Virtual object selection method and device, equipment, storage medium and program product

By displaying the association relationship between virtual objects in the virtual object selection interface, the problem of players' difficulty in selecting reasonable virtual objects is solved, and the lineup matching and human-computer interaction efficiency of virtual games are improved.

CN119075302APending Publication Date: 2024-12-06TENCENT TECH (CHENGDU) CO LTD
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Patent Information

Application Number
CN202310659742.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-06-05
Publication Date
2024-12-06

AI Technical Summary

Technical Problem

In existing games, players cannot clearly know the relationship between the virtual objects selected by other players and the multiple virtual objects displayed, resulting in unreasonable virtual game lineups and reducing human-computer interaction efficiency.

Method used

Provide a virtual object selection method, which can display the association relationship between the first candidate virtual object and the game virtual object, including adaptation relationship and restraint relationship, help players make smarter choice.

Benefits of technology

It improves players' targetedness when selecting virtual objects, avoids inappropriate lineup matching, and improves human-computer interaction efficiency and gaming experience.

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Patent Text Reader

Abstract

The invention discloses a virtual object selection method and device, equipment, a storage medium and a program product, and relates to the field of virtual environments. The method comprises the steps that a virtual object selection interface is displayed, the virtual object selection interface comprises a plurality of game accounts and a plurality of candidate virtual objects, and at least one game account selects and controls a game virtual object to participate in a virtual game; receiving a trigger operation on a first candidate virtual object in the plurality of candidate virtual objects; and displaying prompt information in response to the trigger operation, the prompt information being used for prompting an association relationship between the first candidate virtual object and the game virtual object, and the association relationship comprising at least one of an adaptation relationship and a restriction relationship. Through the method, the association condition between the first candidate virtual object and the game virtual object can be displayed more intuitively, the waste of data resources with improper lineup matching is avoided, and the man-machine interaction efficiency is improved. The method can be applied to various scenes such as cloud technology, artificial intelligence and intelligent transportation.
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Description

Technical Field

[0001] Embodiments of the present application relate to the field of virtual environments, and in particular, to a virtual object selection method, apparatus, device, storage medium, and program product. Background Art

[0002] With the improvement of cultural and entertainment living standards, people's life experience and requirements for virtual scenes are getting higher and higher. Games, as a way of expressing virtual scenes, have become a channel for many people to relieve stress. In current game applications, players determine the main virtual object participating in the virtual game by selecting from a number of virtual objects, and then realize the virtual game process by controlling the main virtual object.

[0003] In the related art, a plurality of virtual objects are usually displayed in an object selection interface corresponding to the game, so that players can select a main control virtual object to participate in the virtual game from the plurality of virtual objects according to their daily usage habits or their own choices.

[0004] However, although the above method can improve the selectivity and fun of the game through multiple virtual objects, players cannot clearly know the relationship between the virtual objects selected by other players and the multiple virtual objects on display, and thus cannot select appropriate virtual objects to participate in the virtual game according to the current virtual game, which reduces the rationality of the lineup of the virtual game and makes the human-computer interaction efficiency low. Summary of the invention

[0005] The embodiments of the present application provide a virtual object selection method, device, equipment, storage medium and program product, which can more intuitively display the association between the first candidate virtual object and the virtual objects participating in the virtual game, improve the player's pertinence when selecting objects, avoid the waste of data resources for inappropriate lineup matching, and improve the efficiency of human-computer interaction. The technical solution is as follows.

[0006] In one aspect, a virtual object selection method is provided, the method comprising:

[0007] Displaying a virtual object selection interface, wherein the virtual object selection interface includes multiple game accounts and multiple candidate virtual objects, wherein the game account is an account that participates in a virtual game together with a master account, wherein at least one of the multiple game accounts selects to control a game virtual object to participate in the virtual game, and the candidate virtual object is used to be selected by the master account and participate in the virtual game;

[0008] receiving a triggering operation on a first candidate virtual object among the plurality of candidate virtual objects;

[0009] In response to the trigger operation, prompt information is displayed, where the prompt information is used to prompt the association relationship between the first candidate virtual object and the opponent virtual object, where the association relationship includes at least one of an adaptation relationship and a restraint relationship.

[0010] In another aspect, a virtual object selection device is provided, the device comprising:

[0011] A display module, configured to display a virtual object selection interface, wherein the virtual object selection interface includes a plurality of game accounts and a plurality of candidate virtual objects, wherein the game account is an account that participates in a virtual game together with a master account, wherein at least one of the plurality of game accounts selects to control a game virtual object to participate in the virtual game, and the candidate virtual object is used to be selected by the master account and participate in the virtual game;

[0012] A receiving module, configured to receive a triggering operation on a first candidate virtual object among the plurality of candidate virtual objects;

[0013] The display module is further used to display prompt information in response to the trigger operation, and the prompt information is used to prompt the association relationship between the first candidate virtual object and the opponent virtual object, and the association relationship includes at least one of an adaptation relationship and a restraint relationship.

[0014] On the other hand, a computer device is provided, comprising a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set or an instruction set, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by the processor to implement a virtual object selection method as described in any of the above-mentioned embodiments of the present application.

[0015] On the other hand, a computer-readable storage medium is provided, wherein at least one instruction, at least one program, a code set or an instruction set is stored in the storage medium, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by a processor to implement a virtual object selection method as described in any of the above-mentioned embodiments of the present application.

[0016] On the other hand, a computer program product or a computer program is provided, the computer program product or the computer program comprising computer instructions, the computer instructions being stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes any of the virtual object selection methods described in the above embodiments.

[0017] The beneficial effects brought by the technical solution provided by the embodiment of the present application include at least:

[0018] On the virtual object selection interface, a trigger operation for a first candidate virtual object among multiple candidate virtual objects is received, and then prompt information for indicating the association between the first candidate virtual object and the game virtual object is displayed according to the trigger operation. Through the prompt information, the association between the first candidate virtual object and the game virtual object participating in the virtual game can be more intuitively displayed, which is conducive to players knowing more promptly the game virtual objects that have an adaptation relationship or restraint relationship with the pre-selected first candidate virtual object, improving the player's pertinence when selecting objects, and is conducive to improving the rationality of lineup matching when participating in the virtual game, avoiding the waste of data resources for inappropriate lineup matching, and improving the efficiency of human-computer interaction. BRIEF DESCRIPTION OF THE DRAWINGS

[0019] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.

[0020] Figure 1 is a structural block diagram of an electronic device provided by an exemplary embodiment of the present application;

[0021] Figure 2 is a structural block diagram of a computer system provided by an exemplary embodiment of the present application;

[0022] Figure 3 is a flow chart of a virtual object selection method provided by an exemplary embodiment of the present application;

[0023] Figure 4 is a flowchart of a virtual object selection method provided by another exemplary embodiment of the present application;

[0024] Figure 5 is a schematic diagram of a virtual object display interface provided by an exemplary embodiment of the present application;

[0025] Figure 6 This is a schematic diagram of an interface for displaying first prompt information based on a trigger operation provided by an exemplary embodiment of the present application;

[0026] Figure 7 is a schematic diagram of an interface for displaying second prompt information based on a trigger operation provided by an exemplary embodiment of the present application;

[0027] Figure 8 is a flowchart of a virtual object selection method provided by another exemplary embodiment of the present application;

[0028] Fig. 9This is a schematic diagram of an interface change for receiving a selection operation and displaying a corresponding interface provided by an exemplary embodiment of the present application;

[0029] Fig.10 is a schematic diagram of an interface change for receiving a selection operation and displaying a corresponding interface provided by another exemplary embodiment of the present application;

[0030] Fig.11 is a flowchart of a virtual object selection method provided by another exemplary embodiment of the present application;

[0031] Fig.12 This is a schematic diagram of the presentation form of evaluation prompt information provided by an exemplary embodiment of the present application on a terminal corresponding to a teammate account;

[0032] Fig.13 This is a schematic diagram of the presentation form of evaluation prompt information provided by another exemplary embodiment of the present application on a terminal corresponding to a teammate account;

[0033] Fig.14 This is a schematic diagram of an interface for displaying evaluation information on a master account provided by an exemplary embodiment of the present application;

[0034] Fig.15 This is a schematic diagram of an interface for displaying evaluation information on a master account provided by another exemplary embodiment of the present application;

[0035] Fig.16 It is a schematic diagram of the overall process of a virtual object selection method provided by an exemplary embodiment of the present application;

[0036] Fig.17 is a structural block diagram of a virtual object selection device provided by an exemplary embodiment of the present application;

[0037] Fig.18 is a structural block diagram of a virtual object selection device provided by another exemplary embodiment of the present application;

[0038] Fig.19 It is a structural block diagram of a terminal provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION

[0039] In order to make the objectives, technical solutions and advantages of the present application clearer, the implementation methods of the present application will be further described in detail below with reference to the accompanying drawings.

[0040] First, a brief introduction is given to the terms involved in the embodiments of the present application.

[0041] Virtual scene: a virtual scene displayed (or provided) when an application is running on a terminal. The virtual scene can be a simulation of a real scene, a semi-simulation and semi-fictitious scene, or a purely fictitious scene. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene, and this application does not limit this. The following embodiments are illustrated by taking a three-dimensional virtual scene as an example.

[0042] Virtual model: a model used to simulate a real scene in a virtual scene. Exemplarily, a virtual model occupies a certain volume in a virtual scene. Exemplarily, virtual models include: terrain models, building models, animal and plant models, virtual prop models, virtual vehicle models, and virtual object models. For example, terrain models include: ground, mountains, water, stones, steps, etc.; building models include: houses, walls, containers, and fixed facilities inside buildings: tables, chairs, cabinets, beds, etc.; animal and plant models include: trees, flowers, birds, etc.; virtual prop models include: virtual attack props, medicine boxes, airdrops, etc.; virtual vehicle models include: cars, ships, helicopters, etc.; virtual object models include: people, animals, cartoon characters, etc.

[0043] Virtual character / virtual object: refers to an active object in a virtual scene. The active object can be a virtual object, a virtual animal, an animated character, etc., such as a person, an animal, a plant, an oil drum, a wall, a stone, etc. displayed in a three-dimensional virtual scene. Optionally, the virtual object is a three-dimensional stereo model created based on animation skeleton technology. Each virtual object has its own shape and volume in a three-dimensional virtual scene and occupies a part of the space in the three-dimensional virtual scene.

[0044] In the related art, multiple virtual objects are usually displayed in the object selection interface corresponding to the game, so that players can select the main virtual object to participate in the virtual game from multiple virtual objects according to their daily usage habits or their own choices. However, although the above method can improve the selectivity and fun of the game through multiple virtual objects, players cannot clearly know the relationship between the virtual objects selected by other players and the multiple virtual objects displayed, and thus cannot select the appropriate virtual object to participate in the virtual game according to the current virtual game, which reduces the rationality of the lineup of the virtual game and makes the human-computer interaction efficiency low.

[0045] In an embodiment of the present application, a virtual object selection method is provided, which can more intuitively display the association between the first candidate virtual object and the virtual objects participating in the virtual game, improve the player's pertinence when selecting objects, avoid the waste of data resources for inappropriate lineup matching, and improve the efficiency of human-computer interaction. The virtual object selection method obtained by training for this application includes at least one of a variety of virtual scenes such as virtual battle scenes and virtual shooting scenes when applied. It is worth noting that the above application scenarios are only illustrative examples. The virtual object selection method provided in this embodiment can also be applied to other scenarios, and the embodiment of the present application does not limit this.

[0046] It should be noted that before collecting relevant data of users and during the process of collecting relevant data of users, this application can display a prompt interface, pop-up window or output voice prompt information, and the prompt interface, pop-up window or voice prompt information is used to prompt the user that its relevant data is currently being collected, so that this application only starts to execute the relevant steps of obtaining relevant data of users after obtaining the confirmation operation issued by the user to the prompt interface or pop-up window, otherwise (that is, when the confirmation operation issued by the user to the prompt interface or pop-up window is not obtained), the relevant steps of obtaining relevant data of users are terminated, that is, the relevant data of users are not obtained. In other words, all user data collected by this application are collected with the consent and authorization of the user, and the collection, use and processing of relevant user data need to comply with the relevant laws, regulations and standards of the relevant regions.

[0047] The terminal in the present application can be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III, Moving Picture Experts Group Audio Layer 3) player, an MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Group Audio Layer 4) player, etc. The terminal has installed and runs an application that supports a virtual environment, such as an application that supports a three-dimensional virtual environment. The application can be any one of a virtual reality application, a three-dimensional map program, a third-person shooter game (TPS), a first-person shooter game (FPS), and a multiplayer online tactical competitive game (MOBA). Optionally, the application can be a stand-alone application, such as a stand-alone three-dimensional game program, or a network-connected application.

[0048] Figure 1 The electronic device 100 includes an operating system 120 and an application 122 .

[0049] The operating system 120 is the underlying software that provides application programs 122 with secure access to the computer's hardware.

[0050] The application 122 is an application that supports a virtual environment. Optionally, the application 122 is an application that supports a three-dimensional virtual environment. The application 122 may be any one of a virtual reality application, a three-dimensional map program, a TPS game, an FPS game, a MOBA game, and a multiplayer gunfight survival game. The application 122 may be a stand-alone application, such as a stand-alone three-dimensional game program, or a network-connected application.

[0051] Figure 2 The computer system 200 includes a first device 220 , a server 240 , and a second device 260 .

[0052] The first device 220 is installed and runs an application that supports a virtual environment. The application may be any one of a virtual reality application, a three-dimensional map program, a TPS game, an FPS game, a MOBA game, and a multiplayer shooter survival game. The first device 220 is a device used by a first user, and the first user uses the first device 220 to control a first virtual object in a virtual environment to perform an activity, the activity including but not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. Schematically, the first virtual object is a first virtual character, such as a simulated character or an anime character.

[0053] The first device 220 is connected to the server 240 via a wireless network or a wired network.

[0054] The server 240 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. The server 240 is used to provide background services for applications that support a three-dimensional virtual environment. Optionally, the server 240 undertakes the main computing work, and the first device 220 and the second device 260 undertake the secondary computing work; or, the server 240 undertakes the secondary computing work, and the first device 220 and the second device 260 undertake the main computing work; or, the server 240, the first device 220, and the second device 260 adopt a distributed computing architecture to perform collaborative computing.

[0055] The second device 260 is installed and runs an application that supports a virtual environment. The application can be any one of a virtual reality application, a three-dimensional map program, an FPS game, a MOBA game, and a multiplayer shooter survival game. The second device 260 is a device used by a second user, and the second user uses the second device 260 to control a second virtual object in the virtual environment to perform an activity, and the activity includes but is not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. Schematically, the second virtual object is a second virtual character, such as a simulated character or an anime character.

[0056] Optionally, the first virtual character and the second virtual character are in the same virtual environment. Optionally, the first virtual character and the second virtual character may belong to the same team, the same organization, have a friend relationship, or have temporary communication permissions. Optionally, the first virtual character and the second virtual character may also belong to different teams, different organizations, or two hostile groups.

[0057] Optionally, the applications installed on the first device 220 and the second device 260 are the same, or the applications installed on the two devices are the same type of applications on different control system platforms. The first device 220 may generally refer to one of a plurality of devices, and the second device 260 may generally refer to one of a plurality of devices. This embodiment is only illustrated by the first device 220 and the second device 260. The device types of the first device 220 and the second device 260 are the same or different, and the device types include: at least one of a game console, a desktop computer, a smart phone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, and a laptop computer. The following embodiments are illustrated by the device being a desktop computer.

[0058] Those skilled in the art will appreciate that the number of the above devices may be more or less. For example, the above device may be only one, or the above devices may be dozens or hundreds, or more. The embodiment of the present application does not limit the number and type of devices.

[0059] It is worth noting that the server 240 can be implemented as a physical server or a cloud server in the cloud, where cloud technology refers to a hosting technology that unifies hardware, software, network and other resources in a wide area network or a local area network to achieve data computing, storage, processing and sharing. Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, application technology, etc. based on the cloud computing business model application, which can form a resource pool and be used on demand, which is flexible and convenient.

[0060] In some embodiments, the method provided in the embodiments of the present application can be applied to a cloud gaming scenario, so that the calculation of data logic during the game is completed through the cloud server, while the terminal is responsible for the display of the game interface.

[0061] In some embodiments, the server 240 may also be implemented as a node in a blockchain system.

[0062] In combination with the above-mentioned noun introduction and application scenarios, the virtual object selection method provided by the present application is described. Taking the application of the method to a terminal as an example, Figure 3 As shown, the method includes the following steps 310 to 330.

[0063] Step 310: display a virtual object selection interface.

[0064] Illustratively, the virtual object selection interface is used to represent an interface for selecting a virtual object.

[0065] Optionally, after entering the game application, the virtual object selection interface is directly displayed; or, after entering the game application, the virtual object selection interface is displayed based on a trigger operation on an object selection control within the game application; or, after entering the game application, the virtual object selection interface is displayed based on a voice command trigger, such as: the voice command is implemented as "open the object selection interface" or the like.

[0066] In some embodiments, the virtual object selection interface is an interface corresponding to the master account.

[0067] Illustratively, after entering the game application, the process of selecting a virtual object and participating in a virtual game is achieved by logging into an account, and the account logged into by the player is the main control account.

[0068] Among them, the virtual object selection interface includes multiple game accounts and multiple candidate virtual objects.

[0069] The game account is an account that participates in the virtual game with the master account. In principle, before the virtual game, the master account triggers the game matching function to achieve the game matching process. The game matching function is used to match the master account with the account that participates in the virtual game. The account determined by the game matching function is the game account.

[0070] Optionally, based on the game matching function, multiple game accounts participating in the virtual game with the master control account are determined, and the multiple game accounts are implemented as teammate accounts belonging to the same camp as the master control account; or, the multiple game accounts are implemented as hostile accounts belonging to a different camp from the master control account; or, the multiple game accounts include some teammate accounts belonging to the same camp as the master control account, and also include some hostile accounts belonging to a different camp from the master control account.

[0071] Among them, there is at least one game account among the multiple game accounts that chooses to control the game virtual object to participate in the virtual game.

[0072] The game virtual object is a virtual object controlled by the game account. When there are multiple game accounts, at least one game account has selected the game virtual object it controls.

[0073] Optionally, the game account implements the game virtual object selection process through a virtual object selection interface displayed on its terminal.

[0074] Schematically, the game account 1 is taken as an example. The game account 1 is the account logged in on the terminal a. After entering the game interface, the virtual object selection interface corresponding to the game account 1 is displayed. The virtual object selection interface is used to provide a virtual object selection process for the game account 1; based on the selection operation of the game account 1 on the virtual object selection interface, the selected virtual object is used as the game virtual object corresponding to the game account 1.

[0075] Optionally, the game account determines the game virtual objects participating in the virtual game by default allocation.

[0076] Illustratively, the game account 1 is taken as an example. The game account 1 is the account logged in on the terminal a. After entering the game interface, the system automatically allocates a virtual object to the game account 1 as the game virtual object corresponding to the game account 1.

[0077] It is worth noting that the above-mentioned selection determination method or default allocation method is only an illustrative example. The virtual game object corresponding to the game account can be determined by using a single method mentioned above, or by randomly using at least one of multiple methods. The embodiments of the present application are not limited to this.

[0078] In some embodiments, based on the relationship between the master account and the game account, the accounts participating in the virtual object are determined to be the master account and at least one game account. Schematically, when there are multiple game accounts, at least one game account among the multiple game accounts selects the game virtual object.

[0079] Illustratively, the plurality of candidate virtual objects are virtual objects for the master account to select, wherein the candidate virtual objects are used to be selected by the master account and participate in the virtual game.

[0080] Optionally, the master control account selects at least one candidate virtual object from a plurality of candidate virtual objects to participate in the virtual game.

[0081] Illustratively, the multiple candidate virtual objects include candidate virtual object A, candidate virtual object B, candidate virtual object C and candidate virtual object D, and the master control account selects one candidate virtual object from the multiple candidate virtual objects to participate in the virtual game (e.g., selecting candidate virtual object C to participate in the virtual game); or, the master control account selects multiple candidate virtual objects from the multiple candidate virtual objects to participate in the virtual game (e.g., selecting candidate virtual object C and candidate virtual object D to participate in the virtual game together), etc.

[0082] Optionally, the plurality of candidate virtual objects correspond to at least one object type, and the object type is used to indicate the role that the candidate virtual object plays in the virtual game; or, the object type is used to indicate the function that the candidate virtual object plays in the virtual game.

[0083] Optionally, the object type includes a mage type, a tank type, a shooter type, an assassin type, etc. Illustratively, the multiple candidate virtual objects include a candidate virtual object A, a candidate virtual object B, a candidate virtual object C, and a candidate virtual object D, wherein the candidate virtual object A is a virtual object of the mage type, the candidate virtual object B and the candidate virtual object C are virtual objects of the shooter type, the candidate virtual object D is a virtual object of the assassin type, and the like.

[0084] Illustratively, multiple candidate virtual objects are arranged according to object type, and based on the master account's selection of the object type, the candidate virtual objects under the object type are displayed on the virtual object selection interface, so that the master account executes the selection process for the candidate virtual objects under the object type.

[0085] Step 320: Receive a trigger operation for a first candidate virtual object among multiple candidate virtual objects.

[0086] Illustratively, the first candidate virtual object is any one of the multiple candidate virtual objects.

[0087] Optionally, the trigger operation is implemented as a trigger form other than a selection operation on the first candidate virtual object, and is used to view object information of the first candidate virtual object.

[0088] The object information includes at least one of a variety of information such as object attribute information (mana value, health value, etc.), object association information (the association between the first candidate virtual object and the opponent virtual object, etc.), and object level information.

[0089] Illustratively, the trigger operation is implemented as a click operation on the first candidate virtual object, and the selection operation is implemented as a click operation on the "lock control" after the trigger operation is performed on the first candidate virtual object; or, the trigger operation is implemented as a click operation on the first candidate virtual object, and the selection operation is implemented as a long press operation on the first candidate virtual object, etc.

[0090] In some embodiments, after receiving a trigger operation on a first candidate virtual object among multiple candidate virtual objects, a trigger operation on other candidate virtual objects among multiple candidate virtual objects can also be received. Based on the fact that the first candidate virtual object is any one of the multiple candidate virtual objects, the other candidate virtual objects can be regarded as the triggered first candidate virtual object.

[0091] Illustratively, the multiple candidate virtual objects include candidate virtual object A, candidate virtual object B, candidate virtual object C, and candidate virtual object D. After receiving a trigger operation on candidate virtual object A, a trigger operation on other candidate virtual objects (such as candidate virtual object B, candidate virtual object C, or candidate virtual object D) may also be received. That is, the number of trigger operations is not limited here.

[0092] Step 330: Display prompt information in response to the triggering operation.

[0093] The prompt information is used to prompt the association relationship between the first candidate virtual object and the game virtual object.

[0094] Illustratively, after the master control account triggers a first candidate virtual object among multiple candidate virtual objects, based on the existence of at least one game account that selects a game virtual object to participate in the virtual game, the association relationship between the first candidate virtual object and at least one game virtual object can be determined.

[0095] Optionally, the first candidate virtual object is candidate virtual object A, and the opposing virtual object is candidate virtual object B and candidate virtual object C selected from multiple candidate virtual objects; based on the trigger operation, the association relationship between candidate virtual object A and candidate virtual object B is compared, and the association relationship between candidate virtual object A and candidate virtual object C is compared; based on the above two association relationships, prompt information representing at least one association relationship is displayed.

[0096] The association relationship includes at least one of an adaptation relationship and a restraint relationship.

[0097] The adaptation relationship is used to characterize the existence of a gain effect between the first candidate virtual object and the opponent virtual object in the virtual game; the restraint relationship is used to characterize the existence of a gain-loss effect between the first candidate virtual object and the opponent virtual object in the virtual game.

[0098] In some embodiments, when the prompt information is used to prompt the adaptation relationship between the first candidate virtual object and the opponent virtual object, at least one opponent virtual object that has an adaptation relationship with the first candidate virtual object is used as the prompt content in the prompt information.

[0099] Illustratively, if the prompt information is used to prompt the adaptation relationship, it is determined that the game virtual object that has an adaptation relationship with the first candidate virtual object is the game virtual object A, and the game virtual object A is used as the prompt content in the prompt information.

[0100] Alternatively, if it is determined that the game virtual objects that are compatible with the first candidate virtual object are game virtual object A and game virtual object B, game virtual object A and game virtual object B are used as prompt content in the prompt information.

[0101] Alternatively, it is determined that the game virtual objects that have an adaptation relationship with the first candidate virtual object are game virtual object A and game virtual object B, and one of them (game virtual object A, or, game virtual object B) is randomly selected as the prompt content in the prompt information.

[0102] Alternatively, it is determined that the game virtual objects that have an adaptation relationship with the first candidate virtual object are game virtual object A and game virtual object B, and one game virtual object is determined as the prompt content in the prompt information according to the degree of adaptation.

[0103] The degree of adaptation is used to indicate the strength of adaptation between the first candidate virtual object and at least one opposing virtual object.

[0104] Optionally, the degree of adaptation is determined based on object factors corresponding to different virtual objects. The object factor is a parameter determined based on at least one of an object type and an object attribute of a virtual object (a candidate virtual object and / or a game virtual object).

[0105] Illustratively, the object factor of the game virtual object A is 10, and the object factor of the first candidate virtual object is 9. Based on the small difference in object factors (eg, less than a preset threshold of 2), it is determined that the first candidate virtual object has a stronger adaptation relationship with the game virtual object A.

[0106] It is worth noting that the above are merely illustrative examples and are not limited to the embodiments of the present application.

[0107] In some embodiments, when the prompt information is used to prompt the restraint relationship between the first candidate virtual object and the opponent virtual object, at least one opponent virtual object that has a restraint relationship with the first candidate virtual object is used as the prompt content in the prompt information.

[0108] Illustratively, if the prompt information is used to prompt the restraint relationship, it is determined that the opponent virtual object that has a restraint relationship with the first candidate virtual object is the opponent virtual object C, and the opponent virtual object C is used as the prompt content in the prompt information.

[0109] Alternatively, if it is determined that the opponent virtual objects that have a restraining relationship with the first candidate virtual object are opponent virtual object C and opponent virtual object D, the opponent virtual object C and the opponent virtual object D are used as prompt content in the prompt information.

[0110] Alternatively, the game virtual objects that have a restraining relationship with the first candidate virtual object are determined to be game virtual object C and game virtual object D, and one of them (game virtual object C, or, game virtual object D) is randomly selected as the prompt content in the prompt information.

[0111] Alternatively, the game virtual objects that have a restraining relationship with the first candidate virtual object are determined to be game virtual object C and game virtual object D, and one game virtual object is determined as the prompt content in the prompt information according to the degree of restraint.

[0112] The degree of restraint is used to indicate the strength of restraint between the first candidate virtual object and at least one opposing virtual object.

[0113] Optionally, the degree of restraint is determined according to object factors corresponding to different virtual objects.

[0114] Illustratively, the object factor of the opponent virtual object C is 10, and the object factor of the first candidate virtual object is -10. Based on the existence of an opposite numerical relationship between the object factors, it is determined that the first candidate virtual object has a restraining relationship with the opponent virtual object B. Optionally, if the object factors have an opposite numerical relationship and their absolute values ​​are similar, it means that the first candidate virtual object has a stronger degree of restraint on the opponent virtual object.

[0115] In an optional embodiment, in addition to the above-mentioned adaptation relationship and restraint relationship, the association relationship can also be implemented as a variety of relationships such as auxiliary relationship, competition relationship, control relationship, and controlled relationship. The auxiliary relationship is used to represent that the first candidate virtual object has an auxiliary effect on the opponent virtual object in the virtual game; the competition relationship is used to represent that the first candidate virtual object competes with the opponent virtual object in the virtual game; the control relationship is used to represent that the first candidate virtual object can control the opponent virtual object in the virtual game; the controlled relationship is used to represent that the first candidate virtual object will be controlled by the opponent virtual object in the virtual game, etc.

[0116] It is worth noting that the above are merely illustrative examples and are not limited to the embodiments of the present application.

[0117] In some embodiments, when the prompt information is used to jointly prompt the adaptation relationship and restraint relationship between the first candidate virtual object and the opponent virtual object, at least one opponent virtual object that has an adaptation relationship with the first candidate virtual object is used as one of the prompt contents in the prompt information, and at least one opponent virtual object that has a restraint relationship with the first candidate virtual object is used as another prompt content in the prompt information, and so on.

[0118] Illustratively, the prompt information is implemented as “adaptation relationship—game virtual object A; restraint relationship—game virtual object C”; or, the prompt information is implemented as “adaptation relationship—game virtual object A; restraint relationship—game virtual object C and game virtual object D”, etc.

[0119] In an optional embodiment, the prompt content included in the prompt information includes, in addition to the above-mentioned virtual objects in the game, at least one of multiple content forms such as a description of the association relationship, a description of the object level, a description of the object's appearance, etc.

[0120] Indicatively: the prompt information is implemented as "adaptation relationship - game virtual object A"; or, the prompt information is implemented as "adapted to game virtual object A of level 16"; or, the prompt information is implemented as "adapted to game virtual object A with dress-up skin X", etc.

[0121] It is worth noting that the above are merely illustrative examples and are not limited to the embodiments of the present application.

[0122] In summary, on the virtual object selection interface, a trigger operation for a first candidate virtual object among multiple candidate virtual objects is received, and then prompt information for indicating the association between the first candidate virtual object and the game virtual object is displayed according to the trigger operation. Through the prompt information, the association between the first candidate virtual object and the game virtual object participating in the virtual game can be more intuitively displayed, which is conducive to players knowing more promptly the game virtual objects that have an adaptation relationship or restraint relationship with the pre-selected first candidate virtual object, improving the player's pertinence when making object selections, and is conducive to improving the rationality of lineup matching when participating in virtual games, avoiding the waste of data resources for inappropriate lineup matching, and improving the efficiency of human-computer interaction.

[0123] In an optional embodiment, the association relationship includes at least one of an adaptation relationship and a restraint relationship, wherein the adaptation relationship is used to represent the association between the first candidate virtual object and the teammate virtual object; and the restraint relationship is used to represent the association between the first candidate virtual object and the enemy virtual object. Figure 4 As shown above Figure 3 The embodiment shown can also be implemented as the following steps 410 to 432, the above Figure 3The illustrated step 330 may also be implemented as the following step 431 or step 432 .

[0124] Step 410: display a virtual object selection interface.

[0125] Optionally, the virtual object selection interface is an interface corresponding to the master account. The virtual object selection interface includes multiple game accounts and multiple candidate virtual objects. The game account is an account that participates in the virtual game with the master account.

[0126] Indicative, such as Figure 5 As shown, it is a schematic diagram of the interface of the virtual object selection interface 510. It includes multiple game accounts on both sides, such as game account X1, game account X2, game account Y1, game account Y2, etc. The master account is implemented as account X5. The master account X5 and game account X1, game account X2, etc. belong to the same camp, so the game account X1, game account X2, etc. can be called teammate accounts; the master account X5 and game account Y1, game account Y2, etc. belong to the same camp, so the game account Y1, game account Y2, etc. can be called enemy accounts.

[0127] Among them, there is at least one game account among the multiple game accounts that selects to control the game virtual object to participate in the virtual game.

[0128] Indicative, such as Figure 5 As shown, after the game account X1 selects the game virtual object x1, the object identifier corresponding to the game virtual object x1 is displayed in the account area corresponding to the game account X1, indicating that the game account X1 chooses to participate in the virtual game by controlling the game virtual object x1.

[0129] In some embodiments, the opponent account performs a virtual object selection process through a virtual object selection interface corresponding to it, and when the opponent account first selects a candidate virtual object as the opponent virtual object, the candidate virtual object is no longer displayed on the virtual object selection interface corresponding to the master account, or the candidate virtual object is presented as an "unselectable" state on the virtual object selection interface corresponding to the master account.

[0130] Illustratively, the game account X1 first selects the candidate virtual object x1 from multiple candidate virtual objects as the game virtual object x1, then the candidate virtual object x1 is no longer displayed on the virtual object selection interface corresponding to the master account, or the candidate virtual object x1 is presented as a "gray" unselectable state on the virtual object selection interface corresponding to the master account.

[0131] Among them, the candidate virtual objects are used to be selected by the master account and participate in the virtual game.

[0132] Indicative, such as Figure 5 As shown, in addition to the game accounts on both sides, the virtual object selection interface 510 also includes a plurality of candidate virtual objects in the middle area 520. Optionally, the plurality of candidate virtual objects are classified and arranged according to object types, such as: all options in the middle area 520 include all candidate virtual objects (or all selectable candidate virtual objects); the tank option in the middle area 520 includes candidate virtual objects of the tank type, etc.

[0133] In an optional embodiment, an association label is displayed on a candidate virtual object that has an association relationship with at least one game virtual object.

[0134] The association tag is used to indicate the association relationship between the candidate virtual object and at least one game virtual object.

[0135] Optionally, for a second candidate virtual object among the multiple candidate virtual objects, in response to the game account being a teammate account and the second candidate virtual object having an adaptation relationship with at least one teammate virtual object, an adaptation label is displayed on the second candidate virtual object.

[0136] The second candidate virtual object is any one of the multiple candidate virtual objects. When at least one teammate account selects a teammate virtual object to be controlled by the teammate account, an adaptation relationship between the at least one teammate virtual object and the multiple candidate virtual objects is determined.

[0137] For example, when teammate account X1 selects the teammate virtual object it controls as candidate virtual object x1, it is determined whether there is an adaptation relationship between the candidate virtual object x1 and multiple candidate virtual objects.

[0138] Indicative, such as Figure 5 As shown, when the game account that selects the game virtual object is a teammate account, and the teammate virtual object selected by the teammate account has an adaptation relationship with the second candidate virtual object, such as: the second candidate virtual object is implemented as candidate virtual object 521, and an adaptation label is displayed on the candidate virtual object 521, and the adaptation label indicates that the candidate virtual object has an adaptation relationship with at least one teammate virtual object.

[0139] Optionally, in response to the game account being a hostile account and the second candidate virtual object having a restraint relationship with at least one game virtual object, a restraint label is displayed on the second candidate virtual object.

[0140] Illustratively, when there is at least one hostile account that selects a hostile virtual object that it controls, a restraint relationship between the at least one hostile virtual object and a plurality of candidate virtual objects is determined.

[0141] For example, when the hostile account Y1 selects the hostile virtual object it controls as the candidate virtual object x2, it is determined whether there is a restraint relationship between the candidate virtual object x2 and multiple candidate virtual objects.

[0142] Indicative, such as Figure 5 As shown, when the game account that selects the game virtual object is a hostile account, and the hostile virtual object selected by the hostile account has a restraint relationship with the second candidate virtual object, such as: the second candidate virtual object is implemented as candidate virtual object 522, and a restraint label is displayed on the candidate virtual object 522, and the restraint label represents that the candidate virtual object has a restraint relationship with at least one hostile virtual object.

[0143] In an optional embodiment, the attribute label is displayed based on the selection of at least one candidate virtual object in the historical virtual game.

[0144] The attribute label is used to characterize the popularity of at least one candidate virtual object.

[0145] Illustratively, for any one of a plurality of candidate virtual objects, on a virtual object display interface including a plurality of candidate virtual objects, an attribute label related to the selection situation can be displayed according to the selection situation of the candidate virtual object in historical virtual games to represent the historical selection information of the candidate virtual object.

[0146] Optionally, the historical virtual game is implemented as a virtual game of the master account within a historical time period; or, the historical virtual game is implemented as a virtual game of multiple accounts within a historical time period, such as: a virtual game of all accounts including the master account within a historical time period, etc.

[0147] Illustratively, when a candidate virtual object is selected more often in historical virtual games, it means that the candidate virtual object is more popular, and an attribute label can be displayed on the candidate virtual object.

[0148] like Figure 5 As shown, the candidate virtual object 523 has been selected multiple times in historical virtual games, and an attribute label “hot” is displayed on the candidate virtual object 523 to indicate that the candidate virtual object 523 is highly popular.

[0149] In an optional embodiment, if the currently displayed candidate virtual object has improvements in skills, attributes, etc. compared to the previous version of the candidate virtual object, an attribute label of "enhanced" is displayed on the currently displayed candidate virtual object to reflect the "enhanced" effect.

[0150] Step 420: Receive a trigger operation for a first candidate virtual object among multiple candidate virtual objects.

[0151] Indicative, such as Figure 5 As shown, taking candidate virtual object 521 as the first candidate virtual object as an example, a single-click operation on candidate virtual object 521 is received as a trigger operation; or, a single-click operation on candidate virtual object 521 is received as a double-click operation as a trigger operation; or, a single-click operation on candidate virtual object 521 is received as a long press operation as a trigger operation, etc.

[0152] Step 431: In response to a trigger operation, display first prompt information representing the adaptation relationship.

[0153] The first prompt information is used to indicate a first teammate virtual object that has an adaptation relationship with the first candidate virtual object.

[0154] Optionally, the accounts participating in the virtual game include a main control account and a game account, and the game account includes at least one teammate account belonging to the same camp as the main control account.

[0155] Schematically, the virtual game includes two virtual camps, namely virtual camp 1 and virtual camp 2. Each virtual camp is formed by the matching and participation of multiple accounts (e.g., 5 accounts). The master account belongs to virtual camp 1. In addition to the master account, virtual camp 1 also includes 4 game accounts as teammate accounts, which belong to the same camp as the master account. Similarly, virtual camp 2 includes 5 game accounts as hostile accounts, which belong to a different camp from the master account.

[0156] Among them, the teammate account is used to control the teammate virtual object in the game virtual object.

[0157] Illustratively, a game account includes a teammate account, and a game virtual object selected by a teammate account in the game account is called a teammate virtual object, that is, a teammate virtual object is a game virtual object controlled by a teammate account.

[0158] In some embodiments, the adaptation relationship is an association relationship corresponding to a teammate account, which is used to represent that the first candidate virtual object has a gain effect on the first teammate virtual object in the virtual game.

[0159] Schematically, the adaptation relationship is an association relationship determined based on the attribute conditions between the object attributes of the first candidate virtual object and the object attributes of the teammate virtual object, and is used to indicate that there is a gain effect between the object attributes of the first candidate virtual object and the object attributes of the first teammate virtual object.

[0160] The object attributes include at least one of a variety of game attributes such as mana value attribute, attack power attribute, health value attribute, etc.

[0161] For example, if the object attribute of the first candidate virtual object has a gain effect on the object attribute of the teammate virtual object, it means that there is an adaptation relationship between the first candidate virtual object and the teammate virtual object.

[0162] Schematically, the adaptation relationship is an association relationship determined based on the type matching between the object type of the first candidate virtual object and the object type of the teammate virtual object, which is used to indicate that the object attributes of the first candidate virtual object can enhance the object attributes of the first teammate virtual object (there is a gain effect).

[0163] For example: if there is a gain effect between the object type of the first candidate virtual object and the object type of the teammate virtual object, it means that there is an adaptation relationship between the first candidate virtual object and the teammate virtual object. For example: if the object type of the first candidate virtual object is an auxiliary type, and the object type of the teammate virtual object is a shooter type, and the auxiliary type can provide combat assistance to the shooter type in the virtual game, it means that there is an adaptation relationship between the first candidate virtual object and the teammate virtual object (the first candidate virtual object is adapted to the teammate virtual object); or, if the object type of the first candidate virtual object is a shooter type, and the object type of the teammate virtual object is an auxiliary type, it means that there is an adaptation relationship between the first candidate virtual object and the teammate virtual object (the teammate virtual object is adapted to the first candidate virtual object), etc.

[0164] It is worth noting that the above are merely illustrative examples and are not limited to the embodiments of the present application.

[0165] In some embodiments, after the first candidate virtual object is determined, it is determined whether the first candidate virtual object has an adaptation relationship with multiple teammate virtual objects, that is, whether the first candidate virtual object can have a gain effect with the teammate virtual object in the virtual game. If there is an adaptation relationship, the teammate virtual object that has an adaptation relationship with the first candidate virtual object is determined as the first teammate virtual object.

[0166] For example: the first candidate virtual object is candidate virtual object A, and a process of confirming the adaptation relationship between candidate virtual object A and multiple teammate virtual objects is performed. When it is determined that there is an adaptation relationship between candidate virtual object A and teammate virtual object H among multiple teammate virtual objects, teammate virtual object H is used as the first teammate virtual object.

[0167] In some embodiments, based on the first prompt information being used to characterize the first teammate virtual object that has an adaptation relationship with the first candidate virtual object, the first teammate virtual object is determined to be the prompt content in the first prompt information.

[0168] Schematically, there are multiple teammate virtual objects, among which teammate virtual object A is the teammate virtual object with the highest degree of adaptability to the first candidate virtual object, and teammate virtual object A is used as the first teammate virtual object represented by the first prompt information; or, teammate virtual object A and teammate virtual object B are the two teammate virtual objects with the highest degree of adaptability to the first candidate virtual object, then teammate virtual object A and teammate virtual object B are used as the first teammate virtual object represented by the first prompt information.

[0169] That is, the first teammate virtual object can be implemented as one teammate virtual object or multiple teammate virtual objects.

[0170] In some embodiments, the degree of adaptation is determined based on the object factor corresponding to the first candidate virtual object and the object factor corresponding to the teammate virtual object; the object factor is a parameter determined based on at least one of the object type and object attributes of the virtual object (candidate virtual object and / or game virtual object).

[0171] In an optional embodiment, the prompt content included in the first prompt information includes, in addition to the first teammate virtual object, at least one of multiple content forms such as a description of the adaptation relationship, a description of the object level, and a description of the object dressing.

[0172] Illustratively: the first prompt information is implemented as “adaptation relationship—game virtual object A”; or, the first prompt information is implemented as “adapted to game virtual object A of level 16”.

[0173] In some embodiments, Figure 6 The figure shows an interface schematic diagram for displaying the first prompt information based on a trigger operation.

[0174] Among them, taking the first candidate virtual object on which the trigger operation is executed as candidate virtual object 610 as an example, based on the trigger operation, it is determined that the candidate virtual object 610 has an adaptation relationship with the first teammate virtual object 620 (the teammate virtual object controlled by teammate account X2), so the displayed first prompt information 630 is implemented as "object identifier adapted to our side + first teammate virtual object 620", and the object identifier is implemented as at least one of an avatar, a nickname, etc.

[0175] The first prompt information can more intuitively show the player the first teammate virtual object that is compatible with the first candidate virtual object. While retaining the player's flexibility in lineup matching in the game, it improves the rationality of the player's selection of candidate virtual objects and avoids the problem of resource waste caused by non-targeted selection.

[0176] It is worth noting that the above are merely illustrative examples and are not limited to the embodiments of the present application.

[0177] Step 432: In response to the triggering operation, display second prompt information representing the restraint relationship.

[0178] The second prompt information is used to indicate a first hostile virtual object that has a restraining relationship with the first candidate virtual object.

[0179] Optionally, the accounts participating in the virtual game include a master account and game accounts. The game accounts include at least one teammate account belonging to the same camp as the master account and at least one hostile account belonging to a different camp from the master account.

[0180] Among them, the hostile account is used to control the hostile virtual objects in the game virtual objects.

[0181] Illustratively, the game account includes a hostile account, and the game virtual object selected by the hostile account in the game account is called a hostile virtual object, that is, the hostile virtual object is a game virtual object controlled by the hostile account.

[0182] In some embodiments, the restraint relationship is an association relationship corresponding to a hostile account, which is used to represent that the first candidate virtual object has a benefit-loss effect on the first hostile virtual object in the virtual game.

[0183] Illustratively, the restraint relationship is an association relationship determined based on the attribute conditions between the object attributes of the first candidate virtual object and the object attributes of the hostile virtual object, and is used to indicate that the object attributes of the first candidate virtual object have a gain or loss effect on the object attributes of the first hostile virtual object.

[0184] For example, if the object attribute of the first candidate virtual object has a gain or loss effect on the object attribute of the hostile virtual object, it means that there is a restraint relationship between the first candidate virtual object and the hostile virtual object.

[0185] Illustratively, the restraint relationship is an association relationship determined based on the type matching between the object type of the first candidate virtual object and the object type of the hostile virtual object, and is used to indicate that the object type of the first candidate virtual object can restrain the object type of the first hostile virtual object (there is a gain or loss effect).

[0186] For example, if the object type of the first candidate virtual object has a loss effect on the object type of the hostile virtual object, it means that there is a restraint relationship between the first candidate virtual object and the hostile virtual object. For example, if the object type of the first candidate virtual object is an assassin type, and the object type of the hostile virtual object is a mage type, and the assassin type can restrain the mage type in a virtual game, it means that there is a restraint relationship between the first candidate virtual object and the hostile virtual object (the first candidate virtual object restrains the hostile virtual object).

[0187] In some embodiments, after determining the first candidate virtual object, determine whether the first candidate virtual object has a restraining relationship with multiple hostile virtual objects, that is, determine whether the first candidate virtual object can have a benefit-loss effect on the hostile virtual object in the virtual game. If there is a restraining relationship, determine the hostile virtual object that has a restraining relationship with the first candidate virtual object as the first hostile virtual object.

[0188] For example: the first candidate virtual object is candidate virtual object C, and a restraint relationship confirmation process is performed between candidate virtual object C and multiple hostile friendly virtual objects. When it is determined that candidate virtual object C has a restraint relationship with a hostile virtual object G among multiple hostile virtual objects, the hostile virtual object G is used as the first hostile virtual object.

[0189] In some embodiments, based on the fact that the second prompt information is used to characterize the first hostile virtual object that has a restraining relationship with the first candidate virtual object, the first hostile virtual object is determined to be the prompt content in the second prompt information.

[0190] Illustratively, there are multiple hostile virtual objects, among which hostile virtual object C is the hostile virtual object with the highest degree of restraint on the first candidate virtual object, and hostile virtual object C is used as the first hostile virtual object represented by the second prompt information; or, hostile virtual object C and hostile virtual object D are the two hostile virtual objects with the highest degree of restraint on the first candidate virtual object, and hostile virtual object C and hostile virtual object D are used as the first hostile virtual objects represented by the second prompt information.

[0191] That is, the first hostile virtual object can be implemented as one hostile virtual object or as multiple hostile virtual objects.

[0192] In some embodiments, the degree of restraint is determined based on a comprehensive analysis of an object factor corresponding to the first candidate virtual object and an object factor corresponding to the hostile virtual object.

[0193] Illustratively, the object factor of the hostile virtual object C is 10, and the object factor of the first candidate virtual object is -10. Based on the existence of an opposite numerical relationship between the object factors, it is determined that the first candidate virtual object has a restraining relationship with the hostile virtual object C. Optionally, if there is an opposite numerical relationship between the object factors and the absolute values ​​are similar, it means that the first candidate virtual object has a stronger restraining strength with respect to the hostile virtual object.

[0194] Optionally, the prompt content included in the second prompt information includes, in addition to the above-mentioned first hostile virtual object, at least one of multiple content forms such as a description of the restraint relationship, a description of the object level, a description of the object's dress, etc.

[0195] Illustratively, the second prompt information is implemented as “restraint relationship - hostile virtual object B”; or, the second prompt information is implemented as “restraint against virtual object B for 20 minutes”, etc.

[0196] In some embodiments, Figure 7 The figure shows an interface schematic diagram for displaying the second prompt information based on a trigger operation.

[0197] Among them, taking the first candidate virtual object on which the trigger operation is executed as candidate virtual object 710 as an example, based on the trigger operation, it is determined that the candidate virtual object 710 has an adaptation relationship with the first hostile virtual object 720 (the hostile virtual object controlled by the enemy account Y1), so the displayed second prompt information 730 is implemented as "object identifier of restraining the enemy + first hostile virtual object 720", and the object identifier is implemented as at least one of an avatar, a name, etc.

[0198] The second prompt information can more intuitively show the player the first hostile virtual object that has a restraining relationship with the first candidate virtual object. While retaining the player's flexibility in lineup matching in the game, it improves the player's targeted selection of candidate virtual objects, which is conducive to achieving an effective confrontation effect in the virtual game by selecting candidate virtual objects with a restraining relationship, thereby enhancing the fun of the game.

[0199] In an optional embodiment, when the prompt information is displayed, at least one of the first prompt information representing the adaptation relationship and the second prompt information representing the restraint relationship is displayed.

[0200] Illustratively, when the first candidate virtual object has an adaptation relationship with the teammate virtual object and a restraint relationship with the hostile virtual object, the first prompt information is displayed to represent the adaptation relationship between the first candidate virtual object and the teammate virtual object; or, when the first candidate virtual object has an adaptation relationship with the teammate virtual object and a restraint relationship with the hostile virtual object, the second prompt information is displayed to represent the restraint relationship between the first candidate virtual object and the hostile virtual object; or, when the first candidate virtual object has an adaptation relationship with the teammate virtual object and a restraint relationship with the hostile virtual object, the first prompt information and the second prompt information are displayed to represent the adaptation relationship between the first candidate virtual object and the teammate virtual object, and to represent the restraint relationship between the first candidate virtual object and the hostile virtual object.

[0201] It is worth noting that the above are merely illustrative examples and are not limited to the embodiments of the present application.

[0202] To sum up, the prompt information can more intuitively display the relationship between the first candidate virtual object and the virtual objects participating in the virtual game, which is conducive to the player to know more promptly the virtual objects participating in the virtual game that have an adaptation relationship or restraint relationship with the first candidate virtual object they pre-selected, improve the player's targetedness when selecting objects, and help improve the rationality of lineup matching when participating in virtual games, avoid the waste of data resources due to inappropriate lineup matching, and improve the efficiency of human-computer interaction.

[0203] In the embodiment of the present application, it is introduced that when displaying prompt information, at least one of the first prompt information representing the adaptation relationship and the second prompt information representing the restraint relationship is displayed. The adaptation relationship is used to represent the adaptation of the first candidate virtual object and the teammate virtual object, and the restraint relationship is used to represent the restraint of the first candidate virtual object and the enemy virtual object, so as to more intuitively show the relationship between the first candidate virtual object and the game virtual object, which is conducive to guiding the player to select a candidate virtual object that is more suitable for the current lineup and improve the rationality of the lineup.

[0204] In an optional embodiment, when a trigger operation is performed on the first candidate virtual object, prompt information is displayed, and when the first candidate virtual object is selected, a prompt mark of the relationship between the first candidate virtual object and the opponent virtual object is displayed based on the selection operation. Figure 8 As shown above Figure 3 The step 330 shown includes the following steps 810 to 830 .

[0205] Step 810: Receive a selection operation on a first candidate virtual object among multiple candidate virtual objects.

[0206] The selection operation is used to indicate the determination to control the first candidate virtual object to participate in the virtual game, that is, the first candidate virtual object is locked through the selection operation, and the first candidate virtual object is used as the main control virtual object in the virtual game process as the main control account.

[0207] Illustratively, the first candidate virtual object is a candidate virtual object selected from multiple candidate virtual objects, and the first candidate virtual object can be implemented as the first candidate virtual object triggered for the nth time (n is a positive integer) or a candidate virtual object that has not been triggered. That is, the first candidate virtual object selected is any one of the multiple candidate virtual objects.

[0208] Optionally, a long press operation on the first candidate virtual object is received as a selection operation; or, after receiving a trigger operation on the first candidate virtual object, a click operation on the lock control is received as a selection operation, etc.

[0209] Indicatively, Fig. 9 , which is a schematic diagram of an interface change for receiving a selection operation and displaying a corresponding interface, including interface 910 and interface 920 .

[0210] As shown in the interface 910, the selection operation is implemented through the lock control 911 in the interface 910. Optionally, after pre-selecting the candidate virtual object 912 from multiple candidate virtual objects (e.g., clicking to pre-select), a click operation on the lock control 911 is received to implement the selection operation on the candidate virtual object 912; or, after triggering the candidate virtual object 912 from multiple candidate virtual objects, a click operation on the lock control 911 is received to implement the selection operation on the candidate virtual object 912, etc.

[0211] Step 820: In response to the selection operation, a first object identifier corresponding to the first candidate virtual object is displayed in the account area corresponding to the master account.

[0212] Schematically, the virtual object display interface includes an account area corresponding to the master account and account areas corresponding to multiple game accounts. Fig. 9 As shown, the virtual object display interface includes an account area 931 corresponding to the master account and account areas corresponding to multiple game accounts (eg, account area 932 corresponding to game account X1, etc.).

[0213] The object identifier is used to uniquely identify the candidate virtual object, and the first object identifier corresponding to the first candidate virtual object is used to uniquely identify the first candidate virtual object. Schematically, the object identifier is implemented as at least one of the identifiers such as the avatar and the name of the candidate virtual object.

[0214] Illustratively, after the master control account selects the first candidate virtual object as the master control virtual object participating in the virtual game, the first object identifier corresponding to the first candidate virtual object is displayed in the account area corresponding to the master control account, so as to determine and display to other game accounts the process of participating in the virtual game through the first candidate virtual object.

[0215] As shown in interface 910 , after the master account selects candidate virtual object 912 as the master virtual object participating in the virtual game, an avatar (first object identifier) ​​corresponding to candidate virtual object 912 is displayed in the account area 931 corresponding to the master account.

[0216] Step 830: Based on the association relationship between the first candidate virtual object and the opponent virtual object, a prompt mark is displayed at a preset association position of the first object mark.

[0217] Illustratively, after determining the first candidate virtual object as the selected master virtual object, the association relationship between the first candidate virtual object and the opponent virtual object is determined, that is, whether there is an adaptation relationship and a restraint relationship between the first candidate virtual object and the opponent virtual object.

[0218] The preset associated position is a pre-set position related to the first object identifier. Optionally, the preset associated position is implemented as the side of the first object identifier; or, the preset associated position is implemented as the top of the first object identifier; or, the preset associated position is implemented as a certain area below the first object identifier, etc.

[0219] In an optional embodiment, the multiple game accounts include at least one teammate account, and the teammate account is used to control the teammate virtual object in the game virtual object.

[0220] In some embodiments, in response to an adaptation relationship between the first candidate virtual object and a second teammate virtual object among the at least one teammate virtual object, a first prompt identifier is displayed at a preset associated position of the first object identifier.

[0221] Illustratively, after the first candidate virtual object is selected, it is determined whether there is an adaptation relationship between the first candidate virtual object and the teammate virtual object, and it is determined whether there is a restraint relationship between the first candidate virtual object and the enemy virtual object. When there is an adaptation relationship between the first candidate virtual object and the teammate virtual object, the content shown in interface 920 is displayed.

[0222] As shown in interface 920, taking the example of an adaptation relationship between the teammate virtual object controlled by teammate account 913 and the candidate virtual object 912, the teammate virtual object controlled by teammate account 913 is the above-mentioned second teammate virtual object, and the first prompt logo 914 is displayed at the preset associated position of the first object logo.

[0223] The first prompt identifier is used to indicate that there is an adaptation relationship between the first candidate virtual object and the second teammate virtual object.

[0224] In some embodiments, a first prompt mark is displayed at a preset associated position of a second object mark corresponding to the second teammate virtual object.

[0225] Indicative, such as Fig. 9 As shown, taking the preset association position implemented as the surrounding side of the first object identifier as an example, in addition to displaying the first prompt identifier 914 around the first object identifier, the first prompt identifier 914 is displayed around the second object identifier 915 corresponding to the second teammate virtual object, so as to show the adaptation relationship to other teammate accounts.

[0226] In an optional embodiment, the multiple game accounts include at least one hostile account, and the hostile account is used to control the hostile virtual objects in the game virtual objects.

[0227] In some embodiments, in response to a restraint relationship between the first candidate virtual object and a second hostile virtual object among the at least one hostile virtual object, a second prompt identifier is displayed at a preset associated position of the first object identifier.

[0228] Indicatively, Fig.10 As shown, it is another schematic diagram of interface changes for receiving a selection operation and displaying a corresponding interface, which includes interface 1010 and interface 1020.

[0229] As shown in interface 1010 , after preselecting a candidate virtual object 1011 from a plurality of candidate virtual objects, a click operation on the lock control 1012 is received to implement a selection operation on the candidate virtual object 1011 , and content as shown in interface 1020 is displayed.

[0230] Illustratively, after the first candidate virtual object is selected, it is determined whether there is an adaptation relationship between the first candidate virtual object and the teammate virtual object, and it is determined whether there is a restraint relationship between the first candidate virtual object and the hostile virtual object. When there is a restraint relationship between the first candidate virtual object and the hostile virtual object, the content shown in interface 1020 is displayed.

[0231] As shown in interface 1020, taking the example of a restraint relationship between the hostile virtual object controlled by the hostile account 1021 and the candidate virtual object 1011, the hostile virtual object controlled by the hostile account 1021 is the above-mentioned second hostile virtual object, and the second prompt logo 1030 is displayed at the preset associated position of the first object logo corresponding to the first candidate virtual object.

[0232] The second prompt mark is used to indicate that there is a restraint relationship between the first candidate virtual object and the second hostile virtual object.

[0233] In some embodiments, a second prompt identifier is displayed at a preset associated position of a third object identifier corresponding to the second hostile virtual object.

[0234] Indicatively, Fig.10 As shown, in addition to displaying the second prompt logo 1030 at the preset associated position of the first object logo, the second prompt logo 1030 is displayed at the preset associated position of the third object logo 1040 corresponding to the second hostile virtual object, so as to show the restraint relationship to other teammate accounts.

[0235] In an optional embodiment, in response to the prompt identifier being a first prompt identifier representing an adaptation relationship, a first special effect is displayed at a preset associated position of the first prompt identifier.

[0236] Among them, the first special effect is used to strengthen the display adaptation relationship.

[0237] Optionally, an "applause effect" is displayed as the first special effect at the preset associated position of the first prompt logo; or, a "handshake effect" is displayed as the first special effect at the preset associated position of the first prompt logo; or, a "cheers effect" is displayed as the first special effect at the preset associated position of the first prompt logo, etc.

[0238] In an optional embodiment, in response to the prompt identifier being a second prompt identifier representing a restraint relationship, a second special effect is displayed at a preset associated position of the second prompt identifier.

[0239] Among them, the second special effect is used to strengthen the display of restraint.

[0240] Optionally, a "hitting special effect" is displayed as the second special effect at the preset associated position of the second prompt logo; or, an "explosion special effect" is displayed as the second special effect at the preset associated position of the second prompt logo; or, a "smirk special effect" is displayed as the second special effect at the preset associated position of the second prompt logo, etc.

[0241] In an optional embodiment, in response to the existence of an adaptation relationship between the first candidate virtual object and the opponent virtual object, a first background sound effect is played.

[0242] Illustratively, when the association relationship between the first candidate virtual object and the opponent virtual object is an adaptation relationship, a first background sound effect for cheering the adaptation relationship is played.

[0243] Optionally, the first background sound effect is implemented as an applause sound effect preconfigured by the system; or, the first background sound effect is implemented as a cheering sound effect preconfigured by the system; or, the first background sound effect is implemented as an inspirational song clip preconfigured by the system, etc.

[0244] In some embodiments, first sound effect data corresponding to the first background sound effect is sent to a teammate account in the game account.

[0245] Among them, the first sound effect data is used to play the first background sound effect on the terminal corresponding to the teammate account.

[0246] In an illustrative manner, in addition to playing the first background sound effect on the terminal corresponding to the master control account, the first sound effect data corresponding to the first background sound effect is sent to the teammate account, so that the first background sound effect is played on the terminal corresponding to the teammate account, thereby enhancing the game interaction atmosphere.

[0247] In an optional embodiment, in response to a restraint relationship between the first candidate virtual object and the opponent virtual object, second sound effect data corresponding to the second background sound effect is sent to a hostile account in the opponent account.

[0248] The second sound effect data is used to play the second background sound effect on the terminal corresponding to the hostile account. Schematically, the second background sound effect is used to show the restraint relationship.

[0249] Illustratively, when the association relationship between the first candidate virtual object and the opponent virtual object is a restraint relationship, the second sound effect data corresponding to the second background sound effect is sent to the hostile account in the opponent account, so that the second background sound effect is played on the terminal corresponding to the hostile account.

[0250] Optionally, the second background sound effect is implemented as a hitting sound effect preconfigured by the system; or, the second background sound effect is implemented as a booing sound effect preconfigured by the system.

[0251] Through the first background sound effect and the second background sound effect, the adaptation relationship or restraint relationship can be more vividly displayed, which improves the fun of the game while enhancing the vividness of the game.

[0252] It is worth noting that the above are merely illustrative examples and are not limited to the embodiments of the present application.

[0253] To sum up, the prompt information can more intuitively display the relationship between the first candidate virtual object and the game virtual objects participating in the virtual game, which is conducive to the player to know more promptly the game virtual objects that have an adaptation relationship or restraint relationship with the first candidate virtual object they pre-selected, avoid the waste of data resources due to inappropriate lineup matching, and improve the efficiency of human-computer interaction.

[0254] In an embodiment of the present application, it is introduced that after a selection operation is performed on a first candidate virtual object, a prompt mark is displayed at a preset associated position of the first object mark based on the association relationship between the first candidate virtual object and the opponent virtual object, so that the prompt mark can more clearly and intuitively show the adaptation or restraint between the first candidate virtual object and the opponent virtual object, thereby improving the player's targetedness when selecting objects and improving the rationality of the lineup when participating in the virtual game.

[0255] In an optional embodiment, after the master account selects the first candidate virtual object as its master virtual object, based on the relationship between the master virtual object and the game virtual object, it selectively sends evaluation prompt information to the teammate account, and the evaluation prompt information is used to instruct the teammate account to evaluate the selection operation. Fig.11 As shown above Figure 3The illustrated step 330 also includes the following steps 1110 to 1130 .

[0256] Step 1110: Receive a selection operation for a first candidate virtual object.

[0257] The selection operation is used to indicate the determination to control the first candidate virtual object to participate in the virtual game. Therefore, the first candidate virtual object is the candidate virtual object selected from the multiple candidate virtual objects.

[0258] Illustratively, step 1110 has been introduced in the above step 810 and will not be repeated here.

[0259] Step 1120, in response to the existence of an adaptation relationship between the first candidate virtual object and the teammate virtual object, or in response to the existence of a restraint relationship between the first candidate virtual object and the hostile virtual object, sending an evaluation prompt message to the game account corresponding to the teammate virtual object.

[0260] Illustratively, after selecting the first candidate virtual object as the master virtual object controlled by the master account, an association relationship between the first candidate virtual object and the game virtual object controlled by the game account is determined.

[0261] Optionally, in response to the existence of an adaptation relationship between the first candidate virtual object and the teammate virtual object, an evaluation prompt message is sent to the game account corresponding to the teammate virtual object; or, in response to the existence of a restraint relationship between the first candidate virtual object and the hostile virtual object, an evaluation prompt message is sent to the game account corresponding to the teammate virtual object; or, in response to the existence of an adaptation relationship between the first candidate virtual object and the teammate virtual object, and a restraint relationship between the first candidate virtual object and the hostile virtual object, an evaluation prompt message is sent to the game account corresponding to the teammate virtual object.

[0262] Among them, the evaluation prompt information is used to prompt the teammate account to evaluate the selection operation.

[0263] For example: when there is an adaptation relationship between the first candidate virtual object selected by the main control account and the teammate virtual object, and / or there is a restraint relationship between the first candidate virtual object selected by the main control account and the enemy virtual object, it means that the first candidate virtual object selected by the main control account is more suitable for the current virtual game and is likely to improve the winning rate of the current virtual game. Therefore, the evaluation prompt information prompts the teammate account to give a positive evaluation of the selection operation to promote interaction between different players during the game and enhance the fun of the interaction.

[0264] Optionally, the interactive operation performed by the teammate account on the evaluation prompt information is implemented as at least one of a plurality of interactive forms such as a like operation, a clapping operation, a head-patting operation, and a high-five operation.

[0265] Illustratively, the like operation is implemented as the teammate account triggering the like information indicated by the evaluation prompt information (such as the like control); the clapping operation is implemented as the teammate account operating the teammate virtual object it controls to clap (such as triggering the control corresponding to the clapping operation); the head-patting operation is implemented as the teammate account operating the teammate virtual object it controls to pat the head of the first candidate virtual object corresponding to the main control account (such as triggering the control corresponding to the head-patting operation); the high-five operation is implemented as the teammate account operating the teammate virtual object it controls to high-five the first candidate virtual object corresponding to the main control account (such as triggering the control corresponding to the high-five operation), etc.

[0266] It is worth noting that the above forms of interactive operations are merely illustrative examples and are not limited to this in the embodiments of the present application.

[0267] In some embodiments, the evaluation prompt information indicates the like information and the interactive operation is implemented as a like operation. Fig.12 and Fig.13 The figure shows a schematic diagram of the presentation of evaluation prompt information on the terminal corresponding to the teammate account.

[0268] (1) Display of evaluation prompt information under adaptation relationship

[0269] like Fig.12 As shown, it includes a master account 1210 and multiple game accounts, and the multiple game accounts include teammate accounts and enemy accounts. Take the game account 1220 (teammate account) among the multiple game accounts as an example, Fig.12 Schematic diagram of the interface corresponding to the game account 1220. When there is an adaptation relationship between the first candidate virtual object selected by the master account 1210 and at least one teammate virtual object, the evaluation prompt information sent to the game accounts corresponding to the multiple teammate virtual objects includes the evaluation prompt information sent to the game account 1220.

[0270] That is: when the first candidate virtual object selected by the main control account has an adaptation relationship with the teammate virtual object A, evaluation prompt information is not only sent to the teammate account corresponding to the teammate virtual object A, but also can be sent to the teammate accounts corresponding to other teammate virtual objects; or, when the first candidate virtual object selected by the main control account has an adaptation relationship with the teammate virtual object A, evaluation prompt information is not sent to the teammate account corresponding to the teammate virtual object A, but evaluation prompt information is sent to the teammate accounts corresponding to other teammate virtual objects, etc.

[0271] In an illustrative manner, the first candidate virtual object selected by the master account 1210 is compatible with the game account 1230 (teammate account), and will be displayed on the interface corresponding to the game account 1220; the evaluation prompt information received by the game account 1220 is implemented as follows: Fig.12 The like information 1240 shown indicates that the game account 1220 can implement the evaluation selection operation process through the like information 1240.

[0272] (2) Display of evaluation prompt information under restraint relationship

[0273] like Fig.13 As shown, it includes a master account 1310 and multiple game accounts, and the multiple game accounts include teammate accounts and enemy accounts. Take the game account 1320 (teammate account) among the multiple game accounts as an example, Fig.13 13 is a schematic diagram of an interface corresponding to the game account 1320. When a restraint relationship exists between the first candidate virtual object selected by the master account 1310 and at least one hostile virtual object, evaluation prompt information is sent to the game accounts corresponding to the multiple teammate virtual objects, including the evaluation prompt information sent to the game account 1320.

[0274] That is, when the first candidate virtual object selected by the main control account has an adaptation relationship with the hostile virtual object C, evaluation prompt information can be sent to a teammate account corresponding to at least one teammate virtual object among multiple teammate virtual objects.

[0275] In an illustrative manner, the first candidate virtual object selected by the master account 1310 has a restraining relationship with the opponent account 1330 (hostile account), and will be displayed on the interface corresponding to the opponent account 1320; the evaluation prompt information received by the opponent account 1320 is implemented as follows: Fig.13 The like information 1340 shown indicates that the game account 1320 can implement the evaluation selection operation process through the like information 1330.

[0276] Step 1130, display evaluation information.

[0277] Illustratively, the evaluation information is information sent by the opponent account based on a triggering operation of the evaluation prompt information.

[0278] In an optional embodiment, in response to the game account performing an interactive operation within a preset time period, the evaluation information is displayed.

[0279] Among them, interactive operations are used to generate evaluation information.

[0280] Optionally, the evaluation prompt information is implemented as an interactive control, and the interactive operation is implemented as a trigger operation for the interactive control. Fig.14 and Fig.15 As shown, this is a schematic diagram of the interface for displaying evaluation information for the main control account.

[0281] Among them, Fig.12As shown, if the game account 1210 triggers the like information 1240 representing the interactive control, the following will be displayed. Fig.14 Evaluation information 1410 shown; or, Fig.13 As shown, if the game account 1310 triggers the like information 1340 representing the interactive control, the following will be displayed: Fig.15 Evaluation information 1510 is shown.

[0282] Optionally, the evaluation information includes at least one of an evaluation text and an evaluation object. The evaluation text is the evaluation content in text form for the evaluation operation, and the evaluation object is the main control account that performs the selection operation.

[0283] Indicative, such as Fig.14 As shown, the evaluation information 1410 includes an evaluation text and an evaluation object. The evaluation text is “This hero (candidate virtual object) is well selected”, and the evaluation object is the main control account 1420 that performs the selection operation.

[0284] Optionally, the evaluation text is a text content generated by default after the interactive control is triggered. For example, the system pre-stores multiple text contents, and when the interactive control is triggered, a text content is randomly selected from the multiple text contents as the evaluation text.

[0285] Illustratively, the interactive operation includes at least one of a like operation, a clapping operation, a high-five operation, and an evaluation filling operation, where the evaluation filling operation is used to indicate input of an evaluation text for a selection operation.

[0286] That is, the evaluation text can be realized as text content generated based on the text input by the teammate account. Schematically, after the interactive control is triggered, the evaluation box is displayed; the evaluation text is generated based on the filling operation of the evaluation box, so as to display the evaluation information including the evaluation text.

[0287] It is worth noting that the above are merely illustrative examples and are not limited to the embodiments of the present application.

[0288] To sum up, the prompt information can more intuitively display the relationship between the first candidate virtual object and the virtual objects participating in the virtual game, which is conducive to the player to know more promptly the virtual objects participating in the virtual game that have an adaptation relationship or restraint relationship with the first candidate virtual object they pre-selected, improve the player's targetedness when selecting objects, and help improve the rationality of lineup matching when participating in virtual games, avoid the waste of data resources due to inappropriate lineup matching, and improve the efficiency of human-computer interaction.

[0289] In the embodiment of the present application, a process of instructing a teammate virtual object to evaluate a selection operation by sending an evaluation prompt message is introduced. When the first candidate virtual object selected by the player has an adaptation relationship with the teammate virtual object, or has a restraint relationship with the hostile virtual object, an evaluation prompt message is sent to the game account corresponding to the teammate virtual object, so that the evaluation information is displayed based on the interaction of the teammate account corresponding to the teammate virtual object, the fun of the interaction process is improved, and the player is guided to select a candidate virtual object that is not often played, thereby expanding the player's virtual object pool, improving the player's active activity and the friendly atmosphere in the game.

[0290] In an optional embodiment, the above virtual object selection method is applied to the hero (candidate virtual object) selection scenario before a virtual game, which can also be called "a method for guiding players to select heroes". Fig.16 As shown, the above virtual object selection method can also be implemented as the following steps 1601 to 1612.

[0291] Step 1601, enter the hero selection stage.

[0292] Indicatively, the hero selection stage is a stage for selecting heroes to participate in a virtual game in the game, and the heroes are the candidate virtual objects mentioned above. Optionally, the hero selection stage is entered through the virtual object display interface mentioned above.

[0293] In some embodiments, both players select heroes according to a fixed order.

[0294] Indicatively, the lower-level players select heroes first, followed by the higher-level players; or, the normal players select heroes first, followed by the restrained players, and so on.

[0295] In some embodiments, the hero is selected by random selection.

[0296] Optionally, after the player selects hero A from multiple heroes, other players cannot select hero A; or, after the player selects hero A from multiple heroes, other players on the same team cannot select hero A; or, after the player selects hero A from multiple heroes, other players can still select hero A, etc.

[0297] In some embodiments, taking the above-mentioned hero selection process of the master account as an example, the selection results of the heroes selected by other players will be uploaded to the server in real time so that the corresponding terminals of other players can determine the selection results.

[0298] Step 1602, based on the hero selected by the player and the hero influence factor, recommend compatible heroes and / or restrained heroes in real time.

[0299] The hero selected by the player is the hero selected by other players other than the player corresponding to the main account. For example, before the player corresponding to the main account selects a hero, there are multiple other players who select heroes. The heroes selected by multiple other players are regarded as "player selected heroes".

[0300] The hero influence factor is the above-mentioned object factor, and is a parameter determined based on at least one of the object type and object attribute of the hero.

[0301] Optionally, the process of recommending compatible heroes and / or counter heroes in real time is regarded as the process of adding labels to different candidate virtual objects on the virtual object display interface, such as adding a compatible label to a compatible hero and adding a counter label to a counter hero.

[0302] Indicatively, when there is a hero O that can both adapt to hero A and restrain hero B, the hero influence factor corresponding to hero O, the hero influence factor corresponding to hero A, and the hero influence factor corresponding to hero B are comprehensively considered to determine the priority of adaptation and the priority of restraint. If the priority of adaptation is higher, an adaptation tag is added to hero O; if the priority of restraint is higher, a restraint tag is added to hero O, and so on.

[0303] That is: compatible heroes are used to indicate heroes that are compatible with the hero selected by the player; restrained heroes are used to indicate heroes that are restrained with the hero selected by the player.

[0304] Optionally, the terminal comprehensively determines the compatible heroes and restrained heroes based on the heroes selected by the players and the hero influencing factors, and adds an "adaptive" label to the compatible heroes and a "restrained" label to the restrained heroes, thereby displaying them to the player corresponding to the master account.

[0305] Step 1603, whether the player triggers the adaptive hero or restrained hero.

[0306] Indicatively, it is detected whether the player corresponding to the current main control account triggers the adaptive hero, and it is detected whether the player corresponding to the current main control account triggers the restrained hero.

[0307] In some embodiments, the candidate virtual objects displayed on the virtual object display interface are represented by avatars corresponding to the candidate virtual objects, that is, different heroes are distinguished by their avatars.

[0308] Indicatively, the player clicks on the hero portrait to trigger the operation. According to the hero targeted by the player's trigger operation, it is determined whether the hero is an adaptive hero or a restrained hero.

[0309] If the hero targeted by the player's trigger operation is an adaptive hero, execute the following step 16041; if the hero targeted by the player's trigger operation is a restrained hero, execute the following step 16042; if the hero targeted by the player's trigger operation is not an adaptive hero or a restrained hero, no prompt information is displayed, that is: there is no relevant prompt for adaptation or restraint.

[0310] Step 16041, click to select the appropriate hero.

[0311] In an illustrative manner, the click operation is used as a trigger operation of the player corresponding to the master account on the adapted hero, and the following step 16051 is executed.

[0312] Step 16051, prompt "Adapt to our X1".

[0313] Indicatively, based on the triggering operation of the adapted hero, the first prompt information is displayed, and the first prompt information is used to indicate the hero to which the adapted hero is adapted. For example, the first prompt information is "Adapt to our X1", which means that the adapted hero is adapted to the hero (teammate virtual object) corresponding to the teammate account X1 in the camp where the main control account is located.

[0314] Optionally, X1 is used to represent the name of a hero that is compatible with the compatible hero; or, X1 is used to represent the avatar of a hero that is compatible with the compatible hero, etc.

[0315] In some embodiments, the first prompt information is displayed in the form of a bubble.

[0316] Illustratively, after the trigger operation is performed on the adapted hero, a prompt bubble representing the adapted object of the adapted hero is displayed, and the prompt bubble is the first prompt information mentioned above.

[0317] In some embodiments, the first prompt information is displayed in the form of a floating window.

[0318] Illustratively, after the trigger operation is performed on the adapted hero, a prompt window representing the adapted object of the adapted hero is superimposed and displayed on the virtual object display interface, and the prompt window is the first prompt information mentioned above.

[0319] In some embodiments, the first prompt information is displayed in the form of a jump control.

[0320] In an illustrative manner, after the trigger operation is performed on the adapted hero, a jump control is superimposed on the virtual object display interface, and the jump control is used to indicate jumping to the prompt information viewing interface or superimposing a prompt information viewing window on the virtual object display interface, so that the first prompt information is displayed through the prompt information viewing interface or the prompt information viewing window. That is, the jump control is used to view the detailed content of the first prompt information after triggering.

[0321] Prompt information can help players determine whether to lock the currently selected hero.

[0322] It is worth noting that the display form of the above first prompt information is only an illustrative example and is not limited to this in the embodiment of the present application.

[0323] Step 16061, whether the player changes to another hero.

[0324] Indicatively, it detects whether the player will switch to another hero after performing a trigger operation on a hero, that is, performing a trigger operation on another hero. For example, after the player clicks on hero A, will he click on another hero, such as hero B, etc.

[0325] Optionally, when the player changes to other heroes (yes), execute the above step 1603; when the player does not change to other heroes (no), and performs a selection operation on the currently selected hero, execute the following step 16071.

[0326] Step 16071, lock the applicable hero.

[0327] Indicatively, when the player performs a trigger operation on the current hero and then performs a selection operation (such as clicking a lock control, etc.), the current compatible hero is locked.

[0328] Step 16081, the adapting hero and the adapted hero display "adaptation" feedback.

[0329] Indicatively, the adaptable hero is the hero selected by the player; the adapted hero is the hero that has an adaptable relationship with the adaptable hero, and is the hero controlled by the teammate account.

[0330] Optionally, based on the selection operation of the master account on the adapted hero, "adaptation" feedback (adaptation mark) is displayed in the account area corresponding to the master account; based on the adapted hero being a hero controlled by a teammate account belonging to the same camp as the master account, "adaptation" feedback (adaptation mark) is displayed in the account area corresponding to the teammate account, etc.

[0331] Step 16091, other players on the same team see the "adaptation feedback", and at the same time, a like button appears around the player who has locked the adapted hero.

[0332] Indicatively, the "adaptation" feedback will not only be displayed on the virtual object display interface corresponding to the main control account, but also on the interface corresponding to other players in the same team. That is, teammate accounts belonging to the same camp as the main control account are aware of the adaptation status between the main control account and the teammate accounts with an adaptation relationship.

[0333] Optionally, in addition to displaying the "adaptation" feedback on the interface corresponding to other players on the same team, a like button will also appear around the player who has locked the adapted hero, that is: a like button will be displayed in the account area corresponding to the main control account.

[0334] Among them, the like button is used to represent the above-mentioned like information, that is, the above-mentioned evaluation prompt information, and the like button is used to prompt the teammate account to evaluate the selection operation.

[0335] Step 16101: Whether other players on the same team click the like button within 3 seconds.

[0336] In an illustrative manner, it is determined whether a player on the same team clicks the like button within 3 seconds, wherein 3 seconds is a pre-set trigger threshold, which is only an illustrative example, and the trigger threshold may also be implemented as 1 second, 1.5 seconds, 5 seconds, and other situations, which is not limited in the embodiments of the present application.

[0337] Optionally, if it is determined that other players on the same team click the like button within 3 seconds, execute the following step 16102; if it is determined that other players on the same team do not click the like button within 3 seconds, execute the following step 1612.

[0338] Step 16111, other players on the same team send praise messages.

[0339] Illustratively, when at least one player among other players on the same team clicks the like button within 3 seconds, the at least one player sends a praise text, which is the above-mentioned evaluation information, including at least one of the evaluation text and the evaluation object.

[0340] Optionally, the evaluation text is any text content in pre-configured text content; the evaluation object is the main control account that performs the selection operation.

[0341] Step 16042, click to select the restrained hero.

[0342] In an illustrative manner, the click operation is used as a trigger operation of the player corresponding to the main control account on the restrained hero, and the following step 16052 is executed.

[0343] Step 16052, the bubble prompts "Restrain enemy Y1".

[0344] In an illustrative manner, based on the triggering operation of the restrained hero, the second prompt information is displayed, and the second prompt information is used to represent the hero restrained by the restrained hero. For example, the second prompt information is "restrained enemy Y1", which means that the restrained hero has a restraining effect (profit and loss effect) on the hero (hostile virtual object) corresponding to the hostile account Y1 that belongs to a different camp from the main control account.

[0345] Optionally, Y1 is used to represent the name of a hero that has a restraining relationship with the restraining hero; or, Y1 is used to represent the avatar of a hero that has a restraining relationship with the restraining hero, etc.

[0346] In some embodiments, the second prompt information is displayed in the form of a bubble.

[0347] Illustratively, after a trigger operation is performed on a restraining hero, a prompt bubble representing the object restrained by the restraining hero is displayed, and the prompt bubble is the second prompt information mentioned above.

[0348] In some embodiments, the second prompt information is displayed in the form of a floating window.

[0349] Illustratively, after a trigger operation is performed on a restraining hero, a prompt window representing the object restrained by the restraining hero is superimposed and displayed on the virtual object display interface, and the prompt window is the second prompt information mentioned above.

[0350] In some embodiments, the second prompt information is displayed in the form of a jump control.

[0351] In an illustrative manner, after a trigger operation is performed on an adapted hero, a jump control is superimposed on the virtual object display interface, and the jump control is used to indicate a jump to a prompt information viewing interface or a prompt information viewing window is superimposed on the virtual object display interface, thereby displaying the second prompt information through the prompt information viewing interface or the prompt information viewing window.

[0352] Prompt information can help players determine whether to lock the currently selected hero.

[0353] It is worth noting that the display form of the above second prompt information is only an illustrative example and is not limited to this in the embodiments of the present application.

[0354] Step 16062: Whether the player changes to another hero.

[0355] Indicatively, it detects whether the player will switch to another hero after performing a trigger operation on a hero, that is, performing a trigger operation on another hero. For example, after the player clicks on hero A, will he click on another hero, such as hero B, etc.

[0356] Optionally, when the player changes to other heroes (yes), execute the above step 1603; when the player does not change to other heroes (no), and performs a selection operation on the currently selected hero, execute the following step 16072.

[0357] Step 16072, lock the restrained hero.

[0358] Indicatively, when the player performs a trigger operation on the current hero and then performs a selection operation (such as clicking a lock control, etc.), the current restrained hero is locked.

[0359] Step 16082, the restraining hero and the restrained hero display "restraint" feedback.

[0360] Indicatively, the restraining hero is the hero selected by the player; the restrained hero is the hero that has a restraining relationship with the restraining hero, and is a hero controlled by a hostile account.

[0361] Optionally, based on the selection operation of the restraining hero by the main controlling account, "restraint" feedback (restraint mark) is displayed in the account area corresponding to the main controlling account; based on the fact that the restrained hero is controlled by a hostile account belonging to a different camp from the main controlling account, "restraint" feedback (restraint mark) is displayed in the account area corresponding to the hostile account, etc.

[0362] Step 16092, other players on the same team see the "restraint feedback", and at the same time, a like button appears next to the player who locks the adapted hero.

[0363] Indicatively, the "restraint" feedback will not only be displayed on the virtual object display interface corresponding to the main control account, but also on the interface corresponding to other players in the same team. That is, teammate accounts belonging to the same camp as the main control account are aware of the restraint situation between the main control account and the hostile account with a restraint relationship.

[0364] Optionally, in addition to displaying the "restraint" feedback on the interface corresponding to other players on the same team, a like button will also appear around the player who locks the restrained hero, that is: a like button will be displayed in the account area corresponding to the main control account.

[0365] Among them, the like button is used to represent the above-mentioned like information, that is, the above-mentioned evaluation prompt information, and the like button is used to prompt the teammate account to evaluate the selection operation.

[0366] Step 16102: Whether other players on the same team click the like button within 3 seconds.

[0367] In an illustrative manner, it is determined whether the same team player clicks the like button within 3 seconds. If it is determined that other same team players click the like button within 3 seconds, the following step 16112 is executed; if it is determined that other same team players do not click the like button within 3 seconds, the following step 1612 is executed.

[0368] Step 16112, other players on the same team send praise messages.

[0369] Illustratively, when at least one player among other players on the same team clicks the like button within 3 seconds, the at least one player sends a praise text, which is the above-mentioned evaluation information, including at least one of the evaluation text and the evaluation object.

[0370] Step 1612, the feedback and like buttons disappear.

[0371] Indicatively, if it is determined that other players on the same team have not clicked the Like button within 3 seconds, it means that the players on the same team have not evaluated the selection operation within 3 seconds, and the Like button is cancelled.

[0372] Optionally, in addition to canceling the display of the like button, the logo used to indicate "adapt" feedback or "restrain" feedback may also be canceled.

[0373] It is worth noting that the above are merely illustrative examples and are not limited to the embodiments of the present application.

[0374] To sum up, the prompt information can more intuitively display the relationship between the first candidate virtual object and the virtual objects participating in the virtual game, which is conducive to the player to know more promptly the virtual objects participating in the virtual game that have an adaptation relationship or restraint relationship with the first candidate virtual object they pre-selected, improve the player's targetedness when selecting objects, and help improve the rationality of lineup matching when participating in virtual games, avoid the waste of data resources due to inappropriate lineup matching, and improve the efficiency of human-computer interaction.

[0375] Fig.17 is a structural block diagram of a virtual object selection device provided by an exemplary embodiment of the present application. Fig.17 As shown, the device includes the following parts:

[0376] Display module 1710, used to display a virtual object selection interface, wherein the virtual object selection interface includes multiple game accounts and multiple candidate virtual objects, wherein the game account is an account that participates in a virtual game together with a master account, wherein at least one of the multiple game accounts selects to control a game virtual object to participate in the virtual game, and the candidate virtual object is used to be selected by the master account and participate in the virtual game;

[0377] A receiving module 1720 is configured to receive a triggering operation on a first candidate virtual object among the multiple candidate virtual objects;

[0378] The display module 1710 is further used to display prompt information in response to the trigger operation, and the prompt information is used to prompt the association relationship between the first candidate virtual object and the opponent virtual object, and the association relationship includes at least one of an adaptation relationship and a restraint relationship.

[0379] In an optional embodiment, the game account includes at least one teammate account belonging to the same camp as the master account, and the teammate account is used to control the teammate virtual object in the game virtual object;

[0380] The display module 1710 is also used to display first prompt information representing the adaptation relationship in response to the trigger operation; wherein the first prompt information is used to represent the first teammate virtual object that has the adaptation relationship with the first candidate virtual object, and the adaptation relationship is used to represent the existence of a gain effect between the first candidate virtual object and the first teammate virtual object in the virtual game.

[0381] In an optional embodiment, the game account includes at least one hostile account belonging to a different camp from the master account, and the hostile account is used to control the hostile virtual object in the game virtual object;

[0382] The display module 1710 is also used to display second prompt information representing the restraint relationship in response to the trigger operation; wherein the second prompt information is used to represent the first hostile virtual object that has the restraint relationship with the first candidate virtual object, and the restraint relationship is used to represent that the first candidate virtual object has a benefit or loss effect on the first hostile virtual object in the virtual game.

[0383] In an optional embodiment, the virtual object display interface includes an account area corresponding to the master account;

[0384] The display module 1710 is also used to receive a selection operation on a first candidate virtual object among the multiple candidate virtual objects; in response to the selection operation, display a first object identifier corresponding to the first candidate virtual object in the account area corresponding to the master control account; based on the association relationship between the first candidate virtual object and the opponent virtual object, display a prompt identifier at a preset association position of the first object identifier.

[0385] In an optional embodiment, the multiple game accounts include at least one teammate account, and the teammate account is used to control a teammate virtual object in the game virtual object;

[0386] The display module 1710 is also used to display a first prompt identifier at the preset associated position of the first object identifier in response to the existence of the adaptation relationship between the first candidate virtual object and the first or second teammate virtual object among at least one teammate virtual object; and display the first prompt identifier at the preset associated position of the second object identifier corresponding to the first or second teammate virtual object.

[0387] In an optional embodiment, the multiple game accounts include at least one hostile account, and the hostile account is used to control the hostile virtual object in the game virtual object;

[0388] The display module 1710 is also used to display a second prompt identifier at a preset associated position of the first object identifier in response to the existence of the restraint relationship between the first candidate virtual object and a second hostile virtual object among at least one hostile virtual object; and to display the second prompt identifier at the preset associated position of the third object identifier corresponding to the second hostile virtual object.

[0389] In an optional embodiment, the display module 1710 is also used to display a first special effect at a preset associated position of the prompt identifier in response to the prompt identifier being a first prompt identifier representing the adaptation relationship, and the first special effect is used to strengthen the display of the adaptation relationship; or, in response to the prompt identifier being a second prompt identifier representing the restraint relationship, display a second special effect at a preset associated position of the second prompt identifier, and the second special effect is used to strengthen the display of the restraint relationship.

[0390] In an optional embodiment, the display module 1710 is also used to play a first background sound effect in response to the existence of the adaptation relationship between the first candidate virtual object and the game virtual object; send first sound effect data corresponding to the first background sound effect to a teammate account in the game account, and the first sound effect data is used to play the first background sound effect on a terminal corresponding to the teammate account; or, in response to the existence of the restraint relationship between the first candidate virtual object and the game virtual object, send second sound effect data corresponding to a second background sound effect to a hostile account in the game account, and the second sound effect data is used to play the second background sound effect on a terminal corresponding to the hostile account.

[0391] In an optional embodiment, the display module 1710 is also used to display an association label on a candidate virtual object that has an association relationship with the at least one game virtual object; wherein the association label is used to indicate the association relationship between the candidate virtual object and the at least one game virtual object.

[0392] In an optional embodiment, the display module 1710 is also used to display an adaptation label on a second candidate virtual object among the multiple candidate virtual objects, in response to the game account being a teammate account and the second candidate virtual object having the adaptation relationship with the at least one game virtual object; or, in response to the game account being an enemy account and the second candidate virtual object having the restraint relationship with the at least one game virtual object, display a restraint label on the second candidate virtual object.

[0393] In an optional embodiment, the display module 1710 is further used to display an attribute label based on the selection of the at least one candidate virtual object in the historical virtual game, and the attribute label is used to represent the popularity of the at least one candidate virtual object.

[0394] like Fig.18 As shown, in an optional embodiment, the virtual object selection device further includes:

[0395] The sending module 1730 is used to receive a selection operation on the first candidate virtual object; in response to the existence of the adaptation relationship between the first candidate virtual object and the teammate virtual object, or in response to the existence of the restraint relationship between the first candidate virtual object and the hostile virtual object, send evaluation prompt information to the teammate account corresponding to the teammate virtual object; wherein the evaluation prompt information is used to prompt the teammate account to evaluate the selection operation.

[0396] In an optional embodiment, the display module 1710 is also used to display evaluation information, where the evaluation information is information sent by the game account based on a triggering operation on the evaluation prompt information.

[0397] In an optional embodiment, the display module 1710 is also used to display the evaluation information in response to the game account performing an interactive operation within a preset time period, and the interactive operation is used to generate the evaluation information; wherein the interactive operation includes at least one of a like operation, a clapping operation, a high-five operation, and an evaluation filling operation.

[0398] It should be noted that the virtual object selection device provided in the above embodiment is only illustrated by the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the virtual object selection device provided in the above embodiment and the virtual object selection method embodiment belong to the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.

[0399] Fig.19The block diagram of the structure of an electronic device 1900 provided by an exemplary embodiment of the present application is shown. The electronic device 1900 may be a portable mobile terminal, such as a smart phone, a vehicle-mounted terminal, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 player (Moving Picture Experts Group Audio Layer IV), a laptop computer or a desktop computer. The electronic device 1900 may also be called a user device, a portable terminal, a laptop terminal, a desktop terminal or other names.

[0400] Typically, the electronic device 1900 includes a processor 1901 and a memory 1902 .

[0401] The processor 1901 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1901 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). The processor 1901 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1901 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1901 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.

[0402] The memory 1902 may include one or more computer-readable storage media, which may be non-transitory. The memory 1902 may also include a high-speed random access memory, and a non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1902 is used to store at least one instruction, which is used to be executed by the processor 1901 to implement the virtual object selection method provided in the method embodiment of the present application.

[0403] In some embodiments, the electronic device 1900 further includes one or more sensors, including but not limited to: a proximity sensor, a gyroscope sensor, and a pressure sensor.

[0404] The proximity sensor, also called a distance sensor, is usually disposed on the front panel of the electronic device 1900. The proximity sensor is used to collect the distance between the user and the front of the electronic device 1900.

[0405] The gyroscope sensor can detect the body direction and rotation angle of the electronic device 1900, and the gyroscope sensor can cooperate with the acceleration sensor to collect the user's 3D actions on the electronic device 1900. The processor 1901 can implement the following functions based on the data collected by the gyroscope sensor: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.

[0406] The pressure sensor can be set on the side frame of the electronic device 1900 and / or the lower layer of the display screen. When the pressure sensor is set on the side frame of the electronic device 1900, it can detect the user's holding signal of the electronic device 1900, and the processor 1901 performs left and right hand recognition or quick operation according to the holding signal collected by the pressure sensor. When the pressure sensor is set on the lower layer of the display screen, the processor 1901 controls the operability controls on the UI interface according to the user's pressure operation on the display screen. The operability controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.

[0407] In some embodiments, the electronic device 1900 further includes other components, which can be understood by those skilled in the art. Fig.19 The structure shown in the figure does not constitute a limitation on the electronic device 1900, and may include more or less components than those shown in the figure, or combine certain components, or adopt a different component arrangement.

[0408] The embodiment of the present application also provides a computer device, which can be implemented as follows: Figure 2 The computer device includes a processor and a memory, wherein at least one instruction, at least one program, code set or instruction set is stored in the memory, and the at least one instruction, at least one program, code set or instruction set is loaded and executed by the processor to implement the virtual object selection method provided by the above-mentioned method embodiments.

[0409] An embodiment of the present application also provides a computer-readable storage medium, on which is stored at least one instruction, at least one program, code set or instruction set, and the at least one instruction, at least one program, code set or instruction set is loaded and executed by a processor to implement the virtual object selection method provided by the above-mentioned method embodiments.

[0410] The embodiments of the present application also provide a computer program product or a computer program, which includes a computer instruction stored in a computer-readable storage medium. A processor of a computer device reads the computer instruction from the computer-readable storage medium, and the processor executes the computer instruction, so that the computer device executes the virtual object selection method described in any of the above embodiments.

[0411] Optionally, the computer readable storage medium may include: a read-only memory (ROM), a random access memory (RAM), a solid state drive (SSD), or an optical disk. Among them, the random access memory may include a resistance random access memory (ReRAM) and a dynamic random access memory (DRAM). The serial numbers of the above embodiments of the present application are only for description and do not represent the advantages and disadvantages of the embodiments.

[0412] A person skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware or by instructing related hardware through a program, and the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a disk or an optical disk, etc.

[0413] The above description is only an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.

Claims

1. A virtual object selection method, It is characterized in that The method comprises: Displaying a virtual object selection interface, wherein the virtual object selection interface includes multiple game accounts and multiple candidate virtual objects, wherein the game account is an account that participates in a virtual game together with a master account, wherein at least one of the multiple game accounts selects to control a game virtual object to participate in the virtual game, and the candidate virtual object is used to be selected by the master account and participate in the virtual game; receiving a triggering operation on a first candidate virtual object among the plurality of candidate virtual objects; In response to the trigger operation, prompt information is displayed, where the prompt information is used to prompt the association relationship between the first candidate virtual object and the opponent virtual object, where the association relationship includes at least one of an adaptation relationship and a restraint relationship.

2. The method according to claim 1, It is characterized in that The game account includes at least one teammate account belonging to the same camp as the master account, and the teammate account is used to control the teammate virtual object in the game virtual object; The displaying of prompt information in response to the trigger operation includes: In response to the trigger operation, displaying first prompt information representing the adaptation relationship; Among them, the first prompt information is used to represent the first teammate virtual object that has the adaptation relationship with the first candidate virtual object, and the adaptation relationship is used to represent that there is a gain effect between the first candidate virtual object and the first teammate virtual object in the virtual game.

3. The method according to claim 1, It is characterized in that The game accounts include at least one hostile account belonging to a different camp from the master account, and the hostile account is used to control the hostile virtual object in the game virtual object; The displaying of prompt information in response to the trigger operation includes: In response to the trigger operation, displaying second prompt information representing the restraint relationship; The second prompt information is used to represent the first hostile virtual object that has the restraint relationship with the first candidate virtual object, and the restraint relationship is used to represent that the first candidate virtual object has a benefit or loss effect on the first hostile virtual object in the virtual game.

4. The method according to any one of claims 1 to 3, It is characterized in that The virtual object display interface includes an account area corresponding to the master account; The method further comprises: receiving a selection operation on a first candidate virtual object among the plurality of candidate virtual objects; In response to the selection operation, displaying a first object identifier corresponding to the first candidate virtual object in the account area corresponding to the master account; Based on the association relationship between the first candidate virtual object and the opponent virtual object, a prompt mark is displayed at a preset association position of the first object mark.

5. The method according to claim 4, It is characterized in that The multiple game accounts include at least one teammate account, and the teammate account is used to control a teammate virtual object in the game virtual object; The step of displaying a prompt mark at a preset associated position of the first object mark comprises: In response to the existence of the adaptation relationship between the first candidate virtual object and a second teammate virtual object among the at least one teammate virtual object, displaying a first prompt mark at the preset associated position of the first object mark; The first prompt mark is displayed at the preset associated position of the second object mark corresponding to the second teammate virtual object.

6. The method according to claim 4, It is characterized in that The multiple game accounts include at least one hostile account, and the hostile account is used to control the hostile virtual object in the game virtual object; The step of displaying a prompt mark at a preset associated position of the first object mark comprises: In response to the existence of the restraint relationship between the first candidate virtual object and a second hostile virtual object among the at least one hostile virtual object, displaying a second prompt mark at the preset associated position of the first object mark; The second prompt identifier is displayed at the preset associated position of the third object identifier corresponding to the second hostile virtual object.

7. The method according to claim 4, It is characterized in that The display prompt mark includes: In response to the prompt identifier being a first prompt identifier representing the adaptation relationship, displaying a first special effect at the preset associated position of the first prompt identifier, wherein the first special effect is used to enhance the presentation of the adaptation relationship; or, In response to the prompt identifier being a second prompt identifier representing the restraint relationship, a second special effect is displayed at the preset associated position of the second prompt identifier, wherein the second special effect is used to enhance the display of the restraint relationship.

8. The method according to claim 4, It is characterized in that The method further comprises: In response to the existence of the adaptation relationship between the first candidate virtual object and the game virtual object, playing a first background sound effect; sending first sound effect data corresponding to the first background sound effect to a teammate account in the game account, the first sound effect data being used to play the first background sound effect on a terminal corresponding to the teammate account; or, In response to the restraint relationship between the first candidate virtual object and the opposing virtual object, second sound effect data corresponding to a second background sound effect is sent to an opposing account in the opposing account, and the second sound effect data is used to play the second background sound effect on a terminal corresponding to the opposing account.

9. The method according to any one of claims 1 to 3, It is characterized in that The displaying of the virtual object display interface includes: Displaying an associated label on a candidate virtual object that has an associated relationship with the at least one game virtual object; The association tag is used to indicate the association relationship between the candidate virtual object and the at least one game virtual object.

10. The method according to claim 9, It is characterized in that The step of displaying an associated label on a candidate virtual object that is associated with the at least one game virtual object comprises: For a second candidate virtual object among the plurality of candidate virtual objects, in response to the game account being a teammate account and the second candidate virtual object having the adaptation relationship with the at least one game virtual object, displaying an adaptation label on the second candidate virtual object; or, In response to the game account being a hostile account and the second candidate virtual object having the restraint relationship with the at least one game virtual object, a restraint label is displayed on the second candidate virtual object.

11. The method according to claim 9, It is characterized in that The method further comprises: Based on the selection of the at least one candidate virtual object in historical virtual games, an attribute label is displayed, where the attribute label is used to characterize the popularity of the at least one candidate virtual object.

12. The method according to any one of claims 1 to 3, It is characterized in that The method further comprises: receiving a selection operation on the first candidate virtual object; In response to the existence of the adaptation relationship between the first candidate virtual object and the teammate virtual object, or in response to the existence of the restraint relationship between the first candidate virtual object and the hostile virtual object, sending evaluation prompt information to the teammate account corresponding to the teammate virtual object; The evaluation prompt information is used to prompt the teammate account to evaluate the selection operation.

13. The method according to claim 12, It is characterized in that The method further comprises: Evaluation information is displayed, where the evaluation information is information sent by the game account based on a triggering operation of the evaluation prompt information.

14. The method according to claim 13, It is characterized in that The display evaluation information includes: In response to the game account performing an interactive operation within a preset time period, displaying the evaluation information, wherein the interactive operation is used to generate the evaluation information; Among them, the interactive operation includes at least one of a like operation, a clapping operation, a high-five operation, and an evaluation filling operation.

15. A virtual object selection device, It is characterized in that The device comprises: A display module, configured to display a virtual object selection interface, wherein the virtual object selection interface includes a plurality of game accounts and a plurality of candidate virtual objects, wherein the game account is an account that participates in a virtual game together with a master account, wherein at least one of the plurality of game accounts selects to control a game virtual object to participate in the virtual game, and the candidate virtual object is used to be selected by the master account and participate in the virtual game; A receiving module, configured to receive a triggering operation on a first candidate virtual object among the plurality of candidate virtual objects; The display module is further used to display prompt information in response to the trigger operation, and the prompt information is used to prompt the association relationship between the first candidate virtual object and the opponent virtual object, and the association relationship includes at least one of an adaptation relationship and a restraint relationship.

16. A computer device, It is characterized in that The computer device includes a processor and a memory, wherein at least one program is stored in the memory, and the at least one program is loaded and executed by the processor to implement the virtual object selection method according to any one of claims 1 to 14.

17. A computer-readable storage medium, It is characterized in that The storage medium stores at least one program, and the at least one program is loaded and executed by the processor to implement the virtual object selection method according to any one of claims 1 to 14.

18. A computer program product, It is characterized in that The method comprises computer instructions, which, when executed by a processor, implement the virtual object selection method according to any one of claims 1 to 14.

Citation Information

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