second combo casting condition in order to complete the target combo skill. Therefore, if the target virtual character moves towards the direction of the enemy character, the progress value corresponding to the progress identifier increases, otherwise it decreases, thereby guiding the player to complete the correct casting of the combo.
[0046] Step S110, in response to the game behavior of the target virtual character meeting the game behavior requirement, displaying the second identifier in a second display mode to prompt the target virtual character to cast the second game skill, so that the second game skill and the first game skill constitute the target combo skill.
[0047] In specific implementation, when the player controls the target virtual character to make the game behavior of the target virtual character meet the game behavior requirement of the second combo casting condition, the display mode of the second identifier is adjusted from the first display mode to the second display mode, thereby prompting the player that the second combo casting condition corresponding to the second game skill has been met, and the second game skill can be cast.
[0048] As shown in FIG. 2 is a schematic diagram of the identification display adjustment provided by the embodiment of the present disclosure. The two circles in the left side of FIG. 2 are the first identification and the second identification respectively, and the light color part in the progress bar between the first identification and the second identification represents the progress identification. The first identification is displayed in the third display mode, that is, indicating that the first game skill is casted. The second identification is displayed in the first display mode, that is, indicating that the second game skill is not casted. The progress corresponding to the progress identification between the first identification and the second identification in the left side of FIG. 2 is not pulled up, and the progress corresponding to the progress identification between the first identification and the second identification in the right side of FIG. 2 is pulled up. Therefore, the second identification in the right side of FIG. 2 is displayed in the second display mode.
[0049] The information prompting method in the game provided by the embodiment of the present disclosure can assist the player to focus on the corresponding character control and quickly master the cast of the combo skill by determining the combo cast condition corresponding to the different game skills in the game scene. Meanwhile, the identification corresponding to the combo skill in the method will change the display mode according to the cast of the corresponding game skill, thereby generating more targeted operation guide information to help the player better master and understand the cast of the combo skill.
[0050] The following embodiments are used to describe the display of the skill effective cast area and the progress identification.
[0051] Specifically, the specific process of the above-mentioned response to the target virtual character completing the cast of the first game skill, determining the second combo cast condition corresponding to the second game skill, and displaying the progress identification in the graphical user interface can include: responding to the target virtual character completing the cast of the first game skill, determining the second combo cast condition corresponding to the second game skill, and displaying the skill effective cast area corresponding to the second game skill in the graphical user interface based on the second combo cast condition; determining the progress identification displayed in the graphical user interface based on the game behavior of the target virtual character and the skill effective cast area.
[0052] In a specific implementation, after the target virtual character completes casting the first game skill, the second game skill needs to be cast, at this time, the corresponding second combo casting condition is determined according to the skill attribute corresponding to the second game skill, and then the skill effective casting area corresponding to the second game skill is marked and displayed in the game scene according to the second combo casting condition, so that the player can clearly see where the target virtual character in the game scene meets the second combo casting condition and the second game skill can be effectively cast. Effective casting refers to that the target virtual character casts the game skill, which can cause damage to the enemy character or can treat the teammate character (for example, blood or experience value, etc.). Specifically, when the target virtual character moves towards the direction close to the skill effective casting area, the progress of the progress identifier displayed in the graphical user interface gradually increases; when the target virtual character moves away from the direction of the skill effective casting area, the progress of the progress identifier displayed in the graphical user interface gradually decreases.
[0053] In an optional embodiment, the specific process of determining the progress identifier displayed in the graphical user interface based on the game behavior of the target virtual character and the skill effective casting area can include: adjusting the progress identifier according to the target distance between the target virtual character and the edge of the skill effective casting area; wherein the progress size corresponding to the progress identifier is inversely proportional to the target distance; in response to the target virtual character moving to the skill effective casting area, the progress corresponding to the progress identifier is pulled to the full. Specifically, the farther the target distance between the target virtual character and the edge of the skill effective casting area, the lower the progress value corresponding to the progress identifier, and when the target distance reaches a preset distance threshold, the progress value corresponding to the progress identifier is 0; the closer the target distance, the higher the progress value corresponding to the progress identifier, and when the target virtual character reaches the edge of the skill effective casting area or in the skill effective casting area, the progress corresponding to the progress identifier is pulled to the full, at this time the second identifier will be displayed in the second display mode to prompt the player to cast the second game skill.
[0054] Further, the specific process of displaying the second identifier in the second display mode in response to the game behavior of the target virtual character meeting the game behavior requirement can include: in response to the target virtual character moving into the skill effective casting area, the second identifier is displayed in the second display mode to prompt the player that the second game skill can be effectively cast at present.
[0055] In an optional embodiment, the second game skill is a sustained output game skill and the game skill can be interrupted; based on this, when the target virtual character moves to the skill effective casting area, in response to a skill casting instruction for the second game skill, the target virtual character is controlled to start casting the second game skill, and a casting progress identifier corresponding to the second game skill is displayed in the graphical user interface; in response to completion of casting of the second game skill, the progress of the casting progress identifier is pulled to the full, and the second identifier is displayed in the third display mode.
[0056] In a specific implementation, the specific display mode of the casting progress identifier can be determined according to the research and development requirements. For example, the casting progress identifier can be displayed at a specified position in the graphical user interface, or can be displayed on the second identifier. The casting progress identifier is used to indicate that the second game skill is being cast, and to indicate the casting progress in real time, so as to prompt the player when the second game skill can be cast.
[0057] In a specific embodiment, the casting progress identifier is a progress bar displayed on the second identifier. In a 3D game such as skill casting, displacement, and continuous skill casting, the casting of continuous skills not only involves simple skill casting, but also requires multi-dimensional judgment and consideration of casting distance, position of the enemy character, casting time, occupation type (for example, a virtual character of a healing occupation needs to be vigilant about attacks from enemy objects during skill casting, and needs to pay attention to the status of teammates in a timely manner), and the like. Therefore, during casting of a single skill, some conditions need to be judged, and the casting progress corresponding to the display casting progress identifier is displayed according to the judgment.
[0058] As shown in FIG. 3 is a display schematic diagram of a graphical user interface provided by an embodiment of the present disclosure, the target combo skill displayed at the bottom of the graphical user interface in FIG. 3 is corresponding operation guide information, the target combo skill includes three game skills, and each game skill corresponds to an identifier. As can be known from FIG. 3, the first game skill included in the target combo skill is controlled to be cast by the E key in the keyboard, the second game skill is controlled to be cast by the SHIFT key, and the third game skill is controlled to be cast by the Q key. The first identifier corresponding to the first game skill is displayed in the third display mode (i.e., a check mark icon is displayed on the identifier), indicating that the first game skill has been cast. The progress identifier displayed between the first identifier corresponding to the first game skill and the second identifier corresponding to the second game skill corresponds to full progress, and the second identifier corresponding to the second game skill displays a cast progress identifier, indicating that the second game skill is currently being cast, and the cast progress identifier can guide the player whether to continue to release the skill or to end the game skill release immediately and perform the next operation. As can be known from the cast progress identifier on the second identifier corresponding to the second game skill in FIG. 3, the second game skill has not been cast, and therefore, the progress identifier between the second identifier corresponding to the second game skill and the third identifier corresponding to the third game skill corresponds to a progress of 0, and the third identifier corresponding to the third game skill is displayed in the first display mode.
[0059] Further, the second game skill described above is a game skill for causing damage to an enemy character; based on this, the specific process of controlling the cast progress identifier to be full and displaying the second identifier in the third display mode in response to the second game skill being cast can include: in response to a skill cast instruction for the second game skill, controlling the target virtual character to cast the second game skill and causing damage to the enemy character; in response to the damage value corresponding to the enemy character reaching a preset damage threshold, displaying a preset countdown on the second identifier, and displaying the second identifier in the third display mode when the countdown ends; wherein the countdown is used to prompt the time when the second game skill is cast.
[0060] Specifically, when the target virtual character is located in the skill effective casting area, the player casting the second game skill will definitely cause damage to the attacked character, that is, the purpose of effectively casting the second game skill is achieved, thereby helping the player to accurately master the casting of the target game skill. The above-mentioned preset damage threshold can be determined according to the game rules, and the preset damage threshold is also the maximum blood volume reduction value that the target game skill can achieve. The above-mentioned preset time length can be determined according to the research and development requirements, for example, the preset time length can be 3 seconds or 5 seconds, etc., and the way of displaying the preset time length countdown on the second mark can be playing countdown numbers or animations, etc., for example, if the preset time length is 3 seconds, 3-2-1 countdown is played on the second mark, which can let the player know the time to stop casting the second game skill.
[0061] The following embodiments are used to describe the way of determining the skill effective casting area based on different character types, and the casting way of the game skill.
[0062] Specifically, different professional types correspond to different continuous attack casting conditions, and the corresponding game skills and character characteristics are also different. Among them, the professional type includes but is not limited to: front professional, output professional and treatment professional. Among them, the front professional is mainly based on damage resistance and close combat, the core is to resist the attack of the attacked character, to provide a shield for the team character, and to lead the game team to achieve the game goal; the output professional mainly causes damage to the enemy character by flexible positioning; the treatment professional mainly provides blood volume for the wounded team character. The continuous attack casting condition corresponding to each professional type is pre-set, and the continuous attack casting condition corresponding to each pre-set professional type is determined according to the main responsibility of the pre-set professional type and the skill attribute of the corresponding game skill. Among them, different continuous attack casting conditions can be determined based on different game information in the game scene, and the game information here includes but is not limited to: the distance between the target virtual character and the enemy character in the game scene, the position of the target virtual character, the position of the enemy character, and the position of the team character to be treated by the target virtual character.
[0063] In the game, not only the virtual character itself, but also the game skill is cast according to the casting order of the target continuous attack skill, and when a set of continuous attack skills is completed, the continuous attack skill can be fully effective on the enemy character or the team character. Therefore, it is also necessary to consider the position of the virtual character itself and a series of judgment conditions related to the surrounding environment (such as the positional relationship with the enemy character, the skill release time of itself, etc.) when casting the continuous attack. Therefore, in this embodiment, the continuous attack casting condition will be described according to different professional types.
[0064] In an optional embodiment, when the target virtual character is a virtual character of the first professional type, the second combo casting condition is that the distance between the target virtual character and the enemy character is less than a preset distance value. Based on this, the specific process of displaying the skill effective casting area corresponding to the second game skill in the graphical user interface based on the second combo casting condition can include: in the game scene, determining a circular area with the enemy character as the center and the preset distance value indicated by the second combo casting condition as the radius; determining the circular area as the skill effective casting area corresponding to the second game skill, and displaying the skill effective casting area in the graphical user interface.
[0065] In a specific implementation, the first preset professional type is a front professional, and the front professional is mainly based on damage resistance and close combat, the core of which is to resist the attack of the enemy character, provide resistance to the teammate character, and at the same time, charge in front to make the game team achieve the game goal. In addition to the appearance of the virtual character of the front professional, the core characteristics of the game skill of the virtual character are control, close combat, and resistance; among them, control refers to making the enemy character unable to move or release skills, close combat refers to the relatively small range of skill release, and resistance refers to skills containing shield, blood return, and other resistance or treatment effects. At the same time, the game skill combo interval time corresponding to the front professional is relatively short (due to distance and position reasons, it is necessary to quickly cast skills), therefore, the combo casting condition corresponding to the front professional is that when the distance between the combo casting and the enemy character is X units, the combo is triggered, and the casting time of the skill is short, mainly to quickly complete the combo. Among them, X units correspond to the preset distance threshold. Therefore, when the target virtual character is a front professional, a circular area with the enemy character as the center and the preset distance value as the radius can be seen in the player's perspective, and the circular area is also the skill effective casting area corresponding to the second game skill.
[0066] In a specific implementation, when the target virtual character operated by the player enters the skill effective casting area corresponding to the second game skill, the second game skill can be effectively cast, at this time, in order to inform the player to cast the second game skill, the second identifier corresponding to the second game skill needs to be adjusted to the second display mode. As shown in FIG. 4, another identifier display adjustment schematic provided by the embodiment of the present disclosure is shown, the virtual character with a circular area under the feet in the left image in FIG. 4 is an enemy character, the virtual character without a circular area under the feet is a target virtual character, and the circular area is a skill effective casting area corresponding to the second game skill. The second identifier corresponding to the second game skill in FIG. 4 is the second identifier displayed at the bottom of the graphical user interface, the second identifier in the left image in FIG. 4 is displayed in the first display mode, the first identifier before the second identifier is displayed in the third display mode, indicating that the corresponding first game skill has been completed. At the same time, the progress identifier between the second identifier and the third identifier corresponding to the third game skill is in an unfulfilled state, and the progress value corresponding to the progress identifier is related to the distance between the target virtual character and the edge of the circular area. The target virtual character in the right image in FIG. 4 is located in the circular area, therefore, the second identifier is switched from the first display mode to the second display mode, for prompting the player that the current second continuous attack casting condition is met, and the second game skill can be cast, at this time, if the player operates the target virtual character to leave the circular area, the progress value corresponding to the progress identifier between the first identifier and the second identifier will be rolled back, and the amount of rollback is related to the distance between the target virtual character and the edge of the circular area.
[0067] When the target virtual character moves to the skill effective casting area, in response to the skill casting instruction for the second game skill, the target virtual character is controlled to cast the second game skill in the game scene, and causes damage to the enemy character. When the damage value corresponding to the enemy character reaches the preset damage threshold, it is determined that the target game skill casting is completed, at this time, the second identifier needs to be adjusted to the third display mode.
[0068] In an optional embodiment, when the damage degree of the target virtual character corresponding to the enemy character is about to reach the preset damage threshold, a preset time countdown needs to be displayed on the second identifier, and the second identifier is displayed in the third display mode at the end of the countdown. The way of displaying the preset time countdown on the operation control identifier can be playing a countdown number or an animation, for example, if the preset time is 3 seconds, a 3-2-1 countdown is played on the operation control identifier.
[0069] In a specific embodiment, when the target virtual object casts the second game skill to weaken the maximum blood volume reduction value of the enemy character, the blood bar of the enemy character is synchronously displayed and the casting of the second game skill is stopped, at this time, even if the second game skill is not completely released, but the next skill can be directly linked. In addition, when the second game skill is naturally casted, the progress value corresponding to the progress mark between the second mark and the third mark corresponding to the third game skill starts to adjust.
[0070] In another optional embodiment, the target virtual character is a virtual character of a second occupation type, and the second combo casting condition is that the target virtual character is located at an attack position of the enemy character determined based on the second game skill. Based on this, the specific process of displaying the skill effective casting area corresponding to the second game skill in the graphical user interface based on the second combo casting condition can include: determining at least one attack position of the enemy character in the game scene based on the skill attribute corresponding to the second game skill, and determining the at least one attack position as the skill effective casting area corresponding to the second game skill; displaying the skill effective casting area corresponding to the second game skill in the game scene. Wherein, the virtual character casts the second game skill at the attack position can cause damage to the enemy character.
[0071] In a specific implementation, the second occupation type is an output occupation, and the output occupation mainly causes damage to the enemy character by finding a suitable position through flexible positioning. However, the blood volume of the virtual character of the output occupation is less than that of the virtual character of the front occupation. If the positioning is improper, the enemy character is found or the gap is drilled, the virtual character of the output occupation is easily killed. Therefore, the combo casting condition corresponding to the output occupation is that the position of the target virtual character when the combo is cast, and the skill casting strategy needs to be judged according to the attack of the enemy character on it when the game skill is cast, that is, the attack position of the enemy character needs to be determined based on the game skill that the target virtual character is about to trigger.
[0072] If the player selects the target virtual character of the output occupation, based on the skill attribute corresponding to the second game skill and the position of the enemy character, one or more attack positions of the enemy character are generated in the game scene, and these attack positions are marked out in a first format (the first format can be determined according to the research and development requirements, for example, it can be displayed in a specified color or edge display, etc.), so that the player can see these attack positions in the player's perspective, so as to control the target virtual character to move to a certain attack position to achieve the second combo casting condition corresponding to the second game skill. As shown in FIG. 5, the position of the "enemy" in FIG. 5 is the position of the enemy character in the game scene, and the multiple circular regions around the enemy character are the multiple attack positions.
[0073] Further, if the target virtual character is an output profession, in response to the target virtual character moving to a first attack position of the at least one attack position, the display format of the first attack position of the at least one attack position or an attack position other than the first attack position of the at least one attack position is adjusted to prompt the target virtual character to be located at the first attack position; in response to the skill casting instruction for the second game skill, the target virtual character is controlled to cast the second game skill in the game scene and cause damage to the enemy character. The first attack position can be any one of the at least one attack position, and when the target virtual character is located at the first attack position, the display format of the first attack position or the display format other than the first attack position is adjusted, so as to prominently remind the player that the target virtual character is located at the first attack position. The format of the attack position is adjusted in a manner including but not limited to deepening the display color of the first attack position or adding an outer border, lightening the display color of the attack position other than the first attack position or adjusting the display transparency, etc.
[0074] As shown in FIG. 6, FIG. 6 provides a schematic diagram of display format adjustment of an attack position according to an embodiment of the present disclosure. FIG. 6 includes two virtual characters and four attack positions, which are an enemy character and a target virtual character respectively. When the target virtual character is located at an attack position, the second identifier is switched to a second display mode, and the display of the attack positions other than the attack position where the target virtual character is located is weakened to be displayed in a relatively transparent display format in the graphical user interface.
[0075] In an optional embodiment, the target combo skill further includes a third game skill cast after the second game skill; in the process that the target virtual character casts the second game skill in the game scene, in response to the target virtual character being attacked by the enemy character, the second identifier is displayed in a third display mode, and first prompt information is displayed in the graphical user interface; the third display mode is used to indicate that the second game skill has been cast; and the first prompt information is used to prompt the target virtual character to avoid the attack of the enemy character. The first prompt information can be a text prompt or a key prompt, and the specific prompt content and prompt form can be determined according to the research and development requirements. The display position of the first prompt information can be determined according to the research and development requirements, for example, the first prompt information can be displayed in a specified area in the graphical user interface, or can be displayed between the second identifier and the third identifier.
[0076] In a specific embodiment, the first prompt information includes a control identifier corresponding to the movement control; based on this, in response to the display of the first prompt information in the graphical user interface, at least one attack position in the game scene is canceled, and at least one new attack position is generated in the game scene based on the third skill corresponding to the third combo execution condition; in response to the triggering operation of the movement control, the target virtual character is controlled to move in the game scene; in response to the target virtual character moving to a second attack position in the at least one new attack position, the third identifier corresponding to the third skill is displayed in a second display mode to prompt the target virtual character to execute the third skill, and the first game skill and the second game skill constitute a target combo skill.
[0077] In a specific implementation, if the target virtual character controlled by the player is attacked by an enemy character in the game scene during the skill execution stage of the second game skill, the execution of the second game skill is immediately displayed, that is, the second identifier is displayed in a third display mode, and a first prompt information appears on the progress identifier between the second identifier and the third identifier, as shown in FIG. 7, which is a display diagram of a first prompt information provided by an embodiment of the present disclosure. The first prompt information in FIG. 7 is a control identifier corresponding to a movement control, that is, the “WASD” identifier in FIG. 7, which mainly reminds the player to avoid the attack of the enemy character by moving. At this time, based on the position of the enemy character and the attributes of the third game skill, an attack position that causes more damage to the enemy character is generated until the target virtual character reaches a certain attack position, and the third identifier corresponding to the third game skill is switched to the second display mode.
[0078] In another optional embodiment, the target virtual character is of a third occupation type, and the second combo execution condition is that the position near the target virtual character includes a teammate character, and the target virtual character is located in an unattackable range of the enemy character; based on this, the specific process of displaying the skill effective execution area corresponding to the second game skill in the graphical user interface based on the second combo execution condition can include: determining an attack range corresponding to the enemy character in the game scene according to the position of the enemy character, and displaying the attack range in the game scene; in response to the teammate character being located in the attack range, generating a healing position in the game scene based on the position of the teammate character and the attack range, and determining the healing position as the skill effective execution area corresponding to the second game skill; and displaying the skill effective execution area corresponding to the second game skill in the graphical user interface. The display formats of the attack range and the effective skill execution area are different, so as to facilitate the distinction between the attack range and the effective skill execution range.
[0079] In a specific implementation, the third professional type is a healing professional, which mainly functions to increase the blood volume of a wounded teammate character, so the virtual character of the healing professional needs to be around the teammate character at all times, or the teammate character needs to be in the field of view of the virtual character of the healing professional. Therefore, for the virtual character of the healing professional, it is necessary to follow the teammate character and find a more suitable position for treatment output. The continuous attack release condition corresponding to the healing professional is to release the treatment output skill in a safe position, that is, the position is a blind area of the field of view of the enemy character (equivalent to the above-mentioned attackable range), and at the same time, it is around the teammate character.
[0080] As shown in FIG. 8, which is a display schematic diagram of an attack range provided by an embodiment of the present disclosure, the position of the enemy in FIG. 8 corresponds to the position of the enemy character, the position of the player corresponds to the position of the target virtual character, and the triangular area connected to the position of the enemy character is the attack range corresponding to the enemy character. When the target virtual character is in the attack range, the target virtual character will be attacked, and when the target virtual character is outside the attack range, the target virtual character will not be attacked. Based on the attack range corresponding to the enemy character, when the teammate character is triggered in the attack range, a healing position will be generated in the game scene. As shown in FIG. 9, which is a display schematic diagram of a healing position provided by an embodiment of the present disclosure, the circular area outside the attack range in FIG. 9 is the healing position.
[0081] It should be noted that the position of the teammate character in the attack range is different, and the healing position generated in the game scene is different. Among them, the healing position refers to a position that can both heal the teammate character and avoid the attack of the enemy character. The generated healing position is a point position that is more advantageous for the intensity of healing the teammate character. When the player moves the target virtual character to the corresponding healing position, the second identifier switches to the second display mode.
[0082] Further, when the target virtual character is a healing professional, the second game skill is to heal the teammate character. Based on this, when the target virtual character moves to the skill effective release area, in response to the skill release instruction for the second game skill, the target virtual character is controlled to release the second game skill in the game scene to heal the teammate character. In response to the healing time of the target virtual character to the teammate character reaching a preset time threshold, it is determined that the second game skill is released. The specific duration corresponding to the preset time threshold can be determined according to the research and development requirements.
[0083] In a specific implementation, when the target virtual character is a healing professional, if the target virtual character heals the teammate character for a certain time (equivalent to the above-mentioned preset time threshold) at the first healing position, a second healing position is generated according to the position of the enemy character. The player performs a two-stage skill release (i.e., healing) according to the healing position prompt, and finally completes a set of continuous attack learning according to the indication of the healing position.
[0084] The above manner generates corresponding combo casting conditions according to the characteristics of different occupation types in the game scene, thereby assisting the player in focusing on the operation of the virtual character of the corresponding occupation type and quickly mastering the skill combo casting. The prompt of the combo trigger in the manner not only considers the time and the judgment condition of whether the skill casting is correct or not, but also generates more targeted operation guide information according to the attributes of the occupation type, the position in the actual battlefield and the demand, and the conditions of the combo casting are more practical and guided.
[0085] Corresponding to the information prompting method in the game, the embodiment of the disclosure provides a device for prompting information in a game. A graphical user interface is displayed through a terminal device. As shown in FIG. 10, the device comprises:
[0086] The scene display module 91 is configured to execute a skill guide instruction for a target combo skill of a target virtual character, and control a game scene containing the target virtual character to be displayed in the graphical user interface, wherein the target virtual character is a virtual character controlled by the terminal device, and the target combo skill at least includes a first game skill and a second game skill which are cast in a casting order.
[0087] The identification display module 92 is configured to execute the first identification and the second identification in the first display mode in the graphical user interface according to the casting order, wherein the first identification is used to indicate the first game skill, and the second identification is used to indicate the second game skill.
[0088] The display adjustment module 93 is configured to execute the first identification in the second display mode in response to the first combo casting condition corresponding to the first game skill being met, so as to prompt the target virtual character to cast the first game skill.
[0089] The progress display module 94 is configured to execute the second combo casting condition corresponding to the second game skill in response to the target virtual character completing the casting of the first game skill, and display a progress identification in the graphical user interface, wherein the second combo casting condition at least includes a game behavior requirement for the target virtual character, and the progress identification is used to indicate whether the game behavior trend of the target virtual character meets the game behavior requirement in real time.
[0090] The display switching module 95 is configured to execute the second identification in the second display mode in response to the game behavior of the target virtual character meeting the game behavior requirement, so as to prompt the target virtual character to cast the second game skill, so that the second game skill and the first game skill constitute the target combo skill.
[0091] The device for prompting information in the game described above, by means of the corresponding continuous attack release conditions of different game skills in the game scene, assists the player in focusing on the control of the corresponding role and quickly mastering the release of the continuous attack skill. At the same time, the display mode of the continuous attack skill corresponding to the mark in this way will change according to the release of the corresponding game skill, thereby generating more targeted operation guide information to help the player better master and understand the release of the continuous attack skill.
[0092] Specifically, the device described above further includes a display mode switching module configured to perform: in response to the target virtual role completing the release of the first game skill, displaying the first mark in a third display mode.
[0093] Further, the game behavior requirement described above includes at least one of the following: distance requirement of the target virtual object and the enemy role, position requirement of the target virtual object, and position requirement of the teammate role of the target virtual role.
[0094] Further, the progress display module 94 described above is configured to perform: in response to the target virtual role completing the release of the first game skill, determining the second continuous attack release condition corresponding to the second game skill, and displaying the skill effective release area corresponding to the second game skill in the graphical user interface based on the second continuous attack release condition; based on the game behavior of the target virtual role and the skill effective release area, determining the progress mark displayed in the graphical user interface.
[0095] Further, the display switching module 95 described above is configured to perform: in response to the target virtual role moving into the skill effective release area, displaying the second mark in a second display mode.
[0096] In an optional embodiment, the progress display module 94 described above is configured to perform: adjusting the progress mark according to the target distance between the target virtual role and the edge of the skill effective release area; wherein the progress size corresponding to the progress mark is inversely proportional to the target distance; in response to the target virtual role moving into the skill effective release area, controlling the progress mark to be pulled to the full progress.
[0097] In an optional embodiment, when the target virtual role is a virtual role of a first occupation type, the second continuous attack release condition is that the distance between the target virtual role and the enemy role is less than a preset distance value; based on this, the progress display module 94 described above is configured to perform: in the game scene, determining a circular area with the enemy role as the center and the preset distance value indicated by the second continuous attack release condition as the radius; determining the circular area as the skill effective release area corresponding to the second game skill, and displaying the skill effective release area in the graphical user interface.
[0098] Further, the device further includes a skill casting module configured to execute: in response to a skill casting instruction for the second game skill, controlling the target virtual character to cast the second game skill in the game scene and cause damage to the enemy character when the target virtual character moves to the skill effective casting area.
[0099] In an optional embodiment, when the target virtual character is a virtual character of the second professional type, the second combo casting condition is that the target virtual character is located in an attack position for the enemy character determined based on the second game skill; based on this, the progress display module 94 is configured to execute: determining at least one attack position for the enemy character in the game scene based on the skill attribute corresponding to the second game skill, and determining the at least one attack position as the skill effective casting area corresponding to the second game skill; displaying the skill effective casting area corresponding to the second game skill in the game scene.
[0100] Further, the skill casting module is further configured to execute: in response to the target virtual character moving to a first attack position in the at least one attack position, adjusting the display format of the first attack position in the at least one attack position or an attack position other than the first attack position in the at least one attack position to prompt the target virtual character to be located in the first attack position; in response to the skill casting instruction for the second game skill, controlling the target virtual character to cast the second game skill in the game scene and cause damage to the enemy character.
[0101] Further, the target combo skill further includes a third game skill cast after the second game skill; based on this, the device further includes an information prompting module configured to execute: in response to the target virtual character being attacked by the enemy character during the casting of the second game skill by the target virtual character in the game scene, controlling the second identifier to be displayed in the third display mode and displaying first prompt information in the graphical user interface to prompt the target virtual character to avoid the attack of the enemy character.
[0102] Further, the first prompt information includes a control identifier corresponding to a movement control; based on this, the device further includes a display adjustment module configured to execute: in response to the first prompt information being displayed in the graphical user interface, canceling the display of the at least one attack position in the game scene, and based on a third combo casting condition corresponding to the third game skill, generating at least one new attack position in the game scene; in response to a trigger operation of the movement control, controlling the target virtual character to move in the game scene; in response to the target virtual character moving to a second attack position in the at least one new attack position, displaying a third identifier corresponding to the third game skill in a second display mode to prompt the target virtual character to cast the third game skill to form the target combo skill with the first game skill and the second game skill.
[0103] In an optional embodiment, when the target virtual character is a virtual character of a third occupation type, the second combo casting condition is that the position near the target virtual character includes a teammate character, and the target virtual character is located in an unattackable range of an enemy character; based on this, the progress display module 94 is configured to perform: determining an attack range corresponding to the enemy character in the game scene according to the position of the enemy character, and displaying the attack range in the game scene; in response to the teammate character being located in the attack range, generating a healing position in the game scene based on the position of the teammate character and the attack range, and determining the healing position as a skill effective casting area corresponding to the second game skill; and displaying the skill effective casting area corresponding to the second game skill in the graphical user interface.
[0104] Further, the skill casting module is configured to perform: in response to the target virtual character moving to the skill effective casting area, controlling the target virtual character to cast the second game skill in the game scene to heal the teammate character in response to the skill casting instruction for the second game skill; and determining that the casting of the second game skill is completed in response to the healing time of the target virtual character on the teammate character reaching a preset time threshold.
[0105] Further, the second game skill is a game skill with continuous output and can be interrupted; based on this, the device further includes a progress adjustment module configured to perform: in response to the target virtual character moving to the skill effective casting area, controlling the target virtual character to start casting the second game skill in response to the skill casting instruction for the second game skill, and displaying a casting progress identifier corresponding to the second game skill in the graphical user interface; and controlling the progress of the casting progress identifier to be full and displaying the second identifier in the third display mode in response to the casting of the second game skill being completed.
[0106] In a specific implementation, the second game skill is a game skill that causes damage to an enemy character; based on this, the progress adjustment module is further configured to perform: controlling the target virtual character to cast the second game skill and cause damage to the enemy character in response to the skill casting instruction for the second game skill; and displaying a preset countdown on the second identifier in response to a damage value corresponding to the enemy character reaching a preset damage threshold, and displaying the second identifier in the third display mode when the countdown ends; wherein the countdown is used to prompt the time when the casting of the second game skill is completed.
[0107] The game information prompting device provided in the embodiments of the present disclosure has the same implementation principle, technical effects and the above-mentioned method embodiments. For brevity of description, the part of the device embodiment not mentioned can be referred to the corresponding content in the above-mentioned method embodiments.
[0108] The embodiment of the present disclosure further provides an electronic device, as shown in FIG. 11, which comprises a processor and a memory storing machine executable instructions capable of being executed by the processor, and the processor executes the machine executable instructions to implement the information prompting method in the game.
[0109] Specifically, the method for prompting information in the game comprises displaying a graphical user interface by a terminal device, and in response to a skill instruction for a target combo skill of a target virtual character, displaying a game scene containing the target virtual character in the graphical user interface, wherein the target virtual character is a virtual character controlled by the terminal device, and the target combo skill at least comprises a first game skill and a second game skill to be executed in a first execution order; displaying a first identifier and a second identifier in the graphical user interface in a first display mode in the first execution order, wherein the first identifier is used to indicate the first game skill, and the second identifier is used to indicate the second game skill; in response to a first combo execution condition corresponding to the first game skill being met, displaying the first identifier in a second display mode to prompt the target virtual character to execute the first game skill; in response to the target virtual character completing the execution of the first game skill, determining a second combo execution condition corresponding to the second game skill, and displaying a progress identifier in the graphical user interface, wherein the second combo execution condition at least comprises a game behavior requirement for the target virtual character, and the progress identifier is used to indicate whether a game behavior trend of the target virtual character meets the game behavior requirement in real time; and in response to the game behavior of the target virtual character meeting the game behavior requirement, displaying the second identifier in the second display mode to prompt the target virtual character to execute the second game skill, so that the second game skill and the first game skill constitute the target combo skill.
[0110] The method for prompting information in the game can assist the player to focus on the control of the corresponding character according to the combo execution condition corresponding to different game skills in the game scene, and quickly master the execution of the combo skill. Meanwhile, the identifier corresponding to the combo skill in the method can change the display mode according to the execution of the corresponding game skill, so as to generate more targeted operation instruction information, and help the player to better master and understand the execution of the combo skill.
[0111] In an optional embodiment, the method further comprises: in response to the target virtual character completing the execution of the first game skill, displaying the first identifier in a third display mode.
[0112] In an optional embodiment, the game behavior requirement comprises at least one of the following: a distance requirement of the target virtual object and an enemy character, a position requirement of the target virtual object, and a position requirement of a teammate character of the target virtual character.
[0113] In an optional embodiment, the step of determining the second combo execution condition corresponding to the second game skill and displaying the progress identifier in the graphical user interface in response to the target virtual character completing execution of the first game skill includes: determining the second combo execution condition corresponding to the second game skill in response to the target virtual character completing execution of the first game skill, and displaying a skill effective execution area corresponding to the second game skill in the graphical user interface based on the second combo execution condition; determining the progress identifier displayed in the graphical user interface based on the game behavior of the target virtual character and the skill effective execution area.
[0114] In an optional embodiment, the step of displaying the second identifier in the second display mode in response to the game behavior of the target virtual character meeting the game behavior requirement includes: displaying the second identifier in the second display mode in response to the target virtual character moving into the skill effective execution area.
[0115] In an optional embodiment, the step of determining the progress identifier displayed in the graphical user interface based on the game behavior of the target virtual character and the skill effective execution area includes: adjusting the progress identifier according to a target distance between the target virtual character and an edge of the skill effective execution area; wherein the progress size corresponding to the progress identifier is inversely proportional to the target distance; and controlling the progress identifier to be fully charged in response to the target virtual character moving into the skill effective execution area.
[0116] In an optional embodiment, when the target virtual character is a virtual character of a first occupation type, the second combo execution condition is that the distance between the target virtual character and an enemy character is less than a preset distance value; and the step of displaying the skill effective execution area corresponding to the second game skill in the graphical user interface based on the second combo execution condition includes: determining, in a game scene, a circular area with the enemy character as the center and the preset distance value indicated by the second combo execution condition as the radius; determining the circular area as the skill effective execution area corresponding to the second game skill, and displaying the skill effective execution area in the graphical user interface.
[0117] In an optional embodiment, the method further includes: in response to a skill execution instruction for the second game skill when the target virtual character moves into the skill effective execution area, controlling the target virtual character to execute the second game skill in the game scene and cause damage to the enemy character.
[0118] In an optional embodiment, when the target virtual character is a virtual character of the second professional type, the second combo execution condition is that the target virtual character is located in an attack position for the enemy character determined based on the second game skill; the step of displaying the skill effective execution area corresponding to the second game skill in the graphical user interface based on the second combo execution condition comprises: determining at least one attack position for the enemy character in the game scene based on the skill attribute corresponding to the second game skill, and determining the at least one attack position as the skill effective execution area corresponding to the second game skill; and displaying the skill effective execution area corresponding to the second game skill in the game scene.
[0119] In an optional embodiment, the method further comprises: in response to the target virtual character moving to a first attack position in the at least one attack position, adjusting the display format of the first attack position in the at least one attack position or an attack position other than the first attack position in the at least one attack position to prompt that the target virtual character is located in the first attack position; and in response to a skill execution instruction for the second game skill, controlling the target virtual character to execute the second game skill in the game scene and cause damage to the enemy character.
[0120] In an optional embodiment, the target combo skill further comprises a third game skill executed after the second game skill; the method further comprises: in response to the target virtual character being attacked by the enemy character during execution of the second game skill by the target virtual character in the game scene, controlling the second identifier to be displayed in the third display mode and displaying first prompt information in the graphical user interface to prompt the target virtual character to dodge the attack of the enemy character.
[0121] In an optional embodiment, the first prompt information comprises a control identifier corresponding to a movement control; the method further comprises: in response to the first prompt information being displayed in the graphical user interface, canceling display of the at least one attack position in the game scene and generating at least one new attack position in the game scene based on a third combo execution condition corresponding to the third game skill; in response to a trigger operation of the movement control, controlling the target virtual character to move in the game scene; and in response to the target virtual character moving to a second attack position in the at least one new attack position, displaying a third identifier corresponding to the third game skill in a second display mode to prompt the target virtual character to execute the third game skill to form the target combo skill together with the first game skill and the second game skill.
[0122] In an optional embodiment, when the target virtual character is a virtual character of a third professional type, the second combo execution condition is that the position near the target virtual character includes the ally character, and the target virtual character is located in the unattackable range of the enemy character; the step of displaying the skill effective execution area corresponding to the second game skill in the graphical user interface based on the second combo execution condition includes: determining the attack range corresponding to the enemy character in the game scene according to the position of the enemy character, and displaying the attack range in the game scene; in response to the ally character being located in the attack range, generating a treatment position in the game scene based on the position of the ally character and the attack range, and determining the treatment position as the skill effective execution area corresponding to the second game skill; and displaying the skill effective execution area corresponding to the second game skill in the graphical user interface.
[0123] In an optional embodiment, the method further includes: in response to a skill execution instruction for the second game skill, controlling the target virtual character to execute the second game skill in the game scene to treat the ally character when the target virtual character moves to the skill effective execution area; and determining that the second game skill is executed in response to the treatment time of the target virtual character on the ally character reaching a preset time threshold.
[0124] In an optional embodiment, the second game skill is a continuous output game skill and the game skill can be interrupted; the method further includes: in response to a skill execution instruction for the second game skill, controlling the target virtual character to start executing the second game skill when the target virtual character moves to the skill effective execution area, and displaying an execution progress identifier corresponding to the second game skill in the graphical user interface; and in response to the execution of the second game skill being completed, controlling the progress of the execution progress identifier to be full, and displaying the second identifier in the third display mode.
[0125] In an optional embodiment, the second game skill is a game skill that causes damage to the enemy character; the step of controlling the progress of the execution progress identifier to be full and displaying the second identifier in the third display mode in response to the execution of the second game skill being completed includes: in response to a skill execution instruction for the second game skill, controlling the target virtual character to execute the second game skill and cause damage to the enemy character; and in response to the damage value corresponding to the enemy character reaching a preset damage threshold, displaying a preset countdown on the second identifier, and displaying the second identifier in the third display mode when the countdown ends; wherein the countdown is used to prompt the time when the execution of the second game skill is completed.
[0126] Further, the electronic device shown in FIG. 11 further includes a bus 102 and a communication interface 103, the processor 101, the communication interface 103, and the memory 100 are connected through the bus 102.
[0127] The memory 100 can include a high-speed random access memory (RAM), and can also include a non-volatile memory, such as at least one disk memory. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which can be wired or wireless), and the Internet, a wide area network, a local area network, a metropolitan area network, etc. can be used. The bus 102 can be an ISA bus, a PCI bus, or an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, only one bidirectional arrow is shown in FIG. 11, but it does not mean that there is only one bus or one type of bus.
[0128] The processor 101 can be an integrated circuit chip with signal processing capability. In the implementation process, each step of the above method can be completed by the integrated logic circuit of hardware in the processor 101 or the instructions in the form of software. The above processor 101 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. Each method, step and logic block disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor. The steps of the method disclosed in combination with the embodiments of the present disclosure can be directly embodied as a hardware code processor for execution, or a combination of hardware and software modules in the code processor for execution. The software module can be located in a random access memory, a flash memory, a read-only memory, a programmable read-only memory, an electrically erasable programmable memory, a register, or other mature storage media in the art. The storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100 and combines the hardware to complete the steps of the method of the above embodiments.
[0129] The embodiments of the present disclosure also provide a computer readable storage medium, which stores computer executable instructions, and when the computer executable instructions are called and executed by a processor, the computer executable instructions cause the processor to implement the information prompting method in the game.
[0130] Specifically, the method for prompting information in the game by displaying a graphical user interface on the terminal device comprises: in response to a skill instruction for a target combo skill of a target virtual character, controlling the display of a game scene containing the target virtual character in the graphical user interface, wherein the target virtual character is a virtual character controlled by the terminal device, and the target combo skill at least includes a first game skill and a second game skill to be executed in a sequential execution order; displaying a first identifier and a second identifier in the graphical user interface in a first display mode in the sequential execution order, wherein the first identifier is used to indicate the first game skill, and the second identifier is used to indicate the second game skill; in response to the satisfaction of a first combo execution condition corresponding to the first game skill, displaying the first identifier in a second display mode to prompt the target virtual character to execute the first game skill; in response to the completion of the execution of the first game skill by the target virtual character, determining a second combo execution condition corresponding to the second game skill, and displaying a progress identifier in the graphical user interface, wherein the second combo execution condition at least includes a game behavior requirement for the target virtual character, and the progress identifier is used to indicate whether the game behavior trend of the target virtual character meets the game behavior requirement in real time; in response to the satisfaction of the game behavior requirement by the game behavior of the target virtual character, displaying the second identifier in the second display mode to prompt the target virtual character to execute the second game skill, so that the second game skill and the first game skill constitute the target combo skill.
[0131] The method for prompting information in the game can assist the player to focus on the control of the corresponding character and quickly master the execution of the combo skill in the game scene according to the combo execution condition corresponding to different game skills. Meanwhile, the identifier corresponding to the combo skill in the method can change the display mode according to the execution of the corresponding game skill, so as to generate more targeted operation instruction information to help the player better master and understand the execution of the combo skill.
[0132] In an optional embodiment, the method further comprises: in response to the completion of the execution of the first game skill by the target virtual character, displaying the first identifier in a third display mode.
[0133] In an optional embodiment, the game behavior requirement includes at least one of the following: a distance requirement of the target virtual object from an enemy character, a position requirement of the target virtual object, and a position requirement of a teammate character of the target virtual character.
[0134] In an optional embodiment, the step of determining the second combo execution condition corresponding to the second game skill and displaying the progress identifier in the graphical user interface in response to the target virtual character completing execution of the first game skill includes: determining the second combo execution condition corresponding to the second game skill in response to the target virtual character completing execution of the first game skill, and displaying a skill valid execution area corresponding to the second game skill in the graphical user interface based on the second combo execution condition.
[0135] In an optional embodiment, the step of displaying the second identifier in the second display mode in response to the game behavior of the target virtual character meeting the game behavior requirement includes: displaying the second identifier in the second display mode in response to the target virtual character moving into the skill valid execution area.
[0136] In an optional embodiment, the step of determining the progress identifier displayed in the graphical user interface based on the game behavior of the target virtual character and the skill valid execution area includes: adjusting the progress identifier according to a target distance between the target virtual character and an edge of the skill valid execution area; wherein a progress size corresponding to the progress identifier is inversely proportional to the target distance; and controlling the progress identifier to be fully charged in response to the target virtual character moving into the skill valid execution area.
[0137] In an optional embodiment, when the target virtual character is a virtual character of a first occupation type, the second combo execution condition is that a distance between the target virtual character and an enemy character is less than a preset distance value; and the step of displaying the skill valid execution area corresponding to the second game skill in the graphical user interface based on the second combo execution condition includes: determining, in a game scene, a circular area with the enemy character as a center and the preset distance value indicated by the second combo execution condition as a radius; determining the circular area as the skill valid execution area corresponding to the second game skill, and displaying the skill valid execution area in the graphical user interface.
[0138] In an optional embodiment, the method further includes: in response to a skill execution instruction for the second game skill, controlling the target virtual character to execute the second game skill in the game scene and cause damage to the enemy character when the target virtual character moves into the skill valid execution area.
[0139] In an optional embodiment, when the target virtual character is a virtual character of the second professional type, the second combo execution condition is that the target virtual character is located in an attack position for the enemy character determined based on the second game skill; the step of displaying the skill effective execution area corresponding to the second game skill in the graphical user interface based on the second combo execution condition comprises: determining at least one attack position for the enemy character in the game scene based on the skill attribute corresponding to the second game skill, and determining the at least one attack position as the skill effective execution area corresponding to the second game skill; and displaying the skill effective execution area corresponding to the second game skill in the game scene.
[0140] In an optional embodiment, the method further comprises: in response to the target virtual character moving to a first attack position in the at least one attack position, adjusting the display format of the first attack position in the at least one attack position or an attack position other than the first attack position in the at least one attack position to prompt that the target virtual character is located in the first attack position; and in response to a skill execution instruction for the second game skill, controlling the target virtual character to execute the second game skill in the game scene and cause damage to the enemy character.
[0141] In an optional embodiment, the target combo skill further comprises a third game skill executed after the second game skill; the method further comprises: in response to the target virtual character being attacked by the enemy character during execution of the second game skill by the target virtual character in the game scene, controlling the second identifier to be displayed in the third display mode and displaying first prompt information in the graphical user interface to prompt the target virtual character to dodge the attack of the enemy character.
[0142] In an optional embodiment, the first prompt information comprises a control identifier corresponding to a movement control; the method further comprises: in response to the first prompt information being displayed in the graphical user interface, canceling display of the at least one attack position in the game scene, and generating at least one new attack position in the game scene based on a third combo execution condition corresponding to the third game skill; in response to a trigger operation of the movement control, controlling the target virtual character to move in the game scene; and in response to the target virtual character moving to a second attack position in the at least one new attack position, displaying a third identifier corresponding to the third game skill in a second display mode to prompt the target virtual character to execute the third game skill to form the target combo skill together with the first game skill and the second game skill.
[0143] In an optional embodiment, when the target virtual character is a virtual character of a third occupation type, the second combo execution condition is that the position in the vicinity of the target virtual character includes the ally character, and the target virtual character is located in the unattackable range of the enemy character; the step of displaying the skill effective execution area corresponding to the second game skill in the graphical user interface based on the second combo execution condition includes: determining the attack range corresponding to the enemy character in the game scene according to the position of the enemy character, and displaying the attack range in the game scene; in response to the ally character being located in the attack range, generating a healing position in the game scene based on the position of the ally character and the attack range, and determining the healing position as the skill effective execution area corresponding to the second game skill; and displaying the skill effective execution area corresponding to the second game skill in the graphical user interface.
[0144] In an optional embodiment, the method further includes: in response to a skill execution instruction for the second game skill, controlling the target virtual character to execute the second game skill in the game scene to heal the ally character when the target virtual character moves to the skill effective execution area; and determining that the execution of the second game skill is completed in response to the healing time of the target virtual character to the ally character reaching a preset time threshold.
[0145] In an optional embodiment, the second game skill is a continuous output game skill and the game skill can be interrupted; the method further includes: in response to a skill execution instruction for the second game skill, controlling the target virtual character to start executing the second game skill when the target virtual character moves to the skill effective execution area, and displaying an execution progress identifier corresponding to the second game skill in the graphical user interface; and in response to the execution of the second game skill being completed, controlling the progress of the execution progress identifier to be pulled to the full, and displaying the second identifier in the third display mode.
[0146] In an optional embodiment, the second game skill is a game skill that causes damage to the enemy character; the step of controlling the progress of the execution progress identifier to be pulled to the full and displaying the second identifier in the third display mode in response to the execution of the second game skill being completed includes: in response to a skill execution instruction for the second game skill, controlling the target virtual character to execute the second game skill and cause damage to the enemy character; and in response to the damage value corresponding to the enemy character reaching a preset damage threshold, displaying a preset countdown on the second identifier, and displaying the second identifier in the third display mode when the countdown ends; wherein the countdown is used to prompt the time when the execution of the second game skill is completed.
[0147] If the functions are implemented in the form of software function units and sold or used as independent products, they can be stored in a computer readable storage medium. Based on this understanding, the technical solutions of the present disclosure can be embodied in the form of a software product, which is stored in a storage medium and includes a number of instructions for causing a computer device (which can be a personal computer, a terminal device, or a network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present disclosure. The aforementioned storage medium includes: a U disk, a mobile hard disk, a read-only memory (ROM, Read-Only Memory), a random access memory (RAM, Random Access Memory), a magnetic disk or an optical disk, and various program code storage media.
[0148] In the description of the present disclosure, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer" and the like indicate the orientation or positional relationship shown in the drawings, and are only for the purpose of facilitating the description of the present disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a particular orientation, be constructed and operated in a particular orientation, and therefore cannot be understood as a limitation on the present disclosure. In addition, the terms "first", "second", "third" are only for the purpose of description, and cannot be understood as indicating or implying relative importance.
[0149] Finally, it should be noted that: the above-described embodiments are only specific embodiments of the present disclosure, used to illustrate the technical solutions of the present disclosure, and not to limit them, the protection scope of the present disclosure is not limited thereto, although the present disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand: any skilled person familiar with the technical field of the present disclosure within the technical range disclosed by the present disclosure, they can still modify or easily think of changes to the technical solutions recorded in the foregoing embodiments, or make equivalent replacements to part of the technical features; and these modifications, changes or replacements do not make the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be covered within the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be subject to the protection scope of the claims.
Claims
1. A method for information prompting in a game, displaying a graphical user interface by a terminal device, the method comprising: in response to a skill instruction instruction for a target combo skill of a target virtual character, controlling to display a game scene containing the target virtual character in the graphical user interface, wherein the target virtual character is a virtual character controlled by the terminal device, and the target combo skill comprises at least a first game skill and a second game skill to be executed in a first execution order; displaying a first identifier and a second identifier in the graphical user interface in a first display mode according to the first execution order, wherein the first identifier is used to indicate the first game skill, and the second identifier is used to indicate the second game skill; in response to a first combo execution condition corresponding to the first game skill being met, displaying the first identifier in a second display mode to prompt the target virtual character to execute the first game skill; in response to the target virtual character completing execution of the first game skill, determining a second combo execution condition corresponding to the second game skill, and displaying a progress identifier in the graphical user interface, wherein the second combo execution condition comprises at least a game behavior requirement for the target virtual character, and the progress identifier is used to indicate in real time whether a game behavior trend of the target virtual character meets the game behavior requirement; in response to the game behavior of the target virtual character meeting the game behavior requirement, displaying the second identifier in the second display mode to prompt the target virtual character to execute the second game skill, so that the second game skill and the first game skill constitute the target combo skill.
2. The method of claim 1, wherein, The method further comprises: in response to the target virtual character completing execution of the first game skill, displaying the first identifier in a third display mode.
3. The method of claim 1, wherein, The game behavior requirement comprises at least one of the following: a distance requirement of the target virtual object from an enemy character, a position requirement of the target virtual object, and a position requirement of a teammate character of the target virtual character.
4. The method of claim 3, wherein, The step of determining the second combo execution condition corresponding to the second game skill in response to the target virtual character completing execution of the first game skill, and displaying a progress identifier in the graphical user interface, comprises: in response to the target virtual character completing execution of the first game skill, determining the second combo execution condition corresponding to the second game skill, and displaying a skill effective execution area corresponding to the second game skill in the graphical user interface based on the second combo execution condition; determining a progress identifier displayed in the graphical user interface based on the game behavior of the target virtual character and the skill effective execution area.
5. The method of claim 4, wherein, The step of displaying the second identifier in the second display mode in response to the game behavior of the target virtual character meeting the game behavior requirement, comprises: in response to the target virtual character moving into the skill effective execution area, displaying the second identifier in the second display mode.
6. The method of claim 4, wherein, The step of determining the progress identifier displayed in the graphical user interface based on the game behavior of the target virtual role and the skill effective casting area includes: Adjusting the progress identifier according to a target distance between the target virtual role and an edge of the skill effective casting area, wherein a progress size corresponding to the progress identifier is inversely proportional to the target distance; In response to the target virtual role moving to the skill effective casting area, controlling the progress identifier to be pulled to the full progress.
7. The method of claim 4, wherein, When the target virtual role is a virtual role of a first occupation type, the second combo casting condition is that a distance between the target virtual role and the enemy role is less than a preset distance value; The step of displaying the skill effective casting area corresponding to the second game skill in the graphical user interface based on the second combo casting condition includes: In the game scene, determining a circular area with the enemy role as the center and a preset distance value indicated by the second combo casting condition as the radius; Determining the circular area as the skill effective casting area corresponding to the second game skill, and displaying the skill effective casting area in the graphical user interface.
8. The method of claim 7, wherein, The method further includes: In response to a skill casting instruction for the second game skill, controlling the target virtual role to cast the second game skill in the game scene and cause damage to the enemy role when the target virtual role moves to the skill effective casting area.
9. The method of claim 4, wherein, When the target virtual role is a virtual role of a second occupation type, the second combo casting condition is that the target virtual role is located in an attack position for the enemy role determined based on the second game skill; The step of displaying the skill effective casting area corresponding to the second game skill in the graphical user interface based on the second combo casting condition includes: Determining at least one attack position for the enemy role in the game scene based on a skill attribute corresponding to the second game skill, and determining the at least one attack position as the skill effective casting area corresponding to the second game skill; Displaying the skill effective casting area corresponding to the second game skill in the game scene.
10. The method of claim 9, wherein, The method further includes: In response to the target virtual role moving to a first attack position in the at least one attack position, adjusting a display format of the first attack position or an attack position other than the first attack position in the at least one attack position to prompt that the target virtual role is located in the first attack position; In response to a skill casting instruction for the second game skill, controlling the target virtual role to cast the second game skill in the game scene and cause damage to the enemy role.
11. The method of claim 10, wherein, The target combo skill further includes a third game skill cast after the second game skill; The method further includes: In a process in which the target virtual character casts the second game skill in the game scene, in response to the target virtual character being attacked by the enemy character, the second identifier is displayed in a third display mode, and first prompt information is displayed in the graphical user interface to prompt the target virtual character to avoid the attack of the enemy character.
12. The method of claim 11, wherein, The first prompt information includes a control identifier corresponding to a movement control; and the method further includes: In response to the first prompt information being displayed in the graphical user interface, the at least one attack position is canceled from being displayed in the game scene, and at least one new attack position is generated in the game scene based on a third combo casting condition corresponding to the third game skill; In response to a triggering operation on the movement control, the target virtual character is controlled to move in the game scene; In response to the target virtual character moving to a second attack position in the at least one new attack position, a third identifier corresponding to the third game skill is displayed in the second display mode to prompt the target virtual character to cast the third game skill, which constitutes the target combo skill together with the first game skill and the second game skill.
13. The method of claim 4, wherein, When the target virtual character is a virtual character of a third professional type, the second combo casting condition is that a nearby position of the target virtual character includes a teammate character, and the target virtual character is located in an unattackable range of the enemy character. The step of displaying, in the graphical user interface, the skill effective casting area corresponding to the second game skill based on the second combo casting condition includes: According to the position of the enemy character, an attack range corresponding to the enemy character is determined in the game scene, and the attack range is displayed in the game scene; In response to the teammate character being located in the attack range, a healing position is generated in the game scene based on the position of the teammate character and the attack range, and the healing position is determined as the skill effective casting area corresponding to the second game skill; The skill effective casting area corresponding to the second game skill is displayed in the graphical user interface.
14. The method of claim 13, wherein, The method further includes: In response to a skill casting instruction for the second game skill when the target virtual character moves to the skill effective casting area, the target virtual character is controlled to cast the second game skill in the game scene to heal the teammate character; In response to a healing time of the target virtual character on the teammate character reaching a preset time threshold, it is determined that the casting of the second game skill is completed.
15. The method of claim 4, wherein, The second game skill is a continuous output game skill and the game skill can be interrupted; and the method further includes: In response to a skill casting instruction for the second game skill when the target virtual character moves to the skill effective casting area, the target virtual character is controlled to start casting the second game skill, and a casting progress identifier corresponding to the second game skill is displayed in the graphical user interface; In response to completion of the second game skill casting, the progress of the casting progress identifier is controlled to be pulled to the full, and the second identifier is displayed in a third display mode.
16. The method of claim 15, wherein, The second game skill is a game skill that causes damage to an enemy character; The step of controlling the progress of the casting progress identifier to be pulled to the full in response to completion of the second game skill casting, and displaying the second identifier in a third display mode, comprises: In response to a skill casting instruction for the second game skill, the target virtual character is controlled to cast the second game skill, and cause damage to the enemy character; In response to the damage value corresponding to the enemy character reaching a preset damage threshold, a preset countdown is displayed on the second identifier for a preset time length, and the second identifier is displayed in the third display mode when the countdown ends; wherein the countdown is used to prompt the time of completion of the second game skill casting. 17.An information prompting device in a game, displaying a graphical user interface through a terminal device, the device comprising: a scene display module configured to execute a skill instruction instruction for a target continuous attack skill of a target virtual character, and control a game scene containing the target virtual character to be displayed in the graphical user interface, wherein the target virtual character is a virtual character controlled through the terminal device, and the target continuous attack skill at least includes a first game skill and a second game skill casted in a casting order; an identifier display module configured to execute the first identifier and the second identifier to be displayed in a first display mode in the graphical user interface according to the casting order, wherein the first identifier is used to indicate the first game skill, and the second identifier is used to indicate the second game skill; a display adjustment module configured to execute the first identifier to be displayed in a second display mode in response to a first continuous attack casting condition corresponding to the first game skill being met, to prompt the target virtual character to cast the first game skill; a progress display module configured to execute the second continuous attack casting condition corresponding to the second game skill to be determined in response to the target virtual character completing casting the first game skill, and a progress identifier to be displayed in the graphical user interface, wherein the second continuous attack casting condition at least includes a game behavior requirement for the target virtual character, and the progress identifier is used to indicate whether a game behavior trend of the target virtual character meets the game behavior requirement in real time; a display switching module configured to execute the second identifier to be displayed in the second display mode in response to the game behavior of the target virtual character meeting the game behavior requirement, to prompt the target virtual character to cast the second game skill, so that the second game skill and the first game skill constitute the target continuous attack skill. 18.An electronic device comprising a processor and a memory, the memory storing machine executable instructions executable by the processor, and the processor executes the machine executable instructions to implement the information prompting method in a game according to any one of claims 1 to 16.
19. A computer readable storage medium storing computer executable instructions which, when called and executed by a processor, cause the processor to implement the information prompting method in a game according to any one of claims 1 to 16.
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